|
59479
|
solary by @saidcim | Stardance
|
saidcim
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T10:15:34Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a space-themed New Tab page and styled it like a terminal. I hope you will like it ☺", "repo": "https://github.com/saidcim/solary", "demo": "https://saidcim.github.io/solary/"}]...
|
[{"post_id": 64093, "ts": "202 [{"post_id": 64093, "ts": "2026-09-08T08:34:28Z", "hours": 0.5239, "text": "The terminal can search with s, switch between Google, DuckDuckGo and Yahoo, and jump straight to Google, YouTube or GitHub with commands: g , yt , gh . I also added the readme"}, {"post_id": 63880, "ts": "2026-09-07T21:38:03Z", "hours": 1.0731, "text": "I added an info command that provides information about planets and an ls command that compares them."}, {"post_id": 63843, "ts": "2026-09-07T20:30:45Z", "hours": 1.1542, "text": "I’ve added the other planets too (I can’t upload all 7 planets)."}, {"post_id": 63749, "ts": "2026-09-07T18:23:04Z", "hours": 1.1383, "text": "Added an ASCII planet"}, {"post_id": 63698, "ts": "2026-09-07T17:06:25Z", "hours": 1.0833, "text": "Static terminal layout and input loop history on the arrow keys, and Tab completion. Commands register into a table so later work can add them without touching the dispatcher."}]...
|
Title: solary by @saidcim | Stardance
Devlogs:
St Title: solary by @saidcim | Stardance
Devlogs:
Static terminal layout and input loop history on the arrow keys, and Tab completion. Commands register into a table so later work can add them without touching the dispatcher.
Added an ASCII planet
I’ve added the other planets too (I can’t upload all 7 planets).
I added an info command that provides information about planets and an ls command that compares them.
The terminal can search with s, switch between Google, DuckDuckGo and Yahoo, and jump straight to Google, YouTube or GitHub with commands: g , yt , gh . I also added the readme
Ships:
I made a space-themed New Tab page and styled it like a terminal. I hope you will like it ☺...
|
1793774962.9140253
|
1794638962.9140253
|
|
57823
|
war game by @slayer-EX | Stardance
|
slayer-EX
|
0
|
1.99
|
0
|
[]
|
[{"post_id": 64090, "ts": "202 [{"post_id": 64090, "ts": "2026-09-08T08:30:15Z", "hours": 1.9947, "text": "i have made a mini game simple war game"}]...
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Title: war game by @slayer-EX | Stardance
Devlogs Title: war game by @slayer-EX | Stardance
Devlogs:
i have made a mini game simple war game...
|
1793458297.5927358
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1794063097.5927358
|
|
57440
|
shaazOS by @shaaz | Stardance
|
shaaz
|
2
|
11.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T07:16:09Z", "hours": 1.0, "multiplier": 5.4, "payout": 4, "blessing": "neutral", "text": "i made the upgraded version of shaazOS for webOS 2 mission…..i made somew crazy things and it looks like real os btw….the challenging part in this mission was making recent bar and a terminal:(…but it was more fun…………:)", "repo": "https://github.com/shaazumer066-bot/shaazOS", "demo": "https://shaazumer066-bot.github.io/shaazOS/"}, {"ship_num": 2, "ts": "2026-09-05T01:23:20Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made shaazOS, This is the best personal project i’ve ever made:)…In this project i faced many errors and some other stuff..It was fun btw… It includes: Functional File Explorer Settings with wallpaper and accent-color customization Calculator Keep Notes Contacts Gallery Focus Timer App search bar Minimize, maximize, and close window controls This was a really fun project to build, and I learned a lot about JavaScript, DOM manipulation, and creating interactive UI systems!", "repo": "https://github.com/shaazumer066-bot/shaazOS", "demo": "https://shaazumer066-bot.github.io/shaazOS/"}]...
|
[{"post_id": 64075, "ts": "202 [{"post_id": 64075, "ts": "2026-09-08T07:12:32Z", "hours": 0.2914, "text": "finished webOS 2 for shaazOS………….. added a functional terminal with slash commands, a recent apps bar, customizable desktop widgets with enable/disable controls, and an OS loading screen…….. also improved the overall desktop experience while keeping the existing webOS 1 apps and customization features. webOS 2 is now a more interactive and personalized web-based operating system."}, {"post_id": 64064, "ts": "2026-09-08T06:23:03Z", "hours": 0.4881, "text": "Started working on webOS 2 for shaazOS…… WebOS 1 already had the basic desktop, applications, File Explorer, Settings, app search, wallpaper customization, accent colors, and several built-in apps………..For WebOS 2, I want to take it further and make it feel more like a real operating system instead of just a collection of web apps…………The main features I am planning are functional terminal with slash commands, recent apps bar , Customizable desktop widgets, An OS boot/loading screen……….The goal is to make the system more interactive, customizable, and unique while keeping the original WebOS 1 features working."}, {"post_id": 61878, "ts": "2026-09-05T01:16:00Z", "hours": 0.3825, "text": "Today I worked on shaazOS, my web-based operating system project.I added a functional File Explorer with folders, files, navigation, back, home, and refresh buttons.I also improved the Settings app with customizable accent colors and wallpapers.The app search bar can now find apps like Settings and File Explorer.I also worked on window controls such as minimize, maximize, and close, while keeping the same glass-style theme across the OS. It is ready!!!!:)"}, {"post_id": 61605, "ts": "2026-09-04T16:19:48Z", "hours": 0.2506, "text": "look at this calculator! I just customized it.."}, {"post_id": 61587, "ts": "2026-09-04T15:59:27Z", "hours": 9.655, "text": "Finally!!!!! Its here!!! my own webOS.. this was really amazing.. I made it with my own ideas, designs etc.. this is one of the best project i have ever made….you can check this, in my shaazOS there are amazing apps like settings app where you can change themes and accent colors.. and many more amazing apps!!!"}]...
|
Title: shaazOS by @shaaz | Stardance
Devlogs:
Fin Title: shaazOS by @shaaz | Stardance
Devlogs:
Finally!!!!! Its here!!! my own webOS.. this was really amazing.. I made it with my own ideas, designs etc.. this is one of the best project i have ever made….you can check this, in my shaazOS there are amazing apps like settings app where you can change themes and accent colors.. and many more amazing apps!!!
look at this calculator! I just customized it..
Today I worked on shaazOS, my web-based operating system project.I added a functional File Explorer with folders, files, navigation, back, home, and refresh buttons.I also improved the Settings app with customizable accent colors and wallpapers.The app search bar can now find apps like Settings and File Explorer.I also worked on window controls such as minimize, maximize, and close, while keeping the same glass-style theme across the OS. It is ready!!!!:)
Started working on webOS 2 for shaazOS…… WebOS 1 already had the basic desktop, applications, File Explorer, Settings, app search, wallpaper customization, accent colors, and several built-in apps………..For WebOS 2, I want to take it further and make it feel more like a real operating system instead of just a collection of web apps…………The main features I am planning are functional terminal with slash commands, recent apps bar , Customizable desktop widgets, An OS boot/loading screen……….The goal is to make the system more interactive, customizable, and unique while keeping the original WebOS 1 features working.
finished webOS 2 for shaazOS………….. added a functional terminal with slash commands, a recent apps bar, customizable desktop widgets with enable/disable controls, and an OS loading screen…….. also improved the overall desktop experience while keeping the existing webOS 1 apps and customization features. webOS 2 is now a more interactive and personalized web-based operating system.
Ships:
I made shaazOS, This is the best personal project i’ve ever made:)…In this project i faced many errors and some other stuff..It was fun btw… It includes: Functional File Explorer Settings with wallpaper and accent-color customization Calculator Keep Notes Contacts Gallery Focus Timer App search bar Minimize, maximize, and close window controls This was a really fun project to build, and I learned a lot about JavaScript, DOM manipulation, and creating interactive UI systems!
i made the upgraded version of shaazOS for webOS 2 mission…..i made somew crazy things and it looks like real os btw….the challenging part in this mission was making recent bar and a terminal:(…but it was more fun…………:)...
|
1793771535.0709913
|
1794635535.0709913
|
|
59430
|
ZenFlow by @mahanchennareddy1 | Stardance
|
mahanchennareddy1
|
0
|
2.21
|
0
|
[]
|
[{"post_id": 64074, "ts": "202 [{"post_id": 64074, "ts": "2026-09-08T07:07:47Z", "hours": 0.7489, "text": "I decided to transition ZenFlow from an iOS native app to a website to make it more accessible for testers and users. More updates on the website coming soon!"}, {"post_id": 64056, "ts": "2026-09-08T05:51:59Z", "hours": 0.9731, "text": "I improved the homescreen and UI design of my application. I made use of Claude Code to help me write the code since I’m unfamiliar with Swift. I also improved upon the features that I already added such as adding micro-tasks within the tasks feature as well as a journal tab. The next thing I implement will most likely be an onboarding page."}, {"post_id": 63636, "ts": "2026-09-07T15:44:46Z", "hours": 0.4869, "text": "I just started working on my project, ZenFlow. ZenFlow helps users tackle a problem that many people such as myself have faced which is the struggle to focus on tasks. ZenFlow is written in Swift and is designed natively for iOS. So far, I’ve just written a basic homepage but stay tuned for more features."}]...
|
Title: ZenFlow by @mahanchennareddy1 | Stardance
Title: ZenFlow by @mahanchennareddy1 | Stardance
Devlogs:
I just started working on my project, ZenFlow. ZenFlow helps users tackle a problem that many people such as myself have faced which is the struggle to focus on tasks. ZenFlow is written in Swift and is designed natively for iOS. So far, I’ve just written a basic homepage but stay tuned for more features.
