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3601
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Music Review App by @arfet | Stardance
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arfet
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0
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0.0
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0
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[]
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[]
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Title: Music Review App by @arfet | Stardance
|
1792752818.0396132
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1793357618.0396132
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3602
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3d gdot fps game by @jonathanwillner | Stardance
|
jonathanwillner
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2
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175.0
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676
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T19:46:46Z", "hours": 36.0, "multiplier": 4.42, "payout": 81, "blessing": "cursed", "text": "Its a 3d fps made in Godot with a level that has interactable ncps because i lost the plot . It was fairly challenging since i have never used Godot but I’m proud of it. Even if there were times where this project made me want to yeet my computer out the second story window of my house and then follow after it but it was \"fun\" and \"rewording\" to get it work I hope you enjoy", "repo": "https://github.com/jonwill12/3d-hackclub-game", "demo": "https://jonwill12.itch.io/hackclub3dgame"}, {"ship_num": 2, "ts": "2026-06-17T15:18:07Z", "hours": 139.0, "multiplier": 7.24, "payout": 595, "blessing": "neutral", "text": "Its a 3d fps in godot it was fairly challenging since iv never used godot but I’m somewhat proud of it", "repo": "https://github.com/jonwill12/3d-hackclub-game", "demo": "https://jonwill12.itch.io/hackclub3dgame"}]...
|
[{"post_id": 29693, "ts": "202 [{"post_id": 29693, "ts": "2026-07-16T19:35:42Z", "hours": 6.0, "text": "i worked on getting the death and health system working cus thay broke agian than i adden the new level to the level select and fixed some bugs"}, {"post_id": 27389, "ts": "2026-07-12T22:22:55Z", "hours": 7.0, "text": "Dev Log: Fixing NPC Door Navigation IssueProblemWhile testing the new NPC AI system, I noticed that enemies were able to find the correct path using the NavigationAgent3D, but they would get stuck when trying to walk through doors.The NPC was not failing to find a path. The navigation debug showed:Navigation map was readyPath count was validThe NPC had a target positionThis meant the problem was not with the NavigationAgent3D or the navigation mesh.InvestigationI tested multiple possible causes:Rebuilt the navigation meshChecked NavigationAgent3D settingsChecked the NPC movement codeChecked collision sizesChecked the NPC pathingAfter debugging, I found that the issue was caused by collision layers.The NPC and the door were using the same collision layer, causing the NPC’s collision body to interfere with the door collision. The navigation system could see a valid path through the door, but the physics engine was stopping the NPC from moving through it.SolutionI separated the collision layers so the NPC and the door no longer incorrectly blocked each other.After changing the collision settings:NPCs could correctly enter and leave housesNavigation paths continued workingDoors no longer trapped enemiesMultiple NPCs could navigate the level correctlyNew Level ProgressI the Current AI Features The NPC system now includes: NavigationAgent3D pathfinding Enemy chasing and a behavior Anger system based on player messages that NPC can respond to in the chat UIMultiple NPC support with name targeting i agian cant uplode a video"}, {"post_id": 26292, "ts": "2026-07-11T00:27:50Z", "hours": 8.0, "text": "devlog Building the Next Level Today I made more progresson the game by adding a new AI npc and started working on a brand-new level. First,I fixed several bugs with command handling and NPC responses, Then I startedbuilding the new level for the game and began creating and placing some simplehouses around the map to make the environment feel more realistic. Then I plannedout where the NPCs and points of interest will be located inside and around thehouses. The Next Step is to Finish building the houses and add moreenvironmental details, create interiors so players can explore inside thebuildings, and add the NPCs so they can interact with the player as well as continuingto improve the AI so the npcs react naturally to what the player says and does,and keep testing and fixing bugs as development continues. and AI Improvements & New Dialogue System witch was focused on improving the AI and laying the groundwork for more immersive NPC interactions. AI Improvements Continued working on the enemy AI that reacts to what the player says. Improved the NPC anger system and fixed navmesh i can only add one video tho"}, {"post_id": 24290, "ts": "2026-07-07T19:16:19Z", "hours": 0.0, "text": "i have given up on getting the stt to work cause the auido godot outputs is to hard for stt models to understand so im just going to do a text box"}, {"post_id": 23581, "ts": "2026-07-06T16:53:27Z", "hours": 2.0, "text": "i cant do a video because it will casue a feedback loop Today I finally got a working voice-controlled AI system inside my Godot project. The goal was to let the player speak naturally to NPCs and have the game react in real time. First I set up a full voice pipeline: with a Microphone input capture inside Godot Real-time voice detection using audio thresholds Automatic recording when the player starts speaking Silence detection to stop recording Exporting audio chunks as .wav files Sending audio to Whisper (whisper.cpp) locally Receiving transcribed text for game logic This allows players to literally talk to the game than i added the audio improvements At first, the audio was messy and hard for Whisper to understand. The main issues were Muddy frequencies, Missing clarity in speech , and Some words being cut off at the start To fix this, I added audio processing directly in Godot: using a Compressor to balanced loud/quiet parts of speech and a band-Pass Filter to removed low rumble + high noise and Improve microphone sensitivity tuning. After these changes, the speech became much cleaner and Whisper started producing more accurate transcriptions."}, {"post_id": 23033, "ts": "2026-07-05T19:25:46Z", "hours": 2.0, "text": "made jumping work smother and am starting on ai thingy that when you say something reacts to what you said so if you say something mean it attacts and you can give it camands like go over thare or get me that item ect"}, {"post_id": 22404, "ts": "2026-07-04T21:24:43Z", "hours": 3.0, "text": "the game isnt as laggy as it lookes in the video my wifi is just buns Today I revamped my enemy’s navigation system and got the NavAgent working properly again after a lot of debugging. Before this update, the enemies would either get stuck on walls or fail to properly detect paths, which made the AI feel broken and inconsistent during gameplay. The main issue came from how the that i wasn’t using a NavigationAgent3D and instead just making the enemy go to the player one issue i ran into was how velocity was handled in the enemy movement code. Once I corrected the movement logic to properly use get_next_path_position () and only apply navigation to the X/Z axis while keeping gravity separate and added the floor walls and barrel nodes to the nav region the enemies started moving smoothly again and actually path around obstacles instead of bumping into them. After fixing the movement system, I also cleaned up the enemy AI script to make it more stable. The enemy now: Finds the player using groups Uses NavigationAgent3D to calculate paths Chases the player correctly around walls Maintains gravity properly while moving Attacks when close to the player This made the enemy feel way more alive and less “robotic,” since it can now properly navigate the level instead of just walking into geometry. Overall, this was a big improvement to the AI system and a solid step toward making the enemies feel more intelligent and fun to fight. I also fixed an issue where if you were touching the enemy and shot it you would get damaged and not the enemy."}, {"post_id": 21878, "ts": "2026-07-04T01:40:33Z", "hours": 5.0, "text": "also it was 2 hours and 50 minets idk why it says 5 hours and 55 minutes it may have been something else as well. This update was all about adding the fps arms and getting them to work in my game Aswell as redoing the player health and death systems. I had to redo the health system, so I made it into a more proper system that tracks the player’s health and detects when it reaches zero. Once the player’s healthreaches zero, they die, and the game displays the dedicated death screen instead of just leaving the player in the world. Getting this working was notas simple as I expected. I ran into several issues while connecting the player script to the death screen. At first, Godot could not find the custom health class because I had the wrong type name. After fixing that, I ran into errors where the death screen function expected different arguments than I was providing. Later, I hit another problem where the game tried to call the deathscreen on a null instance because the node reference was not set correctly. Each error pointed me toward another part of the system that needed attention. Once I fixed the node references and cleaned up the function calls, the deathscreen finally appeared correctly when the player’s health reached zero. Although it took several debugging sessions with chat gpt I know I used ai sue me I had no idea what I was doing and now I kind of know what I am doing, I nowhave a much more reliable player death system. my recodeing software dosnt recod the game aprently i cant add video"}, {"post_id": 10658, "ts": "2026-06-17T14:53:44Z", "hours": 1.0, "text": "finished fixing it made it ready to ship"}, {"post_id": 10389, "ts": "2026-06-17T02:16:51Z", "hours": 5.0, "text": "i added the tutorial, made the level select work as well as added the finishing touches to the game, because I’m taking a break because this game is bad for my mental and physical health. I haven’t slept in 5 days and I haven’t had a good sleep in 2 weeks, not because of the game, but it’s not helping"}, {"post_id": 9293, "ts": "2026-06-15T16:42:06Z", "hours": 15.0, "text": "At first, I created a UI using standard Button nodes and tried to assign images using level data. However, I ran into multiple issues where: • Images were not appearing at all • Buttons were scaling too large inside the GridContainer • Size settings like custom_minimum_size were being ignored • Some invalid properties (like icon_max_width) caused errors After debugging, I found that I could overrides manual sizing along size flags are properly configured. Now the level select system successfully generates buttons dynamically from an array of level data, including: • Level name • Level image icon • Locked/unlocked state • Scene loading when clicked and made a new level"}, {"post_id": 8992, "ts": "2026-06-15T00:00:02Z", "hours": 5.0, "text": "working on finishing touches and my hack time broke yaaaaaaaa"}, {"post_id": 8504, "ts": "2026-06-14T04:16:19Z", "hours": 37.0, "text": "i loki forgot to make a devlog yesterday i fixed the guns had a midlife crisis about whare i want to go with the game next added objectives and recoded the enimy and player and now im going to take a nap"}, {"post_id": 6953, "ts": "2026-06-11T17:42:07Z", "hours": 13.0, "text": "made new light system added FPS multiplayer template multIplayer and they’re back no oh god noooooooooooooooooooooooooooooooooooo not again"}, {"post_id": 5906, "ts": "2026-06-09T21:39:21Z", "hours": 16.0, "text": "made animation for enemy and rewrote entire code because gdot decided it wanted me to"}, {"post_id": 4961, "ts": "2026-06-08T16:30:38Z", "hours": 17.0, "text": "i fixed the guns and the enemy cus he stoped working"}, {"post_id": 4453, "ts": "2026-06-07T19:35:09Z", "hours": 1.0, "text": "trying to fix what ever the fuck this shit is no luck so far"}, {"post_id": 3911, "ts": "2026-06-07T00:51:38Z", "hours": 1.0, "text": "lo key i give up"}, {"post_id": 3871, "ts": "2026-06-06T23:12:55Z", "hours": 2.0, "text": "added guns and death"}, {"post_id": 3667, "ts": "2026-06-06T18:26:28Z", "hours": 17.0, "text": "game got corrupted had to start over :("}, {"post_id": 1778, "ts": "2026-06-03T23:43:28Z", "hours": 2.0, "text": "adding enemy"}, {"post_id": 1113, "ts": "2026-06-02T22:51:41Z", "hours": 1.0, "text": "learning gdot"}]...
