|
3851
|
My awesome macropad! by @sahashresthaa | Stardance
|
sahashresthaa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sahashresthaa | St Title: My awesome macropad! by @sahashresthaa | Stardance...
|
1792691533.909158
|
1793296333.909158
|
|
3852
|
Untitled project by @yatharth_khurjal | Stardance
|
yatharth_khurjal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @yatharth_khurjal | Sta Title: Untitled project by @yatharth_khurjal | Stardance...
|
1792525805.697663
|
1793130605.697663
|
|
3853
|
KiloMacs by @D4hand | Stardance
|
D4hand
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: KiloMacs by @D4hand | Stardance
|
1792619631.9958634
|
1793224431.9958634
|
|
3854
|
My first slack bot! by @donny | Stardance
|
donny
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @donny | Stardance
|
1792616103.0992718
|
1793220903.0992718
|
|
3855
|
Cataos by @korahontoni | Stardance
|
korahontoni
|
0
|
1.13
|
0
|
[]
|
[{"post_id": 562, "ts": "2026- [{"post_id": 562, "ts": "2026-06-02T01:45:42Z", "hours": 1.1328, "text": "I worked on writing the readme for my os. I’ve currently fully implemented the bootloader and am working on the kernel"}]...
|
Title: Cataos by @korahontoni | Stardance
Devlogs Title: Cataos by @korahontoni | Stardance
Devlogs:
I worked on writing the readme for my os. I’ve currently fully implemented the bootloader and am working on the kernel...
|
1792709490.5815687
|
1793314290.5815687
|
|
3856
|
Super Beach Ball by @Olebsbo | Stardance
|
Olebsbo
|
1
|
76.27
|
1455
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T00:41:48Z", "hours": 76.0, "multiplier": 19.15, "payout": 1455, "blessing": "neutral", "text": "This is the ship for my beach volleyball game! :D I’m really proud of this project. I had to learn so many new things about UI, music, SFX, and other things that I just never got around to in my previous projects because I never reached the point where I could actually release my previous games. I struggled a lot with these things at first, but now I really think that I can make them all work well in my future projects! I should probably mention a few things (this might be a bit long, but please try to read it, the itch.io page also has some of the same info but this one is probably better for people specifically coming from Stardance) First of all, while the game is available to play in the browser, it seems that the lighting and particles get messed up. I think it is because of Godot’s way of exporting to HTML (I think it has to downgrade the graphics a bit to make it work properly), so unfortunately, if you do play it in browser you will have to deal with some weird lighting. The particles can be turned off in the options menu. The downloaded version is just fine, so if you can use that, that would be great! Although, I perfectly understand if you don’t want to download from a random stranger on the internet, and I haven’t tested the Mac or Linux versions (look at the download info on the itch.io page for more). Second, while I have tested the game with my friends, I’m still very uncertain about how effective the tutorial is. I believe that it should be fine if you read through carefully. If you find it confusing, then I sincerely apologize and hope you don’t take it to represent the entire game, and you can tell me what you found difficult. Also, the game is WAY more fun when you play with friends/family! Like, seriously, get someone to go through the tutorial and play with you. The competitiveness makes it so much more enjoyable! And if you’re friends can’t play with you at the moment, then playing against the AI can still be fun. If there are any bugs, please tell me! Just give me the situation that it happened in and what the bug actually was. And finally, thank you for trying my game! I worked very hard on it, and I’m really glad that it turned out the way it did! And if you don’t like it… uhhh please don’t cook the rating ⊙﹏⊙∥ remember to rate fairly!", "repo": "https://github.com/Olebsbo/SuperBeachBall", "demo": "https://olebsbo.itch.io/super-beach-ball"}]...
|
[{"post_id": 28064, "ts": "202 [{"post_id": 28064, "ts": "2026-07-14T02:48:17Z", "hours": 0.2658, "text": "I’ve made some really quick QOL adjustments to my game! It was some pretty basic stuff that I just didn’t account for previously because I just didn’t think of it before. Some changes include: Trying to account for weird resolutions (not 16:9) by adding black bars to the side (cannot confirm if it works yet) Adding additional information to the itch.io page to remind people about the tutorial and to mention that there might be some lag at the start of the web version Sorry I had to add this after the ship, but these changes were really simple and important, so I just felt like I had to! Also, I’d assume that this isn’t considered fraud or anything because it’s just a quick QOL update after the ship that doesn’t change anything major, just makes the experience better for players, and actual games do these kinds of emergency updates all the time. Also, I haven’t seen anything about this kind of thing being a possible problem. IF YOU ARE RATING , could you please take this information into account as well? It isn’t included in the ship information, but this info is also important."}, {"post_id": 27436, "ts": "2026-07-13T00:13:54Z", "hours": 1.4775, "text": "This is my final devlog! I’ve posted the itch.io page! And then itch went down for a couple minutes… But I should be ready to ship now. If you’d like, you should be able to play the game now! Thanks for reading!"}, {"post_id": 26372, "ts": "2026-07-11T03:49:25Z", "hours": 1.8675, "text": "I’m finally finished with my beach volleyball game! (Hopefully) I’ve pretty much just been touching up on some small things like making the background look a bit more interesting and adjusting some variables to make playing the game more intuitive. It’s basically done now! I plan on playtesting it one more time, and then after that I may do some minor adjustments, but the actual game is complete and I don’t plan on changing any of the gameplay anymore. I’ve been working on this project for 75 hours now, and I’m really proud of it; hopefully the next devlog will be the final one! :D"}, {"post_id": 25683, "ts": "2026-07-10T03:24:15Z", "hours": 4.0469, "text": "I’m actually getting pretty close to being done with my beach volleyball game! q(≧▽≦q) I’m done with the music for the win screen. I’ve also added a couple of small details like some boats and birds in the background to make the ocean look a little less empty, and some general bug fixing stuff. I also changed the volleyball color slightly because I kinda realized that it looks too much like a Mikasa volleyball and while I think I’ll be fine I don’t want to get sued (´。_。`) In general, I’m pretty close to being done! I think I’ll keep on working on touching up some small things, but I should be ready to ship soon!"}, {"post_id": 25140, "ts": "2026-07-09T05:08:14Z", "hours": 7.6383, "text": "I’ve done some more work on the music for my beach volleyball game! I think that I’m pretty much done with the main menu theme and the gameplay theme. I just have to do the win screen music now, and I think I have a pretty good idea of how I want it to sound. I think the music could definitely be better, but since I don’t do this kind of thing much, I’m pretty happy with how it’s come out!"}, {"post_id": 23831, "ts": "2026-07-07T00:15:23Z", "hours": 9.4881, "text": "I’ve been working on a bunch of polishing for my beach volleyball game! Now there’s a bunch of particle effects! There’s wind and leaf particles in the background that appear in random quantities. As the game progresses, the amount of each slowly increases so it looks like the game is getting really intense. I included a screenshot below of me testing the particles with godot icons as placeholders, and I think it looks pretty goofy. There’s also sand particles when the players move. Also, I’ve made it so that after 10 rallies, the ball starts moving faster to challenge high level players. It also gets set on fire and becomes more and more red as it gets faster, because fire is pretty cool :D Finally, I’ve been working a bit on the audio side of things. I’m a beginner at making music and sound effects, so I don’t think they’ll be too good, but I think that it’s good to try anyways and learn!"}, {"post_id": 21922, "ts": "2026-07-04T03:24:21Z", "hours": 4.9758, "text": "I got some good feedback from some playtesters, and I’ve added some solid changes to my beach volleyball game! There’s now a tutorial manual in the menu! I found that the actual interactive tutorial can be a bit difficult in terms of fully conveying the game’s rules to the player, so I decided that a tutorial manual for some of the more complicated things would be best. I also made a couple of small changes, like adding an indicator to show which character the player is controlling and fixing some smaller bugs, like how the ball used to detect multiple spikes if you spammed the spike button. There weren’t too many major changes, but I think that I’m definitely getting toward a more polished experience now :)"}, {"post_id": 20481, "ts": "2026-07-02T02:44:56Z", "hours": 5.6242, "text": "I’ve started work on a tutorial for my beach volleyball game! I’m not gonna lie, my game is WAY harder to explain than I thought it would be 😅. Making a tutorial was pretty weird because a lot of the rules and whatnot would be pretty confusing for somebody who’s never seen volleyball being played before. I’ve tried to make the tutorial as interactive as I could, but some things are just not very easy to show and I have to use a bunch of text to explain them. I’ll have to test the tutorial on some of my friends for now, but I think it’s a good start."