stardance has been extended another month! the new deadline is october 31 :)

You are browsing as a guest. Sign up (or log in) to start making projects!

AdaChan

@AdaChan

Joined June 5th, 2026

  • 69Devlogs
  • 12Projects
  • 6Ships
  • 43Votes
Hey! Do the dance!
Open comments for this post

49m 20s logged

I drew some planets to use as decorations on my website. I’m thinking about creating some buffs to add to the shop, so I’ll probably do that!

0
0
22
Open comments for this post

25m 28s logged

Well, I’m working on what the little characters will look like. I took some inspiration from an asset I found online, so I’ll probably change it later. For testing purposes, I’ll stick with this one for now.

0
0
33
Open comments for this post

36m 44s logged

Today I built the foundation for the mining system! Pressing X lets you mine an ore, which shakes while it’s being mined and then drops a resource.

Right now, it only works with one ore, but I still need to add the rest, along with a proper inventory and collection system. I’m also thinking about creating a dedicated mining area for it.

0
0
12
Open comments for this post

31m 56s logged

I redrew the sprites for the ores and the items dropped by miners because, after the errors I discovered (which I talked about in the previous devlog), I had to redraw them since I’d lost everything luckily, I had a screenshot! =)

0
0
38
Open comments for this post

19m 2s logged

Today I found out that PICO-8 uses sprite sheets 2 and 3 to store the map data. So, if you make a really huge map, it uses those sprite sheets to store the map data.

And guess what? I was making a completely unnecessarily huge map and didn’t know about this, and then I hit Ctrl+S. So all the sprites I had on those sheets disappeared =( The ores and other stuff too =(

Thankfully, I have screenshots of them, so I’ll redraw everything. But honestly, this is starting to get traumatic 😭

0
0
24
Open comments for this post

1h 20m 41s logged

Hey! Today I drew the ores and some of the resources for the game! These ores can be mined (obviously 🫠), and the player will be able to use them to craft different things. One of those things is repairing the spaceship so you can finally leave the planet lol.

The ores I made so far are Copper, Iron, Aluminum, Titanium, and Nickel, along with some special resources like Crystals, Stardust, Alien Scrap, and Oxy Fruit (which will have an important purpose later 👀).

These resources will naturally spawn around the map, and I also want to add a rarity system to them, so some resources will be harder to find than others. You’ll be able to use them for crafting and, eventually, for repairing and upgrading your ship.

I’m really liking how it’s turning out so far! =)
I think my next devlog will be about collecting and mining these resources hehe.

0
0
62
Open comments for this post

1h 26m 16s logged

So, today I drew the rocket and started working on the Stardust logic; it’s going to be something that spawns on the map, and you’ll need to collect it to use the tools. The globe-like object will generate a breathable area since it’s an alien planet (though it’s still green right now, heh). I’m not sure how I’ll decorate the world; I’m really struggling with creativity. My references are great, but PICO-8 has limitations regarding colors and sprite counts. Plus, I’m short on time after all, the Stardance jam is coming to an end 🥹. I hope I can manage to deliver something good.

0
0
11
Open comments for this post

1h 23m 3s logged

I made animations for the player well, I think they turned out good. Later, I’m going to redraw the spaceship and the map.

0
0
13
Open comments for this post

1h 19m 5s logged

I’m redesigning the player, and while working on the animations, I watched a lot of videos on pixel art and animation techniques. Honestly, I can’t even believe I managed to pull this off, haha. Well, I have YouTube to thank for it! =)

0
0
14
Open comments for this post

49m 17s logged

I designed a ship, well the game will be about you are lost on an alien planet very similar to Earth, I introduce the mushrooms, they are a test hehe, I also like the movement.

0
0
5
Open comments for this post

2h 23m 16s logged

I’m trying to draw the sprites, honestly, pixel art is really difficult and tedious, especially with such limited colors. I really hope I can manage to create something. Fortunately, the game code is in Lua, which is a very easy language.

0
0
8
Open comments for this post

49m 23s logged

This was so difficult, seriously 😭 It’s really annoying having to do all of this, and it ended up misaligned too =( I hope I can fix it later. It looks like it’s going to take hours =/

0
0
5
Open comments for this post

29m 54s logged

This was really difficult but also really fun! I’m creating my Hackpad well, I think I am 😂. I honestly didn’t understand anything I was doing 🥀. I think it should work, though! This seems really cool, and I hope I can finish this project =D

0
0
12
Ship

I made Koizinho, a Slack bot with several fun and useful commands. Some of my favorite commands are /koi-user, which generates a card with information about a selected user, /koi-sound, which lets you choose and listen to animal sounds, and /koi-tts, which converts text into spoken audio.

The most challenging part was definitely /koi-user. I wanted the bot to generate a custom image with information about a user, but working with Canvas in JavaScript was much harder than I expected. I ran into a lot of errors, especially with positioning and generating the image correctly. I also experimented with Python and JavaScript communicating with each other before eventually deciding to keep the image generation in JavaScript. There were many moments where fixing one error somehow created another one. 😭

I’m proud that I managed to keep working on the project even when some parts became really frustrating. I learned a lot about Slack commands, modals, APIs, image generation, audio, and organizing a larger JavaScript project. /koi-user was especially satisfying because it went from being a huge mess of errors to actually working.

  • 15 devlogs
  • 17h
  • 4.36x multiplier
  • 75 Stardust
Try project → See source code →
Open comments for this post

3h 40m 7s logged

DevLog #22

I finally got it working. I discovered the error was in how the commands were being loaded, since they were all being loaded from a “commands” folder via index.js, they were taking too long to respond; because of the response time limit, an error kept popping up. I managed to fix it, though, and now it works =) I also fixed some bugs in other commands.

0
0
25
Open comments for this post

39m 21s logged

DevLog #21

I made some adjustments, I think I’ll rewrite some of the bot’s commands, I fixed some existing errors (and created others =( unfortunately). But I think it’s getting better now.

0
0
22
Open comments for this post

28m 27s logged

DevLog #20

I updated the project’s README; it remains quite simple because the bot is also simple, haha. I gave up on the /koi-user command for now, it was giving me too many headaches, so I’ll leave it for later.

0
0
24
Loading more…

Followers

Loading…