|
Title: 3d gdot fps game by @jonathanwillner | Star Title: 3d gdot fps game by @jonathanwillner | Stardance
Devlogs:
learning gdot
adding enemy
game got corrupted had to start over :(
added guns and death
lo key i give up
trying to fix what ever the fuck this shit is no luck so far
i fixed the guns and the enemy cus he stoped working
made animation for enemy and rewrote entire code because gdot decided it wanted me to
made new light system added FPS multiplayer template multIplayer and they’re back no oh god noooooooooooooooooooooooooooooooooooo not again
i loki forgot to make a devlog yesterday i fixed the guns had a midlife crisis about whare i want to go with the game next added objectives and recoded the enimy and player and now im going to take a nap
working on finishing touches and my hack time broke yaaaaaaaa
At first, I created a UI using standard Button nodes and tried to assign images using level data. However, I ran into multiple issues where: • Images were not appearing at all • Buttons were scaling too large inside the GridContainer • Size settings like custom_minimum_size were being ignored • Some invalid properties (like icon_max_width) caused errors After debugging, I found that I could overrides manual sizing along size flags are properly configured. Now the level select system successfully generates buttons dynamically from an array of level data, including: • Level name • Level image icon • Locked/unlocked state • Scene loading when clicked and made a new level
i added the tutorial, made the level select work as well as added the finishing touches to the game, because I’m taking a break because this game is bad for my mental and physical health. I haven’t slept in 5 days and I haven’t had a good sleep in 2 weeks, not because of the game, but it’s not helping
finished fixing it made it ready to ship
also it was 2 hours and 50 minets idk why it says 5 hours and 55 minutes it may have been something else as well. This update was all about adding the fps arms and getting them to work in my game Aswell as redoing the player health and death systems. I had to redo the health system, so I made it into a more proper system that tracks the player’s health and detects when it reaches zero. Once the player’s healthreaches zero, they die, and the game displays the dedicated death screen instead of just leaving the player in the world. Getting this working was notas simple as I expected. I ran into several issues while connecting the player script to the death screen. At first, Godot could not find the custom health class because I had the wrong type name. After fixing that, I ran into errors where the death screen function expected different arguments than I was providing. Later, I hit another problem where the game tried to call the deathscreen on a null instance because the node reference was not set correctly. Each error pointed me toward another part of the system that needed attention. Once I fixed the node references and cleaned up the function calls, the deathscreen finally appeared correctly when the player’s health reached zero. Although it took several debugging sessions with chat gpt I know I used ai sue me I had no idea what I was doing and now I kind of know what I am doing, I nowhave a much more reliable player death system. my recodeing software dosnt recod the game aprently i cant add video
the game isnt as laggy as it lookes in the video my wifi is just buns Today I revamped my enemy’s navigation system and got the NavAgent working properly again after a lot of debugging. Before this update, the enemies would either get stuck on walls or fail to properly detect paths, which made the AI feel broken and inconsistent during gameplay. The main issue came from how the that i wasn’t using a NavigationAgent3D and instead just making the enemy go to the player one issue i ran into was how velocity was handled in the enemy movement code. Once I corrected the movement logic to properly use get_next_path_position () and only apply navigation to the X/Z axis while keeping gravity separate and added the floor walls and barrel nodes to the nav region the enemies started moving smoothly again and actually path around obstacles instead of bumping into them. After fixing the movement system, I also cleaned up the enemy AI script to make it more stable. The enemy now: Finds the player using groups Uses NavigationAgent3D to calculate paths Chases the player correctly around walls Maintains gravity properly while moving Attacks when close to the player This made the enemy feel way more alive and less “robotic,” since it can now properly navigate the level instead of just walking into geometry. Overall, this was a big improvement to the AI system and a solid step toward making the enemies feel more intelligent and fun to fight. I also fixed an issue where if you were touching the enemy and shot it you would get damaged and not the enemy.
made jumping work smother and am starting on ai thingy that when you say something reacts to what you said so if you say something mean it attacts and you can give it camands like go over thare or get me that item ect
i cant do a video because it will casue a feedback loop Today I finally got a working voice-controlled AI system inside my Godot project. The goal was to let the player speak naturally to NPCs and have the game react in real time. First I set up a full voice pipeline: with a Microphone input capture inside Godot Real-time voice detection using audio thresholds Automatic recording when the player starts speaking Silence detection to stop recording Exporting audio chunks as .wav files Sending audio to Whisper (whisper.cpp) locally Receiving transcribed text for game logic This allows players to literally talk to the game than i added the audio improvements At first, the audio was messy and hard for Whisper to understand. The main issues were Muddy frequencies, Missing clarity in speech , and Some words being cut off at the start To fix this, I added audio processing directly in Godot: using a Compressor to balanced loud/quiet parts of speech and a band-Pass Filter to removed low rumble + high noise and Improve microphone sensitivity tuning. After these changes, the speech became much cleaner and Whisper started producing more accurate transcriptions.