}, {"post_id": 19700, "ts": "2026-07-01T02:54:53Z", "hours": 3.5767, "text": "I think I’ve finally got a good end screen for my beach volleyball game! It took a while, but I think I’ve got something I’m pretty happy with! I might work on it a bit more in future, but for now I think that it works well enough. There’s currently two randomized animations that the winning team might do, and I’ve shown an example of each below in the screenshot and the screen recording respectively."}, {"post_id": 18950, "ts": "2026-06-30T04:02:23Z", "hours": 4.53, "text": "I’ve been working some more on my beach volleyball game… Do you know that thing where people say that making something only takes 20% of the time but making it good takes 80% of the time? Yeah… I’ve been working on the game end screen for like 3 hours now and I just can’t get it to look right. The screenshot below is what I got after like 5 different prototypes and is nowhere near done. A lot of the effects that I’m trying to add seem to not work very well with Godot’s control nodes either, so they looked pretty jittery when I tried to set them up. Thankfully, I did get something good done! You can now access a menu during a match which allows you to adjust settings or leave the match and go back to the main menu."}, {"post_id": 16630, "ts": "2026-06-27T01:36:36Z", "hours": 2.4983, "text": "I finally got around to adding local PVP! So far, you’ve only been able to play against an AI, but I’ve made it so that there’s an option to select local PVP now, and it actually works! The left team is controlled by WASD, and the right team is controlled by the arrow keys. It honestly took way longer to implement than I thought. Maybe I shouldn’t have made so much spaghetti code… (▔﹏▔) I had to fix so many dependencies that I made initially just to set up the gameplay quickly. Really, it probably should have taken like 10 minutes since I already had all the logic down for player movement and gameplay. Still, I was able to finish it in the end. I won’t be able to work on this project for a bit since I’ll be out over the weekend, but I’ve definitely got a good idea of what I’ll be doing next!"}, {"post_id": 16069, "ts": "2026-06-26T03:43:29Z", "hours": 5.6756, "text": "I’ve finally set up a main menu for my beach volleyball game! Honestly, it might look a bit too good, because now the actual gameplay feels like it needs to be way better (┬┬﹏┬┬) But really, I’m proud of how it looks because I’ve never done a main menu before. The buttons are super satisfying to hover over, and in general, I think it looks really professional now. Plus, it worked almost first try! ( with the help of a couple youtube tutorials, but the slide in and hover animations of the buttons, as well as a bunch of other styling choices were all done by me! )"}, {"post_id": 15698, "ts": "2026-06-25T15:01:43Z", "hours": 10.4783, "text": "I’ve made some great progress on my beach volleyball game! Now you’re actually playing on a beach! It looks a bit empty though… I’ll probably add more to it later. I’ve also been working on making the game feel good. I added a bit of screenshake whenever the ball gets hit. I’ve also made it so that the camera zooms in when the ball gets hit up. There’s also a diamond transition and a score counter whenever a point is scored. Finally, bug fixing! Originally, if the ball hit the top of the net, the AI would think that the ball had hit the ground and would stop playing, but the ball is technically still in play. To fix this, I changed it so that the AI would recalculate where to move if the ball has substantially changed its trajectory, i.e. the ball bounces off the net, so it lands somewhere that wasn’t where it originally thought it would land. Also, I encountered a pretty funny bug while making it so that the ball would spin when it gets hit. It turns out you shouldn’t make a 2D sprite rotate in ALL directions! (screenshot below) Overall, I’m pretty happy with how things are going. I plan to continue polishing the game up as much as possible, so I don’t think I’ll be shipping for a while. Still, I think it should all be worth it!"}, {"post_id": 13923, "ts": "2026-06-22T20:39:01Z", "hours": 3.4772, "text": "I’ve gotten a lot of work done on my beach volleyball game! I’ve finished up all the animations, so all the player characters are actually moving and stuff. I also added some sprites for the net and the ball, so they actually look pretty nice now. I’ve also added a couple of effects to make the game a lot more interesting to look at as well as a lot more balanced. I noticed that it’s pretty much impossible to react to the enemy spikes instantly, so I added a small pause whenever one of the players spike or receive, both of which look really cool as well as make the game a lot more reasonable to play. I also made it so that the camera moves a little to follow the ball. All in all, I think that I’m on a good track to make a really solid finished product! I should probably also mention that the little blue outlines in the screenshot and the recording are debug lines to see collisions and raycasts. They’re not going to be there in the final game, they’re only there for testing. They do look pretty cool tho :p"}, {"post_id": 12886, "ts": "2026-06-21T03:23:01Z", "hours": 4.7542, "text": "I’ve finally got some player art for my beach volleyball game! I still need to set up animations though… still, I’ve got all the frames that I need, and I’ve already begun setting up animations for one of the player characters. I’m still balancing the actual gameplay, but I think that it should all be in a good state soon!"}, {"post_id": 12328, "ts": "2026-06-20T03:32:35Z", "hours": 4.41, "text": "I’ve been working some more on my beach volleyball game. Now you can play against an AI! It took me ages to figure out how to make the AI move exactly to the right location to hit the ball, but I was able to finally figure it out using a bunch of parabola equations (high school physics finally coming in clutch). Lowkey, the AI is way better at my game than me though😭 I’ll probably be able to work on some proper art soon, but for now I’m pretty satisfied with how things have turned out! Also, if you know how actual volleyball works, you probably know that people usually serve after the receive. I considered doing this, but I figured it would just complicate things, so I kept it at just a receive and a spike. And yes, I did in fact make this game because I loved the anime Haikyuu! (you should watch it too) BTW, I’m trying to upload a screen recording here, but I’m not completely sure if it will work or not. If it doesn’t, please tell me how I can make it work, and I’ll post an updated devlog."}, {"post_id": 11685, "ts": "2026-06-19T01:16:02Z", "hours": 1.4906, "text": "WHY IS HE GETTING CLOSER?!?! I’m working on a beach volleyball game. The game has 2D graphics, but I plan on making the background 3D, so the game uses 3D physics. It turns out that if you leave the Z position of the player a little off, they start sliding towards the camera. I’m still working on prototyping, so art isn’t final, but I’ve already set up a ball (the purple godot icon) that bounces and can be hit, so I should have something functional soon!"}, {"post_id": 1216, "ts": "2026-06-03T02:20:24Z", "hours": 0.4764, "text": "Just started, I’ve got a simple 3d scene set up for now with basic movement, I’m planning on eventually making it into a 2d beach volleyball game with 3d graphics (probably will have to get through finals week first tho). Should be pretty cool!"}]...
|
Title: Super Beach Ball by @Olebsbo | Stardance
D Title: Super Beach Ball by @Olebsbo | Stardance
Devlogs:
Just started, I’ve got a simple 3d scene set up for now with basic movement, I’m planning on eventually making it into a 2d beach volleyball game with 3d graphics (probably will have to get through finals week first tho). Should be pretty cool!
WHY IS HE GETTING CLOSER?!?! I’m working on a beach volleyball game. The game has 2D graphics, but I plan on making the background 3D, so the game uses 3D physics. It turns out that if you leave the Z position of the player a little off, they start sliding towards the camera. I’m still working on prototyping, so art isn’t final, but I’ve already set up a ball (the purple godot icon) that bounces and can be hit, so I should have something functional soon!
