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4001
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My awesome macropad! by @abiepr | Stardance
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abiepr
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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 @abiepr | Stardance
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1792533069.0916436
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1793137869.0916436
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4002
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My awesome macropad! by @poggersv2 | Stardance
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poggersv2
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0
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6.29
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0
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[]
|
[{"post_id": 30638, "ts": "202 [{"post_id": 30638, "ts": "2026-07-18T11:28:59Z", "hours": 3.4475, "text": "I finally figured out how the case goes together. It’s a three-part stack: the top frame, the mounting plate, and the bottom case. The switches snap into the plate first, and then their pins fit into the PCB underneath. The tolerances and dimensions for everything was a bit confusing at first. I wrapped up the CAD files and moved to the firmware. I went with QMK since I already know my way around it. Defining the matrix, mapping the rows and columns to the RP2040, and setting up a basic default keymap was pretty straightforward. The last step was writing the README and prepping the GitHub repo for submission. The documentation took ages because I wanted a clear image of all 3 parts of my case. I spent a while trying to figure out how to generate a spaced out diagram of the case layers until I realized I just needed to use the “explode” function in my CAD software to pull the parts along an axis. Anyways, attached are my finished PCB, schematic and CAD!"}, {"post_id": 27521, "ts": "2026-07-13T04:43:49Z", "hours": 0.8281, "text": "My PCB was looking a really boring and plain so I added some orpheus graphics on the silkscreen on the front and back of the PCB. The case is almost done, I finally figured out how to position the plate sketch. While designing the case, I realized that the top of the XIAO RP2040 (the usb c receptacle) doesn’t fit, so I’ll have to flip it around to the other side of the PCB."}, {"post_id": 25859, "ts": "2026-07-10T10:41:02Z", "hours": 2.0158, "text": "So I started designing my cool macropad today. Design I decided to go with a 3x3 layout with a rotary encoder on top (I chose it because it looks cool). I put that into Keyboard Layout Editor for the PCB. PCB It’s a 3x3 matrix wired up to a Seeed Studio XIAO RP2040 and an EC11 switch rotary encoder. Case I started the case in Fusion, this is where I hit the wall (pun intended). I can’t figure out how to do the plate for the sandwich mount, the outlines where really off and nothing was aligning properly. I guess that’s a future me problem. I’m gonna (hopefully) figure out how the plate thingies work, add a USB C cutout for my microcontroller and I’ll be finished (again, hopefully finished). Attached is where my case is at right now and my finished PCB + schematic. Here’s the github repo for anyone who wants to check it out =) https://github.com/poggersv2/macropad"}]...
|
Title: My awesome macropad! by @poggersv2 | Starda Title: My awesome macropad! by @poggersv2 | Stardance
Devlogs:
So I started designing my cool macropad today. Design I decided to go with a 3x3 layout with a rotary encoder on top (I chose it because it looks cool). I put that into Keyboard Layout Editor for the PCB. PCB It’s a 3x3 matrix wired up to a Seeed Studio XIAO RP2040 and an EC11 switch rotary encoder. Case I started the case in Fusion, this is where I hit the wall (pun intended). I can’t figure out how to do the plate for the sandwich mount, the outlines where really off and nothing was aligning properly. I guess that’s a future me problem. I’m gonna (hopefully) figure out how the plate thingies work, add a USB C cutout for my microcontroller and I’ll be finished (again, hopefully finished). Attached is where my case is at right now and my finished PCB + schematic. Here’s the github repo for anyone who wants to check it out =) https://github.com/poggersv2/macropad
My PCB was looking a really boring and plain so I added some orpheus graphics on the silkscreen on the front and back of the PCB. The case is almost done, I finally figured out how to position the plate sketch. While designing the case, I realized that the top of the XIAO RP2040 (the usb c receptacle) doesn’t fit, so I’ll have to flip it around to the other side of the PCB.
I finally figured out how the case goes together. It’s a three-part stack: the top frame, the mounting plate, and the bottom case. The switches snap into the plate first, and then their pins fit into the PCB underneath. The tolerances and dimensions for everything was a bit confusing at first. I wrapped up the CAD files and moved to the firmware. I went with QMK since I already know my way around it. Defining the matrix, mapping the rows and columns to the RP2040, and setting up a basic default keymap was pretty straightforward. The last step was writing the README and prepping the GitHub repo for submission. The documentation took ages because I wanted a clear image of all 3 parts of my case. I spent a while trying to figure out how to generate a spaced out diagram of the case layers until I realized I just needed to use the “explode” function in my CAD software to pull the parts along an axis. Anyways, attached are my finished PCB, schematic and CAD!...
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1792666334.8535411
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1793271134.8535411
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4003
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My first slack bot! by @ | Stardance
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0
|
0.0
|
0
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[]
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[]
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Title: My first slack bot! by @ | Stardance
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1792576065.3189616
|
1793180865.3189616
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|
4004
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Untitled project by @shlok_ | Stardance
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shlok_
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0
|
0.0
|
0
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[]
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[]
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Title: Untitled project by @shlok_ | Stardance
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1792576187.9908252
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1793180987.9908252
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4005
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My first slack bot! by @shivvcharan2099 | Stardanc My first slack bot! by @shivvcharan2099 | Stardance...
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shivvcharan2099
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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 @shivvcharan2099 | S Title: My first slack bot! by @shivvcharan2099 | Stardance...
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1792929174.607384
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1793793174.607384
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4006
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My awesome macropad! by @miki14 | Stardance
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miki14
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @miki14 | Stardance
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1792612268.6239712
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1793217068.6239712
|
|
4007
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rv8 by @undivisible | Stardance
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undivisible
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0
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0.0
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0
|
[]
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[]
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Title: rv8 by @undivisible | Stardance
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1792551176.1357353
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1793155976.1357353
|
|
4008
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Html by @awc | Stardance
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awc
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1
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5.0
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15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T06:15:10Z", "hours": 5.0, "multiplier": 2.98, "payout": 15, "blessing": "neutral", "text": "I made an HTML website that mainly focuses on the concept of sprint cars, however, the main focus was to see what I can make and then use to improve. Although some of the code was not mine, such as the nice entrance animations made in CSS, and the JavaScript games. I am still proud of what I made, and hope to improve on it. Lastly, I want to note that I know the JavaScript games are not of the same theme as the rest of the website. This is intended, and was use to see how I can make it work with my website, even though I do not have much understanding of CSS or JavaScript at all. :)", "repo": "https://github.com/AWC-Tech/Sprint-Cars2/", "demo": "https://awc-tech.github.io/Sprint-Cars2/"}]...
|
[{"post_id": 2577, "ts": "2026 [{"post_id": 2577, "ts": "2026-06-05T04:52:04Z", "hours": 0.5131, "text": "I added a page that currently has two games, snake and pong. I used the code from straker on github, and did some slight modifications to fix the speed."}, {"post_id": 2564, "ts": "2026-06-05T03:59:49Z", "hours": 0.6522, "text": "I added a new page with a very short reason going over why I made this website :)"}, {"post_id": 2387, "ts": "2026-06-04T20:51:23Z", "hours": 1.0292, "text": "I updated the website, where the history page now contains more content. I rearranged the table of contents, and fixed the size, so the interactable box doesn’t span the entire page horizontally."}, {"post_id": 1869, "ts": "2026-06-04T02:37:30Z", "hours": 0.6061, "text": "I centered the boxes and text on the page by assigning them a div with an id and then centering the div. This is probably not the most efficient way of doing this, however it works for me lol. Secondly I cleaned up the pages by adding a nice entrance animation. (I used a website tool called Animista to create the animation w/CSS code [Not an AI tool], all credits are in the READMD file). Lastly, I added a home button to the images page."}, {"post_id": 1823, "ts": "2026-06-04T01:23:44Z", "hours": 0.8608, "text": "I added a functional dropdown menu for the table of contents. I also added a home button on the history page, and made a few hover effects such as a shadow and its color to change when a cursor is over it."}, {"post_id": 1793, "ts": "2026-06-04T00:18:43Z", "hours": 1.4758, "text": "A unique HTML website on Sprint Cars, I’m trying to implement a whole lot of cool effects to make this look modern. Currently I’m relearning CSS for this project, so at the moment it does not look the best."}]...
|
Title: Html by @awc | Stardance
Devlogs:
A unique Title: Html by @awc | Stardance
Devlogs:
A unique HTML website on Sprint Cars, I’m trying to implement a whole lot of cool effects to make this look modern. Currently I’m relearning CSS for this project, so at the moment it does not look the best.
I added a functional dropdown menu for the table of contents. I also added a home button on the history page, and made a few hover effects such as a shadow and its color to change when a cursor is over it.
I centered the boxes and text on the page by assigning them a div with an id and then centering the div. This is probably not the most efficient way of doing this, however it works for me lol. Secondly I cleaned up the pages by adding a nice entrance animation. (I used a website tool called Animista to create the animation w/CSS code [Not an AI tool], all credits are in the READMD file). Lastly, I added a home button to the images page.
I updated the website, where the history page now contains more content. I rearranged the table of contents, and fixed the size, so the interactable box doesn’t span the entire page horizontally.
I added a new page with a very short reason going over why I made this website :)
I added a page that currently has two games, snake and pong. I used the code from straker on github, and did some slight modifications to fix the speed.
Ships:
I made an HTML website that mainly focuses on the concept of sprint cars, however, the main focus was to see what I can make and then use to improve. Although some of the code was not mine, such as the nice entrance animations made in CSS, and the JavaScript games. I am still proud of what I made, and hope to improve on it. Lastly, I want to note that I know the JavaScript games are not of the same theme as the rest of the website. This is intended, and was use to see how I can make it work with my website, even though I do not have much understanding of CSS or JavaScript at all. :)...
|
1792997525.1935217
|
1793083925.1935217
|
|
4009
|
Untitled project by @sahkartik775 | Stardance
|
sahkartik775
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @sahkartik775 | Stardan Title: Untitled project by @sahkartik775 | Stardance...
|
1792745524.074749
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1793350324.074749
|
|
4010
|
Local-first Edge AI Assistant by @dylanyfraser | S Local-first Edge AI Assistant by @dylanyfraser | Stardance...
|
dylanyfraser
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T18:31:35Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I updated the README.md with instructions and began work on a plugin for natural language equation evaluation with a custom library I developed in rust. Soon you will be able to ask the agent questions such as “how long is a car typically”, and you can talk back and forth with it regarding conversions and transformations to the original equations. Once this integration is made as well, it should open the door for better tool calling using NLP to give the agent access to information such as location, proper browser use, and on-screen awareness potentially. At the moment the agents tool systems for accessing the date and time, as well as the native Apple calendar are the only ones complete, with this equation evaluator having a slight amount of polish to finish the implementation.", "repo": "https://github.com/SimplyPickles/phi", "demo": "https://github.com/SimplyPickles/phi/releases/tag/prerelease-2"}]...
