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2451
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Anti CCTV glasses by @jupeme6 | Stardance
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jupeme6
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Title: Anti CCTV glasses by @jupeme6 | Stardance
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1792932451.278425
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1793796451.278425
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2452
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Untitled project by @axisap | Stardance
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axisap
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Title: Untitled project by @axisap | Stardance
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1792799660.31252
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My awesome macropad! by @Tontoro | Stardance
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Tontoro
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Title: My awesome macropad! by @Tontoro | Stardanc Title: My awesome macropad! by @Tontoro | Stardance...
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1792479221.9940536
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1793084021.9940536
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My awesome macropad! by @dv | Stardance
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dv
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0.0
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[]
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Title: My awesome macropad! by @dv | Stardance
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1792579734.3819988
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1793184534.3819988
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2455
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FRC Programming (Raycast Extension) by @pranay | S FRC Programming (Raycast Extension) by @pranay | Stardance...
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pranay
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1
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10.0
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165
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T00:50:10Z", "hours": 10.0, "multiplier": 17.25, "payout": 165, "blessing": "neutral", "text": "Hello everyone! I built a Raycast extension built for FRC (FIRST Robotics Competition) programmers. It basically has a couple of commands for looking up documentation and converting common FRC-specific units right inside Raycast instead of having a bunch of tabs open to do the same thing. If you haven’t used it, Raycast is a super fast keyboard launcher app where you can search, run commands, and build little custom extensions that can be then be used really easily on your computer. FRC is a robotics competition where high school teams build and program robots to compete in a game that changes every year, and WPILib is the software library most FRC teams use to write their robot’s code. What The Extension Does The extension has the following features: searchable WPILib Java and C++ documentation, a quick link to WPILib’s status light reference page for decoding hardware indicator lights, and a unit converter for things like velocity, angular velocity, torque, and force that come up sometimes when writing robot code and just robot stuff in general. Instead of scraping documentation webpages, the Java and C++ commands pull the same search index files that power each site’s own search bar, parse them into something usable, and cache the results so repeat searches are instant rather than re-fetching every time. Roadblocks Adding the Python documentation feature was a huge headache since the url I was pulling the search data from kept randomly blocking requests and instead sent a Cloudflare auth page (which is a good thing, I’m not saying human auth pages are bad), and nothing I tried got around it consistently. I eventually had to just cut the feature from the extension. Aside from that, there was a lot of annoying bug hunting in the unit converter, you know the kind where you try and hit flies with your hands, but you simply can’t move fast enough. Anyway, I also had to figure out how to use markdown (the detail panels in Raycast use markdown) and make it look good. That learning started as an annoying process due to markdown’s limitations, but it actually became quite fun trying to work around those limitations. What I’m proud of I’m most proud of the unit converter. Though the Java and C++ documentation search are more useful, I just had a really fun time mapping out the logic for the unit converter and actually coding it when compared to the documentation search features. This is also the first time I’ve built something intended for other people to use. I’ve always coded random passion projects in my free time, but actually shipping something that’s actually useful for other people is a huge first for me. Try it Out The Try it Out button takes you to instructions that tell you how to install the extension. Sorry that the process is a hassle, but until Raycast approves the extension, this is the only way to share the project with people.", "repo": "https://github.com/helloGithub326/FRC-Programming-Raycast-Extension", "demo": "https://www.raycast.com/helloGithub326/frc-programming"}]...