I’ve been working some more on my beach volleyball game. Now you can play against an AI! It took me ages to figure out how to make the AI move exactly to the right location to hit the ball, but I was able to finally figure it out using a bunch of parabola equations (high school physics finally coming in clutch). Lowkey, the AI is way better at my game than me though😭 I’ll probably be able to work on some proper art soon, but for now I’m pretty satisfied with how things have turned out! Also, if you know how actual volleyball works, you probably know that people usually serve after the receive. I considered doing this, but I figured it would just complicate things, so I kept it at just a receive and a spike. And yes, I did in fact make this game because I loved the anime Haikyuu! (you should watch it too) BTW, I’m trying to upload a screen recording here, but I’m not completely sure if it will work or not. If it doesn’t, please tell me how I can make it work, and I’ll post an updated devlog.
I’ve finally got some player art for my beach volleyball game! I still need to set up animations though… still, I’ve got all the frames that I need, and I’ve already begun setting up animations for one of the player characters. I’m still balancing the actual gameplay, but I think that it should all be in a good state soon!
I’ve gotten a lot of work done on my beach volleyball game! I’ve finished up all the animations, so all the player characters are actually moving and stuff. I also added some sprites for the net and the ball, so they actually look pretty nice now. I’ve also added a couple of effects to make the game a lot more interesting to look at as well as a lot more balanced. I noticed that it’s pretty much impossible to react to the enemy spikes instantly, so I added a small pause whenever one of the players spike or receive, both of which look really cool as well as make the game a lot more reasonable to play. I also made it so that the camera moves a little to follow the ball. All in all, I think that I’m on a good track to make a really solid finished product! I should probably also mention that the little blue outlines in the screenshot and the recording are debug lines to see collisions and raycasts. They’re not going to be there in the final game, they’re only there for testing. They do look pretty cool tho :p
I’ve made some great progress on my beach volleyball game! Now you’re actually playing on a beach! It looks a bit empty though… I’ll probably add more to it later. I’ve also been working on making the game feel good. I added a bit of screenshake whenever the ball gets hit. I’ve also made it so that the camera zooms in when the ball gets hit up. There’s also a diamond transition and a score counter whenever a point is scored. Finally, bug fixing! Originally, if the ball hit the top of the net, the AI would think that the ball had hit the ground and would stop playing, but the ball is technically still in play. To fix this, I changed it so that the AI would recalculate where to move if the ball has substantially changed its trajectory, i.e. the ball bounces off the net, so it lands somewhere that wasn’t where it originally thought it would land. Also, I encountered a pretty funny bug while making it so that the ball would spin when it gets hit. It turns out you shouldn’t make a 2D sprite rotate in ALL directions! (screenshot below) Overall, I’m pretty happy with how things are going. I plan to continue polishing the game up as much as possible, so I don’t think I’ll be shipping for a while. Still, I think it should all be worth it!
I’ve finally set up a main menu for my beach volleyball game! Honestly, it might look a bit too good, because now the actual gameplay feels like it needs to be way better (┬┬﹏┬┬) But really, I’m proud of how it looks because I’ve never done a main menu before. The buttons are super satisfying to hover over, and in general, I think it looks really professional now. Plus, it worked almost first try! ( with the help of a couple youtube tutorials, but the slide in and hover animations of the buttons, as well as a bunch of other styling choices were all done by me! )
I finally got around to adding local PVP! So far, you’ve only been able to play against an AI, but I’ve made it so that there’s an option to select local PVP now, and it actually works! The left team is controlled by WASD, and the right team is controlled by the arrow keys. It honestly took way longer to implement than I thought. Maybe I shouldn’t have made so much spaghetti code… (▔﹏▔) I had to fix so many dependencies that I made initially just to set up the gameplay quickly. Really, it probably should have taken like 10 minutes since I already had all the logic down for player movement and gameplay. Still, I was able to finish it in the end. I won’t be able to work on this project for a bit since I’ll be out over the weekend, but I’ve definitely got a good idea of what I’ll be doing next!
I’ve been working some more on my beach volleyball game… Do you know that thing where people say that making something only takes 20% of the time but making it good takes 80% of the time? Yeah… I’ve been working on the game end screen for like 3 hours now and I just can’t get it to look right. The screenshot below is what I got after like 5 different prototypes and is nowhere near done. A lot of the effects that I’m trying to add seem to not work very well with Godot’s control nodes either, so they looked pretty jittery when I tried to set them up. Thankfully, I did get something good done! You can now access a menu during a match which allows you to adjust settings or leave the match and go back to the main menu.
I think I’ve finally got a good end screen for my beach volleyball game! It took a while, but I think I’ve got something I’m pretty happy with! I might work on it a bit more in future, but for now I think that it works well enough. There’s currently two randomized animations that the winning team might do, and I’ve shown an example of each below in the screenshot and the screen recording respectively.
I’ve started work on a tutorial for my beach volleyball game! I’m not gonna lie, my game is WAY harder to explain than I thought it would be 😅. Making a tutorial was pretty weird because a lot of the rules and whatnot would be pretty confusing for somebody who’s never seen volleyball being played before. I’ve tried to make the tutorial as interactive as I could, but some things are just not very easy to show and I have to use a bunch of text to explain them. I’ll have to test the tutorial on some of my friends for now, but I think it’s a good start.
I got some good feedback from some playtesters, and I’ve added some solid changes to my beach volleyball game! There’s now a tutorial manual in the menu! I found that the actual interactive tutorial can be a bit difficult in terms of fully conveying the game’s rules to the player, so I decided that a tutorial manual for some of the more complicated things would be best. I also made a couple of small changes, like adding an indicator to show which character the player is controlling and fixing some smaller bugs, like how the ball used to detect multiple spikes if you spammed the spike button. There weren’t too many major changes, but I think that I’m definitely getting toward a more polished experience now :)
I’ve been working on a bunch of polishing for my beach volleyball game! Now there’s a bunch of particle effects! There’s wind and leaf particles in the background that appear in random quantities. As the game progresses, the amount of each slowly increases so it looks like the game is getting really intense. I included a screenshot below of me testing the particles with godot icons as placeholders, and I think it looks pretty goofy. There’s also sand particles when the players move. Also, I’ve made it so that after 10 rallies, the ball starts moving faster to challenge high level players. It also gets set on fire and becomes more and more red as it gets faster, because fire is pretty cool :D Finally, I’ve been working a bit on the audio side of things. I’m a beginner at making music and sound effects, so I don’t think they’ll be too good, but I think that it’s good to try anyways and learn!
I’ve done some more work on the music for my beach volleyball game! I think that I’m pretty much done with the main menu theme and the gameplay theme. I just have to do the win screen music now, and I think I have a pretty good idea of how I want it to sound. I think the music could definitely be better, but since I don’t do this kind of thing much, I’m pretty happy with how it’s come out!
I’m actually getting pretty close to being done with my beach volleyball game! q(≧▽≦q) I’m done with the music for the win screen. I’ve also added a couple of small details like some boats and birds in the background to make the ocean look a little less empty, and some general bug fixing stuff. I also changed the volleyball color slightly because I kinda realized that it looks too much like a Mikasa volleyball and while I think I’ll be fine I don’t want to get sued (´。_。`) In general, I’m pretty close to being done! I think I’ll keep on working on touching up some small things, but I should be ready to ship soon!
I’m finally finished with my beach volleyball game! (Hopefully) I’ve pretty much just been touching up on some small things like making the background look a bit more interesting and adjusting some variables to make playing the game more intuitive. It’s basically done now! I plan on playtesting it one more time, and then after that I may do some minor adjustments, but the actual game is complete and I don’t plan on changing any of the gameplay anymore. I’ve been working on this project for 75 hours now, and I’m really proud of it; hopefully the next devlog will be the final one! :D
This is my final devlog! I’ve posted the itch.io page! And then itch went down for a couple minutes… But I should be ready to ship now. If you’d like, you should be able to play the game now! Thanks for reading!