|
[{"post_id": 46475, "ts": "202 [{"post_id": 46475, "ts": "2026-08-13T18:28:24Z", "hours": 18.4694, "text": "I updated the README.md with refreshed information about the project and instructions on how to use/build it. I began work on an interactive REPL to test expression evaluation. My next steps are to give the agent access to this library I developed rather than a REPL for the user, and make it be able to use it with tool calls to evaluate math problems using natural language."}, {"post_id": 10775, "ts": "2026-06-17T18:04:19Z", "hours": 2.1022, "text": "removed assistant indicator and posted backend on github. basically done, project is really basic but was a fun starting point"}, {"post_id": 3929, "ts": "2026-06-07T01:40:01Z", "hours": 2.6292, "text": "updated the loader and added an indicator for which assistant is being used"}, {"post_id": 3201, "ts": "2026-06-06T00:55:45Z", "hours": 1.0339, "text": "added deep search & framework for pulling images from the web"}, {"post_id": 2746, "ts": "2026-06-05T14:49:24Z", "hours": 1.1525, "text": "Working on memory system & multiple tools at once. Basic web search now works"}, {"post_id": 2200, "ts": "2026-06-04T15:50:13Z", "hours": 1.1614, "text": "Assistant now shows what tools it’s using"}, {"post_id": 2088, "ts": "2026-06-04T12:38:05Z", "hours": 1.6431, "text": "Images with the chatbot responses"}, {"post_id": 1466, "ts": "2026-06-03T14:56:00Z", "hours": 1.9439, "text": "chat works now"}, {"post_id": 1219, "ts": "2026-06-03T02:24:40Z", "hours": 1.2347, "text": "Working on the chat UI (icons and text are placeholder)"}, {"post_id": 816, "ts": "2026-06-02T14:27:36Z", "hours": 0.5475, "text": "Made the basic window for the app interface"}]...
|
Title: Local-first Edge AI Assistant by @dylanyfra Title: Local-first Edge AI Assistant by @dylanyfraser | Stardance
Devlogs:
Made the basic window for the app interface
Working on the chat UI (icons and text are placeholder)
chat works now
Images with the chatbot responses
Assistant now shows what tools it’s using
Working on memory system & multiple tools at once. Basic web search now works
added deep search & framework for pulling images from the web
updated the loader and added an indicator for which assistant is being used
removed assistant indicator and posted backend on github. basically done, project is really basic but was a fun starting point
I updated the README.md with refreshed information about the project and instructions on how to use/build it. I began work on an interactive REPL to test expression evaluation. My next steps are to give the agent access to this library I developed rather than a REPL for the user, and make it be able to use it with tool calls to evaluate math problems using natural language.
Ships:
I updated the README.md with instructions and began work on a plugin for natural language equation evaluation with a custom library I developed in rust. Soon you will be able to ask the agent questions such as “how long is a car typically”, and you can talk back and forth with it regarding conversions and transformations to the original equations. Once this integration is made as well, it should open the door for better tool calling using NLP to give the agent access to information such as location, proper browser use, and on-screen awareness potentially. At the moment the agents tool systems for accessing the date and time, as well as the native Apple calendar are the only ones complete, with this equation evaluator having a slight amount of polish to finish the implementation....
|
1793065846.802828
|
1793152246.802828
|
|
4011
|
My awesome macropad! by @ngoc_khnhtrn | Stardance
|
ngoc_khnhtrn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ngoc_khnhtrn | Sta Title: My awesome macropad! by @ngoc_khnhtrn | Stardance...
|
1792680602.489883
|
1793285402.489883
|
|
4012
|
wax / oil by @undivisible | Stardance
|
undivisible
|
0
|
13.39
|
0
|
[]
|
[{"post_id": 12335, "ts": "202 [{"post_id": 12335, "ts": "2026-06-20T03:46:27Z", "hours": 11.0078, "text": "telling your computer to oil up to update all the packages on it here is my system package manager for all major linux systems called oil"}, {"post_id": 781, "ts": "2026-06-02T13:22:14Z", "hours": 0.5781, "text": "does brew upgrade like 15 packages at the same time?"}, {"post_id": 719, "ts": "2026-06-02T09:37:03Z", "hours": 1.8017, "text": "wax is faster than brew. here’s my benchmark script that says so. https://github.com/tschk/wax"}]...
|
Title: wax / oil by @undivisible | Stardance
Devl Title: wax / oil by @undivisible | Stardance
Devlogs:
wax is faster than brew. here’s my benchmark script that says so. https://github.com/tschk/wax
does brew upgrade like 15 packages at the same time?
telling your computer to oil up to update all the packages on it here is my system package manager for all major linux systems called oil...
|
1792648337.5607798
|
1793253137.5607798
|
|
4013
|
My first slack bot! by @Sanoj | Stardance
|
Sanoj
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Sanoj | Stardance
|
1792540491.242884
|
1793145291.242884
|
|
4014
|
Untitled project by @Aradhya | Stardance
|
Aradhya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Aradhya | Stardance
|
1792795696.7117023
|
1793400496.7117023
|
|
4015
|
Untitled project by @ngoc_khnhtrn | Stardance
|
ngoc_khnhtrn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @ngoc_khnhtrn | Stardan Title: Untitled project by @ngoc_khnhtrn | Stardance...
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1792511355.3881695
|
1793116155.3881695
|
|
4016
|
My awesome macropad! by @jamila | Stardance
|
jamila
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jamila | Stardance
|
1792543691.7805974
|
1793148491.7805974
|
|
4017
|
My first slack bot! by @Aaron1 | Stardance
|
Aaron1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Aaron1 | Stardance
|
1792756641.672414
|
1793361441.672414
|
|
4018
|
Celestial Capitalist by @idi0cy | Stardance
|
idi0cy
|
1
|
109.0
|
2005
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T08:45:07Z", "hours": 109.0, "multiplier": 18.79, "payout": 2005, "blessing": "neutral", "text": "Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Coding is mighty stupid, and I had a lot of trouble patching all of the many bugs. With all that out of the way, I hope you enjoy Celestial Capitalist!", "repo": "https://github.com/idi0cy/Celestial-Capitalist", "demo": "https://ratseerofrattesse.itch.io/celestial-capitalist"}]...
|
[{"post_id": 70009, "ts": "202 [{"post_id": 70009, "ts": "2026-09-18T08:29:54Z", "hours": 2.7947, "text": "Finished The first stage, and therefor the shipped version of Celestial Capitalist (all rights reserved) is completed! I just spent over four hours in a voice call with @Ratseer patching all the bugs and balancing all the minigames. Audio settings work, but only on the editor version. The only forum post we found with a possible answer just told us they fixed but don’t know how, so our questions were not answered. Minigames were balanced, the sort. Very, very stupid code was fixed (more than I remember writing). More importantly, they sell soy sauce by the buckets and they also have deluxe versions worth hundreds of dollars. This fact was found out after I realized we priced soy sauce at $45. All the items were subsequently revalued. Celestial Capitalist Finally (but not fully) developed by @Ratseer and @idi0cy . Thank you for your patience."}, {"post_id": 67502, "ts": "2026-09-13T16:58:21Z", "hours": 7.8861, "text": "Polishing and Suffering Celestial capitalist is nearing it’s completion, so over the past week or so I’ve just been polishing everything. Fixing bugs, balancing minigames, and small changes that make the game less buggy. My friend @Ratseer has been working on a couple of these mechanics, including revamping a goofy tutorial blob I wrote. Sound Effects A big change to note was the sound effects, and this is where the suffering comes in. I had to make a global script with a button signal that each button would send, which would cause a sound to play. After a big of debugging, I hooked up pressing a button to the signal, and it worked. Almost. The signal was sending, and it was telling the AudioStreamPlayer to play the sound, but for some reason it wasn’t. We testing using an input to play the sound, and that worked perfectly fine. I tried using another proxy function for no reason, and it didn’t work either. We even tried having both the input and the signal change the same variable to true, where the sound would play then it set to false again. This didn’t work. To this day, I’m not sure why nothing worked, and I’m not sure I’ll ever find out. But it was fine, since we eventually just made a new global script and for some reason everything worked totally normally after that. The image attached below depicts the setup we used for this coding conundrum. Celestial Capitalist Shrewdly developed by @Ratseer and @idi0cy ."}, {"post_id": 65218, "ts": "2026-09-10T06:08:55Z", "hours": 4.8753, "text": "Title Screen and a Heftier Quota I did a couple things, starting with an upgrade to the title screen system. Now, you can read a bit about your role in this game before you’re thrown into the deep end. I wrote up a quick explanation, but it might get changed in the future based on vibes. The other big change is that I added more quota requirements. Instead of just making 500 bucks, you gotta do some more work like sell items, or gain skill points. There are three right now, and I plan to keep it that way. Bug Fixes Since CC is about ready to ship any time now, we’re doing some final bug patches and implementations to the game. I fixed a counting error on the fake injury game mode, as well as a bad gameplay mechanic in the sell minigame that caused targets to spawn on top of each other. Celestial Capitalist Treacherously developed by @Ratseer and @idi0cy"}, {"post_id": 60923, "ts": "2026-09-03T16:11:15Z", "hours": 5.8194, "text": "Random Events It’s another day where I’ve actually done some coding work, and I completed the random events function of this game. Every 180 seconds a randomly selected random event occurs, and a popup shows up telling you what happened. Get robbed, find money on the floor, get robbed again, anything could happen. Each event has a different “weight” to it, which determines how likely it is to happen. In this recording, I changed the weight of losing an item to 2000, giving it a practically guaranteed chance of being picked. Event log will probably be removed, since it isn’t actually useful. Celestial Capitalist Legally developed by @Ratseer and @idi0cy ."}, {"post_id": 55575, "ts": "2026-08-27T14:47:16Z", "hours": 2.4314, "text": "Title Screen Functionality For the longest time, the title screen has been completely non-functional. That ends today, when I do some actually easy coding and give functionality* to all of the buttons I put onto the title screen. Start game initiates a loading popup before loading the next scene. Credits gives the same text each time, with the exception of the green highlighted text, which chooses a random adjective each time the credits button is pressed. The settings are a lie. Celestial Capitalist var wordBank = [\"debatably\", \"demonstrably\", \"woefully\"] var msg = str(wordBank[randi_range(0, len(wordBank) - 1]) + \" developed by @idi0cy and @Ratseer\" print(msg)"}, {"post_id": 44708, "ts": "2026-08-10T17:24:52Z", "hours": 3.9619, "text": "Skill Point System Completed I’m back, with more consistent developing time. The skills system has been completed, and its relatively simple which is actually a nice break. Typing minigame nearly killed me. You have certain attributes that you can divest your skill points into. A lot of these are the typical DnD stats, but some of them are different. Every three minutes you gain a skill point, which might be changed for balancing. Every time you complete a minigame from the get money section, you have the chance to get a skill point. Certain skills help with certain minigames, and the more you have the more positive modifiers you get for that minigame. This is all pretty intuitive. There are some parts not yet filled out, since I don’t know at all how the scavenge code works because my friend made that and not me. Celestial Capitalist Inconsistently developed by @idi0cy and @Ratseer ."}, {"post_id": 38635, "ts": "2026-08-01T04:08:07Z", "hours": 4.4667, "text": "Quota Function Completed I’ve been on just a bit of a hiatus. The steal function has been fully completed, with a strength minigame based off both aim training and also timing. Also, I have a functioning quota system. You have certain tasks to complete before moving on to the next “level”, which definitely won’t be programmed very soon at the exponentially decaying rate that I’m moving at. I’m going to start looking at returning to daily contribution, all for those ikea sharks. You can focus the progress bar on certain tasks to complete, such as the cash requirement which is the only one right now. It fills in automatically, and has a nice texture. See the video for how it works. Thank you for viewing celestial capitalist, its not abandoned quite yet. Debatably developed by @idi0cy and @Ratseer ."}, {"post_id": 25608, "ts": "2026-07-09T23:53:01Z", "hours": 9.0775, "text": "Steal Function In Progress Of course, there needs to be an option to rob people. Hence, stealing. I’ve programmed the stealth minigame into the stealing function of the game, and it works perfectly fine. The strength one, well not so much. Going to have to give a bit more of a wait on that one. Heavily inspired by Stardew Valley’s fishing minigame. I have to log these hours before I reach ten, because I just found out that stardance does NOT do overtime pay. Celestial Capitalist Greedily developed by @idi0cy and @Ratseer ."