|
[{"post_id": 10950, "ts": "202 [{"post_id": 10950, "ts": "2026-06-17T23:16:34Z", "hours": 1.1394, "text": "Devlog 05 Finished cleaning up the repo and wrote a temporary file explaining how to manually install the extension, then submitted it to Raycast for review. Raycast’s review bot then caught a handful of bugs I hadn’t noticed. So, I fixed those bugs and pushed those changes. I also swapped the C++ documentation code out for code that safely parsing the data as plain JSON instead of using eval, so it only ever reads data and never executes anything. During that process, I also got a bunch of TypeScript errors due to not properly giving everything an object type. The extension is now in Raycast’s review queue. Next up is just waiting on that, and addressing anything else reviewers flag. In the meanwhile, anyone that wants to try out the extension can manually install it using the Try it Out link."}, {"post_id": 10710, "ts": "2026-06-17T15:59:46Z", "hours": 1.8261, "text": "Devlog 04 The Python documentation feature turned out to be very annoying. The search index url I am using to fetch the documentation was being way too inconsistent. Half the time, it gave the data and half the time, it gave back a Cloudflare auth page. So I decided to drop that feature entirely. Here is the search index url I was using in case anyone knows how to get past the auth page: https://robotpy.readthedocs.io/projects/robotpy/en/stable/searchindex.js . The screenshot shows what is supposed to fetched from this url. I also built a feature to look up status indicator lights for various FRC hardware components, but realized there’s already a single webpage that has all of this information laid out well. So instead of rebuilding that information inside the extension, the feature now just opens that webpage directly. Next up, I’m going to finish tidying up the repo, write a temporary instructions file explaining how to manually install the extension (since it isn’t live yet), and submit it to Raycast for review so it can be officially published."}, {"post_id": 10306, "ts": "2026-06-16T23:26:11Z", "hours": 2.7492, "text": "Devlog 03 I improved how the extension fetches the Java documentation. Instead of fetching 600 something URLs (one for each class in the WPILib library), it now only fetches one search index URL. I also got the C++ documentation lookup feature working. Unfortunately, the C++ documentation’s search data doesn’t include as much detail as the Java one. It doesn’t tell you what functions each class has, so the C++ results are a bit more bare-bones for now. You can see what it looks like in the attached screenshot. I’m currently working on adding Python documentation support. It’s been a bit annoying since the search index URL for the Python docs sometimes is sending HTML instead of javascript. Once I get that fixed, I can finally get to the motor/sensor lookup feature."}, {"post_id": 1108, "ts": "2026-06-02T22:49:58Z", "hours": 3.6142, "text": "Devlog 02 The extension can now fetch the Java WPILib (the library mainly used in FRC) documentation and display all the classes and methods in the library. Once you fetch the documentation (takes ~one minute), you only have to fetch it again when you want to update what you have cached. Tomorrow’s plans are to show descriptions of classes, show descriptions of methods, and add either Python or C++ WPILib documentation."}, {"post_id": 476, "ts": "2026-06-01T22:43:13Z", "hours": 0.7608, "text": "Devlog 01 As of right now, the unit converter (the command in the video) is the only part of the extension that is completely done. Most of the unit converter was done last week. Today, I added the action menu so that you can copy the answer and quickly put it in the search bar. In the future, I plan on adding a WPILib (the main library used for First Robotics Competition coding) documentation viewer, a motor/sensor status lookup, and a robot status monitor (that would be in the menu bar). Posting this early the development in order to get some feedback."}]...
|
Title: FRC Programming (Raycast Extension) by @pra Title: FRC Programming (Raycast Extension) by @pranay | Stardance
Devlogs:
Devlog 01 As of right now, the unit converter (the command in the video) is the only part of the extension that is completely done. Most of the unit converter was done last week. Today, I added the action menu so that you can copy the answer and quickly put it in the search bar. In the future, I plan on adding a WPILib (the main library used for First Robotics Competition coding) documentation viewer, a motor/sensor status lookup, and a robot status monitor (that would be in the menu bar). Posting this early the development in order to get some feedback.
Devlog 02 The extension can now fetch the Java WPILib (the library mainly used in FRC) documentation and display all the classes and methods in the library. Once you fetch the documentation (takes ~one minute), you only have to fetch it again when you want to update what you have cached. Tomorrow’s plans are to show descriptions of classes, show descriptions of methods, and add either Python or C++ WPILib documentation.
Devlog 03 I improved how the extension fetches the Java documentation. Instead of fetching 600 something URLs (one for each class in the WPILib library), it now only fetches one search index URL. I also got the C++ documentation lookup feature working. Unfortunately, the C++ documentation’s search data doesn’t include as much detail as the Java one. It doesn’t tell you what functions each class has, so the C++ results are a bit more bare-bones for now. You can see what it looks like in the attached screenshot. I’m currently working on adding Python documentation support. It’s been a bit annoying since the search index URL for the Python docs sometimes is sending HTML instead of javascript. Once I get that fixed, I can finally get to the motor/sensor lookup feature.
Devlog 04 The Python documentation feature turned out to be very annoying. The search index url I am using to fetch the documentation was being way too inconsistent. Half the time, it gave the data and half the time, it gave back a Cloudflare auth page. So I decided to drop that feature entirely. Here is the search index url I was using in case anyone knows how to get past the auth page: https://robotpy.readthedocs.io/projects/robotpy/en/stable/searchindex.js . The screenshot shows what is supposed to fetched from this url. I also built a feature to look up status indicator lights for various FRC hardware components, but realized there’s already a single webpage that has all of this information laid out well. So instead of rebuilding that information inside the extension, the feature now just opens that webpage directly. Next up, I’m going to finish tidying up the repo, write a temporary instructions file explaining how to manually install the extension (since it isn’t live yet), and submit it to Raycast for review so it can be officially published.