I improved the homescreen and UI design of my application. I made use of Claude Code to help me write the code since I’m unfamiliar with Swift. I also improved upon the features that I already added such as adding micro-tasks within the tasks feature as well as a journal tab. The next thing I implement will most likely be an onboarding page.
I decided to transition ZenFlow from an iOS native app to a website to make it more accessible for testers and users. More updates on the website coming soon!...
|
1793559185.7755046
|
1794163985.7755046
|
|
58785
|
beytiKebab's_Hackpad by @BeytiKebab | Stardanc beytiKebab's_Hackpad by @BeytiKebab | Stardance...
|
BeytiKebab
|
0
|
3.55
|
0
|
[]
|
[{"post_id": 64069, "ts": "202 [{"post_id": 64069, "ts": "2026-09-08T06:44:16Z", "hours": 0.5444, "text": "Added silkscreen and resired the PCB"}, {"post_id": 63737, "ts": "2026-09-07T18:06:16Z", "hours": 0.8158, "text": "Redid the connections on my PCB for checks to run clear, I migth add some designs next! Note: Previusly I worked on my PCB for 2 hours and 19 minutes but those hourse were accidently logged to my neural network project instead. I asked about the situation in #stardance-help, and support confirmed that the time cannot be reassigned due to Hackatime’s data protections. I mentioned the siyuation in my devlog for my neural network projects devlog too when submmiting the two hours there as adviced. To learn more: https://hackclub.slack.com/archives/C0AP0NMSP3P/p1788725484466219"}, {"post_id": 62702, "ts": "2026-09-06T06:01:32Z", "hours": 1.3181, "text": "Redid the Schematic, because forgot to add the dsplay. Also included LED’s and keyboard matrix this time!"}, {"post_id": 62656, "ts": "2026-09-06T03:52:03Z", "hours": 0.3992, "text": "Got started with the PCB, but realised I FORGOT the OLED screen… Will go back and do that 👍"}, {"post_id": 62640, "ts": "2026-09-06T03:25:08Z", "hours": 0.475, "text": "Did the schematic design!!"}]...
|
Title: beytiKebab's_Hackpad by @BeytiKebab | S Title: beytiKebab's_Hackpad by @BeytiKebab | Stardance
Devlogs:
Did the schematic design!!
Got started with the PCB, but realised I FORGOT the OLED screen… Will go back and do that 👍
Redid the Schematic, because forgot to add the dsplay. Also included LED’s and keyboard matrix this time!
Redid the connections on my PCB for checks to run clear, I migth add some designs next! Note: Previusly I worked on my PCB for 2 hours and 19 minutes but those hourse were accidently logged to my neural network project instead. I asked about the situation in #stardance-help, and support confirmed that the time cannot be reassigned due to Hackatime’s data protections. I mentioned the siyuation in my devlog for my neural network projects devlog too when submmiting the two hours there as adviced. To learn more: https://hackclub.slack.com/archives/C0AP0NMSP3P/p1788725484466219
Added silkscreen and resired the PCB...
|
1793512387.1337492
|
1794117187.1337492
|
|
57189
|
SSTC 2 by @sidd | Stardance
|
sidd
|
0
|
3.42
|
0
|
[]
|
[{"post_id": 64068, "ts": "202 [{"post_id": 64068, "ts": "2026-09-08T06:41:57Z", "hours": 1.2333, "text": "Did some more schematic making"}, {"post_id": 59758, "ts": "2026-09-01T18:03:09Z", "hours": 2.1833, "text": "i made the optical interrupter"}]...
|
Title: SSTC 2 by @sidd | Stardance
Devlogs:
i mad Title: SSTC 2 by @sidd | Stardance
Devlogs:
i made the optical interrupter
Did some more schematic making...
|
1793422062.1268506
|
1794026862.1268506
|
|
2583
|
Rectangles vs. Circles Tower Defense by @xs20 | St Rectangles vs. Circles Tower Defense by @xs20 | Stardance...
|
xs20
|
0
|
12.76
|
0
|
[]
|
[{"post_id": 6406, "ts": "2026 [{"post_id": 6406, "ts": "2026-06-10T19:35:08Z", "hours": 6.2889, "text": "quick update: -upgrades for all shooter towers -added bank tower -enemy hp tracker -bullet system (the only one I’m gonna allow the balance to go to the negatives rn; debt increases every 3 seconds) -youFR money cheat -miniboss honestly don’t know how I took this long to do this little but uhhh… :) T0T"}, {"post_id": 3865, "ts": "2026-06-06T22:58:13Z", "hours": 6.4733, "text": "this is me trying to learn how to use and code with unity, so so much time was spent trying to fix bugs/find out how to actually code some stuff. ; \\ ; current: -has one map with tiles -four shooter towers: shooter, long shooter, multi shooter, chain shooter(to be finished coding) -some basic circle enemies(like 4 types) -tower info ui for when you buy towers -someone who trash talks you when enemies leak or for when you’re broke -2 ammo types next thing I wanna do is make the upgrades UI then maybe add a bank tower, and the debt mechanic. I think it could be interesting to add Triangle civilians or some kind of miniboss at wave 20. Finally-sigil system. Version 1 of the game would be wrapped up after that."}]...
|
Title: Rectangles vs. Circles Tower Defense by @xs Title: Rectangles vs. Circles Tower Defense by @xs20 | Stardance
Devlogs:
this is me trying to learn how to use and code with unity, so so much time was spent trying to fix bugs/find out how to actually code some stuff. ; \ ; current: -has one map with tiles -four shooter towers: shooter, long shooter, multi shooter, chain shooter(to be finished coding) -some basic circle enemies(like 4 types) -tower info ui for when you buy towers -someone who trash talks you when enemies leak or for when you’re broke -2 ammo types next thing I wanna do is make the upgrades UI then maybe add a bank tower, and the debt mechanic. I think it could be interesting to add Triangle civilians or some kind of miniboss at wave 20. Finally-sigil system. Version 1 of the game would be wrapped up after that.
quick update: -upgrades for all shooter towers -added bank tower -enemy hp tracker -bullet system (the only one I’m gonna allow the balance to go to the negatives rn; debt increases every 3 seconds) -youFR money cheat -miniboss honestly don’t know how I took this long to do this little but uhhh… :) T0T...
|
1793508983.6305466
|
1794113783.6305466
|
|
55928
|
VFRAME by @Paachu | Stardance
|
Paachu
|
1
|
11.0
|
177
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T05:49:52Z", "hours": 11.0, "multiplier": 16.79, "payout": 177, "blessing": "neutral", "text": "VFRAME – A video maker Software Uh Video Maker software? Like Clipchamp? No This is a project which i tried to fix a problem The video editors are bit complex for those who we call senior citizens . some of em like to make video with very basic structure, but cant make it due to the complexity and digital gap I am bridging that digital gap using a very basic video maker VFRAME Challanges i faced 🥹 Made as website planning to host in nest , as well nest dont give public ipv4 so I dropped and rewrited code to make as a desktop software Pyside6 and html Ui QoL Improvements Auto clear up tmp files for saving storage Nice looking Ui Limitations will take time propotional to length of audio and yeah ugly terminal will show up along with window. For Every mind who want to make narrative videos especially Senior citizens, from a Gen Alpha - Vasudev Download Setup from https://editor.vasudevonden.in", "repo": "https://github.com/Along-the-skies/video-editor", "demo": "https://editor.vasudevonden.in/"}]...
|
[{"post_id": 64050, "ts": "202 [{"post_id": 64050, "ts": "2026-09-08T05:39:42Z", "hours": 1.0228, "text": "VFRAME Download page deployed After a huge work, VFRAME is ready to ship started as a webapp ended as a Desktop software Download setup from https://editor.vasudevonden.in"}, {"post_id": 63102, "ts": "2026-09-06T18:32:00Z", "hours": 0.6372, "text": "VFRAME – EXTRA DEVLOG New NAME IS HERE = \" VFRAME \""}, {"post_id": 62841, "ts": "2026-09-06T11:29:28Z", "hours": 1.1939, "text": "Video Maker Software - Day 7 WEll Completed Website –> Software change currently Building exe"}, {"post_id": 61624, "ts": "2026-09-04T16:52:03Z", "hours": 1.3206, "text": "Video Maker Software - Day 6 Switched to desktop software due to nest’s ip limitations Pyside6 Ui still uses fastapi and HTML CSS JS Aw Man This gonna be peak !"}, {"post_id": 61518, "ts": "2026-09-04T13:57:03Z", "hours": 1.5167, "text": "Video make website - Day 5 (late) completed work 😁 added a opensource like donate page (no idea if its allowed so rn placeholder) but . but.. HOW AM I SUPPOSED TO DEPLOY ! Gotta burn the head"}, {"post_id": 60252, "ts": "2026-09-02T14:41:34Z", "hours": 0.6167, "text": "Video Editor Website - Day 4 Name Lf Not a big deal today. simply got inspired by new style from ranked YSWS will i get sued? Lol"}, {"post_id": 59703, "ts": "2026-09-01T16:58:14Z", "hours": 1.3036, "text": "Video Editor Website - Day 3 Still Lf a name !! Completed first step of wiring frontend to server Working 🥳 .🪲👀"}, {"post_id": 59046, "ts": "2026-08-31T17:08:11Z", "hours": 0.7228, "text": "Video Editor Website - Day 2 Still Lf a name ! Aw Crap hackatime is down? my 2 hour is missing Today I made the frontend side I guess HTML CSS home page is made 😋✌️"}, {"post_id": 58007, "ts": "2026-08-30T10:53:21Z", "hours": 1.4631, "text": "Video Editor Website - Day 1 Completed backend server FastAPI ffmpeg server clean up Next > Frontend Still looking for a better name"}, {"post_id": 57520, "ts": "2026-08-29T18:03:12Z", "hours": 0.7631, "text": "Video editor website If you got a better name after reading description, Please Comment it down Made with love — for retired ones, from a Gen Alpha ."}]...
|
Title: VFRAME by @Paachu | Stardance
Devlogs:
Vid Title: VFRAME by @Paachu | Stardance
Devlogs:
Video editor website If you got a better name after reading description, Please Comment it down Made with love — for retired ones, from a Gen Alpha .