I’ve made some really quick QOL adjustments to my game! It was some pretty basic stuff that I just didn’t account for previously because I just didn’t think of it before. Some changes include: Trying to account for weird resolutions (not 16:9) by adding black bars to the side (cannot confirm if it works yet) Adding additional information to the itch.io page to remind people about the tutorial and to mention that there might be some lag at the start of the web version Sorry I had to add this after the ship, but these changes were really simple and important, so I just felt like I had to! Also, I’d assume that this isn’t considered fraud or anything because it’s just a quick QOL update after the ship that doesn’t change anything major, just makes the experience better for players, and actual games do these kinds of emergency updates all the time. Also, I haven’t seen anything about this kind of thing being a possible problem. IF YOU ARE RATING , could you please take this information into account as well? It isn’t included in the ship information, but this info is also important.
Ships:
This is the ship for my beach volleyball game! :D I’m really proud of this project. I had to learn so many new things about UI, music, SFX, and other things that I just never got around to in my previous projects because I never reached the point where I could actually release my previous games. I struggled a lot with these things at first, but now I really think that I can make them all work well in my future projects! I should probably mention a few things (this might be a bit long, but please try to read it, the itch.io page also has some of the same info but this one is probably better for people specifically coming from Stardance) First of all, while the game is available to play in the browser, it seems that the lighting and particles get messed up. I think it is because of Godot’s way of exporting to HTML (I think it has to downgrade the graphics a bit to make it work properly), so unfortunately, if you do play it in browser you will have to deal with some weird lighting. The particles can be turned off in the options menu. The downloaded version is just fine, so if you can use that, that would be great! Although, I perfectly understand if you don’t want to download from a random stranger on the internet, and I haven’t tested the Mac or Linux versions (look at the download info on the itch.io page for more). Second, while I have tested the game with my friends, I’m still very uncertain about how effective the tutorial is. I believe that it should be fine if you read through carefully. If you find it confusing, then I sincerely apologize and hope you don’t take it to represent the entire game, and you can tell me what you found difficult. Also, the game is WAY more fun when you play with friends/family! Like, seriously, get someone to go through the tutorial and play with you. The competitiveness makes it so much more enjoyable! And if you’re friends can’t play with you at the moment, then playing against the AI can still be fun. If there are any bugs, please tell me! Just give me the situation that it happened in and what the bug actually was. And finally, thank you for trying my game! I worked very hard on it, and I’m really glad that it turned out the way it did! And if you don’t like it… uhhh please don’t cook the rating ⊙﹏⊙∥ remember to rate fairly!...
|
1793083837.413625
|
1793170237.413625
|
|
3857
|
My first slack bot! by @adobhi | Stardance
|
adobhi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @adobhi | Stardance
|
1792929177.2471657
|
1793793177.2471657
|
|
3858
|
My first slack bot! by @victor_ger | Stardance
|
victor_ger
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @victor_ger | Starda Title: My first slack bot! by @victor_ger | Stardance...
|
1792770760.5621417
|
1793375560.5621417
|
|
3859
|
My awesome macropad! by @Jamileth | Stardance
|
Jamileth
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Jamileth | Stardan Title: My awesome macropad! by @Jamileth | Stardance...
|
1792536434.5966454
|
1793141234.5966454
|
|
3860
|
My awesome macropad! by @adobhi | Stardance
|
adobhi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @adobhi | Stardance
|
1792601734.9437118
|
1793206534.9437118
|
|
3861
|
scoreforge by @astral | Stardance
|
astral
|
0
|
0.3
|
0
|
[]
|
[{"post_id": 1644, "ts": "2026 [{"post_id": 1644, "ts": "2026-06-03T19:28:43Z", "hours": 0.3017, "text": "starting out by creating a simple navbar with tailwindcss!"}]...
|
Title: scoreforge by @astral | Stardance
Devlogs: Title: scoreforge by @astral | Stardance
Devlogs:
starting out by creating a simple navbar with tailwindcss!...
|
1792745488.3916063
|
1793350288.3916063
|
|
3862
|
Untitled by @hello4312 | Stardance
|
hello4312
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @hello4312 | Stardance
|
1792731027.7545352
|
1793335827.7545352
|
|
3863
|
My first slack bot! by @Eragon189 | Stardance
|
Eragon189
|
1
|
7.26
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T16:30:43Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My first slack bot! Took 2h to make the github AI API to work with github models! Try it on the Hackclub slack!", "repo": "https://github.com/Eragon-189/HackClub-SlackBot", "demo": "https://app.slack.com/client/T0B8L43L56C/C0B7KE5QYUB"}]...
|
[{"post_id": 7087, "ts": "2026 [{"post_id": 7087, "ts": "2026-06-11T21:18:11Z", "hours": 1.2731, "text": "Finally made AI work while hosted on nest!"}, {"post_id": 5787, "ts": "2026-06-09T18:19:10Z", "hours": 1.9886, "text": "Fixed the API and used added model choosing."}, {"post_id": 4960, "ts": "2026-06-08T16:27:30Z", "hours": 1.8811, "text": "Got Github AI API to work!!!"}, {"post_id": 2854, "ts": "2026-06-05T18:16:44Z", "hours": 1.9725, "text": "Added base commands and stared AI API(WiP) ()"}]...
|
Title: My first slack bot! by @Eragon189 | Stardan Title: My first slack bot! by @Eragon189 | Stardance
Devlogs:
Added base commands and stared AI API(WiP) ()
Got Github AI API to work!!!
Fixed the API and used added model choosing.
Finally made AI work while hosted on nest!
Ships:
My first slack bot! Took 2h to make the github AI API to work with github models! Try it on the Hackclub slack!...
|
1792983243.4762118
|
1793069643.4762118
|
|
3864
|
Air Piano by @AHHH | Stardance
|
AHHH
|
0
|
3.49
|
0
|
[]
|
[{"post_id": 1500, "ts": "2026 [{"post_id": 1500, "ts": "2026-06-03T15:54:04Z", "hours": 2.5692, "text": "I worked on the frontend of the project, since something was wrong with the config at the begining. Switching from normal CSS to TailwindCSS instead for easier future development. Also started on the types files in the backend."}, {"post_id": 591, "ts": "2026-06-02T02:42:09Z", "hours": 0.9183, "text": "Initated the project and working on the frontend of the website. Using React Vite + Tailwind CSS + TypedScript 🎹"}]...
|
Title: Air Piano by @AHHH | Stardance
Devlogs:
In Title: Air Piano by @AHHH | Stardance
Devlogs:
Initated the project and working on the frontend of the website. Using React Vite + Tailwind CSS + TypedScript 🎹
I worked on the frontend of the project, since something was wrong with the config at the begining. Switching from normal CSS to TailwindCSS instead for easier future development. Also started on the types files in the backend....
|
1792756267.9183638
|
1793361067.9183638
|
|
3865
|
My first slack bot! by @Gustavo | Stardance
|
Gustavo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Gustavo | Stardance
|
1792482800.6583962
|
1793087600.6583962
|
|
3866
|
My awesome macropad! by @sumaya | Stardance
|
sumaya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sumaya | Stardance
|
1792533213.5007126
|
1793138013.5007126
|
|
3867
|
My awesome macropad! by @karthikchim784 | Stardanc My awesome macropad! by @karthikchim784 | Stardance...
|
karthikchim784
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @karthikchim784 | S Title: My awesome macropad! by @karthikchim784 | Stardance...
|
1792713088.9953485
|
1793317888.9953485
|
|
3868
|
Website by @Shlok_munsha | Stardance
|
Shlok_munsha
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Website by @Shlok_munsha | Stardance
|
1792561845.7177331
|
1793166645.7177331
|
|
3869
|
My first slack bot! by @priwashere | Stardance
|
priwashere
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @priwashere | Starda Title: My first slack bot! by @priwashere | Stardance...