Devlog 05 Finished cleaning up the repo and wrote a temporary file explaining how to manually install the extension, then submitted it to Raycast for review. Raycast’s review bot then caught a handful of bugs I hadn’t noticed. So, I fixed those bugs and pushed those changes. I also swapped the C++ documentation code out for code that safely parsing the data as plain JSON instead of using eval, so it only ever reads data and never executes anything. During that process, I also got a bunch of TypeScript errors due to not properly giving everything an object type. The extension is now in Raycast’s review queue. Next up is just waiting on that, and addressing anything else reviewers flag. In the meanwhile, anyone that wants to try out the extension can manually install it using the Try it Out link.
Ships:
Hello everyone! I built a Raycast extension built for FRC (FIRST Robotics Competition) programmers. It basically has a couple of commands for looking up documentation and converting common FRC-specific units right inside Raycast instead of having a bunch of tabs open to do the same thing. If you haven’t used it, Raycast is a super fast keyboard launcher app where you can search, run commands, and build little custom extensions that can be then be used really easily on your computer. FRC is a robotics competition where high school teams build and program robots to compete in a game that changes every year, and WPILib is the software library most FRC teams use to write their robot’s code. What The Extension Does The extension has the following features: searchable WPILib Java and C++ documentation, a quick link to WPILib’s status light reference page for decoding hardware indicator lights, and a unit converter for things like velocity, angular velocity, torque, and force that come up sometimes when writing robot code and just robot stuff in general. Instead of scraping documentation webpages, the Java and C++ commands pull the same search index files that power each site’s own search bar, parse them into something usable, and cache the results so repeat searches are instant rather than re-fetching every time. Roadblocks Adding the Python documentation feature was a huge headache since the url I was pulling the search data from kept randomly blocking requests and instead sent a Cloudflare auth page (which is a good thing, I’m not saying human auth pages are bad), and nothing I tried got around it consistently. I eventually had to just cut the feature from the extension. Aside from that, there was a lot of annoying bug hunting in the unit converter, you know the kind where you try and hit flies with your hands, but you simply can’t move fast enough. Anyway, I also had to figure out how to use markdown (the detail panels in Raycast use markdown) and make it look good. That learning started as an annoying process due to markdown’s limitations, but it actually became quite fun trying to work around those limitations. What I’m proud of I’m most proud of the unit converter. Though the Java and C++ documentation search are more useful, I just had a really fun time mapping out the logic for the unit converter and actually coding it when compared to the documentation search features. This is also the first time I’ve built something intended for other people to use. I’ve always coded random passion projects in my free time, but actually shipping something that’s actually useful for other people is a huge first for me. Try it Out The Try it Out button takes you to instructions that tell you how to install the extension. Sorry that the process is a hassle, but until Raycast approves the extension, this is the only way to share the project with people....
|
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1793087328.8218906
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MemNix by @nichtdu | Stardance
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nichtdu
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0.0
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Title: MemNix by @nichtdu | Stardance
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1792640973.588643
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1793245773.588643
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2457
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Drednot Sandbox by @Xendy | Stardance
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Xendy
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Title: Drednot Sandbox by @Xendy | Stardance
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1792705738.6041229
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1793310538.6041229
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2458
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Welcome page by @Diva | Stardance
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Diva
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[{"post_id": 583, "ts": "2026- [{"post_id": 583, "ts": "2026-06-02T02:30:25Z", "hours": 0.6119, "text": "Making a website on VS code! I think it’s going well?"}, {"post_id": 449, "ts": "2026-06-01T21:35:30Z", "hours": 0.3764, "text": "I made a little intro page! I’ll add more to it, but I want it to be prettier."}]...
|
Title: Welcome page by @Diva | Stardance
Devlogs: Title: Welcome page by @Diva | Stardance
Devlogs:
I made a little intro page! I’ll add more to it, but I want it to be prettier.
Making a website on VS code! I think it’s going well?...
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1792515129.909994
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1793119929.909994
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2459
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My first slack bot! by @Mubus | Stardance
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Title: My first slack bot! by @Mubus | Stardance
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1793087463.8012342
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My awesome macropad! by @Leander | Stardance
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Leander
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Title: My awesome macropad! by @Leander | Stardanc Title: My awesome macropad! by @Leander | Stardance...
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Arduino Spider robot (Quadruped) by @aarav_ | Star Arduino Spider robot (Quadruped) by @aarav_ | Stardance...