Video Editor Website - Day 1 Completed backend server FastAPI ffmpeg server clean up Next > Frontend Still looking for a better name
Video Editor Website - Day 2 Still Lf a name ! Aw Crap hackatime is down? my 2 hour is missing Today I made the frontend side I guess HTML CSS home page is made 😋✌️
Video Editor Website - Day 3 Still Lf a name !! Completed first step of wiring frontend to server Working 🥳 .🪲👀
Video Editor Website - Day 4 Name Lf Not a big deal today. simply got inspired by new style from ranked YSWS will i get sued? Lol
Video make website - Day 5 (late) completed work 😁 added a opensource like donate page (no idea if its allowed so rn placeholder) but . but.. HOW AM I SUPPOSED TO DEPLOY ! Gotta burn the head
Video Maker Software - Day 6 Switched to desktop software due to nest’s ip limitations Pyside6 Ui still uses fastapi and HTML CSS JS Aw Man This gonna be peak !
Video Maker Software - Day 7 WEll Completed Website –> Software change currently Building exe
VFRAME – EXTRA DEVLOG New NAME IS HERE = " VFRAME "
VFRAME Download page deployed After a huge work, VFRAME is ready to ship started as a webapp ended as a Desktop software Download setup from https://editor.vasudevonden.in
Ships:
VFRAME – A video maker Software Uh Video Maker software? Like Clipchamp? No This is a project which i tried to fix a problem The video editors are bit complex for those who we call senior citizens . some of em like to make video with very basic structure, but cant make it due to the complexity and digital gap I am bridging that digital gap using a very basic video maker VFRAME Challanges i faced 🥹 Made as website planning to host in nest , as well nest dont give public ipv4 so I dropped and rewrited code to make as a desktop software Pyside6 and html Ui QoL Improvements Auto clear up tmp files for saving storage Nice looking Ui Limitations will take time propotional to length of audio and yeah ugly terminal will show up along with window. For Every mind who want to make narrative videos especially Senior citizens, from a Gen Alpha - Vasudev Download Setup from https://editor.vasudevonden.in...
|
1794113725.250278
|
1794200125.250278
|
|
37039
|
MagniAssist by @neilhe | Stardance
|
neilhe
|
0
|
19.13
|
0
|
[]
|
[{"post_id": 64048, "ts": "202 [{"post_id": 64048, "ts": "2026-09-08T05:35:06Z", "hours": 3.7231, "text": "After roughly ~16 hours of 3D modelling, the enclosure for MagniAssist is finally done! During this session other than cleaning up the final design to make it look better, I also designed the magnetic back for MagniAssist. The magnetic back for MagniAssist will be made from 6x2mm Neodymium magnets. I designed it so that you will have to stop the print 3/4 of the way before the 3d printer puts filament over the holes in order to place the magnets in the print (meaning that it will be permanent). The magnetic back will be printed in three parts and will be connected by a string of PLA filament that’s 1.8mm in diameter."}, {"post_id": 62538, "ts": "2026-09-05T23:35:32Z", "hours": 9.8008, "text": "Finished 3d modelling most of MagniAssist. Still need to model the magnet attachment (of course as well as other minor changes to make the thing look nice) and that’s it! The enclosure for the chips/modules of MagniAssist will be removable; that way any upgrades/changes that will be made in the future will be possible. Everything will be connected by M2.5 threaded inserts and bolts!"}, {"post_id": 54891, "ts": "2026-08-26T03:25:58Z", "hours": 1.4339, "text": "Started 3D modelling the case for MagniAssist. Focused most of my time on the sketch as it will make jobs easier for later. The rough outline of the sketch is 81mm in length and 36mm in width. The middle circle will be the speaker mount and the circles at each corner will be for the threaded inserts."}, {"post_id": 52803, "ts": "2026-08-23T04:37:29Z", "hours": 3.5628, "text": "After spending a few hours on the programming part of MagniAssist and failing to make any progress I switched to 3D modelling. I searched up the dimensions of the components that I plan on using: esp32 c3 supermini, mini boost convertor, df player mini, charging module etc. I managed to 3d model four of the components (as listed above)."}, {"post_id": 42301, "ts": "2026-08-06T23:06:39Z", "hours": 0.6125, "text": "Day one of programming MagniAssist. Also my first day learning how to use the esp32’s WiFi ability. During this coding session I scratched the surface about how WiFi works. For example to create a access point you need a SSID and a password (I know this sounds obvious but mind you I knew nothing about WiFi previous this and so anything is new knowledge), then to be able to connect to the esp32 you will need to know the esp32’s IP address. While coding this I looked at the WiFi examples given by the esp32 libraries as well checked the Arduino’s official documentation on the WiFi library. I hope that the next time I continue the code I will have a deeper idea of how WiFi works and how to use the functions in the WiFi library (after doing more research of course)."}]...
|
Title: MagniAssist by @neilhe | Stardance
Devlogs Title: MagniAssist by @neilhe | Stardance
Devlogs:
Day one of programming MagniAssist. Also my first day learning how to use the esp32’s WiFi ability. During this coding session I scratched the surface about how WiFi works. For example to create a access point you need a SSID and a password (I know this sounds obvious but mind you I knew nothing about WiFi previous this and so anything is new knowledge), then to be able to connect to the esp32 you will need to know the esp32’s IP address. While coding this I looked at the WiFi examples given by the esp32 libraries as well checked the Arduino’s official documentation on the WiFi library. I hope that the next time I continue the code I will have a deeper idea of how WiFi works and how to use the functions in the WiFi library (after doing more research of course).
After spending a few hours on the programming part of MagniAssist and failing to make any progress I switched to 3D modelling. I searched up the dimensions of the components that I plan on using: esp32 c3 supermini, mini boost convertor, df player mini, charging module etc. I managed to 3d model four of the components (as listed above).
Started 3D modelling the case for MagniAssist. Focused most of my time on the sketch as it will make jobs easier for later. The rough outline of the sketch is 81mm in length and 36mm in width. The middle circle will be the speaker mount and the circles at each corner will be for the threaded inserts.
Finished 3d modelling most of MagniAssist. Still need to model the magnet attachment (of course as well as other minor changes to make the thing look nice) and that’s it! The enclosure for the chips/modules of MagniAssist will be removable; that way any upgrades/changes that will be made in the future will be possible. Everything will be connected by M2.5 threaded inserts and bolts!
After roughly ~16 hours of 3D modelling, the enclosure for MagniAssist is finally done! During this session other than cleaning up the final design to make it look better, I also designed the magnetic back for MagniAssist. The magnetic back for MagniAssist will be made from 6x2mm Neodymium magnets. I designed it so that you will have to stop the print 3/4 of the way before the 3d printer puts filament over the holes in order to place the magnets in the print (meaning that it will be permanent). The magnetic back will be printed in three parts and will be connected by a string of PLA filament that’s 1.8mm in diameter....
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1793526616.1653543
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1794131416.1653543
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10440
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tyse by @Tawhidulh | Stardance
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Tawhidulh
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1
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18.0
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135
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T05:40:51Z", "hours": 18.0, "multiplier": 7.46, "payout": 135, "blessing": "neutral", "text": "I created a meta search-engine. Initially I wanted it to have a full fledged crawler, but I realized I needed lots of resources (money) t make it actually usable. Instead, I decided to transition to a searxng wrapper. I am proud that I was able to make the backend work as I had very little knowledge of spring and spring-boot.", "repo": "https://github.com/Tawhidulh1/tyse", "demo": "https://tyse.tea.hackclub.app/"}]...
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[{"post_id": 64044, "ts": "202 [{"post_id": 64044, "ts": "2026-09-08T05:30:33Z", "hours": 6.3647, "text": "The basic search engine is complete, I added css and made it look nicer. Still need to polish the backend and add more features."}, {"post_id": 38542, "ts": "2026-08-01T00:28:03Z", "hours": 6.6828, "text": "The backend for the search engine is mostly done, I need to fix some issues with elasticsearch database and make it look good. The current index is being fetched and saved into elasticsearch through searxng as I do not have the resources to run the crawler/fetch the indexes myself, though I did add a prototype crawler. Currently this is how it works: User searches a query -> find the best results with the given query through elasticsearch, if it does not exist it fallbacks to searxng from port 8888 -> then display the result to user. This is so that I could save the search results as continue to use it, I plan on adding some sort of timer or something to update the index for outdated searches. As seen in the video, there are clearly some issues with overlapping searches."}, {"post_id": 14326, "ts": "2026-06-23T12:42:05Z", "hours": 5.0281, "text": "I added a single threaded basic web crawler for my search engine. I have yet to implement a queue system to act as the Url Frontier, instead it is a single List of String(s) to represent Url’s. This was my first time making a web crawler as well as my first time working with JSoup."}]...
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Title: tyse by @Tawhidulh | Stardance
Devlogs:
I Title: tyse by @Tawhidulh | Stardance
Devlogs:
I added a single threaded basic web crawler for my search engine. I have yet to implement a queue system to act as the Url Frontier, instead it is a single List of String(s) to represent Url’s. This was my first time making a web crawler as well as my first time working with JSoup.
