|
2901
|
My first slack bot! by @thewildchip | Stardance
|
thewildchip
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @thewildchip | Stard Title: My first slack bot! by @thewildchip | Stardance...
|
1792738529.2909973
|
1793343329.2909973
|
|
2902
|
My first slack bot! by @Zdude | Stardance
|
Zdude
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Zdude | Stardance
|
1792619484.5160794
|
1793224284.5160794
|
|
2903
|
Garrys Mod Lua Addon by @SuperCharged | Stardance
|
SuperCharged
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Garrys Mod Lua Addon by @SuperCharged | Sta Title: Garrys Mod Lua Addon by @SuperCharged | Stardance...
|
1792504100.2744374
|
1793108900.2744374
|
|
2904
|
<img> by @CY3er | Stardance
|
CY3er
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: <img> by @CY3er | Stardance
|
1792676937.664347
|
1793281737.664347
|
|
2905
|
Modular KTANE by @crashandburn001 | Stardance
|
crashandburn001
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Modular KTANE by @crashandburn001 | Stardan Title: Modular KTANE by @crashandburn001 | Stardance...
|
1792929265.0661302
|
1793793265.0661302
|
|
2906
|
My first slack bot! by @bikes6767 | Stardance
|
bikes6767
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @bikes6767 | Stardan Title: My first slack bot! by @bikes6767 | Stardance...
|
1792730861.904469
|
1793335661.904469
|
|
2907
|
My awesome macropad! by @Kathy | Stardance
|
Kathy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Kathy | Stardance
|
1792601353.2854185
|
1793206153.2854185
|
|
2908
|
Untitled by @Zdude | Stardance
|
Zdude
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Zdude | Stardance
|
1792508015.9987297
|
1793112815.9987297
|
|
2909
|
My awesome macropad! by @Solace | Stardance
|
Solace
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Solace | Stardance
|
1792810100.8691554
|
1793414900.8691554
|
|
2910
|
3d game engine by @rajaryan1492007 | Stardance
|
rajaryan1492007
|
3
|
110.5
|
1561
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T19:17:52Z", "hours": 14.0, "multiplier": 16.69, "payout": 232, "blessing": "neutral", "text": "i just finally done all thing like stable etc . and search of all libs etc so can really work making really good engine i add milestone etc . u can still test project tho but it will just artitacture doc change and some sync bug fix . other then that i add milestone so i can work on that now but i 19 now today so my hackclub will get end so i just ship to info that . devlog is end but i will continue to work on this engine bcuz it been like year since i st working on it already so anyway . and anything u wanna know u can check my project issues and roadmap", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/rajaryan2007/UNHUMAN/releases/tag/test"}, {"ship_num": 2, "ts": "2026-08-26T21:35:30Z", "hours": 71.0, "multiplier": 14.89, "payout": 1056, "blessing": "neutral", "text": "-> I built the Unhuman Engine (UHE) a high-performance, custom 3D game engine written entirely from scratch in C++. It features a custom Vulkan rendering pipeline, Jolt Physics integration, and a 3D spatial audio system using miniaudio. Alongside the engine, I built a fully playable “Aim Lab” style 3D shooter game to showcase its capabilities, complete with skeletal animations, recoil mechanics, and a robust entity component system (ECS). -> Building a Vulkan renderer from the ground up is notoriously difficult due to how explicit the API is. Getting the Vulkan swapchains, descriptors, and framebuffers perfectly synchronized was a massive hurdle. Beyond rendering, building the virtual file system (VFS) to correctly resolve asset paths across different platforms (Linux native and Windows via Wine) required a lot of trial and error, as did managing multithreaded memory cleanup for the audio subsystem to prevent Because of the custom Vulkan architecture and strict C++ optimizations, the game hits 900+ FPS in release builds, even on integrated graphics! the custom pixel-perfect 3D entity picking system we built using Vulkan framebuffers (instead of relying on standard physics raycasting). Finally, the engine architecture is scalable enough that it’s not just for games—it’s designed to handle heavy robotics and autonomous vehicle simulations in the engine . -> The engine supports both Linux and Windows to play the game, just run the UHEGAME executable inside the bin folder. Important: Make sure the assets folder (which contains the 3D models and audio files) is sitting right next to the executable in the same directory, otherwise the game will fall back to a safe mode. Controls: Use your mouse to aim, Left Click to shoot the targets, and press ‘R’ to reload the animated 3D pistol also i write it too big bcuz last time many people said they don’t understand what i did . about running it u can run it in windows and linux both see window build and linux build there to work able excutable file one is uhegame.exe and uhe_editor.exe one is game and other is editor https://github.com/rajaryan2007/UNHUMAN/releases/tag/alpha i will improve the game as time goes i just st with vulkan and other if u have any problem u can ask here https://github.com/rajaryan2007/UNHUMAN/issues if still don’t understand don’t rate down read or search or just read devlog and understand instead of low rating thankyou :)", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/rajaryan2007/UNHUMAN/releases/tag/test"}, {"ship_num": 3, "ts": "2026-06-09T19:02:56Z", "hours": 21.0, "multiplier": 14.37, "payout": 273, "blessing": "neutral", "text": "This project has been a daily labor of love for over a year. Over the last 4 to 5 months, I completely rewrote the entire rendering backend, moving away from a legacy OpenGL state machine to an explicit Vulkan pipeline. Along the way, I completely redesigned the Rendering Hardware Interface (RHI) to align with modern graphics architectures. Welcome to UNHUMAN! You are completely free to clone and compile this engine, but please read this first: ->The 50/50 Rule: This is a custom, explicitly defined Vulkan engine currently tailored to a Ryzen/Vega Windows environment. Because Vulkan does not hide driver-level differences (NVIDIA vs. AMD vs. Intel), there is roughly a 50/50 chance it will compile flawlessly or completely explode on your specific GPU setup. ->The Easy Way Out: If you attempt to build the project and hit Vulkan validation errors, device-lost crashes, or strict compilation failures, please do not waste your time trying to debug my RHI! * Visual Verification: If the build fails on your hardware, simply watch the YouTube Walkthrough Video linked below. It contains the full visual proof of the engine running, rendering, and functioning on the native development machine. link -> https://youtu.be/CHDIU61auYo", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/rajaryan2007/UNHUMAN/releases/tag/test"}]...