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aarav_
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0
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0.0
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[]
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Title: Arduino Spider robot (Quadruped) by @aarav_ Title: Arduino Spider robot (Quadruped) by @aarav_ | Stardance...
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1792587270.5838447
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1793192070.5838447
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2463
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Space Invaders by @Chomps | Stardance
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Chomps
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Title: Space Invaders by @Chomps | Stardance
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Guardian by @yazn_wali | Stardance
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yazn_wali
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Title: Guardian by @yazn_wali | Stardance
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2465
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My first slack bot! by @TliiAbderrahmane | Stardan My first slack bot! by @TliiAbderrahmane | Stardance...
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TliiAbderrahmane
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Title: My first slack bot! by @TliiAbderrahmane | Title: My first slack bot! by @TliiAbderrahmane | Stardance...
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1792640971.0465057
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1793245771.0465057
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2466
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My awesome macropad! by @Ahmed | Stardance
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Ahmed
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Title: My awesome macropad! by @Ahmed | Stardance
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1793342893.0971801
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2467
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Untitled by @dv | Stardance
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dv
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Title: Untitled by @dv | Stardance
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2468
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testing place by @filmiguess | Stardance
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filmiguess
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Title: testing place by @filmiguess | Stardance
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2469
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My first slack bot! by @nikki | Stardance
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0.0
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[]
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Title: My first slack bot! by @nikki | Stardance
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2470
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Nave espacial by @kaiquielias38 | Stardance
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kaiquielias38
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Title: Nave espacial by @kaiquielias38 | Stardance
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1793119773.0524232
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2471
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BMW Life Website by @rowannichols147 | Stardance
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Title: BMW Life Website by @rowannichols147 | Star Title: BMW Life Website by @rowannichols147 | Stardance...
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1793123601.9252133
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2472
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My first slack bot! by @7afezzz | Stardance
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7afezzz
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Title: My first slack bot! by @7afezzz | Stardance
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My first slack bot! by @7afezzz | Stardance
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Title: My first slack bot! by @7afezzz | Stardance
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2474
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Mini Midi Macropad by @Loekman | Stardance
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Loekman
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Title: Mini Midi Macropad by @Loekman | Stardance
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1792597897.0705366
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1793202697.0705366
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2475
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My first slack bot! by @kanokid | Stardance
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kanokid
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0.0
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Title: My first slack bot! by @kanokid | Stardance
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1792536449.0261748
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1793141249.0261748
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2476
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My first slack bot! by @Dockie | Stardance
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Dockie
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[{"post_id": 6806, "ts": "2026 [{"post_id": 6806, "ts": "2026-06-11T12:43:57Z", "hours": 3.6947, "text": "I am working on my new slack bot to use in our school’s workspace. In doing this I have realized that there is nothing better than writing thing that you understand even if you use the AI’s , but that’s better than copy and paste . This made debugging so easy to me."}]...
|
Title: My first slack bot! by @Dockie | Stardance
Title: My first slack bot! by @Dockie | Stardance
Devlogs:
I am working on my new slack bot to use in our school’s workspace. In doing this I have realized that there is nothing better than writing thing that you understand even if you use the AI’s , but that’s better than copy and paste . This made debugging so easy to me....
|
1792601534.4864213
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1793206334.4864213
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2477
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My awesome macropad! by @Khadija | Stardance
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Khadija
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0
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0.0
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Title: My awesome macropad! by @Khadija | Stardanc Title: My awesome macropad! by @Khadija | Stardance...
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1792774407.0084019
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1793379207.0084019
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2478
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Untitled project by @S_Duece | Stardance
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S_Duece
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Title: Untitled project by @S_Duece | Stardance
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2479
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RC airplane by @Thomass | Stardance
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Thomass
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Title: RC airplane by @Thomass | Stardance
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2480
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My first slack bot! by @ehalahan | Stardance
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ehalahan
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Title: My first slack bot! by @ehalahan | Stardanc Title: My first slack bot! by @ehalahan | Stardance...
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1792713221.8833683
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1793318021.8833683
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2481
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Untitled by @kanokid | Stardance
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kanokid
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Title: Untitled by @kanokid | Stardance
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My first slack bot! by @jarriabq | Stardance
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jarriabq
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Title: My first slack bot! by @jarriabq | Stardanc Title: My first slack bot! by @jarriabq | Stardance...
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1792727486.9250126
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1793332286.9250126
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My awesome macropad! by @codyhunicke | Stardance
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codyhunicke
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0
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0.0
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[]
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Title: My awesome macropad! by @codyhunicke | Star Title: My awesome macropad! by @codyhunicke | Stardance...