i have given up on getting the stt to work cause the auido godot outputs is to hard for stt models to understand so im just going to do a text box
devlog Building the Next Level Today I made more progresson the game by adding a new AI npc and started working on a brand-new level. First,I fixed several bugs with command handling and NPC responses, Then I startedbuilding the new level for the game and began creating and placing some simplehouses around the map to make the environment feel more realistic. Then I plannedout where the NPCs and points of interest will be located inside and around thehouses. The Next Step is to Finish building the houses and add moreenvironmental details, create interiors so players can explore inside thebuildings, and add the NPCs so they can interact with the player as well as continuingto improve the AI so the npcs react naturally to what the player says and does,and keep testing and fixing bugs as development continues. and AI Improvements & New Dialogue System witch was focused on improving the AI and laying the groundwork for more immersive NPC interactions. AI Improvements Continued working on the enemy AI that reacts to what the player says. Improved the NPC anger system and fixed navmesh i can only add one video tho
Dev Log: Fixing NPC Door Navigation IssueProblemWhile testing the new NPC AI system, I noticed that enemies were able to find the correct path using the NavigationAgent3D, but they would get stuck when trying to walk through doors.The NPC was not failing to find a path. The navigation debug showed:Navigation map was readyPath count was validThe NPC had a target positionThis meant the problem was not with the NavigationAgent3D or the navigation mesh.InvestigationI tested multiple possible causes:Rebuilt the navigation meshChecked NavigationAgent3D settingsChecked the NPC movement codeChecked collision sizesChecked the NPC pathingAfter debugging, I found that the issue was caused by collision layers.The NPC and the door were using the same collision layer, causing the NPC’s collision body to interfere with the door collision. The navigation system could see a valid path through the door, but the physics engine was stopping the NPC from moving through it.SolutionI separated the collision layers so the NPC and the door no longer incorrectly blocked each other.After changing the collision settings:NPCs could correctly enter and leave housesNavigation paths continued workingDoors no longer trapped enemiesMultiple NPCs could navigate the level correctlyNew Level ProgressI the Current AI Features The NPC system now includes: NavigationAgent3D pathfinding Enemy chasing and a behavior Anger system based on player messages that NPC can respond to in the chat UIMultiple NPC support with name targeting i agian cant uplode a video
i worked on getting the death and health system working cus thay broke agian than i adden the new level to the level select and fixed some bugs
Ships:
Its a 3d fps in godot it was fairly challenging since iv never used godot but I’m somewhat proud of it
Its a 3d fps made in Godot with a level that has interactable ncps because i lost the plot . It was fairly challenging since i have never used Godot but I’m proud of it. Even if there were times where this project made me want to yeet my computer out the second story window of my house and then follow after it but it was "fun" and "rewording" to get it work I hope you enjoy...
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1792878850.189505
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1793742850.189505
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3603
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Untitled by @kazstra | Stardance
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kazstra
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @kazstra | Stardance
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1792651954.8272638
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1793256754.8272638
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3604
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scratchnet by @euth | Stardance
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euth
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0
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0.0
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0
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[]
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[]
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Title: scratchnet by @euth | Stardance
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1792698580.996366
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1793303380.996366
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3605
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My awesome macropad! by @N1kk1 | Stardance
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N1kk1
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @N1kk1 | Stardance
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1792666502.6436105
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1793271302.6436105
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3606
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Fighting Alex by @EEDAC | Stardance
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EEDAC
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0
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0.0
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0
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[]
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[]
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Title: Fighting Alex by @EEDAC | Stardance
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1792651917.4851103
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1793256717.4851103
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3607
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My first slack bot! by @Zest1918 | Stardance
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Zest1918
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Zest1918 | Stardanc Title: My first slack bot! by @Zest1918 | Stardance...
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1792633790.3407133
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1793238590.3407133
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3608
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3D printed handlebar brake decender by @codingfrea 3D printed handlebar brake decender by @codingfreak234 | Stardance...
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codingfreak234
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0
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0.0
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0
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[]
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[]
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Title: 3D printed handlebar brake decender by @cod Title: 3D printed handlebar brake decender by @codingfreak234 | Stardance...
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1792889622.4486709
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1793753622.4486709
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3609
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crepuscularity by @undivisible | Stardance
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undivisible
|
1
|
16.34
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T15:54:47Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "crepuscularity is the rust-native react native on steroids. with one dsl (or you can write react jsx!) and have it work in a website, or a native desktop app, or a browser extension, or even a terminal app. mobile apps and embedded framebuffers are experimental and coming soon! here it is powering a browser extension i built completely in rust + crepuscularity based on vimium. the attached “try project” button takes you to the project’s website which is also completely built with crepuscularity and rust - even down to the documentation which is rendered from markdown.", "repo": "https://github.com/tschk/crepuscularity", "demo": "https://crepuscularity.tsc.hk/"}]...
|
[{"post_id": 12331, "ts": "202 [{"post_id": 12331, "ts": "2026-06-20T03:39:44Z", "hours": 8.3361, "text": "native ir rendering from web code into native swift and jetpack compose on https://crepuscularity.tsc.hk these are using the exact same code written in my own web markup syntax + rust backend, and are rendering to the same native ui on android and ios."}, {"post_id": 4304, "ts": "2026-06-07T15:50:35Z", "hours": 0.6356, "text": "maintenance"}, {"post_id": 3337, "ts": "2026-06-06T06:56:28Z", "hours": 4.7228, "text": "the new crepuscularity.undivisible.dev site has refined transitions and a new download counter with an interactive graph 👍"}, {"post_id": 720, "ts": "2026-06-02T09:39:49Z", "hours": 1.0922, "text": "here’s web code running a tui with ratatui. crepuscularity also has syntax highlighting. https://crepuscularity.undivisible.dev/"}, {"post_id": 558, "ts": "2026-06-02T01:41:12Z", "hours": 1.6067, "text": "https://crepuscularity.undivisible.dev even down to the markdown rendering for documentation is made with crepuscularity + rust."}]...
|
Title: crepuscularity by @undivisible | Stardance
Title: crepuscularity by @undivisible | Stardance
Devlogs:
https://crepuscularity.undivisible.dev even down to the markdown rendering for documentation is made with crepuscularity + rust.
here’s web code running a tui with ratatui. crepuscularity also has syntax highlighting. https://crepuscularity.undivisible.dev/
the new crepuscularity.undivisible.dev site has refined transitions and a new download counter with an interactive graph 👍
maintenance
native ir rendering from web code into native swift and jetpack compose on https://crepuscularity.tsc.hk these are using the exact same code written in my own web markup syntax + rust backend, and are rendering to the same native ui on android and ios.
Ships:
crepuscularity is the rust-native react native on steroids. with one dsl (or you can write react jsx!) and have it work in a website, or a native desktop app, or a browser extension, or even a terminal app. mobile apps and embedded framebuffers are experimental and coming soon! here it is powering a browser extension i built completely in rust + crepuscularity based on vimium. the attached “try project” button takes you to the project’s website which is also completely built with crepuscularity and rust - even down to the documentation which is rendered from markdown....
|
1792986919.5311391
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1793073319.5311391
|
|
3610
|
Video Game by @prcheng | Stardance
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prcheng
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0
|
0.0
|
0
|
[]
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[]
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Title: Video Game by @prcheng | Stardance
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1792479211.8003573
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1793084011.8003573
|
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3611
|
My awesome macropad! by @CoolAsACucumber | Stardan My awesome macropad! by @CoolAsACucumber | Stardance...
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CoolAsACucumber
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @CoolAsACucumber | Title: My awesome macropad! by @CoolAsACucumber | Stardance...
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1792759823.4899757
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1793364623.4899757
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3612
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My awesome macropad! by @taahirah | Stardance
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taahirah
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @taahirah | Stardan Title: My awesome macropad! by @taahirah | Stardance...
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1792489693.3608828
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1793094493.3608828
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3613
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Todo List by @Manenti | Stardance
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Manenti
|
1
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1.0
|
2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T23:40:10Z", "hours": 1.0, "multiplier": 1.29, "payout": 2, "blessing": "neutral", "text": "I built a TodoList app that works like a simple digital notepad for everyday tasks. It lets users add, edit, delete, and mark tasks as completed, while keeping everything organized into two sections: “To study” and “Completed.” The app also shows an empty state when there are no tasks yet, and it saves the list in the browser so the data stays available after refreshing the page. The most challenging part was managing the task flow in a clean and organized way, especially handling the add/edit logic through the same dialog and keeping the state synchronized across the app with React Context. Making the data persist in localStorage and keeping the interface simple but clear also required careful attention. I’m proud of how modular the project is. I separated the interface into reusable components, which made the code easier to read, maintain, and expand. I also liked building a user experience that feels practical and lightweight, while still being functional and organized. To test the project, just open the app and click the plus button to add a new task. You can edit a task with the pencil icon, delete it with the trash icon, and mark it as completed using the checkbox. If you refresh the page, your tasks should still be there because they are saved in localStorage. If the list is empty, you will see the empty state message.", "repo": "https://github.com/noname697/React-ToDo-List", "demo": "https://react-to-do-list-theta-two.vercel.app"}]...
|
[{"post_id": 531, "ts": "2026- [{"post_id": 531, "ts": "2026-06-02T00:25:41Z", "hours": 1.4617, "text": "Building a Empty State to ToDo List"}]...