|
[{"post_id": 70209, "ts": "202 [{"post_id": 70209, "ts": "2026-09-18T18:21:31Z", "hours": 4.5, "text": "reading source code of o3de and make my engine barrier better"}, {"post_id": 67555, "ts": "2026-09-13T18:10:01Z", "hours": 1.8844, "text": "just make milestone bar for realase"}, {"post_id": 66844, "ts": "2026-09-12T19:21:25Z", "hours": 2.6544, "text": "make better job system"}, {"post_id": 62020, "ts": "2026-09-05T07:13:01Z", "hours": 4.5067, "text": "add multithreading and better sync"}, {"post_id": 59175, "ts": "2026-08-31T20:15:59Z", "hours": 4.8814, "text": "added text rendering"}, {"post_id": 54512, "ts": "2026-08-25T15:19:38Z", "hours": 2.1939, "text": "added audio and animation"}, {"post_id": 52892, "ts": "2026-08-23T08:38:37Z", "hours": 1.9892, "text": "St making game in my game engine"}, {"post_id": 51531, "ts": "2026-08-21T09:17:58Z", "hours": 3.6897, "text": "added a ci/cd test For engine with lavapipe"}, {"post_id": 45963, "ts": "2026-08-12T19:45:40Z", "hours": 8.6658, "text": "Add descriptor Set fallback and Contribution guidelines"}, {"post_id": 39452, "ts": "2026-08-02T12:29:11Z", "hours": 8.3283, "text": "implemented many fallback feature no less crash add fallback of dynamic_rendering other are pending"}, {"post_id": 30001, "ts": "2026-07-17T07:25:22Z", "hours": 9.0811, "text": "all setup done just have to write fallback now :)"}, {"post_id": 25765, "ts": "2026-07-10T06:41:34Z", "hours": 3.7094, "text": "implementing old renderpass and Framebuffer and other thing to run old hardware"}, {"post_id": 23311, "ts": "2026-07-06T05:53:37Z", "hours": 3.5711, "text": "add more file more function just fallback for Vulkan Engine so it can run in more device"}, {"post_id": 22767, "ts": "2026-07-05T10:54:14Z", "hours": 3.7322, "text": "add support for extension check in Vulkan"}, {"post_id": 21133, "ts": "2026-07-02T22:43:28Z", "hours": 0.9317, "text": "so from now not developing any feature in Game engine for some weeks and Adding fallback to 1.1 to 1.4 vulkan bcuz lot of problem andriod don’t support 1.3 mostly and many gpu like intel have bug in bindless so just adding other to fallback bcuz other are also not good nvidia and amd also have some problem add buildbot that will test like github don’t support gpu to test most probably i will test in software cpu and build system so user can compile and run thing without having any problem so at last only problem left is gpu vendor specific that i will cover through blender o3de engine that how engine can run in most gpus i give better doc or reference next time to show it but it very hard and take month to search so that it"}, {"post_id": 20716, "ts": "2026-07-02T11:47:34Z", "hours": 1.1572, "text": "while working on my engine i take refernce from blender also contributed in blender one issues even got merged other are pending"}, {"post_id": 17338, "ts": "2026-06-28T02:42:07Z", "hours": 7.2022, "text": "jolt physics implementation in vulkan engine and some other bug fix"}, {"post_id": 11434, "ts": "2026-06-18T18:19:47Z", "hours": 1.8758, "text": "PBR light implementation done in my engine"}, {"post_id": 11050, "ts": "2026-06-18T02:35:35Z", "hours": 1.8658, "text": "reimplemented tracy profiler for my engine and working in PBR"}, {"post_id": 10211, "ts": "2026-06-16T20:38:31Z", "hours": 2.0136, "text": "one of the hardest bug to solve i did it now there no texture overlap"}, {"post_id": 9830, "ts": "2026-06-16T08:46:40Z", "hours": 4.2797, "text": "linux and window both support for vulkan engine tested in wine"}, {"post_id": 8004, "ts": "2026-06-13T11:03:28Z", "hours": 6.6514, "text": "model loading done in my engine"}, {"post_id": 5794, "ts": "2026-06-09T18:32:13Z", "hours": 0.28, "text": "update everything now moving toward 3d work and cleanup"}, {"post_id": 5693, "ts": "2026-06-09T16:07:36Z", "hours": 1.7525, "text": "finally port complete in vulkan with RHI and Linux support"}, {"post_id": 5390, "ts": "2026-06-09T04:27:45Z", "hours": 10.2675, "text": "finally rhi and wrapper test is done in vulkan"}, {"post_id": 3458, "ts": "2026-06-06T12:22:17Z", "hours": 8.22, "text": "almost write backend vulkan may i can see something in screen next week after 3 month 😵💫"}, {"post_id": 1715, "ts": "2026-06-03T21:36:09Z", "hours": 0.5761, "text": "rewriting my game engine backend in vulkan and adding support for linux"}]...