|
1792590848.402248
|
1793195648.402248
|
|
3870
|
IamAerial by @lightsteps | Stardance
|
lightsteps
|
0
|
18.57
|
0
|
[]
|
[{"post_id": 29062, "ts": "202 [{"post_id": 29062, "ts": "2026-07-15T18:29:41Z", "hours": 6.7611, "text": "7/15/26 IamAerial (DevLog 4) Updates: Reorganized schematics Double-checked schematics Run ERC Fixed ERC problems Double check IC wiring Researched ESCs, opting for a single one for ease of testing instead of a 4-in-1"}, {"post_id": 11137, "ts": "2026-06-18T06:48:42Z", "hours": 4.6464, "text": "6/17/26 IamAerial (DevLog 3) Updates: Finished with other ICs; been busy with work so haven’t got much done."}, {"post_id": 2581, "ts": "2026-06-05T05:13:20Z", "hours": 2.4833, "text": "6/4/26 IamAerial (DevLog 2) I had 2 sessions today: one 2 hours and ~30 mins that I stupidly did not record on lapse (did not click the record button), and one 2 hours and ~51 mins that I recorded. Today’s total time came out to be over 5 hours. Hopefully, that explains why my progress was this fast (for me who is a beginner). Update Updated my BOM, changed some parts such as the motors, and changed suppliers for cheaper parts. I started on the schematics and have already wired the USB-C receptacle, IMU, barometer, and some basic stuff for my STM32 MCU. Yes, I did take time to understand the fundamentals such as I2C vs SPI, and took time to read datasheets while referencing an outdated schematics with similar parts to mine from Reddit. Next Todos continue on schematic: buck reg, ldo, etc."}, {"post_id": 2537, "ts": "2026-06-05T02:22:11Z", "hours": 4.6769, "text": "6/3/26 IamAerial (DevLog 1) I didn’t write a devlog yesterday, so here I am writing for yesterday. Project still in research phase. About I have no PCB experience, but I want to make a drone that can be controlled with your index finger. Well you can guess how much I will suffer this coming summer. Update I spent these 4 hours broadly architecting the system: how different parts of my system will interact with each other. Since I am doing this project to learn more about PCB design and electronics, I will be designing and building the flight controller, index transceiver/controller, and 4 ESCs from scratch. I have already researched the parts and made a half-finished BOM. Hopefully, my Physics C E&M knowledge can come in clutch. 🙏 Next Todos finalizing components start schematics"}]...
|
Title: IamAerial by @lightsteps | Stardance
Devlo Title: IamAerial by @lightsteps | Stardance
Devlogs:
6/3/26 IamAerial (DevLog 1) I didn’t write a devlog yesterday, so here I am writing for yesterday. Project still in research phase. About I have no PCB experience, but I want to make a drone that can be controlled with your index finger. Well you can guess how much I will suffer this coming summer. Update I spent these 4 hours broadly architecting the system: how different parts of my system will interact with each other. Since I am doing this project to learn more about PCB design and electronics, I will be designing and building the flight controller, index transceiver/controller, and 4 ESCs from scratch. I have already researched the parts and made a half-finished BOM. Hopefully, my Physics C E&M knowledge can come in clutch. 🙏 Next Todos finalizing components start schematics
6/4/26 IamAerial (DevLog 2) I had 2 sessions today: one 2 hours and ~30 mins that I stupidly did not record on lapse (did not click the record button), and one 2 hours and ~51 mins that I recorded. Today’s total time came out to be over 5 hours. Hopefully, that explains why my progress was this fast (for me who is a beginner). Update Updated my BOM, changed some parts such as the motors, and changed suppliers for cheaper parts. I started on the schematics and have already wired the USB-C receptacle, IMU, barometer, and some basic stuff for my STM32 MCU. Yes, I did take time to understand the fundamentals such as I2C vs SPI, and took time to read datasheets while referencing an outdated schematics with similar parts to mine from Reddit. Next Todos continue on schematic: buck reg, ldo, etc.
6/17/26 IamAerial (DevLog 3) Updates: Finished with other ICs; been busy with work so haven’t got much done.
7/15/26 IamAerial (DevLog 4) Updates: Reorganized schematics Double-checked schematics Run ERC Fixed ERC problems Double check IC wiring Researched ESCs, opting for a single one for ease of testing instead of a 4-in-1...
|
1792511233.0468352
|
1793116033.0468352
|
|
3871
|
BottleBot by @thanishurs31 | Stardance
|
thanishurs31
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T12:12:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a teeny tiny bot that people can have fun with on Slack by sending messages to the bot, which will be stored in a bottle (it is essentially a JSON file, but yeah, we call it the bottle; you know the lore of the bottle bot), and then people can also anonymously read messages sent to the bottle randomly, so yeah, you can never choose what you will see, but let me leave it to you people to decide what you people will send, and yeah, at its core, this is what it is—quite simple, right? What was challenging? To be fair, this is quite a simple project, and the code itself, though I am not much familiar with JS, was quite simple, but the lore—well, I had to get creative. I agree it is not much, but well, I tried. How to use it? You can use the bot’s commands, which are by themselves quite self-explanatory, in any channel inside Slack under Hack Club, and yeah, you can get more details on it from the readme on GitHub or Slack command descriptions themselves, or you know, just play around with it; it is stupidly simple. What am I proud of? Well, thanks to Hack Club, it motivated me to code after a long time without the help of AI! Yes, well, I have made projects, and when I started, AI wasn’t that great, but then we (ahhm sorry I) got sucked into Codex, Claude, etc. I was starting to become too lazy (AI has its pros and cons), and yeah, this one, though I might have used AI for the logo and like NLM (Grammarly) for the grammar, I made sure to not let AI influence my lore and creativity into the story nor the code nor the idea itself, so yeah, even though this was a very small project, that makes me proud of myself that after a long time I coded all by myself instead of just using my intuition to orchestrate and command the AI to do it for me, and again, thanks, Hack Club.", "repo": "https://github.com/thanish312/BottleBot", "demo": "https://slack.hackclub.com/"}]...
|
[{"post_id": 4847, "ts": "2026 [{"post_id": 4847, "ts": "2026-06-08T11:45:14Z", "hours": 0.4614, "text": "Devlog - 3 Hi everyone, so I finished this small project, it is now available on Hack Club Slack 24/7, as it is now hosted on Nest. You can also check out the source code of this at https://github.com/thanish312/BottleBot . Since the last devlog I have done the following:- I fixed all the typos in the code. Tried to make the code look better by making the spacing a bit cleaner and I also made the markdown teeny bit better wherever it felt for the messages the bot sent. I then pushed it to GitHub and also created the README. And finally I hosted it on Hack Club’s Nest, and it runs! That’s it people and I will get back with a different project soon and till then happy building! Thanish B Urs"}, {"post_id": 4674, "ts": "2026-06-08T02:18:52Z", "hours": 0.3419, "text": "DEVLOG 2.9? Yeah, I made an error in my previous one; I forgot to add /bottle-stats (sorry!). So yeah, now I have added it, so yeah, it can count the number of secrets stored and tell the user when that command is used. Yeah, that’s it! Thanks for bearing with me; see ya!"}, {"post_id": 4651, "ts": "2026-06-08T01:49:16Z", "hours": 1.3003, "text": "Devlog-02 Guys, the app is ready now(well i mean functional) added the code for the commands and so now they will run (well most time was spent on thinking of the lore but nah i am still not satisfied hmm i need to make revisions i think) so yeah it works all the commands /bottle-read /bottle-send /bottle-about all work and i just forgot one thing thats why i said in the prev time only dm etc but yeah these can be used directly in any channnel on hackclub but yeah still a bit of polishing is left i thing and if you would like to suggest any features yeah sure do but please bare with me i am quite new to js and am not much familiar with it in comparision to python and c++ so yeah and yeah sorry for my yap and i will get back after the refinement and after creating and setting up nest so it can run without my laptop. Till then CYA!"}, {"post_id": 4230, "ts": "2026-06-07T13:56:34Z", "hours": 0.2683, "text": "The BottleBot is born. Yay, I know this might seem a bit cringe, but I’m excited about it. So this is a project for the Slack bot theme, and it was quite an easy tutorial to follow, and I just created the bot. Yes, there is still code that needs to be added for the project to function, but essentially, I am going to build a Slack bot that you can access from any channel on Hack Club, as well as DM directly to send any message to the bottle anonymously using /bottle-send (when the app is ready, you can send the message through the DM or get roasted if you send it in a public channel). Using /bottle-read, you will be able to read any random message that was sent to the bottle anonymously, and with /bottle-stats, you can see how many messages are in the bottle. Additionally, in /bottle-about, you can learn about BottleBot’s lore and other useless information(or is it!) . So, yeah, that’s the theory, guys. I will get back after I have gotten the commands to do what I want (prove the theory). CYA!"}]...