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Title: Todo List by @Manenti | Stardance
Devlogs: Title: Todo List by @Manenti | Stardance
Devlogs:
Building a Empty State to ToDo List
Ships:
I built a TodoList app that works like a simple digital notepad for everyday tasks. It lets users add, edit, delete, and mark tasks as completed, while keeping everything organized into two sections: “To study” and “Completed.” The app also shows an empty state when there are no tasks yet, and it saves the list in the browser so the data stays available after refreshing the page. The most challenging part was managing the task flow in a clean and organized way, especially handling the add/edit logic through the same dialog and keeping the state synchronized across the app with React Context. Making the data persist in localStorage and keeping the interface simple but clear also required careful attention. I’m proud of how modular the project is. I separated the interface into reusable components, which made the code easier to read, maintain, and expand. I also liked building a user experience that feels practical and lightweight, while still being functional and organized. To test the project, just open the app and click the plus button to add a new task. You can edit a task with the pencil icon, delete it with the trash icon, and mark it as completed using the checkbox. If you refresh the page, your tasks should still be there because they are saved in localStorage. If the list is empty, you will see the empty state message....
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1792997365.3818545
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1793083765.3818545
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3614
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Recmeh by @Jakeh | Stardance
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Jakeh
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0
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0.0
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0
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[]
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[]
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Title: Recmeh by @Jakeh | Stardance
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1792619710.426284
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1793224510.426284
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3615
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KEYB0ARD by @FrydPotatoe | Stardance
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FrydPotatoe
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0
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0.67
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0
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[]
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[{"post_id": 8404, "ts": "2026 [{"post_id": 8404, "ts": "2026-06-13T23:36:57Z", "hours": 0.6681, "text": "Starting the Keyboard PCB Schematic"}]...
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Title: KEYB0ARD by @FrydPotatoe | Stardance
Devlo Title: KEYB0ARD by @FrydPotatoe | Stardance
Devlogs:
Starting the Keyboard PCB Schematic...
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1792648398.2840483
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1793253198.2840483
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3616
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idk by @lucia | Stardance
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lucia
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0
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0.0
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0
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[]
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[]
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Title: idk by @lucia | Stardance
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1792554600.0562115
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1793159400.0562115
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3617
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My awesome macropad! by @sleepymorph | Stardance
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sleepymorph
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @sleepymorph | Star Title: My awesome macropad! by @sleepymorph | Stardance...
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1792497085.2381856
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1793101885.2381856
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3618
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My awesome macropad! by @priyadharsnimurali | Star My awesome macropad! by @priyadharsnimurali | Stardance...
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priyadharsnimurali
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @priyadharsnimurali Title: My awesome macropad! by @priyadharsnimurali | Stardance...
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1792796021.0620723
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1793400821.0620723
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3619
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My awesome macropad! by @hydrxblaze | Stardance
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hydrxblaze
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @hydrxblaze | Stard Title: My awesome macropad! by @hydrxblaze | Stardance...
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1792558121.473661
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1793162921.473661
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3620
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My first slack bot! by @Austin | Stardance
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Austin
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Austin | Stardance
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1792619518.2731092
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1793224318.2731092
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3621
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Bananafish linux rice by @wojtek | Stardance
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wojtek
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0
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2.68
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0
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[]
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[{"post_id": 8296, "ts": "2026 [{"post_id": 8296, "ts": "2026-06-13T19:47:42Z", "hours": 1.9442, "text": "I’ve configured the terminal so it looks nice and added wallpaper. For the terminal, I use kitty, and for wallpapers I use hyprpaper. I had some problems configuring Hyprpaper via Home Manager because the NixOS Wiki page for Hyprpaper was kind of obsolete (and I didn’t read it thoroughly), so I updated it (the wiki page :3)."}, {"post_id": 546, "ts": "2026-06-02T01:04:47Z", "hours": 0.7383, "text": "I’ve set up flakes and Home Manager, installed some apps, and only ended up breaking my system twice, but thanks to NixOS superiority, I could just easily roll back. Next thing I will do will be probably ricing my terminal cuz its pretty bad rn :3"}]...
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Title: Bananafish linux rice by @wojtek | Stardanc Title: Bananafish linux rice by @wojtek | Stardance
Devlogs:
I’ve set up flakes and Home Manager, installed some apps, and only ended up breaking my system twice, but thanks to NixOS superiority, I could just easily roll back. Next thing I will do will be probably ricing my terminal cuz its pretty bad rn :3
I’ve configured the terminal so it looks nice and added wallpaper. For the terminal, I use kitty, and for wallpapers I use hyprpaper. I had some problems configuring Hyprpaper via Home Manager because the NixOS Wiki page for Hyprpaper was kind of obsolete (and I didn’t read it thoroughly), so I updated it (the wiki page :3)....
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1792921892.8335872
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1793785892.8335872
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3622
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school project by @t | Stardance
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t
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0
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0.77
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0
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[]
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[{"post_id": 577, "ts": "2026- [{"post_id": 577, "ts": "2026-06-02T02:16:40Z", "hours": 0.7667, "text": "buy stuff works"}]...
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Title: school project by @t | Stardance
Devlogs:
Title: school project by @t | Stardance
Devlogs:
buy stuff works...
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1792612431.9394464
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1793217231.9394464
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3623
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My awesome macropad! by @Riji | Stardance
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Riji
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Riji | Stardance
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1792583465.4611044
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1793188265.4611044
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3624
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Money Saving Calculator by @DimaK | Stardance
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DimaK
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0
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0.0
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0
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[]
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[]
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Title: Money Saving Calculator by @DimaK | Stardan Title: Money Saving Calculator by @DimaK | Stardance...
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1792626541.482654
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1793231341.482654
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3625
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My first slack bot! by @Adidas | Stardance
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Adidas
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Adidas | Stardance
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1792738241.450158
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1793343041.450158
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3626
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My awesome macropad! by @CadCaine | Stardance
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CadCaine
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @CadCaine | Stardan Title: My awesome macropad! by @CadCaine | Stardance...
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1792504198.0756564
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1793108998.0756564
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3627
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tendev! by @karina | Stardance
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karina
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0
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0.0
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0
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[]
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[]
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Title: tendev! by @karina | Stardance
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1792637561.7237253
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1793242361.7237253
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3628
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My awesome macropad! by @cconnor653 | Stardance
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cconnor653
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @cconnor653 | Stard Title: My awesome macropad! by @cconnor653 | Stardance...
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1792734694.146344
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1793339494.146344
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3629
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CLI tsundere timer by @Cookiepancake | Stardance
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Cookiepancake
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0
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0.0
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0
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[]
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[]
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Title: CLI tsundere timer by @Cookiepancake | Star Title: CLI tsundere timer by @Cookiepancake | Stardance...
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1792529491.5286098
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1793134291.5286098
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3630
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My awesome macropad! by @KevinW | Stardance
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KevinW
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @KevinW | Stardance
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1792641216.8184018
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1793505216.8184018
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3631
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Untitled project by @Demonitizer | Stardance
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Demonitizer
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @Demonitizer | Stardanc Title: Untitled project by @Demonitizer | Stardance...
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1792550967.8831773
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1793155767.8831773
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3632
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Cat Force by @apinguen | Stardance
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apinguen
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0
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0.0
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0
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[]
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[]
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Title: Cat Force by @apinguen | Stardance
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1792543695.183123
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1793148495.183123
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3633
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alpenglow by @undivisible | Stardance
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undivisible
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0
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78.0
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0
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[]
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[{"post_id": 22920, "ts": "202 [{"post_id": 22920, "ts": "2026-07-05T15:48:52Z", "hours": 44.9656, "text": "https://alpenglow.tsc.hk/ run alpenglow in your browser"}, {"post_id": 12337, "ts": "2026-06-20T03:49:43Z", "hours": 33.0294, "text": "benchmarks of alpenglow versus other linux distributions we clear (i only just added this project to stardance but will post more devlogs as i go)"}]...
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Title: alpenglow by @undivisible | Stardance
Devl Title: alpenglow by @undivisible | Stardance
Devlogs:
benchmarks of alpenglow versus other linux distributions we clear (i only just added this project to stardance but will post more devlogs as i go)
https://alpenglow.tsc.hk/ run alpenglow in your browser...