|
Title: 3d game engine by @rajaryan1492007 | Starda Title: 3d game engine by @rajaryan1492007 | Stardance
Devlogs:
rewriting my game engine backend in vulkan and adding support for linux
almost write backend vulkan may i can see something in screen next week after 3 month 😵💫
finally rhi and wrapper test is done in vulkan
finally port complete in vulkan with RHI and Linux support
update everything now moving toward 3d work and cleanup
model loading done in my engine
linux and window both support for vulkan engine tested in wine
one of the hardest bug to solve i did it now there no texture overlap
reimplemented tracy profiler for my engine and working in PBR
PBR light implementation done in my engine
jolt physics implementation in vulkan engine and some other bug fix
while working on my engine i take refernce from blender also contributed in blender one issues even got merged other are pending
so from now not developing any feature in Game engine for some weeks and Adding fallback to 1.1 to 1.4 vulkan bcuz lot of problem andriod don’t support 1.3 mostly and many gpu like intel have bug in bindless so just adding other to fallback bcuz other are also not good nvidia and amd also have some problem add buildbot that will test like github don’t support gpu to test most probably i will test in software cpu and build system so user can compile and run thing without having any problem so at last only problem left is gpu vendor specific that i will cover through blender o3de engine that how engine can run in most gpus i give better doc or reference next time to show it but it very hard and take month to search so that it
add support for extension check in Vulkan
add more file more function just fallback for Vulkan Engine so it can run in more device
implementing old renderpass and Framebuffer and other thing to run old hardware
all setup done just have to write fallback now :)
implemented many fallback feature no less crash add fallback of dynamic_rendering other are pending
Add descriptor Set fallback and Contribution guidelines
added a ci/cd test For engine with lavapipe
St making game in my game engine
added audio and animation
added text rendering
add multithreading and better sync
make better job system
just make milestone bar for realase
reading source code of o3de and make my engine barrier better
Ships:
This project has been a daily labor of love for over a year. Over the last 4 to 5 months, I completely rewrote the entire rendering backend, moving away from a legacy OpenGL state machine to an explicit Vulkan pipeline. Along the way, I completely redesigned the Rendering Hardware Interface (RHI) to align with modern graphics architectures. Welcome to UNHUMAN! You are completely free to clone and compile this engine, but please read this first: ->The 50/50 Rule: This is a custom, explicitly defined Vulkan engine currently tailored to a Ryzen/Vega Windows environment. Because Vulkan does not hide driver-level differences (NVIDIA vs. AMD vs. Intel), there is roughly a 50/50 chance it will compile flawlessly or completely explode on your specific GPU setup. ->The Easy Way Out: If you attempt to build the project and hit Vulkan validation errors, device-lost crashes, or strict compilation failures, please do not waste your time trying to debug my RHI! * Visual Verification: If the build fails on your hardware, simply watch the YouTube Walkthrough Video linked below. It contains the full visual proof of the engine running, rendering, and functioning on the native development machine. link -> https://youtu.be/CHDIU61auYo
-> I built the Unhuman Engine (UHE) a high-performance, custom 3D game engine written entirely from scratch in C++. It features a custom Vulkan rendering pipeline, Jolt Physics integration, and a 3D spatial audio system using miniaudio. Alongside the engine, I built a fully playable “Aim Lab” style 3D shooter game to showcase its capabilities, complete with skeletal animations, recoil mechanics, and a robust entity component system (ECS). -> Building a Vulkan renderer from the ground up is notoriously difficult due to how explicit the API is. Getting the Vulkan swapchains, descriptors, and framebuffers perfectly synchronized was a massive hurdle. Beyond rendering, building the virtual file system (VFS) to correctly resolve asset paths across different platforms (Linux native and Windows via Wine) required a lot of trial and error, as did managing multithreaded memory cleanup for the audio subsystem to prevent Because of the custom Vulkan architecture and strict C++ optimizations, the game hits 900+ FPS in release builds, even on integrated graphics! the custom pixel-perfect 3D entity picking system we built using Vulkan framebuffers (instead of relying on standard physics raycasting). Finally, the engine architecture is scalable enough that it’s not just for games—it’s designed to handle heavy robotics and autonomous vehicle simulations in the engine . -> The engine supports both Linux and Windows to play the game, just run the UHEGAME executable inside the bin folder. Important: Make sure the assets folder (which contains the 3D models and audio files) is sitting right next to the executable in the same directory, otherwise the game will fall back to a safe mode. Controls: Use your mouse to aim, Left Click to shoot the targets, and press ‘R’ to reload the animated 3D pistol also i write it too big bcuz last time many people said they don’t understand what i did . about running it u can run it in windows and linux both see window build and linux build there to work able excutable file one is uhegame.exe and uhe_editor.exe one is game and other is editor https://github.com/rajaryan2007/UNHUMAN/releases/tag/alpha i will improve the game as time goes i just st with vulkan and other if u have any problem u can ask here https://github.com/rajaryan2007/UNHUMAN/issues if still don’t understand don’t rate down read or search or just read devlog and understand instead of low rating thankyou :)
i just finally done all thing like stable etc . and search of all libs etc so can really work making really good engine i add milestone etc . u can still test project tho but it will just artitacture doc change and some sync bug fix . other then that i add milestone so i can work on that now but i 19 now today so my hackclub will get end so i just ship to info that . devlog is end but i will continue to work on this engine bcuz it been like year since i st working on it already so anyway . and anything u wanna know u can check my project issues and roadmap...
|
1792986732.2223449
|
1793073132.2223449
|
|
2911
|
My awesome macropad! by @Kathylols | Stardance
|
Kathylols
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Kathylols | Starda Title: My awesome macropad! by @Kathylols | Stardance...
|
1792662695.928955
|
1793267495.928955
|
|
2912
|
Yard Siege by @remymoreau12 | Stardance
|
remymoreau12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Yard Siege by @remymoreau12 | Stardance
|
1792637689.8643613
|
1793242489.8643613
|
|
2913
|
Tailsitter VTOL by @narenkpai | Stardance
|
narenkpai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tailsitter VTOL by @narenkpai | Stardance
|
1792633957.6668053
|
1793238757.6668053
|
|
2914
|
wireless keyboard by @Abhay | Stardance
|
Abhay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: wireless keyboard by @Abhay | Stardance
|
1792486362.2093506
|
1793091162.2093506
|
|
2915
|
Pizza Tower Project Progress Program by @FaolanBac Pizza Tower Project Progress Program by @FaolanBacon | Stardance...
|
FaolanBacon
|
0
|
1.35
|
0
|
[]
|
[{"post_id": 5334, "ts": "2026 [{"post_id": 5334, "ts": "2026-06-09T02:17:22Z", "hours": 0.9594, "text": "I just finished most of the visuals and 1 part of the backend connection systems. I’ll either work on that or the music system tomorrow! Great programmer art here too."}, {"post_id": 4378, "ts": "2026-06-07T18:12:38Z", "hours": 0.395, "text": "I’ve (finally) started work on PT3P! I’m very hungry, so you can go on the page to see what it is. If you have any questions, ask away! This is the first thing I added, the exit button, along with a Parent button for even more buttons!"}]...
|
Title: Pizza Tower Project Progress Program by @Fa Title: Pizza Tower Project Progress Program by @FaolanBacon | Stardance
Devlogs:
I’ve (finally) started work on PT3P! I’m very hungry, so you can go on the page to see what it is. If you have any questions, ask away! This is the first thing I added, the exit button, along with a Parent button for even more buttons!