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1792630350.2717242
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1793235150.2717242
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2484
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Chain Demolition Game by @JustAnotherMedium | Star Chain Demolition Game by @JustAnotherMedium | Stardance...
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JustAnotherMedium
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Title: Chain Demolition Game by @JustAnotherMedium Title: Chain Demolition Game by @JustAnotherMedium | Stardance...
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1792590829.761889
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1793195629.761889
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2485
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Pocket Universe by @theinfamousben | Stardance
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theinfamousben
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T21:37:22Z", "hours": 23.0, "multiplier": 7.37, "payout": 167, "blessing": "neutral", "text": "Ship 1 Hey guys! I’m proud to announce I’ve developed Pocket Universe to an acceptable degree - with more updates coming soon! Why did I publish so soon? I have a few projects coming up (haven-related) and I want to get this out of the way so I don’t have any unfinished business. What is this project anyways? Pocket Universe is an Interactive Incremental game, which focuses on building up our modern universe from scratch, meaning from the fundamental Interactions up all the way to Galaxies and Nebulae What’s Included in the game right now? I have 4 Generator nodes and 7 Upgrade nodes, with the framework built to add more quickly. Was AI used in this Project? Yes. I used a lot of AI for troubleshooting my final build, as I’ve never built for MacOS and the web before. I also used AI to generate the placeholder SVG images, which will be replaced once the game reaches an alpha / open beta stage.", "repo": "https://github.com/theinfamousben/pocket-universe", "demo": "https://benmudev.itch.io/pocket-universe"}]...
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[{"post_id": 76232, "ts": "202 [{"post_id": 76232, "ts": "2026-10-02T19:44:55Z", "hours": 1.3992, "text": "Devlog 15 - Trying to make it look a bit better Changes Added Modal Background Moved Menu and Energy Display into Top Bar ** AI was used to generate an SVG for the modal background and to fix the positioning of the elements ** Notes I originally only shipped this project because I thought The event was going to end soon and I was gonna be busy with Haven, but now since the event has been extended, I figured I can continue working on it :)"}, {"post_id": 66193, "ts": "2026-09-11T21:12:27Z", "hours": 2.2889, "text": "Devlog 14 - I am an IDIOT Changes Recreated all SOs to fix their attached script Build 5 broken and 1 working prototype Remove quarks as a resource Add menu with exit button Notes I am the definition of stupid. I had a problem for 2 WHOLE HOURS, and the fix was simply putting the script for the SOs into its own file. I am my own worst enemy, because of my own stupidity. Well, the more you know."}, {"post_id": 63204, "ts": "2026-09-06T21:30:11Z", "hours": 1.4367, "text": "Devlog 13 - double parents :3 Changes Allowed multiple parents per node Fixed false dragging assertions Notes I’m almost done with the base game mechanics, after that it’s just textures, sounds, and gameplay and then I’m ready for my first ship!"}, {"post_id": 63049, "ts": "2026-09-06T16:59:35Z", "hours": 0.9769, "text": "Devlog 12 Changes Added button colors for hover, select, and normal events made button in the Node Info modal uninteractible if node is locked fixed unlocked check for Upgrade Nodes"}, {"post_id": 62782, "ts": "2026-09-06T09:26:48Z", "hours": 0.6336, "text": "Devlog 11 - wow it finally looks okay Changes Added Icons Made NodeInfo Effect Text yellow AI was used to create the icons - This is temporary * until I figure out how to use Inkscape Notes Didn’t do a lot of programming, and unity refused to track my time for some reason, i did more like an hour, so its not a big deal"}, {"post_id": 61042, "ts": "2026-09-03T19:06:58Z", "hours": 1.1097, "text": "Devlog 10 Changes Added 6 Nodes Added 3 Generator Nodes Added 3 Upgrade Nodes Implemented handling of locked/invisible nodes Locked nodes now won’t be able to be bought unless the parent node is bought at least once Nodes behind a locked node are invisible until the locked node is bought Notes This is fun! I’m working on the game mechanics and I’m not running into a lot of issues. All my bugs (except one) were caught pretty early on, so its a win in my book :] That brings me to the one bug, the bane of my existence… For some bizarre reason, clicking on my nodes doesn’t buy them regularly. Sometimes i need to click many many times, and in the log it doesn’t even register that I clicked the nodes! Maybe it has something to do with the epsilon value which i use to distinguish between dragging the screen and selecting a node, which currently evaluates epsilon before the mouseup event, so maybe i can switch it around and it’ll work. maybe… other than that I’m pretty happy with how it’s turning out. I am a bit worried about making textures, though, since they all look like some weird corporate/ai generated logo because i’m not good enough at art / graphic design"}, {"post_id": 60388, "ts": "2026-09-02T18:05:02Z", "hours": 1.29, "text": "Devlog 9 Changes Completed Node Info Box Header Description for the Node Effect, basically what the node does Button to buy the node Added 2 Starting nodes 1 Generator Node named “Fundamental Interaction” 1 Upgrade Node named “Strong Nuclear Force” AI was used in this timespan for troubleshooting max width for the Node info box Notes This was honestly very fun to work on. I’ve really started putting in more time for this project since I’m now under pressure to get it done by the end of summer break (2 weeks :p) I had little trouble figuring everything out, and thanks to some wonderful help from my buddy github copilot i was never truly stuck on anything in this timespan"}, {"post_id": 58253, "ts": "2026-08-30T16:50:28Z", "hours": 1.5778, "text": "Devlog 8 Changes Added Node Info Text Box Shows Title, info about the node, and a button to buy with a set price Refactored Node Script Structure Notes I have been saved by the power of abstract classes! I unified the nodes into one abstract Node class, and made completion classes for Generators and Upgrades. Now it works by simply accessing the base Node class instead of not knowing whether the class is GeneratorNode or UpgradeNode. This makes it much easier. I am planning now to get some interesting node names from physics, like building up from quarks to larger structures, and i also am going to make some textures so the game doesnt look as shitty :p"}, {"post_id": 55915, "ts": "2026-08-27T19:56:21Z", "hours": 2.7292, "text": "Devlog 7.1 Changes Added Line Drawn to Parent node Will be used for hierarchical unlocking in the future Started work on the sidebar Notes Yeah, I’m a bit screwed. The current structure of my nodes is kind of weird; I have two types of nodes: Generators and Upgrades, each having two unique scripts. That’s good, because they have different logic. Thats not so good because they also share some logic. That’s horrific because they sometimes need to be accessed interchangeably. So here are a few things i could do: Merge both scripts into one, with an enum or something for the different node types Make a base which both nodes can inherit and use give up and cry option 3 sounds the easiest right now, my brain is so broken :’)"}, {"post_id": 17851, "ts": "2026-06-28T19:52:53Z", "hours": 3.2889, "text": "Devlog 7 Changes Added Modal Functionality Test Modal for debug purposes Alert Modal for important stuff (save on exit, etc.) Made HUD better for cross-device formatting Included a vertical layout group for all of the displayed currencies Notes It’s been a bit annoying, to say the least. First off, I wanted the Modals to be completely modular from the start, but I kept getting NullReference errors that didn’t make sense to me, so I had to make a script for each modal type and serialize the GameObjects and other stuff individually. It’s not as modular as I want, but what can ya do :p As for the HUD, I hope it works across devices, I sometimes code on my MacBook and sometimes on my PC, and the layout always breaks. I haven’t tested it yet, so I’ll be as surprised as you are if it doesn’t work."}, {"post_id": 13688, "ts": "2026-06-22T13:15:29Z", "hours": 0.8022, "text": "Devlog 6 Changes Added Generator Production cost: Each generator can now require a certain amount of every resource Notes This is a rather small update, but I’m still trying to get back on my feet from my hiatus. More updates coming soon though, I’ve got some more motivation *By the way: If there’s anyone that would like to do some texture designing, I would be more than happy to accept your work! Credit is, of course, guaranteed (I’m working on a credit screen anyways ;p)."}, {"post_id": 12119, "ts": "2026-06-19T19:58:45Z", "hours": 1.2919, "text": "Devlog 5 Changes Added code to allow for generation of different resource types Notes I have been on a long creative block, I can’t really seem to pick up my laptop and continue coding. It might have a bit to do with the fact that I was very busy the last week or so, so i didn’t have much energy and motivation left to program. I kind of forced myself to implement this feature which i half-assed earlier this week, it’s really simple but it’s a start at getting more motivated :) Next week I don’t have as many exams, pressure from DLRG tests and all that stuff, so I’ll have more time to code :]"}, {"post_id": 5092, "ts": "2026-06-08T19:37:39Z", "hours": 1.9783, "text": "Devlog 4 Changes Added functionality to pan & zoom around Moved the HUD (Energy Display) into a separate canvas Notes this took me longer than I’d like to admit, because Unity was being a bit finicky about my GameObject and refused to run its code for some reason. I used AI for troubleshooting the problem, but used none of its code."}, {"post_id": 3443, "ts": "2026-06-06T11:51:02Z", "hours": 1.1675, "text": "Devlog 3 I have continued my work on Pocket Universe, and have added following: Split Node Prefabs into Generator and Upgrade Nodes Added a NodeBoost Scriptable Object Worked on Node Visibility Logic One problem I have is that a lot of the code for Generator and Upgrade Nodes is identical. I would have made a Node Monobehavior script that handles both and individual sub-classes, but that is kind of messy, at least for now. We will see in about 5 Devlogs if I made the right choice :p"}, {"post_id": 3060, "ts": "2026-06-05T23:01:54Z", "hours": 1.4725, "text": "Devlog 2 - Added Nodes for generation These nodes are clickable by the player in order to buy Generators, which create Energy or other resources. They are comparable to the Cell to Singularity nodes. There will be Generator and Upgrade Nodes; Generator Nodes will be able to be bought multiple times, while upgrade nodes will only be able to be bought once."}, {"post_id": 2356, "ts": "2026-06-04T20:06:13Z", "hours": 0.6289, "text": "Starting work This is a really ambitious project I doubt I’ll be able to finish completely by October, but I’ll try to get as far as possible, so lets see :3"}]...
