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

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indcader

@indcader

Joined June 1st, 2026

  • 25Devlogs
  • 2Projects
  • 2Ships
  • 34Votes
I'm a programmer who knows python. I used to make scratch projects.
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2h 26m 17s logged

I implemented entities in the game! They’re kinda jank though and there are a lot of bugs which I have to fix. I mainly relied on Lodev’s tutorial and formulas for implementing entities. I still don’t 100% understand it but I am being to grasp it somewhat. I hope to do mostly polish and fixing various bugs. Namely the bug where the entities for some reason disappear when the player rotates.

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4h 17m 31s logged

I changed the code so that each wall can have four individual wall textures and the image below demonstrates this! I decided to make some huts for it and I think it turned out great! In my last devlog I said that I was going to implement entities next. However, that turned out to be super hard and it drained all of my motivation so I decided to implement this in the meanwhile. I hope this explains why I have like 4 hours of coding in but nothing to show for it lol. I tried to use a bunch of resources for implementing entities but they’ve all been confusing and I really don’t wanna just copy code so if anyone has any advice on this it would be much appeciated. Anyways, I’m probably going to clean up the code and have another crack at making entities. I also kinda want thin walls as a option also soon.

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5h 10m 2s logged

Hello again! Its fall break for me so I can now lock in on this project!!! YAYAY! In my last devlog I thought that september was the deadline for stardance but I was kinda wrong lol. Anyways in the project I replaced my angle calculations with vector math which fixed the warping I was experiencing along the edges. This was possible with Lodev’s tutorial which is an amazing graphics guide. I also added a small shadow along the north and south side of the walls. I hope that I can release a working project by the end of the fall break. Next feature will hopefully be entities.

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31m 37s logged

I can’t believe that the hack club is almost over! I kinda realized that I would not be able to ship this project within the end date of September 30th especially since I got a bunch of schoolwork. It has been an amazing experience being able to participate in this Hackathon! I had so much fun and it was very cool to actually use the Python skills I developed last year. I’ll still be intermittently working on these projects and updating them. Thank you guys so much for actually seeing my projects!!!! BYEEEEEE :3333

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1h 5m 23s logged

I was trying to figure out hot to draw floors and I was just testing drawing a bunch of 4x4 pixels on the lower half of the screen before grabbing the pixel texture with the converted 2d position. But apparently it turns out that drawing over 20,000 pixels over and over every frame is detrimental to performance (who knew!) I gotta figure out how DOOM does it before I implement it lol. Nothing new other than that though. (except for importing the all-important anti-gravity ofc)

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1h 2m 33s logged

I figured out collision! There is probably a better way to do it but it allows for wall sliding which the other system didn’t allow. Now you can stick your face into a wall and slide off of it! It works by checking adjacent tiles and comparing that to the player’s position in the tile. Technically in the system the player isn’t moved to exactly the wall’s plane but instead a little back but this was put in to avoid scaling errors with the wall textures. I gotta think about what I want this project to really become though. I want room over room and probably the walls to be thin slices rather than huge blocks. But I gotta figure out what I want first.

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3h 29m 16s logged

I fixed up the texture system a bit and added some new textures! The textures still look weird at a distance but I’ll deal with that later. I’m working on collision right now. Also! New Backroom texture drop!!!!

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2h 16m 45s logged

I added textures to the walls! They’re kind of broken however. This is because the code that grabs the texture position is kinda jank. The screenshot below shows the textures I’ve added. I also changed the sky and floor back to solid colors since it looks happy now :D

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Ship

I wrote a N-body simulation in Pygame. The project allows users to mess with gravitational bodies and create interesting systems. After recieving feedback from the last ship, I made modifications to the project which will allow the program to be more easy to use.

I made new sub buttons on the screen which only appear after clicking on a main button. These buttons allow the user to do certain specialized tasks such as placing bodies, putting bodies in orbit, or shooting them into the abyss. I also reconfigured the controls to be more comfortable to the user (Q is now to pause since its easier to reach than P during play time).

I also changed the system that allows users to modify variables like mass or time during playtime. Previously, in order to change values in the simulation, they had to bring their mouse over the text and scroll. This had major problems like the fact that it took forever to reach values, it was imprecise, and it wasn’t user-friendly. So I changed it so that the user instead clicks on the variable and types out the input they desire. Changes like this and others were made to make the project more user-friendly and fun.