}, {"post_id": 18522, "ts": "2026-06-29T18:19:15Z", "hours": 12.1594, "text": "Con Minigame Completed It’s been nine days, and I’ve worked on one minigame for 12 hours. The typing based minigame for conning strangers is now complete! When you con someone, you choose how you want to con them, for example a fake business opportunity, magical exorcism, or maybe even an unwinnable game to bet money on. You then type out a randomly picked prompt that was premade, and you are scored on your speed and accuracy. This determines how likely you are to succeed. You can also decide how much stakes you want to give the con, so that’s something. When you get something wrong, it highlights what was supposed to be typed red, unless you got it wrong on a space, in which it puts in what character you typed in red highlight where you typed it.. I won’t lie, it’s a bit unpolished. There are some weird text wrapping bugs that are unpleasant to look at, but it should be fine for the most part. This kinda took way too long, but whatever. We take what we can get. Meanwhile, at the Legion of Doom… My associate who is also working on this project, @Ratseer has gotten strangers new sprites, names, and all that, along with a brand new scavenging system which I recommend you check out on all his devlogs. Formatting still sucks The preview function is great, thank you Stardance team. But still, now the ctrl Z shortcut is wonky, it’s harder to put in more line breaks when pressing the enter key, and also I tried uploading this earlier with the video and it said the video size was too large, and deleted the entire devlog, so now I’m writing this again. Features for thought. Celestial Capitalist Thank you for checking in with Celestial Capitalist, developed by @idi0cy and @Ratseer ."}, {"post_id": 12623, "ts": "2026-06-20T16:58:09Z", "hours": 7.315, "text": "I’m Bad at Coding Recently, I’ve been trying to code a typing minigame where you do a type test to increase your chances of success. This is for the con action of Celestial Capitalist, where you just scam people. A couple of revelations have been made while I’ve been working on this, the first of which is that I’m bad at coding. As you can hopefully observe in the game, it’s supposed to be structured after a typing test like monkeytype. Each time you get it right, it highlights white. When you get a word wrong, it highlights it red. When you get it wrong on a space, a new letter is appended where you got it wrong. The most basic elements of this are working, such as getting the text correct and getting the normal non-space error text working. You know what’s not working? The other parts. Each time I try to do the error after a space, it bugs out because the backspace option doesn’t go well with it. When a word only autowraps after it’s completed, such as when I type “because” in the video, it only goes to where it should be after it’s done, which looks ugly. The indexing is wrong, little things work, and you can all see it in the video. I think I’ve also made some of the most inefficient code ever designed. I’ll keep toiling away at the minigame, and then toil away some more to actually integrate it into the minigame. These bugs will drive me to insanity. Well Well Well Would you look at that? They added a preview section. Where you can preview all of your markdown formatting. Y’know when that could have been useful? I sure do wonder. Markdown formatting is now my enemy."}, {"post_id": 10459, "ts": "2026-06-17T05:58:21Z", "hours": 3.2919, "text": "Blackmail and a Broken Clavicle You can now fake an injury, and demand blackmail to keep quiet about it and not make a fuss. In the true spirit of Reigen Arataka, you can pretend your clavicle is broken too. All of you should watch mob psycho. The recording attached better be the right one. . I’m still doing the backslashes. I’ve given up. I might try new formatting another day, but I’m tired. . Alright, so the minigame for faking an injury is pretty simple, its an fnf like rhythm game that is so unbalanced it’s insane. You are deducted points for pushing any button, and are given points for if you hit a note. You will be able to tell if you hit a note because it will expand like a balloon and fade away like my employment opportunities. You are given more points if the note is closer to the filling the center cavity of the button. . The point of this is to reward actually hitting them on time, and not just spamming. Missing notes deducts points. Severity of injury being faked determines game difficulty. Minigame performance has certain weight on how successful you are in getting money. If you perform in a negative fashion, it’s over. After blackmailing a stranger (successful or not), they will never talk to you again (kinda). They are removed from your current roster of strangers, but they might come back when reroll happens since we only have so much stranger types so far. . This thing is so heinously unbalanced, it’s insane. All the values need to be tweaked, and I haven’t done enough playtesting to know if it is fair or not. I’m hoping tweaking the values will be easy, but it might be hard to polish. That’s for another day. . Update on friendship My friend is working on actually interesting randomized dialogue, so that should be something to look forward to. Check out Ratseer’s stuff."}, {"post_id": 9974, "ts": "2026-06-16T14:41:33Z", "hours": 4.9433, "text": "Nothing is working I’m trying out on making the fake injury option, and it is not working as intended. It’s supposed to have a rhythm based minigame, sort of like friday night funkin even though i’ve never played that before, but it clearly isn’t working. \\ All the icons are sideways, there are too much notes, and for the longest time none of them would scale correctly because I forgot to assign the new scale to the scale property. \\ Markdown, again Okay I think I got it this time. If I just leave the backslashes alone…"}, {"post_id": 8518, "ts": "2026-06-14T05:11:10Z", "hours": 3.1353, "text": "Beg The beg minigame has been completed, meaning you can now get on your knees and start praying for money. I also did some polishing work, but I have absolutely no recollection of that. Frontotemporal dementia is simply a wonder, isn’t it? \\ I’m also trying some new mark down. Let’s see if my paragraphs space properly. \\ When you beg to someone, you get “dialogue options”. The options are based off the three methods of persuasion, Ethos, Logos, and Pathos. Pathos is appealing to human emotions like empathy, logos is using logic, and ethos is using authority to prove an argument. Each stranger will have a different reception to the persuasion types, based off data values stored in the code. \\ You have 8 chances to beg. I think. I might have changed the value. Again, frontotemporal dementia. \\ Everything is ledger compatible. If you get less than 25 progress somehow, which I might change to make it more difficult, you are rejected and cannot approach the stranger again (until strangers refresh). The more you use one strategy of persuasion, the less effective it gets. I plan to make this effect more pronounced when balancing. \\ That’s it. Please let this markdown formatting succeed."}, {"post_id": 8155, "ts": "2026-06-13T16:27:06Z", "hours": 2.9306, "text": "Polishing 0 Couple of polishing points that I put into the game to freshen things up and solve all the bugs that haggling made. Items are removed from inventory after selling, strangers walk away after you fail a sell attempt with them, and I fixed an integer division error that led to fearmongering being physically impossible to complete when you select it as a minigame. While I was working on the sell items minigame, my friend Ratseer has been working on the ledger which tracks all the finances. I’m too lazy to link him, but you should check it out over at his profile, if he devlogged it. I’ll put a video of it working here, but that’s just because I don’t think I can post this without a media element."}, {"post_id": 7287, "ts": "2026-06-12T04:34:09Z", "hours": 8.3356, "text": "Sell me this pen I finished the minigame for selling/haggling your items away. My markdown formatting is going to downgrade because I’m honestly not that motivated this feature took way too long to program, and i’m not very energetic right now. A couple things. After you talk to the person, you select which item you want to sell, and then sell it. There are dialogue options, and the safer ones like recommend make the minigame easier but you make less progress towards convincing them each time you succeed in clicking the button, but the riskier options like fearmonger are high reward types. After that, you can give a highball or lowball offer on a scale. The game calculates your chances of succeeded by combining pure randomness, your progress towards convincing them, and how much you priced your item in comparison to it’s actual value. Ignore the system text that says “five tries remaining”, that is vestigial and I forgot to remove it after redoing the whole minigame design. I can’t believe I spent 8 hours on this, and it isn’t even polished. Cool New Art Yes, as you can see, my friend is an absolute lifesaver when it comes to me trying to not lose my soul to krita. Lots of great sprite art here that makes the game look much better. I’ll have to clarify some text elements to make them more legible but it should be fine for now. Circle of ignorance If knowledge was a circle of light in a dark 2D plane, ignorance would be the darkness. We only reveal how much of it we find ourselves in by seeing the circumference of our small circle of knowledge. The more knowledge we obtain, the more unknown we must face. I’ve become bluntly aware of my own little ignorance circle. I’ve only done one of the five actions, and it’s unpolished, and it took me 8 hours, and the money isn’t even tracked because the ledger hasn’t been programmed yet, and I can only feel the great abyss devouring my spirit slightly more by the day. Watch the attached video to see how it works. I know, it isn’t that visually appealing, and I’ll probably spam lerp functions again to make it look smoother, but IT IS WHAT IT IS."}, {"post_id": 5980, "ts": "2026-06-10T01:07:53Z", "hours": 3.3317, "text": "Action Screen and the Power of Friendship For actual game development, the main progress made was continuing to develop the action screen. After you approach a stranger, you can now see their sprite art in a zoomed in fashion, and click on some actions. As you can see in the video, after the first part where I flex my new sprite art, clicking on an action gives a description of what it will do, and clicking the take action button to confirm that has the terminal display some fun text before the mini-game starts. I don’t believe I ran into too much bugs while developing this, and I haven’t gotten to the actually much harder part, which are the actual mini-games. I solved that previously devlogged bug with like five lines of code it was so infuriatingly easy. New Sprites You may be asking, “idi0cy, I saw your water bottle sprites, and I find myself confounded as to how you have managed to improve so much in your art.” Your suspicions are correct. I’m not making that art, my friend Ratseer is, because I got them on the project. They probably won’t code a lot for now since they still need to decipher the horrendous logic I used in the making of this game. It is very strange knowing that there is likely nobody actually reading this except for said friend, and now the acknowledgement of said fact might have just made it more awkward."}, {"post_id": 5164, "ts": "2026-06-08T20:57:07Z", "hours": 0.8678, "text": "Crushed buble emoji. Knowledgeable thoughts cannot describe my disappointment."}, {"post_id": 4655, "ts": "2026-06-08T01:56:35Z", "hours": 4.9778, "text": "Social Interaction Studies show I am not fond of it, but I’m still programming all of that into my game. This is the beginning of the sell function, where you are able to sell off your goods to strangers on the street. Having it be named “Sell” is a bit misleading, since the general game mechanic is a bit more broad than that. When you approach a stranger, you will be able to initiate a sales pitch, beg, steal, fake an injury, and tons of more fun options for making money. I’m still thinking of what I want as minigames for all of those, as I’m not sure if there will be separate minigames for each one. Each action you perform will have differing chances of success depending on game performance and the person you approach. For example, shouting into a crowd that a kid just injured you and demanding payment from said kid will have a zero percent chance of success. As of now, it still needs polishing, and while I’ve gotten the big obvious bugs out of the way (nothing rendering, nothing rendering after I click another button and go back, nothing rendering once more), I’m sure more await me. Next devlog will likely be on polishing the UI for the sell window. Finally using that clock Depending on what time of day it is, you are likely to find more/less strangers. If it’s rush hour, more people will be on the street in comparison to at 1 AM. Sprite art strikes back Everything was fine when I was drawing water bottles or whatever, but people are too much. In the meantime, I’ve substituted the human appearance with a sprite that in no way alludes to my mental state at the time of drawing. As soon as my friend who can actually draw is freed from the shackles of crunching at the end of school, I am selling their soul to the sprite art directory. Don’t tell them I said that."}, {"post_id": 3826, "ts": "2026-06-06T21:42:03Z", "hours": 0.5472, "text": "Timer Created a time variable to count in game time of day, and a time button/counter for the player to tell what time it is. I plan to have different minigames operate with separate loot-tables or success chances depending on what time of day it is. Pretty short devlog, but I’ll have to integrate this time variable into a LOT of different features that I don’t completely look forward to. New and improved markdown superpowers I think I’ve figured it out. Hopefully I no longer fumble all my markdown. But then again I still have no way of telling."