The backend for the search engine is mostly done, I need to fix some issues with elasticsearch database and make it look good. The current index is being fetched and saved into elasticsearch through searxng as I do not have the resources to run the crawler/fetch the indexes myself, though I did add a prototype crawler. Currently this is how it works: User searches a query -> find the best results with the given query through elasticsearch, if it does not exist it fallbacks to searxng from port 8888 -> then display the result to user. This is so that I could save the search results as continue to use it, I plan on adding some sort of timer or something to update the index for outdated searches. As seen in the video, there are clearly some issues with overlapping searches.
The basic search engine is complete, I added css and made it look nicer. Still need to polish the backend and add more features.
Ships:
I created a meta search-engine. Initially I wanted it to have a full fledged crawler, but I realized I needed lots of resources (money) t make it actually usable. Instead, I decided to transition to a searxng wrapper. I am proud that I was able to make the backend work as I had very little knowledge of spring and spring-boot....
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1794019771.3239217
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1794106171.3239217
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56203
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SpacePulserProPomodoro by @Turjo0599 | Stardance
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Turjo0599
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T06:07:39Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Pomodoro APP with a window having nasa’s info fetched which has img , title and description of their picture of the day. Moreover, I included a Pomodoro timer and music player to help the user to focus.", "repo": "https://github.com/Ahetasamul1212/MySpacePulserPro", "demo": "https://ahetasamul1212.github.io/MySpacePulserPro/?utm_source"}]...
|
[{"post_id": 64043, "ts": "202 [{"post_id": 64043, "ts": "2026-09-08T05:28:03Z", "hours": 0.3731, "text": "My SpaceAppPomodoro is deployed check it out, feel free to inform me what do you think and what changes should I make?"}, {"post_id": 63482, "ts": "2026-09-07T11:16:22Z", "hours": 9.5069, "text": "This is my very own SpaceAppPomodoro, make sure to check it out"}]...
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Title: SpacePulserProPomodoro by @Turjo0599 | Star Title: SpacePulserProPomodoro by @Turjo0599 | Stardance
Devlogs:
This is my very own SpaceAppPomodoro, make sure to check it out
My SpaceAppPomodoro is deployed check it out, feel free to inform me what do you think and what changes should I make?
Ships:
I made a Pomodoro APP with a window having nasa’s info fetched which has img , title and description of their picture of the day. Moreover, I included a Pomodoro timer and music player to help the user to focus....
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1793929872.1885722
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1794016272.1885722
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57088
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Arcade by @jinjin | Stardance
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jinjin
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1
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25.6
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T12:28:08Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Arcade game, Play anywhere", "repo": "https://github.com/jinjintt89-cmyk/Arcade", "demo": "https://final-five-sandy.vercel.app/"}]...
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[{"post_id": 64040, "ts": "202 [{"post_id": 64040, "ts": "2026-09-08T05:12:53Z", "hours": 0.9192, "text": "Adding more feautres to read me 500 words!"}, {"post_id": 62625, "ts": "2026-09-06T02:56:51Z", "hours": 0.6764, "text": "Making sure the code is below 30% ai"}, {"post_id": 61855, "ts": "2026-09-04T23:48:59Z", "hours": 10.1572, "text": "Stayed up all night, my 3rd all-nighter a bit sleepy but got some good work done"}, {"post_id": 61147, "ts": "2026-09-03T22:20:40Z", "hours": 9.1567, "text": "Adding flappy bird, and planning out the rest of the game"}, {"post_id": 60213, "ts": "2026-09-02T13:12:59Z", "hours": 3.4247, "text": "Adding Ping pong game, Took a while to add the paddles."}, {"post_id": 59525, "ts": "2026-09-01T12:10:49Z", "hours": 1.3683, "text": "Making a poster, and starting the code"}]...
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Title: Arcade by @jinjin | Stardance
Devlogs:
Mak Title: Arcade by @jinjin | Stardance
Devlogs:
Making a poster, and starting the code
Adding Ping pong game, Took a while to add the paddles.
Adding flappy bird, and planning out the rest of the game
Stayed up all night, my 3rd all-nighter a bit sleepy but got some good work done
Making sure the code is below 30% ai
Adding more feautres to read me 500 words!
Ships:
Arcade game, Play anywhere...
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1793771276.2488055
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1794635276.2488055
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13621
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flappy bird with bevy!! by @Unknown | Stardance
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Unknown
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0
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6.43
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0
|
[]
|
[{"post_id": 6404, "ts": "2026 [{"post_id": 6404, "ts": "2026-06-10T19:33:29Z", "hours": 0.5675, "text": "Quick devlog time!!! i have just added the pipe now i will work on the gap gen for pipes. YAY!!"}, {"post_id": 6375, "ts": "2026-06-10T18:51:16Z", "hours": 5.8672, "text": "Well i was learning for like 10 hrs but i have 6 hrs of time. Anyways so this will be my first project with bevy and i will be learning as i go currently i have the main frame setup like a bird which is….. Flapping duhh and a single a single pipe. Umm i passed the pipe while flapping so you will NOT BE ABLE TO SEE IT :)"}]...
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Title: flappy bird with bevy!! by @Unknown | Stard Title: flappy bird with bevy!! by @Unknown | Stardance
Devlogs:
Well i was learning for like 10 hrs but i have 6 hrs of time. Anyways so this will be my first project with bevy and i will be learning as i go currently i have the main frame setup like a bird which is….. Flapping duhh and a single a single pipe. Umm i passed the pipe while flapping so you will NOT BE ABLE TO SEE IT :)
Quick devlog time!!! i have just added the pipe now i will work on the gap gen for pipes. YAY!!...
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1793879378.3035452
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1794484178.3035452
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59634
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Webos by @Veert | Stardance
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Veert
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T05:11:16Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a modern and simple Os hope you guys enjoy it will further improve it with the feedback i get", "repo": "https://github.com/VrSchool11/Web-os1", "demo": "https://vrschool11.github.io/Web-os1/"}]...
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[{"post_id": 64035, "ts": "202 [{"post_id": 64035, "ts": "2026-09-08T05:07:27Z", "hours": 0.5333, "text": "Installed Some music into the music player"}, {"post_id": 64023, "ts": "2026-09-08T04:13:54Z", "hours": 0.3775, "text": "Working on some improvements like the ability to enter your name"}, {"post_id": 63967, "ts": "2026-09-08T01:49:44Z", "hours": 4.1533, "text": "Started Working on the project and started designing and tweaking the ui"}]...
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Title: Webos by @Veert | Stardance
Devlogs:
Start Title: Webos by @Veert | Stardance
Devlogs:
Started Working on the project and started designing and tweaking the ui
Working on some improvements like the ability to enter your name
Installed Some music into the music player
Ships:
I made a modern and simple Os hope you guys enjoy it will further improve it with the feedback i get...
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1794012485.231843
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1794098885.231843
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53907
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agent-notification by @arushg | Stardance
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arushg
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1
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15.08
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T18:34:53Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: An MCP server + hardware setup that lets claude send me notifications What was challenging: Bridging arduino with FastMCP python library, as well as debugging random buffer and serial issues…", "repo": "https://github.com/arush-garg/ClaudeNotifications", "demo": ""}]...
|
[{"post_id": 64021, "ts": "202 [{"post_id": 64021, "ts": "2026-09-08T04:11:42Z", "hours": 3.0778, "text": "Added simple PCB design"}, {"post_id": 56796, "ts": "2026-08-28T18:27:52Z", "hours": 0.91, "text": "Fixed a serial-related bug and created demo"}, {"post_id": 56430, "ts": "2026-08-28T06:14:37Z", "hours": 0.9536, "text": "Adding hook for claude code to automatically trigger the notification when it asks the user a question (there is a clarify tool it uses)"}, {"post_id": 55620, "ts": "2026-08-27T16:15:35Z", "hours": 5.4608, "text": "The MCP server finally works (the notification in the image was sent by Claude using send_notification tool call), and I also added a push button to dismiss the notification once you have addressed it. The next steps are: Finishing the PreToolHook so that when Claude asks clarifying question it fires Testing the installation script"}, {"post_id": 54768, "ts": "2026-08-25T21:25:55Z", "hours": 3.9811, "text": "I finally got the OLED to work via Arduino CLI + implemented text wrapping."}, {"post_id": 54167, "ts": "2026-08-25T00:56:26Z", "hours": 0.8344, "text": "Soldering the OLED display and putting it on the breadboard"}]...
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Title: agent-notification by @arushg | Stardance
Title: agent-notification by @arushg | Stardance
Devlogs:
Soldering the OLED display and putting it on the breadboard
I finally got the OLED to work via Arduino CLI + implemented text wrapping.
The MCP server finally works (the notification in the image was sent by Claude using send_notification tool call), and I also added a push button to dismiss the notification once you have addressed it. The next steps are: Finishing the PreToolHook so that when Claude asks clarifying question it fires Testing the installation script
Adding hook for claude code to automatically trigger the notification when it asks the user a question (there is a clarify tool it uses)
Fixed a serial-related bug and created demo
Added simple PCB design
Ships:
What I made: An MCP server + hardware setup that lets claude send me notifications What was challenging: Bridging arduino with FastMCP python library, as well as debugging random buffer and serial issues…...