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1792597642.467533
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1793202442.467533
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3634
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easyAPT by @p14277376 | Stardance
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p14277376
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0
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19.08
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0
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[]
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[{"post_id": 30998, "ts": "202 [{"post_id": 30998, "ts": "2026-07-19T00:50:14Z", "hours": 5.78, "text": "Pre-devlog notes I did the math recently. I only have enough actual time left in this challenge to get one project done and have time to get it reviewed and rated, and that’s only if I’m lucky . So I decided that the “My first slack bot”, “Untitled”, and “Arch on your Android” projects are canceled and my other projects will be paused for a few months or more so that I can dedicate the rest of my coding time to easyAPT, which is almost done. Just 3 hours, a demo system, and a Github release left, and the project I’m most proud of will be ready for anyone to use. Also, I won’t be making a .deb file, and won’t be trying to get it on the Debian or Ubuntu repositories. That would be cool, but that process can take a lot of time. Maybe later, though, but definitely not now. There’s an even simpler way to install it without even cloning the repo once Github releases are published: just download one of the files there (like the .7z, the standard .zip, etc), make the easyAPT directory in the folder you want to, and other steps that I’ll mention in the Github page because they might change. I still will have to do research on how I can create a light Debian environment with the easyAPT demo - a limited version of easyAPT that I’m planning to create later. But that’s for later… Also: an announcement: easyAPT is done! cue ‘tada’ fanfare This is the one of the last devlogs I will be posting for it, for this first version anyway. And I can finally make a Github release! Also this devlog might not be too detailed because there’s still a lot of things I have to do to ship my project. Devlog 8 Besides a full bug testing of every option, here are the new features: 1. A progress bar on the startup prompt Just a nice inclusion. It zooms by within 5 seconds. 2. New updater tool It’s still experimental, but I scraped the old code and started over. It’s a lot more stable, but still has a small chance to delete the wrong thing. 3. Github features finished In fact, all the main menu options are finished. Sorry about the limited detail, I have a lot to do. Thanks for reading anyway, and if you have a question, comment, or suggestion, type it down below."}, {"post_id": 25084, "ts": "2026-07-09T01:50:19Z", "hours": 2.3492, "text": "Pre-devlog notes Sometimes when I’m coding I think it’s only been 5 minutes and then I check the time and I realize It’s been 3 hours… Also after chasing my own tail for hours trying to troubleshoot and code Arch on your Android, I decided it was a good idea to go back to my first project, which has a bunch of new features now and has no dialog flag mistakes. easyAPT devlog 6, maybe 7 A ton of new features have been added to easyAPT. 1. .easyaptgithub.sh This adds an option in the menu to check if Github is working properly on your system. Plus, some options will run it anyway to check if everything is working. 2. Issue/bug reporting You can now use easyAPT to report issues with it, right there in the menu. 3. About easyAPT There is a new About easyAPT option in the menu. Just some basic stuff about the version. Plus, it has missing info that I can’t fill in until I do more research, make a Github release, and ship my project. There’s a ton more, but I don’t have time to discuss it all in a devlog. Thanks for reading! If you have any questions, comments, or suggestions, please leave them down below!"}, {"post_id": 19668, "ts": "2026-07-01T01:33:28Z", "hours": 1.0994, "text": "Pre-devlog notes Yes, this is how I do my devlogs now. I want to take advantage of all Stardance’s new devlog features to make them a bit neater. Also, this may be my first time I made a commit to easyAPT’s Github repository in, like, 2 weeks. I just decided to take a break from coding for a little bit. Actual Devlog 6 We went from I forgot the other version and the GitHub commit history has missing info for some reason to JUN30-V32. What changed? I have changed a good amount of things with easyAPT, including… The version system instead of organizing them by what versions were released on what day, I organize them by the date that they were released and the overall version (eg, JUN9-R7 to JUN9-V20). V, in my case, means revision number.) The updating tool 90% bug fixed Case $? in errors I made this mistake a lot. In case statements, which I use a ton of, you have to use case “$VARIABLE” in or case “TEXT” in, not case $? in, or it’ll always assume the last option. Take this sample code as an example, #correct case \"$?\" in 0) echo \"Success\" *) echo \"Failure\" esac #This code displays the right end result for a command. But my mistake was case $? in 0) echo \"Success\" *) echo \"Failure\" esac #Which always assumes it fails, every time, even if $?=0. Thanks to Vim (the super useful editor that’s my new favorite), what would’ve taken hours took a split second. How close am I to my first GitHub release of easyAPT? Pretty close now. All the options menu work fine. When I paste the final contents into easyAPTmenu.sh, then this project will be pretty much finished and ready for anyone to demo. But, there’s still a bunch of bugs I need to fix. What’s next for easyAPT? There’s a lot of planning for what’s up next. Case statement bug fixes I turned on a Vim feature that highlights some lines red if there are syntax errors. For some reason I haven’t figured out yet, most, if not all, of the ;;s and the esacs in my script are highlighted red. I haven’t experience bash stop the script due to syntax errors, so I’m going to have to look through the code and maybe do research. About menu option Takes a few seconds to code. Just a nice little inclusion telling the user who made it, the current version, and possible licensing info (if we get to that stage) More bug fixes I’ll test every single possible option before pasting the menu part into another script. Making ./easyAPTmenu.sh hidden I’d like to turn easyAPTmenu.sh into .easyAPTmenu.sh. It may seem like a small change, but adding a dot to the beginning hides the file by default, like if you typed “ls”. This is the case for the version files as well as others used for Github and Wakatime. Anything else Things will get added and removed from here as releases go. Thank you for reading! If you have any questions, comments, or recommendations, please let me know!"}, {"post_id": 5258, "ts": "2026-06-08T23:38:37Z", "hours": 1.2106, "text": "Devlog 5 All the menu options have been ready, but the updating tool is really, really buggy. I will fix that later. The next step in easyAPT’s process is to do debugging. I moved from JUN4-R7 to JUN8-R4. I plan to test all the options in the menu, including all submenus, and all checks (by failing them). That means that there will be several more sub versions before the first actual Github release."}, {"post_id": 2923, "ts": "2026-06-05T20:34:28Z", "hours": 2.1711, "text": "Devlog 4 There was some syntax error on line 622 I didn’t know about when I was working on this, but besides that I got a lot done with easyAPT and the development phase is almost done. I moved from JUN4-R3 to JUN5-R7. The 2 main changes: One: All menu options except tool updating have been finished but not bug tested - that’s later! Two: The version string no longer includes the year. That was redundant."}, {"post_id": 2499, "ts": "2026-06-05T00:51:08Z", "hours": 1.2958, "text": "Devlog 3 Small changes have been made from JUN3-R6 to JUN4-R3. I was able to get the remove options done and bugs fixed in the “List installed packages” option (not all of them are fixed though). I am planning to lock the .rpm to .Deb conversion utilities to experimental versions of this. Their version string is “JUN4-2026-R5-EXP” instead of “JUN4-2026-R5”, for example. This is because the alien utility I am using for it ends by dropping the user in a shell prompt (sh to be exact), which hangs the exit script, and if you run it within the sh shell and try the conversion again, it ends up being a APT, sh, and easyAPT instance and confliction mess that slows down your system and, in the worse case, is hard to regain control of. I made a sample ./easyAPTmenu.sh that redirects to the ./easyAPT.sh. This is because I was tired of typing :!./ and the up key in the Vim editor EVERY SINGLE TIME I selected an option in the menu and the operation finished. I didn’t do this before because that’s 2 seconds of checks it makes that I have to wait for instead of instantly with the planned ACTUAL easyAPTmenu.sh file, which is coming soon. This should take a few more days to finish up, and then I can finally make my README.md and my first Github release of easyAPT! PS: nothing has changed with the menu, I just needed a graphic for the devlog and wanted to see how the menu would change over devlogs."}, {"post_id": 1764, "ts": "2026-06-03T23:12:40Z", "hours": 3.415, "text": "Things have happened with easyAPT. I went from version JUN2-2026-R6 (June 2, 2026 Revision 6) to JUN3-2026-R5 (June 3, 2026, Revision 5). Here’s what’s new in JUN3 (R5), known bugs, and what’s planned next. One: An updating tool has been added to the menu powered fully by Github. It hasn’t been implemented yet, but it should test if .version in the repo matches the .version on placed on the device, and if it doesn’t (after user confirmation), it will move the .update.sh to the home directory and run it, which will remove all contents of the easyAPT directory, reclone the whole directory back onto the device, run “chmod +x *” (or chmod +x .) so all the scripts are executable, and remove itself from the home directory. Two: The first 4 options may have bugs (I haven’t tested them fully yet), but I think they are ready for use. I know for sure that the last option works fine (obviously), but I want to add a line of code to it first. Three: I can reuse the code from previous options into new ones, so some will get done way faster. Four: All options when done, instead of going back to the menu, quit with a “No such file or directory” error. This is because it links to a nonexistent “easyAPTmenu.sh” file that I can’t make until the first script (easyAPT2.sh) is fully finished and bug checked. I haven’t made an actual Github release yet or a README.md (these scripts simply aren’t ready yet), but I plan to soon."}, {"post_id": 1146, "ts": "2026-06-03T00:09:18Z", "hours": 1.7622, "text": "I’m working on a Linux shell script for a terminal-based interface for managing packages. This is especially useful for people who are first timers to Linux and don’t know what “sudo apt update” is. I’ve got the menu done, but not any of its actions. I am planning to add the version number as part of the startup text."}]...
|
Title: easyAPT by @p14277376 | Stardance
Devlogs: Title: easyAPT by @p14277376 | Stardance
Devlogs:
I’m working on a Linux shell script for a terminal-based interface for managing packages. This is especially useful for people who are first timers to Linux and don’t know what “sudo apt update” is. I’ve got the menu done, but not any of its actions. I am planning to add the version number as part of the startup text.