I just finished most of the visuals and 1 part of the backend connection systems. I’ll either work on that or the music system tomorrow! Great programmer art here too....
|
1792795887.196608
|
1793400687.196608
|
|
2916
|
Tutorials by Naomi by @origamifish123 | Stardance
|
origamifish123
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tutorials by Naomi by @origamifish123 | Sta Title: Tutorials by Naomi by @origamifish123 | Stardance...
|
1792687879.702568
|
1793292679.702568
|
|
2917
|
My first slack bot! by @bluebell | Stardance
|
bluebell
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @bluebell | Stardanc Title: My first slack bot! by @bluebell | Stardance...
|
1792792261.2198098
|
1793397061.2198098
|
|
2918
|
My first slack bot! by @S2Saanvi | Stardance
|
S2Saanvi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @S2Saanvi | Stardanc Title: My first slack bot! by @S2Saanvi | Stardance...
|
1792637593.224734
|
1793242393.224734
|
|
2919
|
BeepBoop by @uv | Stardance
|
uv
|
1
|
7.0
|
85
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T13:24:50Z", "hours": 7.0, "multiplier": 11.76, "payout": 85, "blessing": "neutral", "text": "I built an alternative to #flavortown-feed for stardance! This means that it tracks projects for new devlogs and sends them to slack. I’d say it improves the original in a few ways, like proper support for markdown and displaying attachments. It also has more features, like commands for listing a users projects, getting projects and their devlogs, and a golang library for scraping stardance. This was a fun project :)", "repo": "https://tangled.org/did:plc:d5jrs5wulhmeintiheql6c57", "demo": "https://hackclub.slack.com/archives/C0BAR80SFLJ/p1781550544278579"}]...
|
[{"post_id": 16895, "ts": "202 [{"post_id": 16895, "ts": "2026-06-27T13:03:52Z", "hours": 0.9431, "text": "Features and bug fixes! Added a “view full” button to the /project [id] command - show the same message as /watch-project [id] , but I added a new function to my scraping library to get a single devlog Better error messages, e.g “UNIQUE constraint failed” now says “Project already tracked” Trim characters _*- from command inputs, to ignore markdown formatting (caused by copying formatted text) Deduplicate attachments - seems a stardance update caused attachments to appear multiple times in the DOM, fixed by using a map Ideally these would have all been separate devlogs, but a lot of changes where less than the minimum 15minute devlog time 1 0a2877ca 2-3 7f2b5bbf 4 6d953659"}, {"post_id": 15290, "ts": "2026-06-24T20:40:11Z", "hours": 0.8339, "text": "Feature: Attachments are shown in devlogs Devlogs from /watch-project [id] now display the image attachments, and link to videos because slack doesn’t have video blocks Moved videos outside the carousel because they don’t have thumbnails, and are now more compact Also added a LICENSE and README Commit"}, {"post_id": 8958, "ts": "2026-06-14T22:13:37Z", "hours": 1.0764, "text": "Feature: /watch-project command I added a command to watch a project for new devlogs. Its a job that runs every minute (for now), scraping each tracked project for devlogs that haven’t been tracked yet. btw I hate slack, they don’t support full markdown so formatting can be a bit weird Commit"}, {"post_id": 8911, "ts": "2026-06-14T20:42:13Z", "hours": 0.5561, "text": "View project in slack Before, projects in the /user-project command had a view button that took you to the page in stardance. Now, it sends a message in slack The most annoying part of this was of course the slack API. I was trying to ack the response with a message, for whatever reason that did not work. Instead i sent a new message. Commit"}, {"post_id": 5178, "ts": "2026-06-08T21:27:39Z", "hours": 2.1414, "text": "Feature: View a project You can now view a project and its devlogs using the /project [id] command. It shows all the attachment of a devlog, including videos - which kind of work, its just a link to the file. The most annoying part was again the slack message format, I had to use packages to convert the HTML into markdown, and then convert the the markdown into a slack compatible markdown format. I also had to truncate the devlogs to 199 characters, trying to fix a cryptic error message. Next I’ll add the ability to view devlogs, images and videos in full from slack, using modals Commit"}, {"post_id": 5061, "ts": "2026-06-08T18:44:36Z", "hours": 1.325, "text": "Feature: List a users projects I added a command /user-projects [username] ! Most annoying part was figuring out Slacks message format. Scraping was by far the easiest part, thanks to Stardance’s CSS class format. Started working on a Stardance scraping library in go. Commit"}, {"post_id": 482, "ts": "2026-06-01T22:56:22Z", "hours": 0.4092, "text": "Beep? Boop! Setup my first slack bot with golang, added a slash command /beep I will make a /track command to pull from stardance devlogs automatically next"}]...
|
Title: BeepBoop by @uv | Stardance
Devlogs:
Beep? Title: BeepBoop by @uv | Stardance
Devlogs:
Beep? Boop! Setup my first slack bot with golang, added a slash command /beep I will make a /track command to pull from stardance devlogs automatically next
Feature: List a users projects I added a command /user-projects [username] ! Most annoying part was figuring out Slacks message format. Scraping was by far the easiest part, thanks to Stardance’s CSS class format. Started working on a Stardance scraping library in go. Commit
Feature: View a project You can now view a project and its devlogs using the /project [id] command. It shows all the attachment of a devlog, including videos - which kind of work, its just a link to the file. The most annoying part was again the slack message format, I had to use packages to convert the HTML into markdown, and then convert the the markdown into a slack compatible markdown format. I also had to truncate the devlogs to 199 characters, trying to fix a cryptic error message. Next I’ll add the ability to view devlogs, images and videos in full from slack, using modals Commit
View project in slack Before, projects in the /user-project command had a view button that took you to the page in stardance. Now, it sends a message in slack The most annoying part of this was of course the slack API. I was trying to ack the response with a message, for whatever reason that did not work. Instead i sent a new message. Commit
Feature: /watch-project command I added a command to watch a project for new devlogs. Its a job that runs every minute (for now), scraping each tracked project for devlogs that haven’t been tracked yet. btw I hate slack, they don’t support full markdown so formatting can be a bit weird Commit
Feature: Attachments are shown in devlogs Devlogs from /watch-project [id] now display the image attachments, and link to videos because slack doesn’t have video blocks Moved videos outside the carousel because they don’t have thumbnails, and are now more compact Also added a LICENSE and README Commit
Features and bug fixes! Added a “view full” button to the /project [id] command - show the same message as /watch-project [id] , but I added a new function to my scraping library to get a single devlog Better error messages, e.g “UNIQUE constraint failed” now says “Project already tracked” Trim characters _*- from command inputs, to ignore markdown formatting (caused by copying formatted text) Deduplicate attachments - seems a stardance update caused attachments to appear multiple times in the DOM, fixed by using a map Ideally these would have all been separate devlogs, but a lot of changes where less than the minimum 15minute devlog time 1 0a2877ca 2-3 7f2b5bbf 4 6d953659
Ships:
I built an alternative to #flavortown-feed for stardance! This means that it tracks projects for new devlogs and sends them to slack. I’d say it improves the original in a few ways, like proper support for markdown and displaying attachments. It also has more features, like commands for listing a users projects, getting projects and their devlogs, and a golang library for scraping stardance. This was a fun project :)...