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1793969494.7455847
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1794055894.7455847
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8830
|
AgentSwarm by @nikhil_nagaraj | Stardance
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nikhil_nagaraj
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0
|
73.75
|
0
|
[]
|
[{"post_id": 64019, "ts": "202 [{"post_id": 64019, "ts": "2026-09-08T04:01:56Z", "hours": 9.74, "text": "Devlog 8 Went nuclear and did a git reset because smth was killing my code. I still don’t know what, but it is what it is. At least now I’ll be able to fix it and get back to my old stage. Im working on fixing it. Btw this guy is gonna be the death of me"}, {"post_id": 63028, "ts": "2026-09-06T16:22:29Z", "hours": 9.8806, "text": "Devlog 7 hey guys. seventh devlog. devlog six gave the swarm a memory - metrics, cache stats, handoff index, overdue tasks. TUI parsing tui/runner.py parses agent markers now with parse_agent_marker, soprogress is real instead of spinner theater. short_status_line rendersprogress like 2 of 6 with percent plus writer in the footer, and acancel sentinel lets Ctrl+C set a flag file the worker checks insteadof killing mid-write. no more half decks on cancel. the web app remembers and shares app.py appends every job to job history json (last fifty kept),so refresh does not wipe your day. zip_outputs bundles pptx, docx,html, xlsx, pdf, and md into one download, and safe_filenamesanitizes anything weird before it hits the header. small endpoints,big usability win. the guards got pickier agents/pipeline_guards.py added three focused gates. readabilityfails on filler density and paragraph-bullets, heading structurerequires at least three real sections, evidence coverage requires atleast two distinct http sources. they run cheap, explain themselvesin one line, and catch the exact slop the critic used to wavethrough. the creator writes decently now agents/creator_quality.py grew humanize_text_v2 - in order becomes to, due to the fact that becomes because, unlock the power of becomes use. score_section_visual picks timeline, comparison,stats, bento, or text from actual cues instead of forcing one layout. tighten_bullets clips at word boundaries with an ellipsis so slides never overflow their boxes. the orchestrator cleans up after itself agents/orchestrator.py quarantines suspect artefacts underquarantine folder instead of clobbering good output, exposesprogress_snapshot for both TUI and web UI, and should_resumedetects a checkpoint worth resuming. run_with_progress wraps nodeexecution with an optional callback so both frontends share oneprogress shape. tests lock it in tests/test_swarm_hardening.py covers the whole pass: cost math,empty summaries, filler rejection, heading minimums, url counting,cache stats, missing-handoff detection, marker parsing, and the humanizer scrub. nine tests, all deterministic, no network, no LLM.run them with pytest tests/test_swarm_hardening.py -v. where it stands open a fresh deck, site, doc, sheet, and pdf from the same draft -they share a brand, titles are short, bullets fit, images match the subject, motion is subtle, filler is gone. open the session folder -plan, research, analysis, draft, critique, creator, plus index.json.open the metrics - elapsed, hit rate, guard wins. the swarm finally feels like a tool you can run all day and trust. This is a website it created for a business"}, {"post_id": 62698, "ts": "2026-09-06T05:51:36Z", "hours": 8.9286, "text": "Devlog #6 I improved this project by a little bit Slideshows Slideshows now have backgrounds, images, graphics, fonts, designs, and nicer templates websites Websites now have animations, images, sections, and are customized and tailored to the research task! documents Docs now have colors to organize thoughts and sections, and as well as images and visuals every so often What’s next? Drastic imrpovement, and new output type soon"}, {"post_id": 61548, "ts": "2026-09-04T14:51:38Z", "hours": 9.2414, "text": "Devlog 5 hola fifth devlog. the last two got the decks real structure and stopped a bunch of problems with like backgrounds and other stuff. so this one is all about the creator. planner, researcher, writer can do their jobs fine. However, if the creator fumbles the last mile, nobody cares how good the draft was. the creator improved agents/creator.py was the biggest culprit. _clean_content_for_slides was stripping file paths and a handful of phrases, but “delve”, “tapestry”, “game-changer”, “seamless”, “robust”, all that stuff was sailing straight onto slides.it strips all of that now. expanded filler list, whitespace collapse, drops those **** divider lines that used to become phantom slides, truncates sanely instead of cutting mid-word.also added three little helpers i wish i’d had earlier. _premium_truncate cuts at a word boundary and adds the ellipsis, _humanize_heading cleans the [layout:...] tags and keeps titles under 60 chars with proper casing, _score_section_visual actually looks at the section — timeline words + 3 bullets = timeline, versus/comparison + 4 bullets = comparison, stats + numbers = stat grid, 5+ bullets = bento. no more forcing every section into the same text wall pptx is finally actually semi-decent with animations and stuff this one bugged me for a while. agents/pptx_builder.py had _add_shape_animation and it was literally a no-op. just return . so we’d promise motion and ship static decks. now it wires real entrance animations into the timing tree. The animations are appear, fade, fly, grow, wipe, with delay support. it’s still subtle, staggered, not the 2007 bounce-everything-in kind. charts ease in, bullets cascade, hero elements land in order. open it in PowerPoint and it actually feels presented, not pasted. the critic got pickier agents/critic.py would pass stuff with “showcasing” and “unlock” all over it as long as the structure was right. added _critic_visual_score , which checks min 4 sections for rhythm, flags filler hits, flags bullets over 110 chars, needs 82+ to pass. it’s caught three decks this week i would’ve shipped before. agents/polisher.py got the same strictness on the html side — enforces hierarchy, fixes those 10px body styles that slipped through, strips leftover ai-generated / placeholder / lorem classes. agents/visual_builder.py got cinematic helpers, so it has proper 21:9 captions, glass CSS token, bento span logic so the first cell gets the weight. where it stands opened five fresh outputs side by side yesterday — deck, site, doc, sheet, pdf from the same draft. for the first time they felt like the same brand. titles are short, bullets fit, images match the subject, motion is there but doesn’t shout, and i didn’t spot a single “delve” or “tapestry”."}, {"post_id": 61313, "ts": "2026-09-04T05:10:29Z", "hours": 9.0375, "text": "Devlog 4 Drastically improved the slideshow generator and website generator Not much here, just took me 6 HOURS TO FIGURE OUT WHY THEY SUCKED The agent didn’t have the capabilities to do a background, so it was always white. Also, it was stickign to very basic styles and templates. I made them so much better (still a WIP) Last 3 hours were spent actually working on and off Only the last 3 hours were actually spent doing real work, so I lowk am cooked. Here’s some fried rice and smoothie I made! The tanghulu was a failure but at least it tasted good :P"}, {"post_id": 60265, "ts": "2026-09-02T15:04:03Z", "hours": 7.9603, "text": "Devlog 3 hey guys. Third devlog. Devlog two shipped fifty-two templates and an art director,and the html pages finally looked somewhat decent. However, they still sucked. The slides on the first iteration had almost no images, no background, nothing. It sucked until I asked it a bunch of times to revise it. the forensics before writing a line of new render code i unzipped both decks and diffed the xml. Agentswarm: 15 identical stat slides, 1 picture total. the reference:13 slides, 12 large images, and a real story arc - full-bleed cover,overview dashboard, content slides with big image panels and labeled morning/afternoon/evening blocks, an insider-tip callout, a section divider. the gap wasn’t the fonts; it was structure and imagery. and since our renderer preferred keyless stock chains and fell back to random picsumgarbage when they failed, “the images are buns” was literally true.i also found the deck was leaking its own internals onto the slides:template names, character counts, a signature footer. nothing says”designed by an ai who gave up” like “generated with template vogue ”. the rebuild scripts/pptx_template_renderer.py got rewritten around one rule: atemplate is guidance, not law. it still picks a palette, typeface pairing,and hero flavor from the spec, but every layout is chosen from the actualcontent. the archetypes are the workhorses now:- full-bleed cover with scrim, eyebrow kicker, giant title, meta strip- agenda slide with real numbered sections and content-derived stat cards- feature slides: big image panel, up to three labeled blocks (the context / the detail / the takeaway), a key-takeaway callout- timeline, comparison, quote, and gallery variants for sections that call for them - capped so a deck never spams the same layout- section divider, sources, and a closing slideevery slide gets header chrome with a section badge and page numbers,plus speaker notes. the image pipeline now tries the ai generator firstwith per-section prompts (verified live - one image every ten seconds),then the stock chain, then a styled gradient. the red badge and randompicsum are gone. where it stands still deterministic, still no llm in the loop, still pyright clean. the bronze ox is gone because the pipeline finally knows the difference between a farm animal and a model name. still ahead: teaching the website renderer to generate its own images when the cache is cold, and pushing the same director thinking down into the pdf path. This is a one-shot result - it kind of sucks"}, {"post_id": 59977, "ts": "2026-09-02T02:02:54Z", "hours": 9.7839, "text": "Devlog 2 hey guys. second devlog. the first was about keeping the pipeline alive underpressure; this one is about making it actually good. the goal was to stop thecreator from reaching for the same handful of preset looks, and to make theresearcher think before it searches. along the way a few hundred errors inthe problems panel just magically fricking appeared and took me way too long to fricking solve. A bunch of new clean templates The previous set of templates that the creator agent was given were complete dodo, like worse than the gta 6 leaks by cyberpunk and thick of it. the old template system was a few hardcoded themes and a color swap. Now, there are fifty-two distinct templates across eight categories - editorial, corporate, tech, creative, minimal, data,storytelling, luxury. Each one is a complete design dna, not a recolored clone: its own palette, typography pairing, grid, signature element(oversized type, noise grain, gradient orbs, marble texture…), and section composition rules. both the html and pptx renderers consume the same specs,so a website and its matching deck look like siblings. New agent - art director Templates alone just give you more wallpaper, so the creator got an art director ( agents/art_director.py ). it maps the task and industry to a visual direction - palette mood, typography voice, imagery style, layout personality - across ten moods from editorial to brutalist to nightlife. a coffee shop brief lands on faded-sun vintage with grainy texture; a saas pitch gets cool slate and a bento grid. no llm, always available, and its direction folds into template selection so outputs stop looking like one fixed style. Added visuals to the slides (still need a lot of work) the pptx renderer’s primary path is now the spec-driven template renderer:one dominant focal point per slide - image plus caption, stat, quote,timeline, or comparison - short visible text, and human speaker notes onevery slide. something visual every slide, balanced against the words. quality passes before anything renders markdown now runs through deterministic passes in agents/creator_quality.py before the creator touches it. humanize_text scrubs the telltale ai-isms(moreover, leverage, delve, seamless…) so the voice reads human. narrative_arc_md makes sure sources land at the end instead of opening thepiece. annotate_visual_hints finds sections that would render as unbrokenprose and injects a takeaway bullet from the section’s own first goodsentence. and the new quality_gate self-reports coverage issues onproduced outputs. the researcher plans and verifies now research used to be: search, scrape, write whatever came back. now agents/research_plan.py turns the task plus the planner handoff into subtopics, key questions, and evidence targets that anchor every search round - targeted instead of spray-and-pray, with deterministic fallbacks so fast mode still works with zero llm calls. and agents/evidence.py extracts atomic claims from scraped sources, then verifies them across sources:corroborated, contradicted, or unsupported. the synthesis prompt now refuses to present a number as fact unless the evidence view backs it, and the researcher wires its handoff text back into the prompts it actually sends -which was fetch-and-forget before. This is a slideshow it made after a lot of tweaking (like 20+ prompts); I want it to be able to do such a thing in 1 prompt so still a lot of work to be done."}, {"post_id": 59319, "ts": "2026-09-01T01:26:41Z", "hours": 7.9281, "text": "Devlog 1 hey guys. foundatin for the project I built a simple foundation for the project with a nice TUI and simple functoinality (base version for each agent). Researcher agent The researcher agent so far has a base firecrawl api, simple web search, and does nothing else so far Analyst agent The analyst agent’s only job is to analyze and summarize all key info found by the researcher Writer agent The writer agent’s job is to write prompts for the creator agent including all relevant information from the research Creator agent The creator’s only job is to create slideshows and other outputs based on given info Critic agent The critic’s only job is to criticize the output quality of the creator agent These are all only rough implimentations of them, more is yet to come"}, {"post_id": 34128, "ts": "2026-07-24T16:51:43Z", "hours": 1.2469, "text": "I’m making a swarm of ai agents to help with research - but fully free, open source, and byo. That way, you aren’t locked to one ecosystem. Im just starting out. This is my current pipeline"}]...