}, {"post_id": 3654, "ts": "2026-06-06T18:06:08Z", "hours": 4.9564, "text": "Inventory Inventory system that displays all the items you currently possess. Upon clicking on one of the items in your possession, information on the item such as quality, value, and item name will be displayed. More information is planned to be available to the player, however that has not been developed yet. Unfortunately, the item icons for the inventory do not have the same smooth lerp scaling that I was able to use for the buttons, as texture buttons do not have a proper scale function. I could theoretically group a texture button with a sprite2D node, however the gridbox I’m using to organize all the items is unlikely to cooperate. All the item’s values are spaced out automatically so they have room and aren’t too close together. Each item has different information, and it’s only bestowed to them each time the inventory opens, since that is when the icons are generated. This forced me to do some weird signal connection logic in the scripts, but it worked out. ##Sprite Art Sprite art is overrated, and I want to stop doing it. All my hours are being spent drawing water bottles and pencils in krita, just to never be logged. I offloaded one of the sprite arts to my friend because they were bored, and he produced the hamburger sprite. Note that the hamburger sprite icon does NOT have the same colour as all of the other icons, because said friend is unable to use the colour picker tool for whatever reason. ##New Markdown Superpowers I learned how you format these, and I’m hoping it ends up looking good upon posting. I don’t really have a way of telling as of writing, however. ##Way too ambitions Me and associates started actually being interested in developing the game. In the near future, I plan to involve my associates as collaborators for the project, since we have a lot more planned than I originally thought. “Union Buster Tower Defense” might be a game feature that we actually consider making."}, {"post_id": 2559, "ts": "2026-06-05T03:26:38Z", "hours": 4.4472, "text": "How in the world do people format these to look nice? Is it markdown? something . Can’t tell if that worked. Doesn’t show me in the writing box. Progress for the day includes creating the first “stage” or area of the game. It’s themed after a sidewalk, as you are currently broke and probably living on one. Central cavity will be able to display UI for certain mini-games/elements related to tasks such as buying or selling items. All the buttons have been reformatted, since they didn’t look that good the first time I made them. Clicking the buttons has more response now since it gets smaller upon button press. I wasted so much time re-doing pixel art."}, {"post_id": 1878, "ts": "2026-06-04T02:55:48Z", "hours": 2.3606, "text": "Hopefully, the video that I attached will display properly, though I have no indication of whether it will as of writing. Progress today includes finishing the title screen for the player to start the game. There are currently three buttons with un-programmed functionalities, including a “Start Game”, “Credits”, and “Settings” button. There is also a large title for the game, which took me a bit too much unlogged hours to create for what it’s worth. Each element “flies” onto the screen, title from the right, and buttons from the left. Movement is generated using lerp() for fluidity."}, {"post_id": 1630, "ts": "2026-06-03T19:18:55Z", "hours": 3.9267, "text": "Making a 2D based semi idle game. Like any generic game in the genre, it starts with a button, so I just made that so far. Each button has an icon that can display pixel art, and a textbox for text. The original plan was to have a border that could grow/shrink independently of the main body of the button, however it was hard to create a general button function I could use for various purposes, as it didn’t scale properly to ensure a constant padding throughout. Settled on this type of button, that expands slightly when hovering over it so you can more visibly see the purple background. Might have to make other types in the future, but it should be fine for now. Button uses lerp function to smoothly expand the background sprite through time. Images show the button normally, and the button when hovering over it with the cursor. Also made some title screen art that will definitely be changed."}]...
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Title: Celestial Capitalist by @idi0cy | Stardance Title: Celestial Capitalist by @idi0cy | Stardance
Devlogs:
Making a 2D based semi idle game. Like any generic game in the genre, it starts with a button, so I just made that so far. Each button has an icon that can display pixel art, and a textbox for text. The original plan was to have a border that could grow/shrink independently of the main body of the button, however it was hard to create a general button function I could use for various purposes, as it didn’t scale properly to ensure a constant padding throughout. Settled on this type of button, that expands slightly when hovering over it so you can more visibly see the purple background. Might have to make other types in the future, but it should be fine for now. Button uses lerp function to smoothly expand the background sprite through time. Images show the button normally, and the button when hovering over it with the cursor. Also made some title screen art that will definitely be changed.
Hopefully, the video that I attached will display properly, though I have no indication of whether it will as of writing. Progress today includes finishing the title screen for the player to start the game. There are currently three buttons with un-programmed functionalities, including a “Start Game”, “Credits”, and “Settings” button. There is also a large title for the game, which took me a bit too much unlogged hours to create for what it’s worth. Each element “flies” onto the screen, title from the right, and buttons from the left. Movement is generated using lerp() for fluidity.
How in the world do people format these to look nice? Is it markdown? something . Can’t tell if that worked. Doesn’t show me in the writing box. Progress for the day includes creating the first “stage” or area of the game. It’s themed after a sidewalk, as you are currently broke and probably living on one. Central cavity will be able to display UI for certain mini-games/elements related to tasks such as buying or selling items. All the buttons have been reformatted, since they didn’t look that good the first time I made them. Clicking the buttons has more response now since it gets smaller upon button press. I wasted so much time re-doing pixel art.
Inventory Inventory system that displays all the items you currently possess. Upon clicking on one of the items in your possession, information on the item such as quality, value, and item name will be displayed. More information is planned to be available to the player, however that has not been developed yet. Unfortunately, the item icons for the inventory do not have the same smooth lerp scaling that I was able to use for the buttons, as texture buttons do not have a proper scale function. I could theoretically group a texture button with a sprite2D node, however the gridbox I’m using to organize all the items is unlikely to cooperate. All the item’s values are spaced out automatically so they have room and aren’t too close together. Each item has different information, and it’s only bestowed to them each time the inventory opens, since that is when the icons are generated. This forced me to do some weird signal connection logic in the scripts, but it worked out. ##Sprite Art Sprite art is overrated, and I want to stop doing it. All my hours are being spent drawing water bottles and pencils in krita, just to never be logged. I offloaded one of the sprite arts to my friend because they were bored, and he produced the hamburger sprite. Note that the hamburger sprite icon does NOT have the same colour as all of the other icons, because said friend is unable to use the colour picker tool for whatever reason. ##New Markdown Superpowers I learned how you format these, and I’m hoping it ends up looking good upon posting. I don’t really have a way of telling as of writing, however. ##Way too ambitions Me and associates started actually being interested in developing the game. In the near future, I plan to involve my associates as collaborators for the project, since we have a lot more planned than I originally thought. “Union Buster Tower Defense” might be a game feature that we actually consider making.
Timer Created a time variable to count in game time of day, and a time button/counter for the player to tell what time it is. I plan to have different minigames operate with separate loot-tables or success chances depending on what time of day it is. Pretty short devlog, but I’ll have to integrate this time variable into a LOT of different features that I don’t completely look forward to. New and improved markdown superpowers I think I’ve figured it out. Hopefully I no longer fumble all my markdown. But then again I still have no way of telling.
Social Interaction Studies show I am not fond of it, but I’m still programming all of that into my game. This is the beginning of the sell function, where you are able to sell off your goods to strangers on the street. Having it be named “Sell” is a bit misleading, since the general game mechanic is a bit more broad than that. When you approach a stranger, you will be able to initiate a sales pitch, beg, steal, fake an injury, and tons of more fun options for making money. I’m still thinking of what I want as minigames for all of those, as I’m not sure if there will be separate minigames for each one. Each action you perform will have differing chances of success depending on game performance and the person you approach. For example, shouting into a crowd that a kid just injured you and demanding payment from said kid will have a zero percent chance of success. As of now, it still needs polishing, and while I’ve gotten the big obvious bugs out of the way (nothing rendering, nothing rendering after I click another button and go back, nothing rendering once more), I’m sure more await me. Next devlog will likely be on polishing the UI for the sell window. Finally using that clock Depending on what time of day it is, you are likely to find more/less strangers. If it’s rush hour, more people will be on the street in comparison to at 1 AM. Sprite art strikes back Everything was fine when I was drawing water bottles or whatever, but people are too much. In the meantime, I’ve substituted the human appearance with a sprite that in no way alludes to my mental state at the time of drawing. As soon as my friend who can actually draw is freed from the shackles of crunching at the end of school, I am selling their soul to the sprite art directory. Don’t tell them I said that.
Crushed buble emoji. Knowledgeable thoughts cannot describe my disappointment.
Action Screen and the Power of Friendship For actual game development, the main progress made was continuing to develop the action screen. After you approach a stranger, you can now see their sprite art in a zoomed in fashion, and click on some actions. As you can see in the video, after the first part where I flex my new sprite art, clicking on an action gives a description of what it will do, and clicking the take action button to confirm that has the terminal display some fun text before the mini-game starts. I don’t believe I ran into too much bugs while developing this, and I haven’t gotten to the actually much harder part, which are the actual mini-games. I solved that previously devlogged bug with like five lines of code it was so infuriatingly easy. New Sprites You may be asking, “idi0cy, I saw your water bottle sprites, and I find myself confounded as to how you have managed to improve so much in your art.” Your suspicions are correct. I’m not making that art, my friend Ratseer is, because I got them on the project. They probably won’t code a lot for now since they still need to decipher the horrendous logic I used in the making of this game. It is very strange knowing that there is likely nobody actually reading this except for said friend, and now the acknowledgement of said fact might have just made it more awkward.
Sell me this pen I finished the minigame for selling/haggling your items away. My markdown formatting is going to downgrade because I’m honestly not that motivated this feature took way too long to program, and i’m not very energetic right now. A couple things. After you talk to the person, you select which item you want to sell, and then sell it. There are dialogue options, and the safer ones like recommend make the minigame easier but you make less progress towards convincing them each time you succeed in clicking the button, but the riskier options like fearmonger are high reward types. After that, you can give a highball or lowball offer on a scale. The game calculates your chances of succeeded by combining pure randomness, your progress towards convincing them, and how much you priced your item in comparison to it’s actual value. Ignore the system text that says “five tries remaining”, that is vestigial and I forgot to remove it after redoing the whole minigame design. I can’t believe I spent 8 hours on this, and it isn’t even polished. Cool New Art Yes, as you can see, my friend is an absolute lifesaver when it comes to me trying to not lose my soul to krita. Lots of great sprite art here that makes the game look much better. I’ll have to clarify some text elements to make them more legible but it should be fine for now. Circle of ignorance If knowledge was a circle of light in a dark 2D plane, ignorance would be the darkness. We only reveal how much of it we find ourselves in by seeing the circumference of our small circle of knowledge. The more knowledge we obtain, the more unknown we must face. I’ve become bluntly aware of my own little ignorance circle. I’ve only done one of the five actions, and it’s unpolished, and it took me 8 hours, and the money isn’t even tracked because the ledger hasn’t been programmed yet, and I can only feel the great abyss devouring my spirit slightly more by the day. Watch the attached video to see how it works. I know, it isn’t that visually appealing, and I’ll probably spam lerp functions again to make it look smoother, but IT IS WHAT IT IS.