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Title: Pocket Universe by @theinfamousben | Starda Title: Pocket Universe by @theinfamousben | Stardance
Devlogs:
Starting work This is a really ambitious project I doubt I’ll be able to finish completely by October, but I’ll try to get as far as possible, so lets see :3
Devlog 2 - Added Nodes for generation These nodes are clickable by the player in order to buy Generators, which create Energy or other resources. They are comparable to the Cell to Singularity nodes. There will be Generator and Upgrade Nodes; Generator Nodes will be able to be bought multiple times, while upgrade nodes will only be able to be bought once.
Devlog 3 I have continued my work on Pocket Universe, and have added following: Split Node Prefabs into Generator and Upgrade Nodes Added a NodeBoost Scriptable Object Worked on Node Visibility Logic One problem I have is that a lot of the code for Generator and Upgrade Nodes is identical. I would have made a Node Monobehavior script that handles both and individual sub-classes, but that is kind of messy, at least for now. We will see in about 5 Devlogs if I made the right choice :p
Devlog 4 Changes Added functionality to pan & zoom around Moved the HUD (Energy Display) into a separate canvas Notes this took me longer than I’d like to admit, because Unity was being a bit finicky about my GameObject and refused to run its code for some reason. I used AI for troubleshooting the problem, but used none of its code.
Devlog 5 Changes Added code to allow for generation of different resource types Notes I have been on a long creative block, I can’t really seem to pick up my laptop and continue coding. It might have a bit to do with the fact that I was very busy the last week or so, so i didn’t have much energy and motivation left to program. I kind of forced myself to implement this feature which i half-assed earlier this week, it’s really simple but it’s a start at getting more motivated :) Next week I don’t have as many exams, pressure from DLRG tests and all that stuff, so I’ll have more time to code :]
Devlog 6 Changes Added Generator Production cost: Each generator can now require a certain amount of every resource Notes This is a rather small update, but I’m still trying to get back on my feet from my hiatus. More updates coming soon though, I’ve got some more motivation *By the way: If there’s anyone that would like to do some texture designing, I would be more than happy to accept your work! Credit is, of course, guaranteed (I’m working on a credit screen anyways ;p).
Devlog 7 Changes Added Modal Functionality Test Modal for debug purposes Alert Modal for important stuff (save on exit, etc.) Made HUD better for cross-device formatting Included a vertical layout group for all of the displayed currencies Notes It’s been a bit annoying, to say the least. First off, I wanted the Modals to be completely modular from the start, but I kept getting NullReference errors that didn’t make sense to me, so I had to make a script for each modal type and serialize the GameObjects and other stuff individually. It’s not as modular as I want, but what can ya do :p As for the HUD, I hope it works across devices, I sometimes code on my MacBook and sometimes on my PC, and the layout always breaks. I haven’t tested it yet, so I’ll be as surprised as you are if it doesn’t work.