|
1792982850.922972
|
1793069250.922972
|
|
2920
|
My awesome macropad! by @jibbuuhh | Stardance
|
jibbuuhh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jibbuuhh | Stardan Title: My awesome macropad! by @jibbuuhh | Stardance...
|
1792788594.173999
|
1793393394.173999
|
|
2921
|
My awesome macropad! by @zahran | Stardance
|
zahran
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @zahran | Stardance
|
1792918060.4315252
|
1793782060.4315252
|
|
2922
|
My awesome macropad! by @URDRTaker31 | Stardance
|
URDRTaker31
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @URDRTaker31 | Star Title: My awesome macropad! by @URDRTaker31 | Stardance...
|
1792579761.3805509
|
1793184561.3805509
|
|
2923
|
MCBot by @spacexplorer11 | Stardance
|
spacexplorer11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: MCBot by @spacexplorer11 | Stardance
|
1792882480.496643
|
1793746480.496643
|
|
2924
|
[OLD -- See Desc]Isaac the Carpentopod by @SimonCr [OLD -- See Desc]Isaac the Carpentopod by @SimonCrystal | Stardance...
|
SimonCrystal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: [OLD -- See Desc]Isaac the Carpentopod by @ Title: [OLD -- See Desc]Isaac the Carpentopod by @SimonCrystal | Stardance...
|
1792781463.9231443
|
1793386263.9231443
|
|
2925
|
Rc plane by @Oularte | Stardance
|
Oularte
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rc plane by @Oularte | Stardance
|
1792633998.7735605
|
1793238798.7735605
|
|
2926
|
OS-JARVIS by @Serra00 | Stardance
|
Serra00
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: OS-JARVIS by @Serra00 | Stardance
|
1792777666.1599152
|
1793382466.1599152
|
|
2927
|
My first slack bot! by @kavinaravind25 | Stardance
|
kavinaravind25
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @kavinaravind25 | St Title: My first slack bot! by @kavinaravind25 | Stardance...
|
1792590477.343133
|
1793195277.343133
|
|
2928
|
DIY Kinetic operated light by @KR67 | Stardance
|
KR67
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DIY Kinetic operated light by @KR67 | Stard Title: DIY Kinetic operated light by @KR67 | Stardance...
|
1792497310.1700828
|
1793102110.1700828
|
|
2929
|
Untitled project by @duy | Stardance
|
duy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @duy | Stardance
|
1792792039.0261812
|
1793396839.0261812
|
|
2930
|
testing project? by @chocfrostedsugarbombs | Stard testing project? by @chocfrostedsugarbombs | Stardance...
|
chocfrostedsugarbombs
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: testing project? by @chocfrostedsugarbombs Title: testing project? by @chocfrostedsugarbombs | Stardance...
|
1792533245.9475508
|
1793138045.9475508
|
|
2931
|
CloudCat by @spacexplorer11 | Stardance
|
spacexplorer11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: CloudCat by @spacexplorer11 | Stardance
|
1792493683.953896
|
1793098483.953896
|
|
2932
|
My awesome macropad! by @Serra00 | Stardance
|
Serra00
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Serra00 | Stardanc Title: My awesome macropad! by @Serra00 | Stardance...
|
1792612240.7494323
|
1793217040.7494323
|
|
2933
|
Spotify Guesser by @madi | Stardance
|
madi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Spotify Guesser by @madi | Stardance
|
1792803191.3581903
|
1793407991.3581903
|
|
2934
|
Untitled by @Kathylols | Stardance
|
Kathylols
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @Kathylols | Stardance
|
1792691407.8156476
|
1793296207.8156476
|
|
2935
|
Untitled project by @nick | Stardance
|
nick
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @nick | Stardance
|
1792489821.7191737
|
1793094621.7191737
|
|
2936
|
WakePad by @parnian | Stardance
|
parnian
|
0
|
1.8
|
0
|
[]
|
[{"post_id": 19282, "ts": "202 [{"post_id": 19282, "ts": "2026-06-30T15:35:51Z", "hours": 1.3969, "text": "PCB Layout I started the PCB layout in KiCad PCB Editor. The design direction was changed from a 2×2 button layout to a horizontal layout inspired by compact screen macropads. The current physical layout is: Top area: empty space reserved for OLED screenMiddle: four mechanical switches in one rowBottom: XIAO microcontroller, OLED connector, RTC connector, and buzzer connector The button row is arranged like this: [ SW1 ] [ SW2 ] [ SW3 ] [ SW4 ] MODE SET UP DOWN The switch spacing was planned around the standard keyboard spacing: 19.05 mm center-to-center This gives the keys a compact keyboard-like appearance, similar to the reference macropad images. Board Outline I created an Edge.Cuts outline around the PCB. The outline was made wide enough for: The four switchesThe XIAO microcontrollerThe OLED/RTC/buzzer connectorsA screen area above the buttons The board currently has a wide horizontal shape, matching the style of the reference design. PCB Routing I started routing the PCB traces. Most of the connections have been routed on the front copper layer: F.Cu The routed connections include most of the switch, OLED, RTC, buzzer, power, and signal connections. At the current stage, the PCB is almost fully routed, but there are still a few remaining unrouted connections. The current status shown in KiCad is: Unrouted: 4 This means four connections still need to be completed before the PCB is electrically finished. Current Status So far, the project has completed these stages: Project idea selectedSchematic createdMain components addedSwitches, OLED, RTC, and buzzer connectedFootprints assignedPCB layout startedHorizontal 4-key layout createdBoard outline drawnMost traces routed The project is now in the final part of PCB routing. Next Steps The next tasks are: Finish the 4 remaining unrouted connectionsUse B.Cu and vias if neededOptionally add a GND copper zoneRun DRCFix any DRC errorsCheck the PCB in 3D ViewerPrepare for case design After the PCB has: Unrouted: 0 the next important step will be running: Inspect > Design Rules Checker The PCB should only move forward when there are no serious DRC errors."}, {"post_id": 19143, "ts": "2026-06-30T11:57:55Z", "hours": 0.4025, "text": "So far, I created the schematic for WakePad, a 4-key alarm clock macropad designed for my younger brother. I added the Seeed XIAO microcontroller, four mechanical switches, a 4-pin OLED connector, a 4-pin RTC connector, and a 2-pin buzzer connector. The switches are connected to separate GPIO pins, while the OLED and RTC share the I2C SDA and SCL lines. The buzzer is connected to a GPIO pin and GND. The next step is to fix ERC warnings, assign footprints, and start the PCB layout."}]...