Polishing 0 Couple of polishing points that I put into the game to freshen things up and solve all the bugs that haggling made. Items are removed from inventory after selling, strangers walk away after you fail a sell attempt with them, and I fixed an integer division error that led to fearmongering being physically impossible to complete when you select it as a minigame. While I was working on the sell items minigame, my friend Ratseer has been working on the ledger which tracks all the finances. I’m too lazy to link him, but you should check it out over at his profile, if he devlogged it. I’ll put a video of it working here, but that’s just because I don’t think I can post this without a media element.
Beg The beg minigame has been completed, meaning you can now get on your knees and start praying for money. I also did some polishing work, but I have absolutely no recollection of that. Frontotemporal dementia is simply a wonder, isn’t it? \ I’m also trying some new mark down. Let’s see if my paragraphs space properly. \ When you beg to someone, you get “dialogue options”. The options are based off the three methods of persuasion, Ethos, Logos, and Pathos. Pathos is appealing to human emotions like empathy, logos is using logic, and ethos is using authority to prove an argument. Each stranger will have a different reception to the persuasion types, based off data values stored in the code. \ You have 8 chances to beg. I think. I might have changed the value. Again, frontotemporal dementia. \ Everything is ledger compatible. If you get less than 25 progress somehow, which I might change to make it more difficult, you are rejected and cannot approach the stranger again (until strangers refresh). The more you use one strategy of persuasion, the less effective it gets. I plan to make this effect more pronounced when balancing. \ That’s it. Please let this markdown formatting succeed.
Nothing is working I’m trying out on making the fake injury option, and it is not working as intended. It’s supposed to have a rhythm based minigame, sort of like friday night funkin even though i’ve never played that before, but it clearly isn’t working. \ All the icons are sideways, there are too much notes, and for the longest time none of them would scale correctly because I forgot to assign the new scale to the scale property. \ Markdown, again Okay I think I got it this time. If I just leave the backslashes alone…
Blackmail and a Broken Clavicle You can now fake an injury, and demand blackmail to keep quiet about it and not make a fuss. In the true spirit of Reigen Arataka, you can pretend your clavicle is broken too. All of you should watch mob psycho. The recording attached better be the right one. . I’m still doing the backslashes. I’ve given up. I might try new formatting another day, but I’m tired. . Alright, so the minigame for faking an injury is pretty simple, its an fnf like rhythm game that is so unbalanced it’s insane. You are deducted points for pushing any button, and are given points for if you hit a note. You will be able to tell if you hit a note because it will expand like a balloon and fade away like my employment opportunities. You are given more points if the note is closer to the filling the center cavity of the button. . The point of this is to reward actually hitting them on time, and not just spamming. Missing notes deducts points. Severity of injury being faked determines game difficulty. Minigame performance has certain weight on how successful you are in getting money. If you perform in a negative fashion, it’s over. After blackmailing a stranger (successful or not), they will never talk to you again (kinda). They are removed from your current roster of strangers, but they might come back when reroll happens since we only have so much stranger types so far. . This thing is so heinously unbalanced, it’s insane. All the values need to be tweaked, and I haven’t done enough playtesting to know if it is fair or not. I’m hoping tweaking the values will be easy, but it might be hard to polish. That’s for another day. . Update on friendship My friend is working on actually interesting randomized dialogue, so that should be something to look forward to. Check out Ratseer’s stuff.
I’m Bad at Coding Recently, I’ve been trying to code a typing minigame where you do a type test to increase your chances of success. This is for the con action of Celestial Capitalist, where you just scam people. A couple of revelations have been made while I’ve been working on this, the first of which is that I’m bad at coding. As you can hopefully observe in the game, it’s supposed to be structured after a typing test like monkeytype. Each time you get it right, it highlights white. When you get a word wrong, it highlights it red. When you get it wrong on a space, a new letter is appended where you got it wrong. The most basic elements of this are working, such as getting the text correct and getting the normal non-space error text working. You know what’s not working? The other parts. Each time I try to do the error after a space, it bugs out because the backspace option doesn’t go well with it. When a word only autowraps after it’s completed, such as when I type “because” in the video, it only goes to where it should be after it’s done, which looks ugly. The indexing is wrong, little things work, and you can all see it in the video. I think I’ve also made some of the most inefficient code ever designed. I’ll keep toiling away at the minigame, and then toil away some more to actually integrate it into the minigame. These bugs will drive me to insanity. Well Well Well Would you look at that? They added a preview section. Where you can preview all of your markdown formatting. Y’know when that could have been useful? I sure do wonder. Markdown formatting is now my enemy.
Con Minigame Completed It’s been nine days, and I’ve worked on one minigame for 12 hours. The typing based minigame for conning strangers is now complete! When you con someone, you choose how you want to con them, for example a fake business opportunity, magical exorcism, or maybe even an unwinnable game to bet money on. You then type out a randomly picked prompt that was premade, and you are scored on your speed and accuracy. This determines how likely you are to succeed. You can also decide how much stakes you want to give the con, so that’s something. When you get something wrong, it highlights what was supposed to be typed red, unless you got it wrong on a space, in which it puts in what character you typed in red highlight where you typed it.. I won’t lie, it’s a bit unpolished. There are some weird text wrapping bugs that are unpleasant to look at, but it should be fine for the most part. This kinda took way too long, but whatever. We take what we can get. Meanwhile, at the Legion of Doom… My associate who is also working on this project, @Ratseer has gotten strangers new sprites, names, and all that, along with a brand new scavenging system which I recommend you check out on all his devlogs. Formatting still sucks The preview function is great, thank you Stardance team. But still, now the ctrl Z shortcut is wonky, it’s harder to put in more line breaks when pressing the enter key, and also I tried uploading this earlier with the video and it said the video size was too large, and deleted the entire devlog, so now I’m writing this again. Features for thought. Celestial Capitalist Thank you for checking in with Celestial Capitalist, developed by @idi0cy and @Ratseer .
Steal Function In Progress Of course, there needs to be an option to rob people. Hence, stealing. I’ve programmed the stealth minigame into the stealing function of the game, and it works perfectly fine. The strength one, well not so much. Going to have to give a bit more of a wait on that one. Heavily inspired by Stardew Valley’s fishing minigame. I have to log these hours before I reach ten, because I just found out that stardance does NOT do overtime pay. Celestial Capitalist Greedily developed by @idi0cy and @Ratseer .
Quota Function Completed I’ve been on just a bit of a hiatus. The steal function has been fully completed, with a strength minigame based off both aim training and also timing. Also, I have a functioning quota system. You have certain tasks to complete before moving on to the next “level”, which definitely won’t be programmed very soon at the exponentially decaying rate that I’m moving at. I’m going to start looking at returning to daily contribution, all for those ikea sharks. You can focus the progress bar on certain tasks to complete, such as the cash requirement which is the only one right now. It fills in automatically, and has a nice texture. See the video for how it works. Thank you for viewing celestial capitalist, its not abandoned quite yet. Debatably developed by @idi0cy and @Ratseer .
Skill Point System Completed I’m back, with more consistent developing time. The skills system has been completed, and its relatively simple which is actually a nice break. Typing minigame nearly killed me. You have certain attributes that you can divest your skill points into. A lot of these are the typical DnD stats, but some of them are different. Every three minutes you gain a skill point, which might be changed for balancing. Every time you complete a minigame from the get money section, you have the chance to get a skill point. Certain skills help with certain minigames, and the more you have the more positive modifiers you get for that minigame. This is all pretty intuitive. There are some parts not yet filled out, since I don’t know at all how the scavenge code works because my friend made that and not me. Celestial Capitalist Inconsistently developed by @idi0cy and @Ratseer .
Title Screen Functionality For the longest time, the title screen has been completely non-functional. That ends today, when I do some actually easy coding and give functionality* to all of the buttons I put onto the title screen. Start game initiates a loading popup before loading the next scene. Credits gives the same text each time, with the exception of the green highlighted text, which chooses a random adjective each time the credits button is pressed. The settings are a lie. Celestial Capitalist var wordBank = ["debatably", "demonstrably", "woefully"] var msg = str(wordBank[randi_range(0, len(wordBank) - 1]) + " developed by @idi0cy and @Ratseer" print(msg)
Random Events It’s another day where I’ve actually done some coding work, and I completed the random events function of this game. Every 180 seconds a randomly selected random event occurs, and a popup shows up telling you what happened. Get robbed, find money on the floor, get robbed again, anything could happen. Each event has a different “weight” to it, which determines how likely it is to happen. In this recording, I changed the weight of losing an item to 2000, giving it a practically guaranteed chance of being picked. Event log will probably be removed, since it isn’t actually useful. Celestial Capitalist Legally developed by @Ratseer and @idi0cy .
Title Screen and a Heftier Quota I did a couple things, starting with an upgrade to the title screen system. Now, you can read a bit about your role in this game before you’re thrown into the deep end. I wrote up a quick explanation, but it might get changed in the future based on vibes. The other big change is that I added more quota requirements. Instead of just making 500 bucks, you gotta do some more work like sell items, or gain skill points. There are three right now, and I plan to keep it that way. Bug Fixes Since CC is about ready to ship any time now, we’re doing some final bug patches and implementations to the game. I fixed a counting error on the fake injury game mode, as well as a bad gameplay mechanic in the sell minigame that caused targets to spawn on top of each other. Celestial Capitalist Treacherously developed by @Ratseer and @idi0cy
Polishing and Suffering Celestial capitalist is nearing it’s completion, so over the past week or so I’ve just been polishing everything. Fixing bugs, balancing minigames, and small changes that make the game less buggy. My friend @Ratseer has been working on a couple of these mechanics, including revamping a goofy tutorial blob I wrote. Sound Effects A big change to note was the sound effects, and this is where the suffering comes in. I had to make a global script with a button signal that each button would send, which would cause a sound to play. After a big of debugging, I hooked up pressing a button to the signal, and it worked. Almost. The signal was sending, and it was telling the AudioStreamPlayer to play the sound, but for some reason it wasn’t. We testing using an input to play the sound, and that worked perfectly fine. I tried using another proxy function for no reason, and it didn’t work either. We even tried having both the input and the signal change the same variable to true, where the sound would play then it set to false again. This didn’t work. To this day, I’m not sure why nothing worked, and I’m not sure I’ll ever find out. But it was fine, since we eventually just made a new global script and for some reason everything worked totally normally after that. The image attached below depicts the setup we used for this coding conundrum. Celestial Capitalist Shrewdly developed by @Ratseer and @idi0cy .
Finished The first stage, and therefor the shipped version of Celestial Capitalist (all rights reserved) is completed! I just spent over four hours in a voice call with @Ratseer patching all the bugs and balancing all the minigames. Audio settings work, but only on the editor version. The only forum post we found with a possible answer just told us they fixed but don’t know how, so our questions were not answered. Minigames were balanced, the sort. Very, very stupid code was fixed (more than I remember writing). More importantly, they sell soy sauce by the buckets and they also have deluxe versions worth hundreds of dollars. This fact was found out after I realized we priced soy sauce at $45. All the items were subsequently revalued. Celestial Capitalist Finally (but not fully) developed by @Ratseer and @idi0cy . Thank you for your patience.