Things have happened with easyAPT. I went from version JUN2-2026-R6 (June 2, 2026 Revision 6) to JUN3-2026-R5 (June 3, 2026, Revision 5). Here’s what’s new in JUN3 (R5), known bugs, and what’s planned next. One: An updating tool has been added to the menu powered fully by Github. It hasn’t been implemented yet, but it should test if .version in the repo matches the .version on placed on the device, and if it doesn’t (after user confirmation), it will move the .update.sh to the home directory and run it, which will remove all contents of the easyAPT directory, reclone the whole directory back onto the device, run “chmod +x *” (or chmod +x .) so all the scripts are executable, and remove itself from the home directory. Two: The first 4 options may have bugs (I haven’t tested them fully yet), but I think they are ready for use. I know for sure that the last option works fine (obviously), but I want to add a line of code to it first. Three: I can reuse the code from previous options into new ones, so some will get done way faster. Four: All options when done, instead of going back to the menu, quit with a “No such file or directory” error. This is because it links to a nonexistent “easyAPTmenu.sh” file that I can’t make until the first script (easyAPT2.sh) is fully finished and bug checked. I haven’t made an actual Github release yet or a README.md (these scripts simply aren’t ready yet), but I plan to soon.
Devlog 3 Small changes have been made from JUN3-R6 to JUN4-R3. I was able to get the remove options done and bugs fixed in the “List installed packages” option (not all of them are fixed though). I am planning to lock the .rpm to .Deb conversion utilities to experimental versions of this. Their version string is “JUN4-2026-R5-EXP” instead of “JUN4-2026-R5”, for example. This is because the alien utility I am using for it ends by dropping the user in a shell prompt (sh to be exact), which hangs the exit script, and if you run it within the sh shell and try the conversion again, it ends up being a APT, sh, and easyAPT instance and confliction mess that slows down your system and, in the worse case, is hard to regain control of. I made a sample ./easyAPTmenu.sh that redirects to the ./easyAPT.sh. This is because I was tired of typing :!./ and the up key in the Vim editor EVERY SINGLE TIME I selected an option in the menu and the operation finished. I didn’t do this before because that’s 2 seconds of checks it makes that I have to wait for instead of instantly with the planned ACTUAL easyAPTmenu.sh file, which is coming soon. This should take a few more days to finish up, and then I can finally make my README.md and my first Github release of easyAPT! PS: nothing has changed with the menu, I just needed a graphic for the devlog and wanted to see how the menu would change over devlogs.
Devlog 4 There was some syntax error on line 622 I didn’t know about when I was working on this, but besides that I got a lot done with easyAPT and the development phase is almost done. I moved from JUN4-R3 to JUN5-R7. The 2 main changes: One: All menu options except tool updating have been finished but not bug tested - that’s later! Two: The version string no longer includes the year. That was redundant.
Devlog 5 All the menu options have been ready, but the updating tool is really, really buggy. I will fix that later. The next step in easyAPT’s process is to do debugging. I moved from JUN4-R7 to JUN8-R4. I plan to test all the options in the menu, including all submenus, and all checks (by failing them). That means that there will be several more sub versions before the first actual Github release.
Pre-devlog notes Yes, this is how I do my devlogs now. I want to take advantage of all Stardance’s new devlog features to make them a bit neater. Also, this may be my first time I made a commit to easyAPT’s Github repository in, like, 2 weeks. I just decided to take a break from coding for a little bit. Actual Devlog 6 We went from I forgot the other version and the GitHub commit history has missing info for some reason to JUN30-V32. What changed? I have changed a good amount of things with easyAPT, including… The version system instead of organizing them by what versions were released on what day, I organize them by the date that they were released and the overall version (eg, JUN9-R7 to JUN9-V20). V, in my case, means revision number.) The updating tool 90% bug fixed Case $? in errors I made this mistake a lot. In case statements, which I use a ton of, you have to use case “$VARIABLE” in or case “TEXT” in, not case $? in, or it’ll always assume the last option. Take this sample code as an example, #correct case "$?" in 0) echo "Success" *) echo "Failure" esac #This code displays the right end result for a command. But my mistake was case $? in 0) echo "Success" *) echo "Failure" esac #Which always assumes it fails, every time, even if $?=0. Thanks to Vim (the super useful editor that’s my new favorite), what would’ve taken hours took a split second. How close am I to my first GitHub release of easyAPT? Pretty close now. All the options menu work fine. When I paste the final contents into easyAPTmenu.sh, then this project will be pretty much finished and ready for anyone to demo. But, there’s still a bunch of bugs I need to fix. What’s next for easyAPT? There’s a lot of planning for what’s up next. Case statement bug fixes I turned on a Vim feature that highlights some lines red if there are syntax errors. For some reason I haven’t figured out yet, most, if not all, of the ;;s and the esacs in my script are highlighted red. I haven’t experience bash stop the script due to syntax errors, so I’m going to have to look through the code and maybe do research. About menu option Takes a few seconds to code. Just a nice little inclusion telling the user who made it, the current version, and possible licensing info (if we get to that stage) More bug fixes I’ll test every single possible option before pasting the menu part into another script. Making ./easyAPTmenu.sh hidden I’d like to turn easyAPTmenu.sh into .easyAPTmenu.sh. It may seem like a small change, but adding a dot to the beginning hides the file by default, like if you typed “ls”. This is the case for the version files as well as others used for Github and Wakatime. Anything else Things will get added and removed from here as releases go. Thank you for reading! If you have any questions, comments, or recommendations, please let me know!
Pre-devlog notes Sometimes when I’m coding I think it’s only been 5 minutes and then I check the time and I realize It’s been 3 hours… Also after chasing my own tail for hours trying to troubleshoot and code Arch on your Android, I decided it was a good idea to go back to my first project, which has a bunch of new features now and has no dialog flag mistakes. easyAPT devlog 6, maybe 7 A ton of new features have been added to easyAPT. 1. .easyaptgithub.sh This adds an option in the menu to check if Github is working properly on your system. Plus, some options will run it anyway to check if everything is working. 2. Issue/bug reporting You can now use easyAPT to report issues with it, right there in the menu. 3. About easyAPT There is a new About easyAPT option in the menu. Just some basic stuff about the version. Plus, it has missing info that I can’t fill in until I do more research, make a Github release, and ship my project. There’s a ton more, but I don’t have time to discuss it all in a devlog. Thanks for reading! If you have any questions, comments, or suggestions, please leave them down below!
Pre-devlog notes I did the math recently. I only have enough actual time left in this challenge to get one project done and have time to get it reviewed and rated, and that’s only if I’m lucky . So I decided that the “My first slack bot”, “Untitled”, and “Arch on your Android” projects are canceled and my other projects will be paused for a few months or more so that I can dedicate the rest of my coding time to easyAPT, which is almost done. Just 3 hours, a demo system, and a Github release left, and the project I’m most proud of will be ready for anyone to use. Also, I won’t be making a .deb file, and won’t be trying to get it on the Debian or Ubuntu repositories. That would be cool, but that process can take a lot of time. Maybe later, though, but definitely not now. There’s an even simpler way to install it without even cloning the repo once Github releases are published: just download one of the files there (like the .7z, the standard .zip, etc), make the easyAPT directory in the folder you want to, and other steps that I’ll mention in the Github page because they might change. I still will have to do research on how I can create a light Debian environment with the easyAPT demo - a limited version of easyAPT that I’m planning to create later. But that’s for later… Also: an announcement: easyAPT is done! cue ‘tada’ fanfare This is the one of the last devlogs I will be posting for it, for this first version anyway. And I can finally make a Github release! Also this devlog might not be too detailed because there’s still a lot of things I have to do to ship my project. Devlog 8 Besides a full bug testing of every option, here are the new features: 1. A progress bar on the startup prompt Just a nice inclusion. It zooms by within 5 seconds. 2. New updater tool It’s still experimental, but I scraped the old code and started over. It’s a lot more stable, but still has a small chance to delete the wrong thing. 3. Github features finished In fact, all the main menu options are finished. Sorry about the limited detail, I have a lot to do. Thanks for reading anyway, and if you have a question, comment, or suggestion, type it down below....