|
Title: WakePad by @parnian | Stardance
Devlogs:
S Title: WakePad by @parnian | Stardance
Devlogs:
So far, I created the schematic for WakePad, a 4-key alarm clock macropad designed for my younger brother. I added the Seeed XIAO microcontroller, four mechanical switches, a 4-pin OLED connector, a 4-pin RTC connector, and a 2-pin buzzer connector. The switches are connected to separate GPIO pins, while the OLED and RTC share the I2C SDA and SCL lines. The buzzer is connected to a GPIO pin and GND. The next step is to fix ERC warnings, assign footprints, and start the PCB layout.
PCB Layout I started the PCB layout in KiCad PCB Editor. The design direction was changed from a 2×2 button layout to a horizontal layout inspired by compact screen macropads. The current physical layout is: Top area: empty space reserved for OLED screenMiddle: four mechanical switches in one rowBottom: XIAO microcontroller, OLED connector, RTC connector, and buzzer connector The button row is arranged like this: [ SW1 ] [ SW2 ] [ SW3 ] [ SW4 ] MODE SET UP DOWN The switch spacing was planned around the standard keyboard spacing: 19.05 mm center-to-center This gives the keys a compact keyboard-like appearance, similar to the reference macropad images. Board Outline I created an Edge.Cuts outline around the PCB. The outline was made wide enough for: The four switchesThe XIAO microcontrollerThe OLED/RTC/buzzer connectorsA screen area above the buttons The board currently has a wide horizontal shape, matching the style of the reference design. PCB Routing I started routing the PCB traces. Most of the connections have been routed on the front copper layer: F.Cu The routed connections include most of the switch, OLED, RTC, buzzer, power, and signal connections. At the current stage, the PCB is almost fully routed, but there are still a few remaining unrouted connections. The current status shown in KiCad is: Unrouted: 4 This means four connections still need to be completed before the PCB is electrically finished. Current Status So far, the project has completed these stages: Project idea selectedSchematic createdMain components addedSwitches, OLED, RTC, and buzzer connectedFootprints assignedPCB layout startedHorizontal 4-key layout createdBoard outline drawnMost traces routed The project is now in the final part of PCB routing. Next Steps The next tasks are: Finish the 4 remaining unrouted connectionsUse B.Cu and vias if neededOptionally add a GND copper zoneRun DRCFix any DRC errorsCheck the PCB in 3D ViewerPrepare for case design After the PCB has: Unrouted: 0 the next important step will be running: Inspect > Design Rules Checker The PCB should only move forward when there are no serious DRC errors....
|
1792784956.2621937
|
1793389756.2621937
|
|
2937
|
Lexicon - Reading Tracker by @SilverCanvas | Stard Lexicon - Reading Tracker by @SilverCanvas | Stardance...
|
SilverCanvas
|
1
|
23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T12:57:17Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Lexicon - a reading tracking web app to keep track of books. This project allowed me to progress my python skills while also making an application accessible on the web by using the Streamlit python library. This was my first project that I used OOP in, with the use of books as objects of the book class. Additionally this was the first time I used an API, which is used to get the book data including name, author, publication year and cover image. If you want to test the app, head to the search page and add your favourite book. A books tags can be changed from the library page and books tagged as “reading” can have progress added from the homepage.", "repo": "https://github.com/SilverCanvas72/Lexicon-ReadingTracker", "demo": "https://lexiconreadingtracker.streamlit.app"}]...
|
[{"post_id": 41118, "ts": "202 [{"post_id": 41118, "ts": "2026-08-05T03:28:10Z", "hours": 5.2314, "text": "Ive been working on the library page and allowing the books to be filtered. This involved figuring out how to make images clickable which apparently is not a native feature with streamlit. The filtering now works for the book’s statuses but I am yet to fix an error meaning the wrong popup is displayed when clicking on the book from the library page"}, {"post_id": 38182, "ts": "2026-07-31T13:30:36Z", "hours": 6.0869, "text": "I have linked up the input widgets to actually save to the user’s local JSON file. The status input was not displaying properly and was showing the same status for each of the books no matter what was saved, after I fixed this I had a bug relating to the status and tag inputs that had to do with the save not writting properly before the popup was closed, resulting in the user having to double click everything. This is now fixed and the current inputs all work, save and reload properly!"}, {"post_id": 32724, "ts": "2026-07-22T01:45:23Z", "hours": 5.3981, "text": "Layouts for Popups and JSON Storage Functions. I have made the popups layout, though this data does not currently save anywhere. I have also setup the save and load functions so that the users data can be reloaded when they leave and re-enter the site."}, {"post_id": 18841, "ts": "2026-06-30T01:23:03Z", "hours": 1.4942, "text": "Test Data and Book Rendering I created some test data for developing the basic functionality of the app before I try to incorporate the Open Libraries API to import books. I then worked on rendering the books on the homepage how I plan to place them in the currently reading section, this included creating a method to display a books cover given its isbn."}, {"post_id": 17470, "ts": "2026-06-28T08:27:59Z", "hours": 4.485, "text": "Setup, Sidebar Navigation & Classes. I have setup my project and its pages. I am using Streamlit to make this website - something I have not used before. I have implemented a sidebar for navigation between the pages. I then planned out and wrote the basis for the classes and objects for the program. I also figured out how to inject the css to the python file so I can write the css for the application in a seperate file, as well as configuring the fonts for the headings."}]...
|
Title: Lexicon - Reading Tracker by @SilverCanvas Title: Lexicon - Reading Tracker by @SilverCanvas | Stardance
Devlogs:
Setup, Sidebar Navigation & Classes. I have setup my project and its pages. I am using Streamlit to make this website - something I have not used before. I have implemented a sidebar for navigation between the pages. I then planned out and wrote the basis for the classes and objects for the program. I also figured out how to inject the css to the python file so I can write the css for the application in a seperate file, as well as configuring the fonts for the headings.