Ships:
Celestial Capitalist is a simulation game where the player simultaneously builds and ascends the corporate ladder from the bottom of the street to the self-built throne at the top of the cosmos. Beg your way from homelessness, run a lemonade stand, scam grandmas on the internet, start a cult, play union-buster tower defence, and generally just have a grand stupid time while the world slowly bends to your will. Coding is mighty stupid, and I had a lot of trouble patching all of the many bugs. With all that out of the way, I hope you enjoy Celestial Capitalist!...
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My awesome macropad! by @ys7 | Stardance
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Title: My awesome macropad! by @ys7 | Stardance
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My first slack bot! by @legendary_quality | Starda My first slack bot! by @legendary_quality | Stardance...
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Title: My first slack bot! by @legendary_quality | Title: My first slack bot! by @legendary_quality | Stardance...
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My awesome macropad! by @sheikh_sadiya | Stardance
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Title: My awesome macropad! by @sheikh_sadiya | St Title: My awesome macropad! by @sheikh_sadiya | Stardance...
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TAR Macropad by @Hridum | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T19:51:26Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a macropad with a 9x9 switch matrix, 1 rotary encoder, a 0.91” OLED screen as well as LEDs. I found the hardest part of this project to be designing the PCB, as I had never done that before. On the other hand, the CAD was fairly simple and I just had to remember to space everything properly so that components such as the microcontroller and diodes could fit in the case.", "repo": "https://github.com/HridumD/TAR-Macropad", "demo": ""}]...
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[{"post_id": 15846, "ts": "202 [{"post_id": 15846, "ts": "2026-06-25T19:25:55Z", "hours": 3.2153, "text": "Finished CAD for Casing Cad was pretty simple, added a bottom body, middle plate and top plate to cover everything up Forgot about the required spacing for components such as diodes and the controller board so I added those as well."}, {"post_id": 2317, "ts": "2026-06-04T19:04:49Z", "hours": 3.01, "text": "Since last devlog, Added rotary encoder, OLED screen, LEDs and re-designed layout to follow scanning matrix layout rather than direct connections for each switches Because of added complexity as well as additional components, PCB was much more complex and a lot of time was used to make sure no traces were overlapping or spacing issues between components. LEDs were not through-hole so they could only use one trace side, which made process also much more complex."}, {"post_id": 1169, "ts": "2026-06-03T00:43:58Z", "hours": 1.2161, "text": "Finished basic design for Hackpad PCB I have never designed a PCB before so it was a challenge, especially routing the PCB and making sure no connections shorted, but the hackpad guide helped a lot."}]...
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Title: TAR Macropad by @Hridum | Stardance
Devlog Title: TAR Macropad by @Hridum | Stardance
Devlogs:
Finished basic design for Hackpad PCB I have never designed a PCB before so it was a challenge, especially routing the PCB and making sure no connections shorted, but the hackpad guide helped a lot.
Since last devlog, Added rotary encoder, OLED screen, LEDs and re-designed layout to follow scanning matrix layout rather than direct connections for each switches Because of added complexity as well as additional components, PCB was much more complex and a lot of time was used to make sure no traces were overlapping or spacing issues between components. LEDs were not through-hole so they could only use one trace side, which made process also much more complex.
Finished CAD for Casing Cad was pretty simple, added a bottom body, middle plate and top plate to cover everything up Forgot about the required spacing for components such as diodes and the controller board so I added those as well.
Ships:
I made a macropad with a 9x9 switch matrix, 1 rotary encoder, a 0.91” OLED screen as well as LEDs. I found the hardest part of this project to be designing the PCB, as I had never done that before. On the other hand, the CAD was fairly simple and I just had to remember to space everything properly so that components such as the microcontroller and diodes could fit in the case....
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appaa by @jessicaxu | Stardance
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Title: appaa by @jessicaxu | Stardance
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My awesome macropad! by @farzooquehasan | Stardanc My awesome macropad! by @farzooquehasan | Stardance...
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Title: My awesome macropad! by @farzooquehasan | S Title: My awesome macropad! by @farzooquehasan | Stardance...
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My awesome macropad! by @Alp | Stardance
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Title: My awesome macropad! by @Alp | Stardance
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My first slack bot! by @pngyn | Stardance
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Title: My first slack bot! by @pngyn | Stardance
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Debugr.fun by @jamallyemin | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T21:22:25Z", "hours": 10.0, "multiplier": 17.57, "payout": 171, "blessing": "neutral", "text": "helo!! shipping this one — it’s the variable game, ranked edition. you write python-like code to satisfy a growing set of rules before a timer starts deleting it from the bottom, one line a second, unless you sync in time. play solo, or host/join a private room and race friends live for the leaderboard. the biggest thing I’m proud of is taskEngine.js — instead of hand-writing 25 fixed rules like the old version, it builds a hidden random solution first and derives every rule from a real fact about it (its actual sum, its actual length, etc), so no matter how many rules stack together they can never contradict each other. infinite non-repeating tasks out of that one trick. hardest part honestly wasn’t the game logic, it was wiring firebase up for real — nicknames, live rooms, race winners decided by firestore transactions so two people submitting at the same millisecond still only lets one through. spent lots of time chasing dumb stuff too. to test it: pick a difficulty and start typing variable assignments, or open two tabs and try hosting + joining a room to see the live race work. note : this project is obviously not perfect but I will try to improve this project and make it an actual kind of web browser game, so feedbacks , bug reports, and suggestions would be really helpful and appreciated", "repo": "https://github.com/jamallyemin/Debugr.fun", "demo": "https://debugr.fun/"}, {"ship_num": 2, "ts": "2026-06-03T23:50:06Z", "hours": 6.0, "multiplier": 15.96, "payout": 99, "blessing": "neutral", "text": "made a browser puzzle where you write Python-like variable assignments to satisfy 25 rules simultaneously - think neal.fun’s password game but for code. rules unlock one by one and start contradicting each other the deeper you go. most proud of the destruction mode. when the 45s timer hits zero the editor gets a red caret and starts deleting your code line by line from the bottom until you hit sync. it creates this genuine panic that felt fun to build. hardest part was making all 25 rules mathematically solvable at the same time. some rules override earlier ones so you keep rewriting the same lines - getting that supersession logic right without breaking the win condition took a while. to test it: just start typing variables. x = 5 will get you past rule 1. it gets weird around rule 7.", "repo": "https://github.com/jamallyemin/Debugr.fun", "demo": "https://debugr.fun/"}]...
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[{"post_id": 83203, "ts": "202 [{"post_id": 83203, "ts": "2026-10-27T10:04:13Z", "hours": 5.3206, "text": "it’s finally done ( for now), and I finished basically everything I said I’d add last time ^_^ finished : daily challenge: it’s on the main menu now with a countdown, press D to play it. everyone gets the exact same task each day (I seed math.random from the date while taskEngine builds it, so it comes out identical for every player). it alternates between medium and hard, ranked by time, and only your first clear of the day counts, replays are just practice. there’s a copy result button too profile pictures: 5 animals (bug, cat, fox, owl, snake). you unlock them by clearing tasks, doing a daily, and clearing puzzle levels. other players see yours next to your name in lobbies, the leaderboard and the rankings. the pixel art is ai generated btw (chatgpt), I can’t draw I’m sorry keyboard control: esc goes back on every screen, ? shows all the shortcuts, 1/2/3 pick a difficulty. I also added tiny key badges on every button (esc, enter,ctrl+s..) so you can actually see the shortcuts, and there’s a switch in settings to hide them if you hate them sound effects: all web audio api, no audio files, with volume and an on/off in settings also finished cloud save: you can link a google account and your progress (puzzles, stats, avatar, streak) backs up, and signing in on a new device restores it. and the feedback form works now, it saves to firestore and emails me. for some reason I couldn’t set up the logo and change name on log in page but i’ll just do that in the future updates I guess new stuff: the whole page is zoomed a bit on big screens cuz it felt too small tutorial spotlight is fixed for the zoom (it was drawing in the wrong spot) bugs I found: pressing 1 on the menu was handled twice, so it skipped the difficulty screen and instantly started an easy game, and pressing 2 created a room by itself hosting a room a second time showed the old room code game screen was too short on some screens and on phones the puzzle output got pushed off the bottom also I had to use claude to learn coding the mulberry32, math in theme.js, and for debugging it’s finally feeling like an actual game now!! still not perfect so if you find bugs there’s a feedback button in settings, I read all of them :3"}, {"post_id": 80164, "ts": "2026-10-16T14:16:17Z", "hours": 4.3622, "text": "helo again!! it’s been a while, but I finally came back to this and added a bunch of stuff ^_^ the biggest one is puzzles. it’s a roadmap like chess.com’s, with 3 tracks: syntax (fix the broken code), complete (fill in the blanks) and typefix (fix the type errors). levels never run out, just like taskEngine.js. I wrote a tiny python interpreter (pyeval.js) to check the answers instead of loading pyodide, so there’s nothing heavy to download. there’s also a puzzle streak and a top 3 solvers for today / this week. added: themes: light mode, plus a custom theme maker where you pick your own colors (the old amber and cold signal presets are gone) settings: sfx on/off + volume, CRT scanlines on/off, theme, cloud save with an optional google link, and a feedback form will add: daily challenge: one task a day, same for everyone, ranked by time. it sits on the main menu with a countdown, press D to play it profile pictures: you unlock them by clearing puzzles and winning on different difficulties, and other players can see yours next to your name (the pixel art is still placeholder, I’m drawing the real ones later) keyboard control: esc goes back on every screen, and ? shows all the shortcuts sound effects: all made with the web audio api, no audio files most of these are half done, I just have to finish coding some of the javascript files and make sure everything runs perfectly! it’s still not perfect but it feels way more like an actual game now. if you find bugs or have ideas, there’s a feedback button in settings, I will read all of them!! :3 i forgot to add I changed the game’s name from The Variable Game to Debugr.fun cuz kewler.. and I got domain ^-^"}, {"post_id": 63184, "ts": "2026-09-06T21:05:08Z", "hours": 0.81, "text": "helo!! continuing from last time — taskEngine.js is done, and lobby/live-race is actually talking to firebase properly now too. this is it, the project’s finished!! taskEngine.js works backwards instead of using hardcoded rules like the old 25-rule version did: it builds a random hidden “reference solution” first (variable names, numbers, strings, a list), then derives every rule from a real fact about that solution — its actual sum, its actual length, whether one number happens to be prime, etc. since every rule comes from the same solution, they can never contradict each other no matter how many stack together. difficulty just controls how many rules get pulled from the pool (1 easy / 3 medium / 5 hard), and it keeps a history per difficulty so the same combo won’t repeat until the pool’s exhausted. wiring it all together turned up a bunch of small but annoying bugs, mostly not taskEngine’s fault directly: two separate filename casing mismatches (taskEngine.js and firebaseClient.js) — the script tags in index.html didn’t match the actual filenames on disk exactly, fine on windows locally but the dev server (and github pages) treat urls as case-sensitive, so both files were silently 404ing and breaking everything downstream config.js had the firebase config saved under the wrong variable name, so firebase never actually initialized and threw a reference error instead the join-a-room screen was stacking the code input + join button on top of the waiting room instead of hiding them after a successful join, looked broken even when it technically wasn’t rooms never got cleaned up in firestore after cancelling out of one, so an old room code could still say “already started” if you landed on it again later — fixed leaveRoom so the host actually deletes the room on the way out now singleplayer, hosting/joining rooms, live races, the leaderboard, streaks, and the tutorial all work end to end now. and it’s ready to be shipped!!"