|
Title: BottleBot by @thanishurs31 | Stardance
Dev Title: BottleBot by @thanishurs31 | Stardance
Devlogs:
The BottleBot is born. Yay, I know this might seem a bit cringe, but I’m excited about it. So this is a project for the Slack bot theme, and it was quite an easy tutorial to follow, and I just created the bot. Yes, there is still code that needs to be added for the project to function, but essentially, I am going to build a Slack bot that you can access from any channel on Hack Club, as well as DM directly to send any message to the bottle anonymously using /bottle-send (when the app is ready, you can send the message through the DM or get roasted if you send it in a public channel). Using /bottle-read, you will be able to read any random message that was sent to the bottle anonymously, and with /bottle-stats, you can see how many messages are in the bottle. Additionally, in /bottle-about, you can learn about BottleBot’s lore and other useless information(or is it!) . So, yeah, that’s the theory, guys. I will get back after I have gotten the commands to do what I want (prove the theory). CYA!
Devlog-02 Guys, the app is ready now(well i mean functional) added the code for the commands and so now they will run (well most time was spent on thinking of the lore but nah i am still not satisfied hmm i need to make revisions i think) so yeah it works all the commands /bottle-read /bottle-send /bottle-about all work and i just forgot one thing thats why i said in the prev time only dm etc but yeah these can be used directly in any channnel on hackclub but yeah still a bit of polishing is left i thing and if you would like to suggest any features yeah sure do but please bare with me i am quite new to js and am not much familiar with it in comparision to python and c++ so yeah and yeah sorry for my yap and i will get back after the refinement and after creating and setting up nest so it can run without my laptop. Till then CYA!
DEVLOG 2.9? Yeah, I made an error in my previous one; I forgot to add /bottle-stats (sorry!). So yeah, now I have added it, so yeah, it can count the number of secrets stored and tell the user when that command is used. Yeah, that’s it! Thanks for bearing with me; see ya!
Devlog - 3 Hi everyone, so I finished this small project, it is now available on Hack Club Slack 24/7, as it is now hosted on Nest. You can also check out the source code of this at https://github.com/thanish312/BottleBot . Since the last devlog I have done the following:- I fixed all the typos in the code. Tried to make the code look better by making the spacing a bit cleaner and I also made the markdown teeny bit better wherever it felt for the messages the bot sent. I then pushed it to GitHub and also created the README. And finally I hosted it on Hack Club’s Nest, and it runs! That’s it people and I will get back with a different project soon and till then happy building! Thanish B Urs
Ships:
I made a teeny tiny bot that people can have fun with on Slack by sending messages to the bot, which will be stored in a bottle (it is essentially a JSON file, but yeah, we call it the bottle; you know the lore of the bottle bot), and then people can also anonymously read messages sent to the bottle randomly, so yeah, you can never choose what you will see, but let me leave it to you people to decide what you people will send, and yeah, at its core, this is what it is—quite simple, right? What was challenging? To be fair, this is quite a simple project, and the code itself, though I am not much familiar with JS, was quite simple, but the lore—well, I had to get creative. I agree it is not much, but well, I tried. How to use it? You can use the bot’s commands, which are by themselves quite self-explanatory, in any channel inside Slack under Hack Club, and yeah, you can get more details on it from the readme on GitHub or Slack command descriptions themselves, or you know, just play around with it; it is stupidly simple. What am I proud of? Well, thanks to Hack Club, it motivated me to code after a long time without the help of AI! Yes, well, I have made projects, and when I started, AI wasn’t that great, but then we (ahhm sorry I) got sucked into Codex, Claude, etc. I was starting to become too lazy (AI has its pros and cons), and yeah, this one, though I might have used AI for the logo and like NLM (Grammarly) for the grammar, I made sure to not let AI influence my lore and creativity into the story nor the code nor the idea itself, so yeah, even though this was a very small project, that makes me proud of myself that after a long time I coded all by myself instead of just using my intuition to orchestrate and command the AI to do it for me, and again, thanks, Hack Club....
|
1792997770.5277839
|
1793084170.5277839
|
|
3872
|
3D Printed Flying Wing by @eb42 | Stardance
|
eb42
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 3D Printed Flying Wing by @eb42 | Stardance
|
1792806560.5228903
|
1793411360.5228903
|
|
3873
|
Rocket Landing DQN by @Rayed_Ahmed | Stardance
|
Rayed_Ahmed
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T14:32:55Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built and trained a Deep Q Network to land a rocket from free fall in an environment where velocity was constantly changing and limited amounts of fuel were available. It was really challenging to manipulate and sculpt the code so that it responded to this specific scenario and environment rather than what it was originally intended for. In addition to this, adjusting the parameters based on the output was a bit challenging, however, in the end I was able to find the best values for my parameters. I am proud that I was able to apply my own knowledge of reinforcement learning and modify advanced code to solve a specific problem. I have learnt a lot from my mistakes throughout the development process. An important thing to note is that it is normal if each run yields different results (smooth vs fidgety landings) as DQN is known to be unstable and this is a limitation of the model.", "repo": "https://github.com/Rayed-AS/Rocket_Landing/blob/main", "demo": "https://github.com/Rayed-AS/Rocket_Landing/releases/tag/Reinforcement_Learning"}]...
