i added gambling hooray!
stardance rng day 1
🎲 7,538 · ranked #16 so far
https://stardance.hackclub.com/rng
i added gambling hooray!
stardance rng day 1
🎲 7,538 · ranked #16 so far
https://stardance.hackclub.com/rng
First devlog on Stardance! You might remember this project from flavortown, and I’m going to keep working on it for stardance.
I’ve added a ton of stuff to the game in the last month, like 3 or 4 new player abilities, new animations, and polishing various things based on feedback I received.
The ~5 hours in this devlog were mostly me trying to set up a system where I can have 2 post processing profiles active at once, but affecting different layers. I used this to create an intense bloom effect that only renders on certain sprites, specifically the spark particles in combat. I finally got it working using render features and render graphs, and I’m super happy with the result.
The goal of this system is not to “recognise” a star visually. It turns both your drawing and a perfect star into comparable point data, then measures how far apart they are.
This makes scoring fast, deterministic, and surprisingly stable.
While you draw, the app records raw mouse positions:
path = [(x1, y1), (x2, y2), etc etc]
This data is noisy and depends heavily on speed and polling/sampling rate.
The stroke is converted into a fixed number of evenly spaced points (120).
This removes:
drawing speed differences
uneven mouse sampling
Now every drawing has a consistent structure.
The shape is transformed so comparison is fair:
centred around (0, 0)
scaled so max radius = 1
This removes position/size- only shape remains.
A perfect 5-pointed star is generated mathematically using polar coordinates and sine-based radius switching.
It is also sampled into 120 points so it matches the user format.
Each user point is compared directly to the corresponding star point-
error += distance(user[i], star[i])
This produces an average geometric deviation across the full shape.
Final score is computed as:
score = 100 - error * 120
Then clamped between 0 and 100.
The system works by converting both shapes into normalized point sequences and measuring their geometric distance.
yippee win a free gpu :D
comment system is better now :)))) and you can ctrl+enter or cmd+enter to post comments or devlogs. yay!
I made a storage system for my hanger objects with a sorting system. The hardest part was making the hangers move from one canvas to another canvas on another scene. The hangers also kept spawning in all the wrong places, and there was a lot of scene management bugs. But, it works smoothly now as seen in the demo below.
Main changes :
gameplay peak
Introducing your underrated browser extension for Stardance: Exterstellar by Sabio (that’s me!) & @Flux3tor (pretty much a major contributor-).
¹ The documentation is in the works.
Welcome to Stardance!