}, {"post_id": 61742, "ts": "2026-09-04T20:00:37Z", "hours": 3.1894, "text": "helo again!! so after the menu frontend was done last time, spent this session wiring up js to actually make it functional instead of just sitting there as styled html. added: script.js: screen switching between menu/difficulty/lobby/game, the nickname + tutorial onboarding flow, and the actual game loop (timer, save/sync, destruction mode) parser.js : reads whatever gets typed into the editor and pulls out the variables firebaseClient.js: nicknames, scores, streaks, and the room/live-race logic for multiplayer tutorial.js: the spotlight walkthrough for first-time visitors config.js: firebase config + local player state caching taskEngine.js is still on the list, saved it for last since everything else needed to be working first before it made sense to build. tested what’s done so far end to end and caught a handful of small bugs along the way (some css that wasn’t applying, a couple html typos) which I fixed too. next up: taskEngine.js, then getting the lobby/live-race stuff talking to firebase properly ^_^"}, {"post_id": 58238, "ts": "2026-08-30T16:28:08Z", "hours": 3.4475, "text": "helo again!! so quick update on the main menu I mentioned last time: the frontend for it is completely done now!! :Di finished styling the whole thing, here is what’s ready on the screen right now:main buttons for singleplayer, host/join private rooms, and leaderboard ([1] to [4])top bar with day streak tracker and runtime status boxclean footer for how to play & source links now that the main menu frontend is out of the way and not looking like raw HTML anymore, I’m finally moving on to the backend logic for lobbies and real-time multiplayer!! :>"}, {"post_id": 52335, "ts": "2026-08-22T13:20:15Z", "hours": 2.2828, "text": "helo!! so I kinda decided to start all over and improve this game because I like torturing myself, I wanted to make the game multiplayer, less boring, so I removed the old simple looking single editor page and now replacing it with a main menu screen!! here players will be able to: host and join private lobbies and play with their friends; play by themselves or play online!! :D so with these new features I decided to add a leaderboard too in order to make it more competitive, leaderboard will consist win streak , best times!! and wins !! also added diff levels so easy, medium, hard are a thing now :>"}, {"post_id": 1777, "ts": "2026-06-03T23:41:41Z", "hours": 2.6764, "text": "script.js is done. parser reads whatever you type and pulls out strings, numbers, and lists - inline and multiline. 25 rules with a supersession system so later rules can step on earlier ones without creating impossible states. progressive unlock, 45s countdown, sync button, destruction mode that eats your code line by line from the bottom when the timer runs out."}, {"post_id": 929, "ts": "2026-06-02T17:59:06Z", "hours": 3.0431, "text": "the layout skeleton is officially complete now that style.css is implemented. i went for a dark, high-contrast, brutalist terminal look to match the puzzle theme. here are the key UI updates: custom scrollbar: added a minimal 4px scrollbar to the rules list so it blends perfectly into the sidebar unlock animations: handled the transitions for .rule-item. when a rule becomes visible, it smoothly fades in and slides up into place using transform: translateY(6px) to 0. editor grid algnment: synced the code canvas layout, line numbers, and preview panels so the split-view remains perfectly aligned across different workspace sizes. the interface looks clean now, so next up i’m wiring the actual parser and the rule engine in script.js to make it work. :3"}, {"post_id": 615, "ts": "2026-06-02T03:36:14Z", "hours": 0.4664, "text": "just finished the index.html skeleton. as you can see on the right panel, the embedded preview is currently completely raw and unstyled because style.css is literally a blank file right now. looks like a broken 90s blog. now I’ll move on to style.css so my eyes don’t bleed from this ugly white screen… but I think the structure of .html is fine"}]...
|
Title: Debugr.fun by @jamallyemin | Stardance
Dev Title: Debugr.fun by @jamallyemin | Stardance
Devlogs:
just finished the index.html skeleton. as you can see on the right panel, the embedded preview is currently completely raw and unstyled because style.css is literally a blank file right now. looks like a broken 90s blog. now I’ll move on to style.css so my eyes don’t bleed from this ugly white screen… but I think the structure of .html is fine
the layout skeleton is officially complete now that style.css is implemented. i went for a dark, high-contrast, brutalist terminal look to match the puzzle theme. here are the key UI updates: custom scrollbar: added a minimal 4px scrollbar to the rules list so it blends perfectly into the sidebar unlock animations: handled the transitions for .rule-item. when a rule becomes visible, it smoothly fades in and slides up into place using transform: translateY(6px) to 0. editor grid algnment: synced the code canvas layout, line numbers, and preview panels so the split-view remains perfectly aligned across different workspace sizes. the interface looks clean now, so next up i’m wiring the actual parser and the rule engine in script.js to make it work. :3
script.js is done. parser reads whatever you type and pulls out strings, numbers, and lists - inline and multiline. 25 rules with a supersession system so later rules can step on earlier ones without creating impossible states. progressive unlock, 45s countdown, sync button, destruction mode that eats your code line by line from the bottom when the timer runs out.
helo!! so I kinda decided to start all over and improve this game because I like torturing myself, I wanted to make the game multiplayer, less boring, so I removed the old simple looking single editor page and now replacing it with a main menu screen!! here players will be able to: host and join private lobbies and play with their friends; play by themselves or play online!! :D so with these new features I decided to add a leaderboard too in order to make it more competitive, leaderboard will consist win streak , best times!! and wins !! also added diff levels so easy, medium, hard are a thing now :>
helo again!! so quick update on the main menu I mentioned last time: the frontend for it is completely done now!! :Di finished styling the whole thing, here is what’s ready on the screen right now:main buttons for singleplayer, host/join private rooms, and leaderboard ([1] to [4])top bar with day streak tracker and runtime status boxclean footer for how to play & source links now that the main menu frontend is out of the way and not looking like raw HTML anymore, I’m finally moving on to the backend logic for lobbies and real-time multiplayer!! :>
helo again!! so after the menu frontend was done last time, spent this session wiring up js to actually make it functional instead of just sitting there as styled html. added: script.js: screen switching between menu/difficulty/lobby/game, the nickname + tutorial onboarding flow, and the actual game loop (timer, save/sync, destruction mode) parser.js : reads whatever gets typed into the editor and pulls out the variables firebaseClient.js: nicknames, scores, streaks, and the room/live-race logic for multiplayer tutorial.js: the spotlight walkthrough for first-time visitors config.js: firebase config + local player state caching taskEngine.js is still on the list, saved it for last since everything else needed to be working first before it made sense to build. tested what’s done so far end to end and caught a handful of small bugs along the way (some css that wasn’t applying, a couple html typos) which I fixed too. next up: taskEngine.js, then getting the lobby/live-race stuff talking to firebase properly ^_^
helo!! continuing from last time — taskEngine.js is done, and lobby/live-race is actually talking to firebase properly now too. this is it, the project’s finished!! taskEngine.js works backwards instead of using hardcoded rules like the old 25-rule version did: it builds a random hidden “reference solution” first (variable names, numbers, strings, a list), then derives every rule from a real fact about that solution — its actual sum, its actual length, whether one number happens to be prime, etc. since every rule comes from the same solution, they can never contradict each other no matter how many stack together. difficulty just controls how many rules get pulled from the pool (1 easy / 3 medium / 5 hard), and it keeps a history per difficulty so the same combo won’t repeat until the pool’s exhausted. wiring it all together turned up a bunch of small but annoying bugs, mostly not taskEngine’s fault directly: two separate filename casing mismatches (taskEngine.js and firebaseClient.js) — the script tags in index.html didn’t match the actual filenames on disk exactly, fine on windows locally but the dev server (and github pages) treat urls as case-sensitive, so both files were silently 404ing and breaking everything downstream config.js had the firebase config saved under the wrong variable name, so firebase never actually initialized and threw a reference error instead the join-a-room screen was stacking the code input + join button on top of the waiting room instead of hiding them after a successful join, looked broken even when it technically wasn’t rooms never got cleaned up in firestore after cancelling out of one, so an old room code could still say “already started” if you landed on it again later — fixed leaveRoom so the host actually deletes the room on the way out now singleplayer, hosting/joining rooms, live races, the leaderboard, streaks, and the tutorial all work end to end now. and it’s ready to be shipped!!
helo again!! it’s been a while, but I finally came back to this and added a bunch of stuff ^_^ the biggest one is puzzles. it’s a roadmap like chess.com’s, with 3 tracks: syntax (fix the broken code), complete (fill in the blanks) and typefix (fix the type errors). levels never run out, just like taskEngine.js. I wrote a tiny python interpreter (pyeval.js) to check the answers instead of loading pyodide, so there’s nothing heavy to download. there’s also a puzzle streak and a top 3 solvers for today / this week. added: themes: light mode, plus a custom theme maker where you pick your own colors (the old amber and cold signal presets are gone) settings: sfx on/off + volume, CRT scanlines on/off, theme, cloud save with an optional google link, and a feedback form will add: daily challenge: one task a day, same for everyone, ranked by time. it sits on the main menu with a countdown, press D to play it profile pictures: you unlock them by clearing puzzles and winning on different difficulties, and other players can see yours next to your name (the pixel art is still placeholder, I’m drawing the real ones later) keyboard control: esc goes back on every screen, and ? shows all the shortcuts sound effects: all made with the web audio api, no audio files most of these are half done, I just have to finish coding some of the javascript files and make sure everything runs perfectly! it’s still not perfect but it feels way more like an actual game now. if you find bugs or have ideas, there’s a feedback button in settings, I will read all of them!! :3 i forgot to add I changed the game’s name from The Variable Game to Debugr.fun cuz kewler.. and I got domain ^-^
it’s finally done ( for now), and I finished basically everything I said I’d add last time ^_^ finished : daily challenge: it’s on the main menu now with a countdown, press D to play it. everyone gets the exact same task each day (I seed math.random from the date while taskEngine builds it, so it comes out identical for every player). it alternates between medium and hard, ranked by time, and only your first clear of the day counts, replays are just practice. there’s a copy result button too profile pictures: 5 animals (bug, cat, fox, owl, snake). you unlock them by clearing tasks, doing a daily, and clearing puzzle levels. other players see yours next to your name in lobbies, the leaderboard and the rankings. the pixel art is ai generated btw (chatgpt), I can’t draw I’m sorry keyboard control: esc goes back on every screen, ? shows all the shortcuts, 1/2/3 pick a difficulty. I also added tiny key badges on every button (esc, enter,ctrl+s..) so you can actually see the shortcuts, and there’s a switch in settings to hide them if you hate them sound effects: all web audio api, no audio files, with volume and an on/off in settings also finished cloud save: you can link a google account and your progress (puzzles, stats, avatar, streak) backs up, and signing in on a new device restores it. and the feedback form works now, it saves to firestore and emails me. for some reason I couldn’t set up the logo and change name on log in page but i’ll just do that in the future updates I guess new stuff: the whole page is zoomed a bit on big screens cuz it felt too small tutorial spotlight is fixed for the zoom (it was drawing in the wrong spot) bugs I found: pressing 1 on the menu was handled twice, so it skipped the difficulty screen and instantly started an easy game, and pressing 2 created a room by itself hosting a room a second time showed the old room code game screen was too short on some screens and on phones the puzzle output got pushed off the bottom also I had to use claude to learn coding the mulberry32, math in theme.js, and for debugging it’s finally feeling like an actual game now!! still not perfect so if you find bugs there’s a feedback button in settings, I read all of them :3
Ships:
made a browser puzzle where you write Python-like variable assignments to satisfy 25 rules simultaneously - think neal.fun’s password game but for code. rules unlock one by one and start contradicting each other the deeper you go. most proud of the destruction mode. when the 45s timer hits zero the editor gets a red caret and starts deleting your code line by line from the bottom until you hit sync. it creates this genuine panic that felt fun to build. hardest part was making all 25 rules mathematically solvable at the same time. some rules override earlier ones so you keep rewriting the same lines - getting that supersession logic right without breaking the win condition took a while. to test it: just start typing variables. x = 5 will get you past rule 1. it gets weird around rule 7.