|
[{"post_id": 2150, "ts": "2026 [{"post_id": 2150, "ts": "2026-06-04T14:18:16Z", "hours": 0.8319, "text": "After an extensive debugging session, the project is now complete (this time for real). The main problem was the model was exploring too much. Even though it knew what to do, it was just refusing to use its knowledge so I made the epsilon decay faster so it switches to exploitation earlier. After this I had to find the sweet spot number of episodes to ensure consistency in its trials. This was found to be 3300 after observations based on trial and error. Unfortunately, since DQN is not very stable, there will be a difference in quality whenever you run the program. Some landings may be smooth, others may be…questionable. I had a lot of fun with this project and I encourage anyone that wants to get into reinforcement learning to check it out. There is no “interactive demo” since its a simulation. So check out the code on github and I will attack this video to the project page as well."}, {"post_id": 1440, "ts": "2026-06-03T14:06:32Z", "hours": 0.5914, "text": "I realised I had some logical errors in my step function which I have now fixed: Previously, the function checked whether the rocket landed, crashed or was in the air then it implemented changes to the rocket’s y coordinates via the velocity depending on the action taken This order of working is wrong and should have been reversed. The check for landing, crashing or flying should be implemented after the rocket’s y coordinates have been updated in accordance to the action taken. The AI has now overcome the problem, hence, I must increase the complexity. I have done this by introducing acceleration due to gravity and a fuel system that prevents the rocket from acceleration if it runs out of fuel. This forces the AI to think carefully about using its thrust rather than exploiting the previous infinite fuel. With this implementation, the rocket landing is much more realistic and smoother."}, {"post_id": 1412, "ts": "2026-06-03T13:11:08Z", "hours": 0.5233, "text": "The DQN model can now successfully land the rocket after the latest debugging session. Fixed: IF statement conditions for rocket’s y coordinates and ground as I forgot that 0 is the sky so the rocket’s y coordinate must be greater than the ground and its velocity must be a safe speed for it to land successfully Terminated or truncated flag in step function for landing successfully was originally false which is incorrect as the algorithm must end since the goal has been achieved Order of IF statements for crashing and landing checking in the GUI loop was wrong as even if the rocket landed, it would continue to fulfill the conditions for a crash and so the check for the landing conditions must be placed before. Next steps: I am curious to see how the agent will manage landing the rocket if I introduce time dependent velocity as a result of acceleration due to gravity that changes as the simulation progresses."}, {"post_id": 1278, "ts": "2026-06-03T05:01:30Z", "hours": 0.5083, "text": "Its clear the DQN model is having some issues. The reward fluctuates and never reaches positive which means the rocket never lands in any episode. To fix this I lowered the learning rate and decreased the penalty for crashing. I also fixed the GUI logic so that if the velocity is a low speed and the rocket’s y coordinate is the same as the ground then the rocket does not crash and lands. However, this issue persists and so I will now examine both the GUI and the AI logic to find the source of the error."}, {"post_id": 830, "ts": "2026-06-02T14:54:44Z", "hours": 0.6894, "text": "I have completed the rest of the code which involved coding the training process and initialising the policy and target networks. A challenge I am facing now is modifying the code to suit my specific environment and updating the GUI to visually showcase the result of the AI’s choices. A few changes I made were: Added gravity and rocket acceleration variables Removed the previous actions and introduced only two choices for the model which is either to apply thrust or choose to not apply thrust. Fixed the returns from the step function so that it returns a numpy array that contains the rocket’s y coordinate and the rocket’s velocity Regenerated the AI generated code to include a crash animation The specific challenge with the modifications is that the input requirements are very specific and the manipulation of these inputs relies on complex functions. What are the next steps: I will use AI to debug my codes, specifically the errors associated with incorrect input and output dimensions and structures. I will also use it to debug my GUI screen. Once the model is working, I will change the acceleration to make it relative to time and introduce a time variable to reflect acceleration due to gravity."}, {"post_id": 791, "ts": "2026-06-02T13:44:15Z", "hours": 0.2506, "text": "I realised I made a mistake in my previous implementation of the DQN model. I forgot to inherit from the required pytorch module and I forgot to feed the state_size and action_size to the constructor method. To further evaluate and fix my code, I will be using an implementation from GeeksForGeeks to guide me while modifying some sections to suit my specific scenario."}, {"post_id": 724, "ts": "2026-06-02T09:51:06Z", "hours": 0.3075, "text": "I have implemented the neural network that will be used by the Deep Q Network model. As the task is not very complex, I decided to utilise 32 neurons. In the constructor method, I am essentially stating that one piece of data will be given to the 32 neurons (y coordinate) and I expect two q values to be outputted (as the rocket can only go up or down)."}, {"post_id": 588, "ts": "2026-06-02T02:37:39Z", "hours": 0.5361, "text": "Used Gemini to generate the GUI so that I can focus on the actual Deep Q Network After that I implemented a velocity variable that manipulates the rocket’s y coordinates Finally, I implemented a reset function and a step function which changes the velocity of the rocket based on the AI’s action and it also returns required data for training (Y coordinate, reward, Done, Truncated, Extra Info) To reduce the complexity of the problem, I am ignoring horizontal movement (x direction) and focusing only on the vertical movement while ignoring factors like air resistance."}]...
|
Title: Rocket Landing DQN by @Rayed_Ahmed | Starda Title: Rocket Landing DQN by @Rayed_Ahmed | Stardance
Devlogs:
Used Gemini to generate the GUI so that I can focus on the actual Deep Q Network After that I implemented a velocity variable that manipulates the rocket’s y coordinates Finally, I implemented a reset function and a step function which changes the velocity of the rocket based on the AI’s action and it also returns required data for training (Y coordinate, reward, Done, Truncated, Extra Info) To reduce the complexity of the problem, I am ignoring horizontal movement (x direction) and focusing only on the vertical movement while ignoring factors like air resistance.
I have implemented the neural network that will be used by the Deep Q Network model. As the task is not very complex, I decided to utilise 32 neurons. In the constructor method, I am essentially stating that one piece of data will be given to the 32 neurons (y coordinate) and I expect two q values to be outputted (as the rocket can only go up or down).
I realised I made a mistake in my previous implementation of the DQN model. I forgot to inherit from the required pytorch module and I forgot to feed the state_size and action_size to the constructor method. To further evaluate and fix my code, I will be using an implementation from GeeksForGeeks to guide me while modifying some sections to suit my specific scenario.
I have completed the rest of the code which involved coding the training process and initialising the policy and target networks. A challenge I am facing now is modifying the code to suit my specific environment and updating the GUI to visually showcase the result of the AI’s choices. A few changes I made were: Added gravity and rocket acceleration variables Removed the previous actions and introduced only two choices for the model which is either to apply thrust or choose to not apply thrust. Fixed the returns from the step function so that it returns a numpy array that contains the rocket’s y coordinate and the rocket’s velocity Regenerated the AI generated code to include a crash animation The specific challenge with the modifications is that the input requirements are very specific and the manipulation of these inputs relies on complex functions. What are the next steps: I will use AI to debug my codes, specifically the errors associated with incorrect input and output dimensions and structures. I will also use it to debug my GUI screen. Once the model is working, I will change the acceleration to make it relative to time and introduce a time variable to reflect acceleration due to gravity.
Its clear the DQN model is having some issues. The reward fluctuates and never reaches positive which means the rocket never lands in any episode. To fix this I lowered the learning rate and decreased the penalty for crashing. I also fixed the GUI logic so that if the velocity is a low speed and the rocket’s y coordinate is the same as the ground then the rocket does not crash and lands. However, this issue persists and so I will now examine both the GUI and the AI logic to find the source of the error.
The DQN model can now successfully land the rocket after the latest debugging session. Fixed: IF statement conditions for rocket’s y coordinates and ground as I forgot that 0 is the sky so the rocket’s y coordinate must be greater than the ground and its velocity must be a safe speed for it to land successfully Terminated or truncated flag in step function for landing successfully was originally false which is incorrect as the algorithm must end since the goal has been achieved Order of IF statements for crashing and landing checking in the GUI loop was wrong as even if the rocket landed, it would continue to fulfill the conditions for a crash and so the check for the landing conditions must be placed before. Next steps: I am curious to see how the agent will manage landing the rocket if I introduce time dependent velocity as a result of acceleration due to gravity that changes as the simulation progresses.
I realised I had some logical errors in my step function which I have now fixed: Previously, the function checked whether the rocket landed, crashed or was in the air then it implemented changes to the rocket’s y coordinates via the velocity depending on the action taken This order of working is wrong and should have been reversed. The check for landing, crashing or flying should be implemented after the rocket’s y coordinates have been updated in accordance to the action taken. The AI has now overcome the problem, hence, I must increase the complexity. I have done this by introducing acceleration due to gravity and a fuel system that prevents the rocket from acceleration if it runs out of fuel. This forces the AI to think carefully about using its thrust rather than exploiting the previous infinite fuel. With this implementation, the rocket landing is much more realistic and smoother.
After an extensive debugging session, the project is now complete (this time for real). The main problem was the model was exploring too much. Even though it knew what to do, it was just refusing to use its knowledge so I made the epsilon decay faster so it switches to exploitation earlier. After this I had to find the sweet spot number of episodes to ensure consistency in its trials. This was found to be 3300 after observations based on trial and error. Unfortunately, since DQN is not very stable, there will be a difference in quality whenever you run the program. Some landings may be smooth, others may be…questionable. I had a lot of fun with this project and I encourage anyone that wants to get into reinforcement learning to check it out. There is no “interactive demo” since its a simulation. So check out the code on github and I will attack this video to the project page as well.