Test Data and Book Rendering I created some test data for developing the basic functionality of the app before I try to incorporate the Open Libraries API to import books. I then worked on rendering the books on the homepage how I plan to place them in the currently reading section, this included creating a method to display a books cover given its isbn.
Layouts for Popups and JSON Storage Functions. I have made the popups layout, though this data does not currently save anywhere. I have also setup the save and load functions so that the users data can be reloaded when they leave and re-enter the site.
I have linked up the input widgets to actually save to the user’s local JSON file. The status input was not displaying properly and was showing the same status for each of the books no matter what was saved, after I fixed this I had a bug relating to the status and tag inputs that had to do with the save not writting properly before the popup was closed, resulting in the user having to double click everything. This is now fixed and the current inputs all work, save and reload properly!
Ive been working on the library page and allowing the books to be filtered. This involved figuring out how to make images clickable which apparently is not a native feature with streamlit. The filtering now works for the book’s statuses but I am yet to fix an error meaning the wrong popup is displayed when clicking on the book from the library page
Ships:
I made Lexicon - a reading tracking web app to keep track of books. This project allowed me to progress my python skills while also making an application accessible on the web by using the Streamlit python library. This was my first project that I used OOP in, with the use of books as objects of the book class. Additionally this was the first time I used an API, which is used to get the book data including name, author, publication year and cover image. If you want to test the app, head to the search page and add your favourite book. A books tags can be changed from the library page and books tagged as “reading” can have progress added from the homepage....
|
1793004690.7441776
|
1793091090.7441776
|
|
2938
|
Contacts Maker by @shanmuka | Stardance
|
shanmuka
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Contacts Maker by @shanmuka | Stardance
|
1792601317.4452894
|
1793206117.4452894
|
|
2939
|
a game by @Glenn619 | Stardance
|
Glenn619
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: a game by @Glenn619 | Stardance
|
1792792349.781786
|
1793397149.781786
|
|
2940
|
gateway by @Kanashimo | Stardance
|
Kanashimo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: gateway by @Kanashimo | Stardance
|
1792806647.1131392
|
1793411447.1131392
|
|
2941
|
My awesome macropad! by @wardaqasim5 | Stardance
|
wardaqasim5
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @wardaqasim5 | Star Title: My awesome macropad! by @wardaqasim5 | Stardance...
|
1792507902.1209893
|
1793112702.1209893
|
|
2942
|
Elearn NGX by @bohrium2b | Stardance
|
bohrium2b
|
0
|
19.59
|
0
|
[]
|
[{"post_id": 12182, "ts": "202 [{"post_id": 12182, "ts": "2026-06-19T21:57:22Z", "hours": 2.4922, "text": "All the tests pass! A few small bugs have been fixed as well! My cleanup code quest has finished. Now on to fixing visual bugs and implementing more features!"}, {"post_id": 11606, "ts": "2026-06-18T21:56:26Z", "hours": 3.7958, "text": "Fixing bugs, writing unit tests, improving code coverage with tests :) Only 10% don’t pass (which is good!). I will fix those next. Other things: rubocop has fewer complaints now :) Code coverage is up to 80% (+/- 3%)."}, {"post_id": 7140, "ts": "2026-06-11T22:30:45Z", "hours": 2.4175, "text": "Everything is broken :( Things I did: Created more modes for organisation. Now questions are attached to “topics”, which belong to units, which belong to parts, which belong to courses. Created a UI (shown here) for organising topics and tags in a drag-and-drop UI Challenges: Getting drag and drop to reflect on the backend keeping types together and inter-compatible Preventing server resources from becoming overloaded"}, {"post_id": 3309, "ts": "2026-06-06T05:23:52Z", "hours": 1.4917, "text": "Exercises now have analytics! Things I built: exercise completion log weak points recommended questions Things that don’t work: dark mode (ew :( ). Some things are dark, some things are glaringly white, some fonts are weird Reviewing exercises has weird styling padding is weird"}, {"post_id": 3117, "ts": "2026-06-06T00:23:03Z", "hours": 3.0119, "text": "I added users, and everything broke :( The react component part takes too much memory to compile, so i added aggressive code splitting. Now different components (which are ended up as web components) are now independent files and are lazy-loaded. Things like perseus and mathjax are still big files but loaded separately. I added a top bar and a sign in screen! Also user roles like Admin, Content Manager, Teacher, Student. The sign in screen works! Also exercises creating, editing."}, {"post_id": 2430, "ts": "2026-06-04T22:14:02Z", "hours": 2.4056, "text": "Updated UI for question workspace! The problems: drag and drop broke, the sidebar stopped being draggable, and tags broke. Ooops. I fixed them by refactoring the dashboard module, implementing smaller changes, console.log religiously. Other things that changed: selection is now EITHER tag or question but not both at the same time. I’m not entirely sure on this because it seems rather odd. untagged questions sometimes have an “untagged” tag subtag cards are beautiful now the sidebar can now be disappeared into oblivion, never to be seen again (until the restore button is pressed) Things I still need to do: add toast status notifiers dialogues/modals should be using MUI not the native dialogue lazy loading/component splitting I realised that I can’t actually upload multiple images in stardance (even though it displays fine in the preview), which is a bit unfortunate."}, {"post_id": 1745, "ts": "2026-06-03T22:37:32Z", "hours": 3.9703, "text": "I love creating and editing questions! The only problem is it looks awful … :( What I did: created a Rails model for questions and tags (the big JSON image with questions) wrote logic to recursively build a tag tree (with tags, subtags, colours, and questions) wrote a view to allow dragging and dropping questions Challenges: getting the questions to actually drag and drop into the right tag preventing it from infinite-looping updating (I hate you React) sending backend requests to update the view, the whole fetch/get/post thing was complex and I accidentally DOS’ed my backend a few times (oops) Auto colour generation"}]...