|
Title: AgentSwarm by @nikhil_nagaraj | Stardance
Title: AgentSwarm by @nikhil_nagaraj | Stardance
Devlogs:
I’m making a swarm of ai agents to help with research - but fully free, open source, and byo. That way, you aren’t locked to one ecosystem. Im just starting out. This is my current pipeline
Devlog 1 hey guys. foundatin for the project I built a simple foundation for the project with a nice TUI and simple functoinality (base version for each agent). Researcher agent The researcher agent so far has a base firecrawl api, simple web search, and does nothing else so far Analyst agent The analyst agent’s only job is to analyze and summarize all key info found by the researcher Writer agent The writer agent’s job is to write prompts for the creator agent including all relevant information from the research Creator agent The creator’s only job is to create slideshows and other outputs based on given info Critic agent The critic’s only job is to criticize the output quality of the creator agent These are all only rough implimentations of them, more is yet to come
Devlog 2 hey guys. second devlog. the first was about keeping the pipeline alive underpressure; this one is about making it actually good. the goal was to stop thecreator from reaching for the same handful of preset looks, and to make theresearcher think before it searches. along the way a few hundred errors inthe problems panel just magically fricking appeared and took me way too long to fricking solve. A bunch of new clean templates The previous set of templates that the creator agent was given were complete dodo, like worse than the gta 6 leaks by cyberpunk and thick of it. the old template system was a few hardcoded themes and a color swap. Now, there are fifty-two distinct templates across eight categories - editorial, corporate, tech, creative, minimal, data,storytelling, luxury. Each one is a complete design dna, not a recolored clone: its own palette, typography pairing, grid, signature element(oversized type, noise grain, gradient orbs, marble texture…), and section composition rules. both the html and pptx renderers consume the same specs,so a website and its matching deck look like siblings. New agent - art director Templates alone just give you more wallpaper, so the creator got an art director ( agents/art_director.py ). it maps the task and industry to a visual direction - palette mood, typography voice, imagery style, layout personality - across ten moods from editorial to brutalist to nightlife. a coffee shop brief lands on faded-sun vintage with grainy texture; a saas pitch gets cool slate and a bento grid. no llm, always available, and its direction folds into template selection so outputs stop looking like one fixed style. Added visuals to the slides (still need a lot of work) the pptx renderer’s primary path is now the spec-driven template renderer:one dominant focal point per slide - image plus caption, stat, quote,timeline, or comparison - short visible text, and human speaker notes onevery slide. something visual every slide, balanced against the words. quality passes before anything renders markdown now runs through deterministic passes in agents/creator_quality.py before the creator touches it. humanize_text scrubs the telltale ai-isms(moreover, leverage, delve, seamless…) so the voice reads human. narrative_arc_md makes sure sources land at the end instead of opening thepiece. annotate_visual_hints finds sections that would render as unbrokenprose and injects a takeaway bullet from the section’s own first goodsentence. and the new quality_gate self-reports coverage issues onproduced outputs. the researcher plans and verifies now research used to be: search, scrape, write whatever came back. now agents/research_plan.py turns the task plus the planner handoff into subtopics, key questions, and evidence targets that anchor every search round - targeted instead of spray-and-pray, with deterministic fallbacks so fast mode still works with zero llm calls. and agents/evidence.py extracts atomic claims from scraped sources, then verifies them across sources:corroborated, contradicted, or unsupported. the synthesis prompt now refuses to present a number as fact unless the evidence view backs it, and the researcher wires its handoff text back into the prompts it actually sends -which was fetch-and-forget before. This is a slideshow it made after a lot of tweaking (like 20+ prompts); I want it to be able to do such a thing in 1 prompt so still a lot of work to be done.
Devlog 3 hey guys. Third devlog. Devlog two shipped fifty-two templates and an art director,and the html pages finally looked somewhat decent. However, they still sucked. The slides on the first iteration had almost no images, no background, nothing. It sucked until I asked it a bunch of times to revise it. the forensics before writing a line of new render code i unzipped both decks and diffed the xml. Agentswarm: 15 identical stat slides, 1 picture total. the reference:13 slides, 12 large images, and a real story arc - full-bleed cover,overview dashboard, content slides with big image panels and labeled morning/afternoon/evening blocks, an insider-tip callout, a section divider. the gap wasn’t the fonts; it was structure and imagery. and since our renderer preferred keyless stock chains and fell back to random picsumgarbage when they failed, “the images are buns” was literally true.i also found the deck was leaking its own internals onto the slides:template names, character counts, a signature footer. nothing says”designed by an ai who gave up” like “generated with template vogue ”. the rebuild scripts/pptx_template_renderer.py got rewritten around one rule: atemplate is guidance, not law. it still picks a palette, typeface pairing,and hero flavor from the spec, but every layout is chosen from the actualcontent. the archetypes are the workhorses now:- full-bleed cover with scrim, eyebrow kicker, giant title, meta strip- agenda slide with real numbered sections and content-derived stat cards- feature slides: big image panel, up to three labeled blocks (the context / the detail / the takeaway), a key-takeaway callout- timeline, comparison, quote, and gallery variants for sections that call for them - capped so a deck never spams the same layout- section divider, sources, and a closing slideevery slide gets header chrome with a section badge and page numbers,plus speaker notes. the image pipeline now tries the ai generator firstwith per-section prompts (verified live - one image every ten seconds),then the stock chain, then a styled gradient. the red badge and randompicsum are gone. where it stands still deterministic, still no llm in the loop, still pyright clean. the bronze ox is gone because the pipeline finally knows the difference between a farm animal and a model name. still ahead: teaching the website renderer to generate its own images when the cache is cold, and pushing the same director thinking down into the pdf path. This is a one-shot result - it kind of sucks
Devlog 4 Drastically improved the slideshow generator and website generator Not much here, just took me 6 HOURS TO FIGURE OUT WHY THEY SUCKED The agent didn’t have the capabilities to do a background, so it was always white. Also, it was stickign to very basic styles and templates. I made them so much better (still a WIP) Last 3 hours were spent actually working on and off Only the last 3 hours were actually spent doing real work, so I lowk am cooked. Here’s some fried rice and smoothie I made! The tanghulu was a failure but at least it tasted good :P
Devlog 5 hola fifth devlog. the last two got the decks real structure and stopped a bunch of problems with like backgrounds and other stuff. so this one is all about the creator. planner, researcher, writer can do their jobs fine. However, if the creator fumbles the last mile, nobody cares how good the draft was. the creator improved agents/creator.py was the biggest culprit. _clean_content_for_slides was stripping file paths and a handful of phrases, but “delve”, “tapestry”, “game-changer”, “seamless”, “robust”, all that stuff was sailing straight onto slides.it strips all of that now. expanded filler list, whitespace collapse, drops those **** divider lines that used to become phantom slides, truncates sanely instead of cutting mid-word.also added three little helpers i wish i’d had earlier. _premium_truncate cuts at a word boundary and adds the ellipsis, _humanize_heading cleans the [layout:...] tags and keeps titles under 60 chars with proper casing, _score_section_visual actually looks at the section — timeline words + 3 bullets = timeline, versus/comparison + 4 bullets = comparison, stats + numbers = stat grid, 5+ bullets = bento. no more forcing every section into the same text wall pptx is finally actually semi-decent with animations and stuff this one bugged me for a while. agents/pptx_builder.py had _add_shape_animation and it was literally a no-op. just return . so we’d promise motion and ship static decks. now it wires real entrance animations into the timing tree. The animations are appear, fade, fly, grow, wipe, with delay support. it’s still subtle, staggered, not the 2007 bounce-everything-in kind. charts ease in, bullets cascade, hero elements land in order. open it in PowerPoint and it actually feels presented, not pasted. the critic got pickier agents/critic.py would pass stuff with “showcasing” and “unlock” all over it as long as the structure was right. added _critic_visual_score , which checks min 4 sections for rhythm, flags filler hits, flags bullets over 110 chars, needs 82+ to pass. it’s caught three decks this week i would’ve shipped before. agents/polisher.py got the same strictness on the html side — enforces hierarchy, fixes those 10px body styles that slipped through, strips leftover ai-generated / placeholder / lorem classes. agents/visual_builder.py got cinematic helpers, so it has proper 21:9 captions, glass CSS token, bento span logic so the first cell gets the weight. where it stands opened five fresh outputs side by side yesterday — deck, site, doc, sheet, pdf from the same draft. for the first time they felt like the same brand. titles are short, bullets fit, images match the subject, motion is there but doesn’t shout, and i didn’t spot a single “delve” or “tapestry”.