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Untitled by @cconnor653 | Stardance
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Title: Untitled by @cconnor653 | Stardance
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My awesome macropad! by @Theone_ | Stardance
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Title: My awesome macropad! by @Theone_ | Stardanc Title: My awesome macropad! by @Theone_ | Stardance...
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Thanks for Mining That! by @StarCoder | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T00:15:27Z", "hours": 58.0, "multiplier": 11.26, "payout": 543, "blessing": "neutral", "text": "I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!", "repo": "https://github.com/StarCoder369/Thanks-for-Mining-That-", "demo": "https://starcoder.itch.io/thanks-for-mining-that"}]...
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[{"post_id": 37340, "ts": "202 [{"post_id": 37340, "ts": "2026-07-30T00:03:53Z", "hours": 4.155, "text": "Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!"}, {"post_id": 27840, "ts": "2026-07-13T18:41:17Z", "hours": 8.3661, "text": "Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!"}, {"post_id": 23250, "ts": "2026-07-06T02:51:32Z", "hours": 6.5392, "text": "Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!"}, {"post_id": 20104, "ts": "2026-07-01T16:58:40Z", "hours": 14.5667, "text": "Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!"}, {"post_id": 10332, "ts": "2026-06-17T00:29:22Z", "hours": 6.9314, "text": "Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably)."}, {"post_id": 6584, "ts": "2026-06-11T01:59:40Z", "hours": 14.935, "text": "Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)"}, {"post_id": 1072, "ts": "2026-06-02T21:43:01Z", "hours": 2.2311, "text": "I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback."}]...
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Title: Thanks for Mining That! by @StarCoder | Sta Title: Thanks for Mining That! by @StarCoder | Stardance
Devlogs:
I am making a game where you can control a magnet which attracts a wrecking ball in space. There will be enemies and asteroids in the environment. You can destroy the asteroids to get certain ores, which you can use for upgrades later on. You have to try to survive as long as possible, and collect as many resources. I am currently not sure which path I should go: Make it so each time you play, there will be an xp bar, which fills up as you defeat enemies. Once it fills up, you can choose an upgrade which will help you survive. There is no xp bar, but instead, after you die, you can use the ores collected to choose permanent upgrades. I would really appreciate any suggestions or feedback.
Thanks for Mining That! Devlog #1 (Technically #2, but the first one doesn’t really count.) (Game made in Unity) It’s been over a week since my last devlog, and I’ve made a lot of changes. I changed my original game idea where you had a wrecking ball in space, because it didn’t feel fun. My New Idea Still space mining, but you can’t actually mine anything. And to make it even better, hundreds of enemies are flying straight toward you, and all the resources you want are inside asteroids. Fortunately, these enemies have ‘ volunteered ’ to help. All you have to do is ‘ convince ’ enemies to crash into asteroids. Enemies destroy themselves, asteroids break apart, resources are released, and everyone except you is doing the work. You’ll collect the resources and use it to craft tools, to help manipulate the environment. Use coins you get to unlock more tools after you die. What I’ve Done So Far Here’s what I already have so far: Player Controller Enemy Controller Asteroids Main Menu & Death Screen Mini Map Enemy Spawner Asteroid Spawner Object Pooling System More detailed explanation below Player Controller The player can use either Keyboard or Mouse to move. The game detects which one you are using and automatically switches. Keyboard Controls A / D - Rotate left and right W / S - Move forward and backward Mouse Controls The ship rotates toward the mouse cursor with speed calculated using distance from cursor to player. Cursor close = slow Cursor far = fast (limited range) Enemy Controller The enemy behaviour uses: Max Speed Turn Speed Thrust Enemies rotate toward player using turning speed. Low-thrust enemies make wide turns, while high-thrust enemies make more accurate turns. Enemy velocity is capped with max speed. Asteroids Health scales with mass and ore. Mass also affects movement speed. Asteroids are assigned a direction when they spawn. Slowly corrects direction if pushed off course. Game Loop The current game loop: Main Menu Gameplay Death Screen Game Manager handles main logic. Mini Map Added after realizing asteroids are hard to find. Created using a secondary camera with a larger view. Camera follows the player and renders to a texture, displayed in UI. Asteroid Spawning Asteroids spawn from a list of spawn points spread across the map. Every ~25 seconds, chance to spawn at each point. Each asteroid has: A randomized size Random asteroid sprite Enemy Spawning Spawn points are attached to the player. Every ~5 seconds, a random spawn point is selected and an enemy bunch is spawned. Object Pooling Initially, every enemy and asteroid was created using Instantiate() , which caused lag. To solve this, I switched to object pooling. The object pool creates a collection of enemies and asteroids. When an object is needed, it is activated and moved into position. This improved overall performace. What’s Next? There’s still a lot left to make: Radiation Barrier Tools & Upgrades Ore Types More Spaceships Enemy Variants Pixel art Better UI Other stuff which I can’t think of This was a much larger devlog than usual, but since I have changed so much, I didn’t want to skip anything. Personally, I think the game is more fun than the earlier wrecking ball idea, and though the game is not finished, it still feels good to play. If you have any feedback or suggestions, I would really appreciate them. Thanks! (Note: Some parts might feel a bit weird since I had to shorten it to fit it in the character limit)
Thanks for Mining That! Devlog 2 for my Unity game So it’s been a few days since my last devlog, and I’ve been working on some of the art and also the inventory system. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you use the groups of angry enemies that are chasing you to mine asteroids while also destroying themselves in the process. You can use tools to make it easier for enemies to help you mine. ㅤ I made the pixel art for the ores and the art for the player. Before, the player was more of a 2d triangular looking shape, but I changed it into a rocket. ㅤ The only ores I currently have are copper, iron and gold. Their art is not the best, but it works. I use Aseprite for the pixel art, and it takes quite some time for me to make each one because I rarely ever make pixel art games, so for me, the current state of the art is good enough. ㅤ I also made each asteroid show which ore it contains, so players can easily identify the asteroid that has the resource they need. I also made the asteroids deal a bit of damage to the player, calculated by the velocity and mass to make the game a bit more chaotic. ㅤ And yes, my game is meant to be chaotic, though I may make it a bit easier to prevent players from getting annoyed. I’ll probably lower the enemy move speed a bit, and keep the turn speed how it is. And now, let me talk about the Inventory/Crafting system. The system is still in progress, but I’ve gotten a basic framework for the inventory ready, so it’ll be easier to add crafting. I added a resources panel at the bottom, which shows total resources in the current run. The panel on the top right will be made invisible later, and is meant to give a message to the player that they got a specific resource. I also added a panel on the left, which will show the current tools, and how many the player has. ㅤ How Tools Will Work Tools can be used by the player to manipulate the environment, like a gravity orb, a repelling wave, etc. They are one-time consumables, though you can hold many of them. You need certain resources to craft them, so weaker tools will require copper, and better tools will require iron and gold. Usually multiple are crafted at a time, though some will be individual crafts. In the main menu, players can use coins(currency I have not implemented yet) to buy better tools, but they can only equip four at a time. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (I currently have no sound effects at all) UI (The UI may be in pixel art, though I’m still unsure about that) Tools Crafting Finish Inventory Main Menu shop Coins Enemy types Enemy art Tool Icons Environmental Hazards: Black Holes, planets, etc. (Maybe?) Effects: Explosions, damage effects, etc Radioactive Zone art and functionality (The barrier surrounding the map) Overall Polish ㅤ So thats basically it for this devlog. I would really appreciate any feedback or suggestions, and below you can see a short video of me playing the game (and failing quite miserably).