helo!! shipping this one — it’s the variable game, ranked edition. you write python-like code to satisfy a growing set of rules before a timer starts deleting it from the bottom, one line a second, unless you sync in time. play solo, or host/join a private room and race friends live for the leaderboard. the biggest thing I’m proud of is taskEngine.js — instead of hand-writing 25 fixed rules like the old version, it builds a hidden random solution first and derives every rule from a real fact about it (its actual sum, its actual length, etc), so no matter how many rules stack together they can never contradict each other. infinite non-repeating tasks out of that one trick. hardest part honestly wasn’t the game logic, it was wiring firebase up for real — nicknames, live rooms, race winners decided by firestore transactions so two people submitting at the same millisecond still only lets one through. spent lots of time chasing dumb stuff too. to test it: pick a difficulty and start typing variable assignments, or open two tabs and try hosting + joining a room to see the live race work. note : this project is obviously not perfect but I will try to improve this project and make it an actual kind of web browser game, so feedbacks , bug reports, and suggestions would be really helpful and appreciated...
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1793105311.4815369
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4029
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My awesome macropad! by @avanish | Stardance
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avanish
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0
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0.0
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0
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Title: My awesome macropad! by @avanish | Stardanc Title: My awesome macropad! by @avanish | Stardance...
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1792680928.686117
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1793285728.686117
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REV Autonomous Movement by @AstroBlue94 | Stardanc REV Autonomous Movement by @AstroBlue94 | Stardance...
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AstroBlue94
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T13:54:35Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve been collaborating with a few users to gain more confidence for this autonomous code situation, but I think I’ve gained a better understanding of the overall concept through analyzing the Basic Omni-wheel op-modes for my robot’s manual movements. I think I plan on implementing more of the manual iterations into my actual autonomous log (which is shown). The most challenging part was probably that of finding a way to successfully carry out the full autonomous movement for the robot itself, since it completely blacked out on me for about 2 hours until I was able to sync it to my actual REV control base. But we’ll see how it works out, and hopefully I can complete this configuration for a robotic figure that can perform the same manual task under uncontrolled and unmonitored situations in the same format.", "repo": "https://github.com/AishN9/FTC-Bot-Code-24-25/blob/master/FtcRobotController/src/main/java/org/firstinspires/ftc/robotcontroller/external/samples/RobotAutoDriveToAprilTagTank.java", "demo": "https://github.com/AishN9/FTC-Bot-Code-24-25/tree/master"}]...
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[{"post_id": 1430, "ts": "2026 [{"post_id": 1430, "ts": "2026-06-03T13:45:58Z", "hours": 0.3211, "text": "Trying to make a basic linear op-mode for my omni wheels on my REV constructed robot. Hopefully I can implement this into its autonomous movement"}]...
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Title: REV Autonomous Movement by @AstroBlue94 | S Title: REV Autonomous Movement by @AstroBlue94 | Stardance
Devlogs:
Trying to make a basic linear op-mode for my omni wheels on my REV constructed robot. Hopefully I can implement this into its autonomous movement
Ships:
I’ve been collaborating with a few users to gain more confidence for this autonomous code situation, but I think I’ve gained a better understanding of the overall concept through analyzing the Basic Omni-wheel op-modes for my robot’s manual movements. I think I plan on implementing more of the manual iterations into my actual autonomous log (which is shown). The most challenging part was probably that of finding a way to successfully carry out the full autonomous movement for the robot itself, since it completely blacked out on me for about 2 hours until I was able to sync it to my actual REV control base. But we’ll see how it works out, and hopefully I can complete this configuration for a robotic figure that can perform the same manual task under uncontrolled and unmonitored situations in the same format....
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1792990462.3711345
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1793076862.3711345
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4031
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Drivetrain by @astros101 | Stardance
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astros101
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0
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0.0
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0
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[]
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Title: Drivetrain by @astros101 | Stardance
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1792558255.2594528
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1793163055.2594528
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4032
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Air Quality Predictor by @jojo-dwgait | Stardance
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jojo-dwgait
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0
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1.41
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0
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[]
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[{"post_id": 1832, "ts": "2026 [{"post_id": 1832, "ts": "2026-06-04T01:34:14Z", "hours": 1.1106, "text": "Created a model using linear regression from the sklearn.linear_model. Right now, the pm2.5 values are being fetched everytime the project runs. I am working on a pipeline file that will fetch the data every hour, but that is not done yet."}, {"post_id": 993, "ts": "2026-06-02T19:30:45Z", "hours": 0.2994, "text": "Worked on updating the sensors (2/5 changed IDs) and calculating the corrected PM2.5 levels given the fetched data."}]...
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Title: Air Quality Predictor by @jojo-dwgait | Sta Title: Air Quality Predictor by @jojo-dwgait | Stardance
Devlogs:
Worked on updating the sensors (2/5 changed IDs) and calculating the corrected PM2.5 levels given the fetched data.
Created a model using linear regression from the sklearn.linear_model. Right now, the pm2.5 values are being fetched everytime the project runs. I am working on a pipeline file that will fetch the data every hour, but that is not done yet....
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1792752581.0774207
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1793357381.0774207
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4033
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ChrisPad by @redwoodsteve | Stardance
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redwoodsteve
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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: ChrisPad by @redwoodsteve | Stardance
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1792493349.08366
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1793098149.08366
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4034
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My awesome macropad! by @Kaelyx | Stardance
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Kaelyx
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0
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0
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[]
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Title: My awesome macropad! by @Kaelyx | Stardance
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1792529440.2861462
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1793134240.2861462
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4035
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My first slack bot! by @Falco | Stardance
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Falco
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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 @Falco | Stardance
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1793029743.417994
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1793634543.417994
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4036
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My awesome macropad! by @ultimatewisdom | Stardanc My awesome macropad! by @ultimatewisdom | Stardance...
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ultimatewisdom
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0
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0.0
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0
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Title: My awesome macropad! by @ultimatewisdom | S Title: My awesome macropad! by @ultimatewisdom | Stardance...
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1792612297.6
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Hack Club Coffee Shop by @mazoonelwakeel | Stardan Hack Club Coffee Shop by @mazoonelwakeel | Stardance...
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mazoonelwakeel
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0
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1.12
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0
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[]
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[{"post_id": 634, "ts": "2026- [{"post_id": 634, "ts": "2026-06-02T04:43:39Z", "hours": 1.1192, "text": "I am building a simple Hack Club Coffee Shop Website to practice simple HTML and CSS"}]...
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Title: Hack Club Coffee Shop by @mazoonelwakeel | Title: Hack Club Coffee Shop by @mazoonelwakeel | Stardance
Devlogs:
I am building a simple Hack Club Coffee Shop Website to practice simple HTML and CSS...
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1792590702.4149764
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1793195502.4149764
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4038
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My awesome macropad! by @krishnase1234 | Stardance
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krishnase1234
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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 @krishnase1234 | St Title: My awesome macropad! by @krishnase1234 | Stardance...
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1792637616.984076
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1793242416.984076
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4039
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NULL
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NULL
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0
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0.0
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0
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[]
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1792950543.2277431
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1793814543.2277431
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4040
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My first slack bot! by @VG | Stardance
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VG
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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 @VG | Stardance
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1792713168.3895152
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1793317968.3895152
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4041
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My awesome macropad! by @VG | Stardance
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VG
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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 @VG | Stardance
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1792504089.2120569
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1793108889.2120569
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4042
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Flaguu Server by @rkmr | Stardance
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rkmr
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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: Flaguu Server by @rkmr | Stardance
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1792479080.2105405
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1793083880.2105405
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4043
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My awesome macropad! by @Vicky | Stardance
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Vicky
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0
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0.0
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[]
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Title: My awesome macropad! by @Vicky | Stardance
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1792605131.0685124
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1793209931.0685124
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4044
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My awesome macropad! by @alimacky | Stardance
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alimacky
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0
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Title: My awesome macropad! by @alimacky | Stardan Title: My awesome macropad! by @alimacky | Stardance...
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1792579726.8001804
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4045
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ai chatbot by @ambrose_lim | Stardance
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ambrose_lim
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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: ai chatbot by @ambrose_lim | Stardance
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1792705727.871047
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1793310527.871047
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4046
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Untitled project by @kattschan | Stardance
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kattschan
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0
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3.87
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0
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[]
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[{"post_id": 17434, "ts": "202 [{"post_id": 17434, "ts": "2026-06-28T06:40:26Z", "hours": 1.45, "text": "Planned functionality complete, but one more thing… I am going to add an HDMI switcher, so this one box handles basically everything for switching between two machines."}, {"post_id": 17402, "ts": "2026-06-28T05:10:00Z", "hours": 1.3169, "text": "Added potentiometer, pinout for display, microcontroller."}, {"post_id": 17366, "ts": "2026-06-28T03:43:42Z", "hours": 1.1003, "text": "DAC is wired to a USB port that will probably be replaced with an internal one on a hub later. Everything here is pretty much good to go with parts picked out and written down (as well as values in datasheet/project I can reference if needed, but i have JLCPCB part numbers written)"}]...
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Title: Untitled project by @kattschan | Stardance
Title: Untitled project by @kattschan | Stardance
Devlogs:
DAC is wired to a USB port that will probably be replaced with an internal one on a hub later. Everything here is pretty much good to go with parts picked out and written down (as well as values in datasheet/project I can reference if needed, but i have JLCPCB part numbers written)
Added potentiometer, pinout for display, microcontroller.
Planned functionality complete, but one more thing… I am going to add an HDMI switcher, so this one box handles basically everything for switching between two machines....
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1792911214.6256428
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1793775214.6256428
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4047
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Remote Controlled Tank by @averagestardancefan | S Remote Controlled Tank by @averagestardancefan | Stardance...
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averagestardancefan
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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: Remote Controlled Tank by @averagestardance Title: Remote Controlled Tank by @averagestardancefan | Stardance...
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1792900206.8531182
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1793764206.8531182
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4048
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Untitled by @WilliamTreu | Stardance
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WilliamTreu
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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 @WilliamTreu | Stardance
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1792554729.462914
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1793159529.462914
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4049
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Untitled project by @samnitr_vep013 | Stardance
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samnitr_vep013
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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 @samnitr_vep013 | Stard Title: Untitled project by @samnitr_vep013 | Stardance...
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1792554827.4002984
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1793159627.4002984
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4050
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My awesome macropad! by @amezsq | Stardance
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amezsq
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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 @amezsq | Stardance
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1792680610.0182133
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1793285410.0182133
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