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tongyu

@tongyu ⚡

Joined May 31st, 2026

  • 5Devlogs
  • 4Projects
  • 0Ships
  • 0Votes
i work on stardance!! hooray
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19m 13s logged

I made the snow look pretty good! I added some volumetric fog, and the snow is just a simple CpuParticles3D with a text mesh of an asterisk, ill make a better one someday. now that i can bear looking at it i can start making it an actual game!

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9h 48m 4s logged

i made streaks work :D this should update now!! also soon u will get profile badges n stuff

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3h 25m 30s logged

Worked on the player’s core movement today! I implemented horizontal movement using Unity’s new input system and handled the actual movement in FixedUpdate() by directly setting the rigidbody2D’s velocity. I also added sprite flipping by changing the player’s x scale based on movement direction.

I then implemented jumping with a ground check using an OverlapCircle, so the player can only jump while grounded. Finally, I added variable jump height by cutting the player’s upward velocity when the jump button is released early. 

This is the first time i’m seriously making a game so this took me embarrassingly long lol but well everyone starts somewhere! 

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1h 51m 29s logged

Finally finished the Figma prototype of the home page, spent like 6~7 ish hours undocumented on procreate and affinity 😭😭. took some inspiration from @supercoolcodinggirl’s name font. Tomorrow I will take a break from this project and complete the webOS project so I don’t get burnt out.

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1h 26m logged

I’ve been working on some decorational particles on the terrain to make it loss less bland. These are however purely for visuals and not gonna be included in any evolution calculations (which i promise i’ll start doing at some point (: but for now i wanna finish the world generation, regarding that any ideas for what should be added to world gen in the COMMENTS!!)

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45m 49s logged

Today I added the handle and close button to the welcome window. When the close button is clicked, a bubble popping sound is played. The close button is also a dead fish. The one thing I couldn’t get to work was the open window button, and I don’t have any ideas for why it isn’t working. Google also doesn’t seem to know, but I think that’s ok, because I wanted the welcome screen to only show once anyway. Next I’ll be doing the style sheet, and then hopefully the first app will be partially completed by the end of tomorrow.

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this is so cute !!!! omg

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5h 7m 43s logged

Dev Log #4

The focus of this dev log is the introduction of the story progression system, and bring back the battle system. Now in addition to fighting randomly generated enemies, you can find special NPCs that progresses the story when you interact with them.

Update

  • (Story Progression) Now starting from the school, special NPCs with arrows on top of them will show a dialogue screen when you interact with them. Sometimes they’ll give you an item, sometimes they’ll battle you, and other times nothing. With this comes with a objective box on the top right side of your screen so you know who you should look for next. And the trading menu will be locked until you take to a certain NPC.
  • (Map tweaks) Minor changes to the map, and a new layer of buildings in the back to make a parallax effect. There are also clouds now.
  • (Cheat sheets) When you open the battle menu, there is a new option that’s the cheat sheets. Cheat sheets are support cards in battle that could restore your energy, give you extra damage, ect.

Issues

  • There’s no music, it’s very boring.
  • The UI could use a bit more tweaking, there are windows overlapping each other.
  • The battle system needs to be reworked. It’s too easy to beat right now. You just spam attack, not too much thinking.
  • There’s no other way to get cheat sheets. I have to figure out a system to obtain them even after you beat the story.

What’s next

  • Tweak the battle system. Make the enemy do more damage, and give them more health. Also I should do research on what makes games like Pokemon fun to fight.
  • Update the UI, make it look more clean and uniformed.
  • Add music and sound effect when you interact with a NPC, jump, ect.
  • Rework the trading menu/ system.

The image attached below shows some of the character NPCs, and some other menus you might see in the game right now.

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3h 33m 46s logged

FINISHED MI MASTERPIECE

it is currently 3am and i stayed up finishing this. the style change quite a bit from the original design. however, the organization changed completely. i decided to keep the website as one whole page and to only focus on who i am and my projects. i added my music in there too, since i learned from my friend how to play around with spotify features on websites.

im very proud of this project and it def is a unique take on a website for me. now im going to go to sleep.

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6h 50m 47s logged

you can now tag people in devlogs and in comments (and also you can add slack emojis. :yay: ) @tongyu

they’ll appear in your notifications bar. comment something and i’ll reply to you so you can try it out :p

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this is so pretty i’m so excited to see it

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3h 0m 19s logged

Have you ever wanted to fight a neutron star? yes those extremely dense dead stars??? or strange stars that aren’t even real but a hypothetical concept???? dont lie ik you have!! well now you can!!!!!! in my new game Starborn™ !!! thank me later

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this is so cute ^.^

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46m 18s logged

Just as I had planned I improved the welcome thing.

When ppl join my channel the bot sends a welcome msg with a big fat squishy asmr satisfying button. This time I worked on to make the button a one-time-button and only allowing the joinee to press the button…

Ah yes! I also spent some time finishing up the banner image. Looks cool imo. But there are overall 3 different views I encountered in stardance.hackclub.com. And it looks bad in 2 of them due to the image being cropped…idk what I should do… the natural thing to do would be to bring everything to the center…but that’d look ugly…idk what to do. I think I’ll finish this project with this devlog. I still have to make the README, but that shouldn’t take much time, i’ll do that in github’s online editor

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5h 16m 48s logged

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.

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34m 6s logged

How “Draw a Perfect Star” actually calculates accuracy

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.

Input capture

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.

Resampling

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.

Normalisation

The shape is transformed so comparison is fair:

  • centred around (0, 0)

  • scaled so max radius = 1

This removes position/size- only shape remains.

Reference star

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.

Comparison

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.

Scoring

Final score is computed as:

score = 100 - error * 120

Then clamped between 0 and 100.

Summary

The system works by converting both shapes into normalized point sequences and measuring their geometric distance.

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11h 49m 54s logged

comment system is better now :)))) and you can ctrl+enter or cmd+enter to post comments or devlogs. yay!

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2h 58m 11s logged

Storage system

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 :

  • Created storage system that moves hangers from player’s canvas to storage canvas in separate scene
  • Hangers keep their properties when stored, and stay in storage when player loads and unloads scene
  • Sorting system sorts the clothes in storage by attributes
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1h 22m 52s logged

Exterstellar indev-1

Introducing your underrated browser extension for Stardance: Exterstellar by Sabio (that’s me!) & @Flux3tor (pretty much a major contributor-).

Features

  • Toggleable Plugins (which are basically features the extension adds!)
  • A lot (and I mean a LOT…) of configurations available for all plugins (plugin configs!)
  • Can be used to support MANY mini-extensions with our easy-to-use plugin development tool and documentation¹.

Plugins

  • Better Sidebar
  • Custom Font
  • Custom Scrollbar
  • Devlog Formatter
  • Sidebar Hotkeys
  • Sidebar Reordering
  • Themes (@Gizzy certified btw :3)
  • +more already in the works! (please comment plugin ideas if you have suggestions!)

Join #exterstellar now!

¹ The documentation is in the works.

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