Ships:
I built and trained a Deep Q Network to land a rocket from free fall in an environment where velocity was constantly changing and limited amounts of fuel were available. It was really challenging to manipulate and sculpt the code so that it responded to this specific scenario and environment rather than what it was originally intended for. In addition to this, adjusting the parameters based on the output was a bit challenging, however, in the end I was able to find the best values for my parameters. I am proud that I was able to apply my own knowledge of reinforcement learning and modify advanced code to solve a specific problem. I have learnt a lot from my mistakes throughout the development process. An important thing to note is that it is normal if each run yields different results (smooth vs fidgety landings) as DQN is known to be unstable and this is a limitation of the model....
|
1792990557.3310494
|
1793076957.3310494
|
|
3874
|
My awesome macropad! by @AlexaM | Stardance
|
AlexaM
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @AlexaM | Stardance
|
1792680505.2307482
|
1793285305.2307482
|
|
3875
|
Meshtastic PCB by @gippertrain12 | Stardance
|
gippertrain12
|
0
|
0.64
|
0
|
[]
|
[{"post_id": 570, "ts": "2026- [{"post_id": 570, "ts": "2026-06-02T02:03:44Z", "hours": 0.6375, "text": "Meshtastic Radio Board This is the beginning of a schematic for a custom meshtastic radio board. It features a RP2354B, which is developed by Raspberry Pi and used on Pico boards. There’s also an SX1262 that will do the LoRa communication, and a MAX-M10S-00b for GPS service. This board may continue to change in components and purpose."}]...
|
Title: Meshtastic PCB by @gippertrain12 | Stardanc Title: Meshtastic PCB by @gippertrain12 | Stardance
Devlogs:
Meshtastic Radio Board This is the beginning of a schematic for a custom meshtastic radio board. It features a RP2354B, which is developed by Raspberry Pi and used on Pico boards. There’s also an SX1262 that will do the LoRa communication, and a MAX-M10S-00b for GPS service. This board may continue to change in components and purpose....
|
1792612167.2076929
|
1793216967.2076929
|
|
3876
|
Piberdeck by @augpcs | Stardance
|
augpcs
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Piberdeck by @augpcs | Stardance
|
1792734425.6549025
|
1793339225.6549025
|
|
3877
|
My first slack bot! by @JesusIsKing | Stardance
|
JesusIsKing
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @JesusIsKing | Stard Title: My first slack bot! by @JesusIsKing | Stardance...
|
1792597958.2426455
|
1793202758.2426455
|
|
3878
|
My awesome macropad! by @Emi | Stardance
|
Emi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Emi | Stardance
|
1792590711.2250724
|
1793195511.2250724
|
|
3879
|
My awesome macropad! by @DunkelBit | Stardance
|
DunkelBit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @DunkelBit | Starda Title: My awesome macropad! by @DunkelBit | Stardance...
|
1792705919.4965522
|
1793310719.4965522
|
|
3880
|
My awesome macropad! by @jonathan0606 | Stardance
|
jonathan0606
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jonathan0606 | Sta Title: My awesome macropad! by @jonathan0606 | Stardance...
|
1792590922.4871788
|
1793195722.4871788
|
|
3881
|
Ultimate Space Dodger by @Eshwarg | Stardance
|
Eshwarg
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ultimate Space Dodger by @Eshwarg | Stardan Title: Ultimate Space Dodger by @Eshwarg | Stardance...
|
1792605272.5203567
|
1793210072.5203567
|
|
3882
|
Pen plotter by @Sparrow216 | Stardance
|
Sparrow216
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pen plotter by @Sparrow216 | Stardance
|
1792734861.619733
|
1793339661.619733
|
|
3883
|
My awesome macropad! by @MagicalShark | Stardance
|
MagicalShark
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @MagicalShark | Sta Title: My awesome macropad! by @MagicalShark | Stardance...
|
1792489964.301277
|
1793094764.301277
|
|
3884
|
My awesome macropad! by @Sparrow216 | Stardance
|
Sparrow216
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Sparrow216 | Stard Title: My awesome macropad! by @Sparrow216 | Stardance...
|
1792749288.3880875
|
1793354088.3880875
|
|
3885
|
the escape by @Monstermoy | Stardance
|
Monstermoy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: the escape by @Monstermoy | Stardance
|
1792529261.8291314
|
1793134061.8291314
|
|
3886
|
Untitled project by @0homes | Stardance
|
0homes
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @0homes | Stardance
|
1792576289.7176378
|
1793181089.7176378
|
|
3887
|
Lumina Piano by @shenk | Stardance
|
shenk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Lumina Piano by @shenk | Stardance
|
1792788647.9261646
|
1793393447.9261646
|
|
3888
|
My awesome macropad! by @afifa_safazada | Stardanc My awesome macropad! by @afifa_safazada | Stardance...
|
afifa_safazada
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @afifa_safazada | S Title: My awesome macropad! by @afifa_safazada | Stardance...
|
1792680753.6351817
|
1793285553.6351817
|
|
3889
|
QLSS-Symbolic by @masonseybold | Stardance
|
masonseybold
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: QLSS-Symbolic by @masonseybold | Stardance
|
1792792393.5461292
|
1793397193.5461292
|
|
3890
|
Calorie Tracker by @marvell | Stardance
|
marvell
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Calorie Tracker by @marvell | Stardance
|
1792518885.1922839
|
1793123685.1922839
|
|
3891
|
My first slack bot! by @DunkelBit | Stardance
|
DunkelBit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @DunkelBit | Stardan Title: My first slack bot! by @DunkelBit | Stardance...
|
1792601635.864661
|
1793206435.864661
|
|
3892
|
My awesome macropad! by @jivin | Stardance
|
jivin
|
0
|
0.88
|
0
|
[]
|
[{"post_id": 1145, "ts": "2026 [{"post_id": 1145, "ts": "2026-06-03T00:04:57Z", "hours": 0.5625, "text": "Finished the Github Repository!"}, {"post_id": 971, "ts": "2026-06-02T19:02:49Z", "hours": 0.3206, "text": "Writing the firmware for a macropad!"}]...
|
Title: My awesome macropad! by @jivin | Stardance
Title: My awesome macropad! by @jivin | Stardance
Devlogs:
Writing the firmware for a macropad!
Finished the Github Repository!...
|
1792785255.4734328
|
1793390055.4734328
|
|
3893
|
My first slack bot! by @solareclipse467 | Stardanc My first slack bot! by @solareclipse467 | Stardance...
|
solareclipse467
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @solareclipse467 | S Title: My first slack bot! by @solareclipse467 | Stardance...
|
1792612188.0563073
|
1793216988.0563073
|
|
3894
|
My awesome macropad! by @s_mad | Stardance
|
s_mad
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @s_mad | Stardance
|
1792803039.1210856
|
1793407839.1210856
|
|
3895
|
yt-down by @DunkelBit | Stardance
|
DunkelBit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: yt-down by @DunkelBit | Stardance
|
1792781292.9589195
|
1793386092.9589195
|
|
3896
|
EDF drone by @ivanstiner58 | Stardance
|
ivanstiner58
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: EDF drone by @ivanstiner58 | Stardance
|
1792795941.6098611
|
1793400741.6098611
|
|
3897
|
Pythreedee by @augpcs | Stardance
|
augpcs
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Pythreedee by @augpcs | Stardance
|
1792810134.3642855
|
1793414934.3642855
|
|
3898
|
My awesome macropad! by @Poppins | Stardance
|
Poppins
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Poppins | Stardanc Title: My awesome macropad! by @Poppins | Stardance...
|
1792760129.731261
|
1793364929.731261
|
|
3899
|
Untitled project by @pravin | Stardance
|
pravin
|
0
|
2.03
|
0
|
[]
|
[{"post_id": 1938, "ts": "2026 [{"post_id": 1938, "ts": "2026-06-04T05:48:48Z", "hours": 2.0342, "text": "my first website!"}]...
|
Title: Untitled project by @pravin | Stardance
De Title: Untitled project by @pravin | Stardance
Devlogs:
my first website!...
|
1792738486.6708145
|
1793343286.6708145
|
|
3900
|
My awesome macropad! by @smantrala14 | Stardance
|
smantrala14
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @smantrala14 | Star Title: My awesome macropad! by @smantrala14 | Stardance...
|
1792706010.93081
|
1793310810.93081
|