Devlog 7.1 Changes Added Line Drawn to Parent node Will be used for hierarchical unlocking in the future Started work on the sidebar Notes Yeah, I’m a bit screwed. The current structure of my nodes is kind of weird; I have two types of nodes: Generators and Upgrades, each having two unique scripts. That’s good, because they have different logic. Thats not so good because they also share some logic. That’s horrific because they sometimes need to be accessed interchangeably. So here are a few things i could do: Merge both scripts into one, with an enum or something for the different node types Make a base which both nodes can inherit and use give up and cry option 3 sounds the easiest right now, my brain is so broken :’)
Devlog 8 Changes Added Node Info Text Box Shows Title, info about the node, and a button to buy with a set price Refactored Node Script Structure Notes I have been saved by the power of abstract classes! I unified the nodes into one abstract Node class, and made completion classes for Generators and Upgrades. Now it works by simply accessing the base Node class instead of not knowing whether the class is GeneratorNode or UpgradeNode. This makes it much easier. I am planning now to get some interesting node names from physics, like building up from quarks to larger structures, and i also am going to make some textures so the game doesnt look as shitty :p
Devlog 9 Changes Completed Node Info Box Header Description for the Node Effect, basically what the node does Button to buy the node Added 2 Starting nodes 1 Generator Node named “Fundamental Interaction” 1 Upgrade Node named “Strong Nuclear Force” AI was used in this timespan for troubleshooting max width for the Node info box Notes This was honestly very fun to work on. I’ve really started putting in more time for this project since I’m now under pressure to get it done by the end of summer break (2 weeks :p) I had little trouble figuring everything out, and thanks to some wonderful help from my buddy github copilot i was never truly stuck on anything in this timespan
Devlog 10 Changes Added 6 Nodes Added 3 Generator Nodes Added 3 Upgrade Nodes Implemented handling of locked/invisible nodes Locked nodes now won’t be able to be bought unless the parent node is bought at least once Nodes behind a locked node are invisible until the locked node is bought Notes This is fun! I’m working on the game mechanics and I’m not running into a lot of issues. All my bugs (except one) were caught pretty early on, so its a win in my book :] That brings me to the one bug, the bane of my existence… For some bizarre reason, clicking on my nodes doesn’t buy them regularly. Sometimes i need to click many many times, and in the log it doesn’t even register that I clicked the nodes! Maybe it has something to do with the epsilon value which i use to distinguish between dragging the screen and selecting a node, which currently evaluates epsilon before the mouseup event, so maybe i can switch it around and it’ll work. maybe… other than that I’m pretty happy with how it’s turning out. I am a bit worried about making textures, though, since they all look like some weird corporate/ai generated logo because i’m not good enough at art / graphic design
Devlog 11 - wow it finally looks okay Changes Added Icons Made NodeInfo Effect Text yellow AI was used to create the icons - This is temporary * until I figure out how to use Inkscape Notes Didn’t do a lot of programming, and unity refused to track my time for some reason, i did more like an hour, so its not a big deal
Devlog 12 Changes Added button colors for hover, select, and normal events made button in the Node Info modal uninteractible if node is locked fixed unlocked check for Upgrade Nodes
Devlog 13 - double parents :3 Changes Allowed multiple parents per node Fixed false dragging assertions Notes I’m almost done with the base game mechanics, after that it’s just textures, sounds, and gameplay and then I’m ready for my first ship!
Devlog 14 - I am an IDIOT Changes Recreated all SOs to fix their attached script Build 5 broken and 1 working prototype Remove quarks as a resource Add menu with exit button Notes I am the definition of stupid. I had a problem for 2 WHOLE HOURS, and the fix was simply putting the script for the SOs into its own file. I am my own worst enemy, because of my own stupidity. Well, the more you know.
Devlog 15 - Trying to make it look a bit better Changes Added Modal Background Moved Menu and Energy Display into Top Bar ** AI was used to generate an SVG for the modal background and to fix the positioning of the elements ** Notes I originally only shipped this project because I thought The event was going to end soon and I was gonna be busy with Haven, but now since the event has been extended, I figured I can continue working on it :)
Ships:
Ship 1 Hey guys! I’m proud to announce I’ve developed Pocket Universe to an acceptable degree - with more updates coming soon! Why did I publish so soon? I have a few projects coming up (haven-related) and I want to get this out of the way so I don’t have any unfinished business. What is this project anyways? Pocket Universe is an Interactive Incremental game, which focuses on building up our modern universe from scratch, meaning from the fundamental Interactions up all the way to Galaxies and Nebulae What’s Included in the game right now? I have 4 Generator nodes and 7 Upgrade nodes, with the framework built to add more quickly. Was AI used in this Project? Yes. I used a lot of AI for troubleshooting my final build, as I’ve never built for MacOS and the web before. I also used AI to generate the placeholder SVG images, which will be replaced once the game reaches an alpha / open beta stage....
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