I also added new features as well such as the new orbit tool to allow users to make interesting systems easily and a few other new options. This update doesn’t have too many new features mainly due to the limited programming schedule I have but I hope yall enjoy it though!!!! :3

  • 3 devlogs
  • 6h
  • 18.60x multiplier
  • 116 Stardust
Try project → See source code →
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2h 54m 31s logged

I’ve been working on a bunch of stuff in this update! I added the ability to put things in orbit just by clicking around the body in orbit mode. No more guessing using the trajectory tool!!! This has also allowed me to make the system below which is similar to the Earth Moon Sun system! After this I plan to add other tools and polish.

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6h 32m 16s logged

Hello! Its been awhile since I’ve posted. School just started up and it took a lot of time out of my schedule. Anyways, I’ve implemented the DDA algorithm into the raycaster. It was very hard and it took a bunch of resources/tutorials before I understood the underlying logic. But it was worth it because it makes the walls look 100 times better while also making the game way faster. I also got rid of collision for now because how it used to work was kind dumb since it didn’t allow the user to “slide” off the wall if going in a diagonal direction. So I’ll come back to that soon. Anyways, I hope to also soon add textures to the walls, floors, and celling. I also hope to add a infinite world and a save/load system. NPCs will also come too.

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1h 30m 56s logged

I added trails to the game! They follow every body and last for awhile. I also added some polish to the typing system and did some bug fixing. The image below shows how cool trails make basic interactions between bodies look!

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1h 48m 38s logged

First devlog after ship! Thank you guys for bringing in feedback about the game! I’m sorry that it took a month for me to actually fix and ship the project. I was traveling and dealing with some things. ANYWAYS! I’ve read the feedback and one of the main, reoccurring complaints was trouble with the controls. So, I decided to work on making the simulation easier to use before implementing new things. One thing I changed was the way that the user changes the mass and time variables. Throughout the project I’ve had trouble figuring out how the user should be able to modify them. By the time I shipped, the solution wasn’t clear and a bit weird (scrolling on the text). So I made it so that when the user clicks on the text, they can type in whatever they want and confirm by pressing enter. This way, users don’t have to spend forever scrolling to a desired value, that value is more precise, and it isolates the scrolling controls for zooming only. I hope to add more improvements like this before optimizing the simulation and adding things like trails to the bodies.

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48m 37s logged

I added the ability to walk sideways and added some essential features like not being able to walk off the map. I also cleaned up the code. I wanted to put the image below just to show the repercussions of not using DDA in a raycaster. It looks all jagged because my rays are moving at fixed intervals instead of moving from grid space to grid space. This causes the ray to detect walls irregularly. To fix this, you would need your ray steps to be incredibly small (very laggy) or implement DDA. The next devlog should be me implementing it hopefully!

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47m 33s logged

I’m making a raycaster and so far I’ve got the essentials down. I added a editable map, a raycaster, and basic collision. I have not implemented the DDA algorithm yet because I don’t totally understand it but once I do I will implement it. Will also add a bigger map; textured walls, ceilings, and floors; npcs; objects; and other cool things. Right now I decided to make it look like the Backrooms for fun. I’m thinking this game could take place in a city.

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Ship

I made an N-body sim in which people can mess around with planetary bodies in an infinite area.

Everything uses Euler’s approximation to simulate each body and the simulation allows users to add, delete, and manipulate bodies as they move around.

The simulation supports up to 100-200 bodies due to it being O(n^2) and it also has cool features like zooming, variable time-steps, and a moveable player.

Hope you guys can have fun with this and burn some time messing around with it! :D

  • 11 devlogs
  • 25h
  • 13.60x multiplier
  • 335 Stardust
Try project → See source code →
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4h 39m 42s logged

I added a layer of polish to the game. Also got rid of the sliders! They’re too finicky and ugly and take up too much code. I also added a bunch of hotkeys to make the user’s life a bit better. Next thing I post should be the ship!!!!

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5h 0m 15s logged

I added a bunch of new things as well as restructuring the code a bit. I added the ability to manipulate time mainly. I also separated the code a bit so all the physics logic is in its separate file. Hope to ship soon!!!!!!!

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1h 23m 42s logged

I made the bodies colorful! I also added a slider for the mass so the scroll wheel is just for zoom.

Also going to clean up the code soon (I keep procrastinating lol) and this might be the version where I ship et!

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