Thanks for Mining That! Devlog 3 and 4 of my Unity Game It’s been more than two weeks since my last devlog. I was planning on posting devlog 3 a week back, but got sidetracked with my Frictionless mission project, and then forgot about it completely. So this is devlog 3 and 4 combined. ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. ㅤ The main things I worked on was the shop and the tools. Shop The shop is in the main menu, and you have to click a button called tools to make it show up. The game flow is the player plays the game, dies, uses coins to buy tools, and then plays the game again to try to survive longer. The shop took me a long time to figure out how I should actually do it. A lot of time I was just staring at the screen trying to figure out how I’m actually going to do it. Looking back, I probably should have planned it out on a piece of paper or something. Tools Currently I have 7 tools implemented. I still need to make all the art for them, but their functionality mostly works. Below is a list of my tools. Gravity Orb - An orb that creates a temporary gravity field pulling asteroids and enemies Pulse Wave - An orb that releases a wave in all directions pushing objects away. (I might scrap this tool, as it doesn’t look that good and is hard to use) Repulsion Orb - An orb that creates a temporary field that pushes asteroids and enemies away. Asteroid Lock - An orb that if hits an asteroid, will lock it in place temporarily. (This tool is not working for some reason, so I have to fix it) Grow Tool - An orb that when it hits an asteroid, will cause it to grow rapidly. (It can stack) Asteroid Forge - An orb that grows an asteroid Ship Decoy - An orb that shoots out a decoy that lures enemies away So currently, these are all the tools I have. I will probably not add any more, except for the final one. The final one will require all tools unlocked plus a large amount of coins. Coins I noticed that I hadn’t explained what coins really were in the past devlogs. Coins can be earned when enemies and asteroids are destroyed. Coins can be used to unlock tools in the shop after you die. UI I created some pixel art UI and was playing around with it. It’s still not done and doesn’t look very well, so after I make them a bit better I will add them to the game fully. Enemy Types I added another enemy type, and I also made some art for them. They’re really similar, and just have some difference with linear and turning speed. Environmental Hazards I decided not to add any environmental hazards because I just couldn’t figure out a way to make them not make the player mad. Black holes were too annoying, and planets were just asteroid without ores, so I didn’t add them. What I have to add Below are a list of things I have to add to the game ㅤ Sounds (No sound effects) UI (Making it look better) Tools (Polish, art, functionality, and the final one) Crafting (Works pretty well, some bugs) Finish Inventory (Just some bugs and polish) Main Menu shop (Bugs and polish) Tool Icons Effects: Explosions, damage effects, etc Radioactive Zone (Doesn’t do anything, but effects have been added) Overall Polish ㅤ So thats basically it for this combined devlog. There’s not too much I added because I was focusing on my Frictionless mission project which I recently shipped. The game should be done in less than a week (My initial goal when I started this game was June 15th) Thanks!
Thanks for Mining That! Devlog 5 of my Unity Game It’s been four days since my last devlog. Note: I had to redo the whole devlog because the site decided that if I post a devlog which is higher than the character count, it will get completely deleted! So my devlog may not be completely formatted very nicely. I have also lost 8 hours because I have two devlogs that are fourteen hours. I can atleast understand the second one since it was my fault I forgot to post a devlog, so I had to combine two devlogs. But the first devlog was before the announcement about the 10 hour limit. Anyways, back to the devlog ㅤ For those who are new, I am making a game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. What I mainly worked on: Finishing tool functionality UI Title Pixel Art Bug-fixing Other stuff Tools I thought I had finished the functionality last devlog, but there were a few things to fix. The main one, was the Asteroid Forge, which took me like 3 hours to fix completely, and I had explained all the issues before my devlog got deleted, but I’m too tired to write it again a second time. UI I finished all my pixel art UI, and implemented it in game. It should look pretty good now. I had explained how I had created all of them, but it all got deleted. Title I made a title pixel art, look at screenshot to see part of it. I’m a bit of a perfectionist, so it took much longer than it needed to, and I’m still not satisfied with how it turned out. BUGS A LOT OF BUGS. Especially with the asteroid forge, and also some in inventory and other stuff. Other Stuff I decided to make my own music, which I’ve tried multiple times with no good results. I’m using JummBox, and it’s going not good. I also forgot to record it with Lapse, so lost an hour of my work, so nine hours total I’ve lost. I’ve also only finished 10 seconds of the background music, after an hour. I finished implementing the enemy type. Made four tool icons, three were pretty good, one wasn’t that good I also added some other stuff I can’t think of right now. What I have to add Below are a list of things I have to add to the game ㅤ Sounds & BG music UI Polish Tools art and polish Rest of the Tool Icons Effects Overall Polish So that’s it for this devlog. (Sorry about my repeated rants about the deletion, I’m just annoyed, especially with 8 hours not counting, and me forgetting to use Lapse to record me making music) Any feedback appreciated. Thanks!
Thanks for Mining That! Devlog 6 of my Unity Game It’s been more than a week since my last devlog. I’ve mostly been focused on fixing bugs, polishing, and some other stuff. For those who are new, I am making a very chaotic game where you have no weapons, but you need to mine resources, so you have to dodge enemies making them crash into asteroids, mining resources, and destroying themselves in the process. You can use tools to help you, but to craft tools, you need resources. I now have three Hackatime projects connected to this game. Before, I had two, one tracked my Unity time, and another tracked my coding time. Now, for some reason, after I built the game for the first time to test stuff out, a new project popped up that tracks my Unity time, and my old Hackatime project no longer tracks my Unity time. Doesn’t really make much sense. What I mainly worked on: Stats/End Screen Saving Sounds Black Hole Bug-fixing Other stuff Stats/End Screen I added an end screen to the game, where after you finish the game, it shows you all your stats, of the completed run, and all runs. You can click new run to create a new run, and play again. I’m pretty sure someone had suggested this in one of my older devlogs, and it sounded like a good idea. The hardest part of all of this was the saving. Saving This is my first game I implemented real saving to. I have made some games before where I had a small amount of saving, but this time I really tried. I created a whole another script called StatsManager which controls saving and the stats screen. It does not save your current game, and by that I mean if you were in the middle of playing, and leave, it does not resume where you left off. It just saves all your coins, tools, and other stats. Sounds I added some sound effects and also added the background music to my game. I still have to tweak some of the volumes since some sound effects are a bit too loud, but it’s good enough for now. Black Hole I don’t want to give away too much, but the black hole is the final tool, which you can only unlock after unlocking all other tools, and requires a lot of coins and takes a lot of resources to craft. It’s the tool before you finish the game. Bugs Quite a lot of bugs. I think I fixed most of them, but there are probably a few I didn’t notice. Other Stuff I finished making all the tool icons and their sprites in Aseprite. I added them to the game, but for some reason, they look much worse in the game than in Aseprite. Not blurry or anything like that, it just doesn’t feel right. But I don’t want to redo anything, so I just changed some stuff in the sprites and kept them how they were. I also finally added the radiation zone sprite, and the barrier now deals damage and pushes the player away. What I have to add Below are a list of things I have to add to the game ㅤ UI Polish (Sounds and animations) Tools polish (Effects, sounds) General Effects Overall Polish So that’s it for this devlog. Any feedback appreciated. The screenshot below shows all my tool icons and sprites I made. Thanks!
Thanks For Mining That! Devlog 7 of my Unity Game I’m finally DONE! So I’ve mostly been working on other stuff, like #alchemize, #breadboard, and #jame-gam, but I was finally able to finish my game. You can try the game out here: Thanks for Mining That It’s a web build, so no download necessary. I didn’t really need to do much. I just did some small changes, some bug fixes, and I don’t really remember what else. So yeah, that’s it for this devlog. Hopefully it gets accepted since I want a 3d printer. But yeah, thanks!
Ships:
I made a game called Thanks For Mining That. — SUMMARY — Thanks for Mining That is a 2d game where you are in space and have to mine resources, but you have no mining tools. So you lure the enemies to hit the asteroids so they mine resources and destroy themselves in the process. — LINKS — Itch.io page: https://starcoder.itch.io/thanks-for-mining-that Github: https://github.com/StarCoder369/Thanks-for-Mining-That- It is a web build, so no need to download anything. — CHALLENGES — Here are some challenges I faced. When I first started this game, it was completely different. It was about a spaceship with a wrecking ball, which you had to use to mine resources and destroy enemies. The idea had potential, but it was too difficult to implement it in a way that would be fun for the player, so I scrapped it and pivoted ideas. There were a lot of problems with optimization. I was able to make it better, even though it still isn’t completely smooth, it’s much better. I used object pooling for this, so instead of enemies and asteroids being spawned each time, they just enable and disable. I faced a lot of problems with the music, since I’m not a music guy. I’ve tried to make music before, but it never turns out good. This time, I think it turned out pretty well. I used JummBox (a different version of BeepBox). Another challenge I faced was knowing when to stop. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. All the ideas I have for the game won’t help me learn anything. That’s why I have been doing so many other ysws events, which is also why there is such a big gap between my second-last and last devlog. That’s basically it. I had a lot of fun making the game, and hopefully it’s going to be accepted! Thank you!...
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