Devlog #6 I improved this project by a little bit Slideshows Slideshows now have backgrounds, images, graphics, fonts, designs, and nicer templates websites Websites now have animations, images, sections, and are customized and tailored to the research task! documents Docs now have colors to organize thoughts and sections, and as well as images and visuals every so often What’s next? Drastic imrpovement, and new output type soon
Devlog 7 hey guys. seventh devlog. devlog six gave the swarm a memory - metrics, cache stats, handoff index, overdue tasks. TUI parsing tui/runner.py parses agent markers now with parse_agent_marker, soprogress is real instead of spinner theater. short_status_line rendersprogress like 2 of 6 with percent plus writer in the footer, and acancel sentinel lets Ctrl+C set a flag file the worker checks insteadof killing mid-write. no more half decks on cancel. the web app remembers and shares app.py appends every job to job history json (last fifty kept),so refresh does not wipe your day. zip_outputs bundles pptx, docx,html, xlsx, pdf, and md into one download, and safe_filenamesanitizes anything weird before it hits the header. small endpoints,big usability win. the guards got pickier agents/pipeline_guards.py added three focused gates. readabilityfails on filler density and paragraph-bullets, heading structurerequires at least three real sections, evidence coverage requires atleast two distinct http sources. they run cheap, explain themselvesin one line, and catch the exact slop the critic used to wavethrough. the creator writes decently now agents/creator_quality.py grew humanize_text_v2 - in order becomes to, due to the fact that becomes because, unlock the power of becomes use. score_section_visual picks timeline, comparison,stats, bento, or text from actual cues instead of forcing one layout. tighten_bullets clips at word boundaries with an ellipsis so slides never overflow their boxes. the orchestrator cleans up after itself agents/orchestrator.py quarantines suspect artefacts underquarantine folder instead of clobbering good output, exposesprogress_snapshot for both TUI and web UI, and should_resumedetects a checkpoint worth resuming. run_with_progress wraps nodeexecution with an optional callback so both frontends share oneprogress shape. tests lock it in tests/test_swarm_hardening.py covers the whole pass: cost math,empty summaries, filler rejection, heading minimums, url counting,cache stats, missing-handoff detection, marker parsing, and the humanizer scrub. nine tests, all deterministic, no network, no LLM.run them with pytest tests/test_swarm_hardening.py -v. where it stands open a fresh deck, site, doc, sheet, and pdf from the same draft -they share a brand, titles are short, bullets fit, images match the subject, motion is subtle, filler is gone. open the session folder -plan, research, analysis, draft, critique, creator, plus index.json.open the metrics - elapsed, hit rate, guard wins. the swarm finally feels like a tool you can run all day and trust. This is a website it created for a business
Devlog 8 Went nuclear and did a git reset because smth was killing my code. I still don’t know what, but it is what it is. At least now I’ll be able to fix it and get back to my old stage. Im working on fixing it. Btw this guy is gonna be the death of me...
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1793872404.8438082
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1794736404.8438082
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59571
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My awesome macropad! by @paethedae | Stardance
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paethedae
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0
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0.47
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0
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[]
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[{"post_id": 64018, "ts": "202 [{"post_id": 64018, "ts": "2026-09-08T03:58:10Z", "hours": 0.4667, "text": "I finished making the pcb schematic and I will work on finding a file for the rp2040 tommorow morning."}]...
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Title: My awesome macropad! by @paethedae | Starda Title: My awesome macropad! by @paethedae | Stardance
Devlogs:
I finished making the pcb schematic and I will work on finding a file for the rp2040 tommorow morning....
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1793566419.0493875
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1794171219.0493875
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44689
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Inventory Management System by @Vedant_Daga | Star Inventory Management System by @Vedant_Daga | Stardance...
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Vedant_Daga
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2
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10.0
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115
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T04:02:26Z", "hours": 3.0, "multiplier": 8.87, "payout": 30, "blessing": "neutral", "text": "Inventory Management System an electronics parts inventory that tracks how many of each part you own, how many are in projects, and how many you can actually use. try it: https://inventory-system-manager.vercel.app sign up with any username and password. what it does projects hold parts. tear one down and say what happened to each: returned, soldered in, or broken. only the last two leave your inventory shopping list builds itself from what your builds asked for and couldn’t get every quantity change is logged. 10k and 10KΩ get caught as one resistor and merged fixed since last ship search matches every word, so “LCD display” works filter by tag, package and value without typing remove button sits inside the project table no more reloading to see new shopping list items shopping list exports to csv or text a real front page phone layout: buttons stack full width, tables scroll opt-in public roster test suite is back, 228 green how to test it sign up, parts > import, paste 10k resistor, 180, 10k, through-hole, passive new project, ask for more than you own, check the bench for the shortfall tear down, mark some soldered, submit, then reopen and watch it come back add 10K ohm and watch duplicates catch it", "repo": "https://github.com/DagaVedant/Inventory-Management-System", "demo": "https://inventory-system-manager.vercel.app/accounts/login/?next=/"}, {"ship_num": 2, "ts": "2026-08-24T15:08:02Z", "hours": 7.0, "multiplier": 12.82, "payout": 85, "blessing": "neutral", "text": "Inventory Management System its a electronics parts inventory that tracks how many of each part you own, how many are in projects, and how many you can actually use for a new project. try it: https://web-production-d6073.up.railway.app demo login: demo / stardancedemo what it is almost all of the other inventory tool assumes that once a part is used, it never comes back, which work for warehouses, not smaller projects start a project, it holds parts. tear it down, say what happened to each one: returned, soldered in, or broken only soldered and broken actually leave your inventory shopping list builds itself out of what your live builds asked for and couldn’t get every quantity change is logged with the balance it produced and the project that caused it 10k and 10KΩ are one resistor to me and two rows to a database. it catches those and merges them what was hard picking what to store. i store owned only, and compute held and available, so they can’t drift apart allocation used to refuse you if you were short. that meant a project could never be short, which meant the shopping list had nothing to build from. had to let it take what exists and record the rest making teardown undoable needed a whole extra field, because returned parts come from two different places and mixing them makes it unreversible fuzzy matching without being too fuzzy. 4.7k and 47k are different resistors so you can’t just strip punctuation tests found 4 bugs i thought were fine. 2 of them were failing silently what im proud of the ledger. every number on the site has a receipt, and there’s a command that recounts and tells you if it’s lying teardown being reversible. it was a one way door and that was scary to use how to test it log in as demo, go to bench open weather station , hit tear down, mark a few soldered and a few broken, submit watch owned drop, then hit reopen and watch it all come back bench again for the shopping list. 12 parts short across live builds click any part for its history table. every row says what changed and what it left behind parts > duplicates . 10k / 10KΩ and 470uF / 470 µF are sitting there as separate rows. merge one and watch the quantities add up or add a part called 10K ohm yourself and watch it get caught immediately", "repo": "https://github.com/DagaVedant/Inventory-Management-System", "demo": "https://inventory-system-manager.vercel.app/accounts/login/?next=/"}]...