|
Title: Elearn NGX by @bohrium2b | Stardance
Devlo Title: Elearn NGX by @bohrium2b | Stardance
Devlogs:
I love creating and editing questions! The only problem is it looks awful … :( What I did: created a Rails model for questions and tags (the big JSON image with questions) wrote logic to recursively build a tag tree (with tags, subtags, colours, and questions) wrote a view to allow dragging and dropping questions Challenges: getting the questions to actually drag and drop into the right tag preventing it from infinite-looping updating (I hate you React) sending backend requests to update the view, the whole fetch/get/post thing was complex and I accidentally DOS’ed my backend a few times (oops) Auto colour generation
Updated UI for question workspace! The problems: drag and drop broke, the sidebar stopped being draggable, and tags broke. Ooops. I fixed them by refactoring the dashboard module, implementing smaller changes, console.log religiously. Other things that changed: selection is now EITHER tag or question but not both at the same time. I’m not entirely sure on this because it seems rather odd. untagged questions sometimes have an “untagged” tag subtag cards are beautiful now the sidebar can now be disappeared into oblivion, never to be seen again (until the restore button is pressed) Things I still need to do: add toast status notifiers dialogues/modals should be using MUI not the native dialogue lazy loading/component splitting I realised that I can’t actually upload multiple images in stardance (even though it displays fine in the preview), which is a bit unfortunate.
I added users, and everything broke :( The react component part takes too much memory to compile, so i added aggressive code splitting. Now different components (which are ended up as web components) are now independent files and are lazy-loaded. Things like perseus and mathjax are still big files but loaded separately. I added a top bar and a sign in screen! Also user roles like Admin, Content Manager, Teacher, Student. The sign in screen works! Also exercises creating, editing.
Exercises now have analytics! Things I built: exercise completion log weak points recommended questions Things that don’t work: dark mode (ew :( ). Some things are dark, some things are glaringly white, some fonts are weird Reviewing exercises has weird styling padding is weird
Everything is broken :( Things I did: Created more modes for organisation. Now questions are attached to “topics”, which belong to units, which belong to parts, which belong to courses. Created a UI (shown here) for organising topics and tags in a drag-and-drop UI Challenges: Getting drag and drop to reflect on the backend keeping types together and inter-compatible Preventing server resources from becoming overloaded
Fixing bugs, writing unit tests, improving code coverage with tests :) Only 10% don’t pass (which is good!). I will fix those next. Other things: rubocop has fewer complaints now :) Code coverage is up to 80% (+/- 3%).
All the tests pass! A few small bugs have been fixed as well! My cleanup code quest has finished. Now on to fixing visual bugs and implementing more features!...
|
1792806808.624813
|
1793411608.624813
|
|
2943
|
3 Minutes Past Infinity by @spagheddie | Stardance
|
spagheddie
|
0
|
5.55
|
0
|
[]
|
[{"post_id": 2385, "ts": "2026 [{"post_id": 2385, "ts": "2026-06-04T20:49:05Z", "hours": 2.2978, "text": "Fixed lighting and started working on beginning lobby; added pitch to the first person POV; standardized+imported some assets and their textures."}, {"post_id": 1154, "ts": "2026-06-03T00:20:14Z", "hours": 2.3975, "text": "Establishing game POV and physics. Also tested for how many reflections I ’ll be getting before the light fades (7 images on average, 4 strong images)."}, {"post_id": 495, "ts": "2026-06-01T23:37:17Z", "hours": 0.8544, "text": "General Game structure and question generation"}]...
|
Title: 3 Minutes Past Infinity by @spagheddie | St Title: 3 Minutes Past Infinity by @spagheddie | Stardance
Devlogs:
General Game structure and question generation
Establishing game POV and physics. Also tested for how many reflections I ’ll be getting before the light fades (7 images on average, 4 strong images).
Fixed lighting and started working on beginning lobby; added pitch to the first person POV; standardized+imported some assets and their textures....
|
1792637522.8823004
|
1793242322.8823004
|
|
2944
|
My first slack bot! by @CraftingLlama1128 | Starda My first slack bot! by @CraftingLlama1128 | Stardance...
|
CraftingLlama1128
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @CraftingLlama1128 | Title: My first slack bot! by @CraftingLlama1128 | Stardance...
|
1792698684.8282094
|
1793303484.8282094
|
|
2945
|
My 2D platformer by @Seb | Stardance
|
Seb
|
0
|
1.13
|
0
|
[]
|
[{"post_id": 1800, "ts": "2026 [{"post_id": 1800, "ts": "2026-06-04T00:42:12Z", "hours": 0.7333, "text": "Added a functioning level system! Now, I can make a functioning level in my game. That’s all for this apart from me adding rule tiles, animated tiles, and how to use the tile palette. :]"}, {"post_id": 489, "ts": "2026-06-01T23:18:47Z", "hours": 0.4, "text": "Im making a 2D platformer cause its part of the cource im taking so might aswell also put it here to show you guys what i made. Some components are going to come with the cource but ill try to add as many things as i can!"}]...
|
Title: My 2D platformer by @Seb | Stardance
Devlo Title: My 2D platformer by @Seb | Stardance
Devlogs:
Im making a 2D platformer cause its part of the cource im taking so might aswell also put it here to show you guys what i made. Some components are going to come with the cource but ill try to add as many things as i can!
Added a functioning level system! Now, I can make a functioning level in my game. That’s all for this apart from me adding rule tiles, animated tiles, and how to use the tile palette. :]...
|
1792587230.0766797
|
1793192030.0766797
|
|
2946
|
A space game by @Callisto | Stardance
|
Callisto
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A space game by @Callisto | Stardance
|
1792784895.373115
|
1793389695.373115
|
|
2947
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936147.653545
|
1793800147.653545
|
|
2948
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939978.7548764
|
1793803978.7548764
|
|
2949
|
My awesome macropad! by @Zstar | Stardance
|
Zstar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Zstar | Stardance
|
1792677305.8489108
|
1793282105.8489108
|
|
2950
|
My first slack bot! by @Chase | Stardance
|
Chase
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Chase | Stardance
|
1792612295.933989
|
1793217095.933989
|