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[{"post_id": 64017, "ts": "202 [{"post_id": 64017, "ts": "2026-09-08T03:57:26Z", "hours": 1.7586, "text": "Devlog 4: Adding all the reviewer feedback went through every review from the last ship and fixed what was asked for. search : “LCD display” found nothing because the whole phrase had to match one field. now every word has to match somewhere. filters : tag, package and value dropdowns next to the search box, so you can cross-check values without typing. remove button : it sat outside the project table. it is inside the row now stale pages : you had to reload to see new shopping list items. that was the back button showing a cached page. fixed. shopping list export : download it as csv or plain text. front page : the root url used to bounce you to the login form. now it explains the idea and shows the bench. phones : below 600px the button rows stack full width, forms go one field per line, and wide tables scroll in their own box. roster : opt-in from settings. your bench goes on a public list with its part count, busiest tags and biggest stacks."}, {"post_id": 55213, "ts": "2026-08-26T19:30:38Z", "hours": 1.6142, "text": "Devlog 3 bug fixes getting all the ready to reship (reviewers pointed out a few things) not that many features will add tons more after feedback from this ship"}, {"post_id": 51947, "ts": "2026-08-21T22:01:35Z", "hours": 4.4806, "text": "ANYONE REVIEWING OR RATING, THE RAILWAY URL IS CLOSED AND I SWITCHED TO VERCEL. GO TO THE GITHUB OR THE PROJECT DETAILS Devlog 2 - Inventory Management System what changed the app tracks WHY a number moved now, not just what it is add stock, recount, teardown loss: all logged with a running balance a part’s page reads like a bank statement teardown can be undone (it was permanent before, on a 2 click button) shopping list that isnt tied to a project, for “im running low on 10ks” duplicate detection + merge. 10k, 10 K and 10kΩ are one resistor to a human and 3 rows to a database tags actually do smth now: click to filter, autocomplete, rename everywhere sortable columns, bench dashboard, paste-a-list import, rate limiting, backups bugs (the fun part save meeeeeeeee 🙏 ) making a part skipped the ledger completely. worked fine cuz the views covered it, which is how that survives until someone adds a 5th path deliveries read a stale number and left parts on the shopping list AFTER they arrived. silent, no error, nothing a literal backspace char got into a regex from shell escaping so it could never match. found it cuz 10kohms refused to fold into 10k named a flag --stdout and django remapped its own stdout kwarg onto it. backups looked fine and wrote to nowhere"}, {"post_id": 42237, "ts": "2026-08-06T21:06:01Z", "hours": 2.1522, "text": "Devlog 1 - Inventory Management System basically all of the sensors i own (A LOTTTTT) all live in one giant bin (ill send a pic of it in the next devlog trust). so recently, my dad fried me because i bought the same temperature sensor i bought like 3 weeks ago or smth (DHT22 for anyone intrested). basically what im building is a web app that acts like a inventory system for all my sensors. the thing that makes this diff from a spreadsheet or google docs is that this is SUPPOSED to be able to track ur parts are in use, soldered, broken, or available (not even close to there yet) the main reason i chose that type of system is because when i tried using a spreadsheet (ik, 1900s) it worked until i made more than 2 projects. with one project it works perfectly, but i have multiple projects at a time, each either on a perfboard or soldered down. and then some of them smoke, burn out, or even are faulty. the main thing about this app is that its going to be able to store what parts were used in ur project, and when u say u disassembled it, it will automatically move those parts back based on what you said — soldered, broken, reuseable . the empty app right now the app is literally empty. its just the Django admin page. i just spent some time getting everything linked like a new repo, railway app, postgres database, etc. i wanted to deploy everything rn rather than later cuz i dont want it to be a pain once i get to shipping this. it took like 2ish hours in total so not that bad, and basically none of it was using Django other than the admin page. the main problem i faced was ModuleNotFoundError: No module named '________' (shh i left it blank). i saved a new start command and a predeploy command so it works better. next four models, and figuring out the right formula to make sure that ur parts dont randomly start increasing — i tried creating a small POC algorithm and it went from having 2 DHT22’s to 5 DHT22’s after two fake projects."}]...
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Title: Inventory Management System by @Vedant_Daga Title: Inventory Management System by @Vedant_Daga | Stardance
Devlogs:
Devlog 1 - Inventory Management System basically all of the sensors i own (A LOTTTTT) all live in one giant bin (ill send a pic of it in the next devlog trust). so recently, my dad fried me because i bought the same temperature sensor i bought like 3 weeks ago or smth (DHT22 for anyone intrested). basically what im building is a web app that acts like a inventory system for all my sensors. the thing that makes this diff from a spreadsheet or google docs is that this is SUPPOSED to be able to track ur parts are in use, soldered, broken, or available (not even close to there yet) the main reason i chose that type of system is because when i tried using a spreadsheet (ik, 1900s) it worked until i made more than 2 projects. with one project it works perfectly, but i have multiple projects at a time, each either on a perfboard or soldered down. and then some of them smoke, burn out, or even are faulty. the main thing about this app is that its going to be able to store what parts were used in ur project, and when u say u disassembled it, it will automatically move those parts back based on what you said — soldered, broken, reuseable . the empty app right now the app is literally empty. its just the Django admin page. i just spent some time getting everything linked like a new repo, railway app, postgres database, etc. i wanted to deploy everything rn rather than later cuz i dont want it to be a pain once i get to shipping this. it took like 2ish hours in total so not that bad, and basically none of it was using Django other than the admin page. the main problem i faced was ModuleNotFoundError: No module named '________' (shh i left it blank). i saved a new start command and a predeploy command so it works better. next four models, and figuring out the right formula to make sure that ur parts dont randomly start increasing — i tried creating a small POC algorithm and it went from having 2 DHT22’s to 5 DHT22’s after two fake projects.
ANYONE REVIEWING OR RATING, THE RAILWAY URL IS CLOSED AND I SWITCHED TO VERCEL. GO TO THE GITHUB OR THE PROJECT DETAILS Devlog 2 - Inventory Management System what changed the app tracks WHY a number moved now, not just what it is add stock, recount, teardown loss: all logged with a running balance a part’s page reads like a bank statement teardown can be undone (it was permanent before, on a 2 click button) shopping list that isnt tied to a project, for “im running low on 10ks” duplicate detection + merge. 10k, 10 K and 10kΩ are one resistor to a human and 3 rows to a database tags actually do smth now: click to filter, autocomplete, rename everywhere sortable columns, bench dashboard, paste-a-list import, rate limiting, backups bugs (the fun part save meeeeeeeee 🙏 ) making a part skipped the ledger completely. worked fine cuz the views covered it, which is how that survives until someone adds a 5th path deliveries read a stale number and left parts on the shopping list AFTER they arrived. silent, no error, nothing a literal backspace char got into a regex from shell escaping so it could never match. found it cuz 10kohms refused to fold into 10k named a flag --stdout and django remapped its own stdout kwarg onto it. backups looked fine and wrote to nowhere
Devlog 3 bug fixes getting all the ready to reship (reviewers pointed out a few things) not that many features will add tons more after feedback from this ship
Devlog 4: Adding all the reviewer feedback went through every review from the last ship and fixed what was asked for. search : “LCD display” found nothing because the whole phrase had to match one field. now every word has to match somewhere. filters : tag, package and value dropdowns next to the search box, so you can cross-check values without typing. remove button : it sat outside the project table. it is inside the row now stale pages : you had to reload to see new shopping list items. that was the back button showing a cached page. fixed. shopping list export : download it as csv or plain text. front page : the root url used to bounce you to the login form. now it explains the idea and shows the bench. phones : below 600px the button rows stack full width, forms go one field per line, and wide tables scroll in their own box. roster : opt-in from settings. your bench goes on a public list with its part count, busiest tags and biggest stacks.
Ships:
Inventory Management System its a electronics parts inventory that tracks how many of each part you own, how many are in projects, and how many you can actually use for a new project. try it: https://web-production-d6073.up.railway.app demo login: demo / stardancedemo what it is almost all of the other inventory tool assumes that once a part is used, it never comes back, which work for warehouses, not smaller projects start a project, it holds parts. tear it down, say what happened to each one: returned, soldered in, or broken only soldered and broken actually leave your inventory shopping list builds itself out of what your live builds asked for and couldn’t get every quantity change is logged with the balance it produced and the project that caused it 10k and 10KΩ are one resistor to me and two rows to a database. it catches those and merges them what was hard picking what to store. i store owned only, and compute held and available, so they can’t drift apart allocation used to refuse you if you were short. that meant a project could never be short, which meant the shopping list had nothing to build from. had to let it take what exists and record the rest making teardown undoable needed a whole extra field, because returned parts come from two different places and mixing them makes it unreversible fuzzy matching without being too fuzzy. 4.7k and 47k are different resistors so you can’t just strip punctuation tests found 4 bugs i thought were fine. 2 of them were failing silently what im proud of the ledger. every number on the site has a receipt, and there’s a command that recounts and tells you if it’s lying teardown being reversible. it was a one way door and that was scary to use how to test it log in as demo, go to bench open weather station , hit tear down, mark a few soldered and a few broken, submit watch owned drop, then hit reopen and watch it all come back bench again for the shopping list. 12 parts short across live builds click any part for its history table. every row says what changed and what it left behind parts > duplicates . 10k / 10KΩ and 470uF / 470 µF are sitting there as separate rows. merge one and watch the quantities add up or add a part called 10K ohm yourself and watch it get caught immediately
Inventory Management System an electronics parts inventory that tracks how many of each part you own, how many are in projects, and how many you can actually use. try it: https://inventory-system-manager.vercel.app sign up with any username and password. what it does projects hold parts. tear one down and say what happened to each: returned, soldered in, or broken. only the last two leave your inventory shopping list builds itself from what your builds asked for and couldn’t get every quantity change is logged. 10k and 10KΩ get caught as one resistor and merged fixed since last ship search matches every word, so “LCD display” works filter by tag, package and value without typing remove button sits inside the project table no more reloading to see new shopping list items shopping list exports to csv or text a real front page phone layout: buttons stack full width, tables scroll opt-in public roster test suite is back, 228 green how to test it sign up, parts > import, paste 10k resistor, 180, 10k, through-hole, passive new project, ask for more than you own, check the bench for the shortfall tear down, mark some soldered, submit, then reopen and watch it come back add 10K ohm and watch duplicates catch it...
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1794113602.985142
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1794200002.985142
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56554
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MyFirstWebsite by @Agam_27 | Stardance
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Agam_27
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T23:11:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic webpage which has an interactive button. I made it to understand the basics of coding so that it helps me to work on my main project. I learned how to make a static page interactive and add different elements while working on this project. The challenging part was to initially understand how the basics work but now I feel comfortable with it.", "repo": "https://github.com/Coder2769/MyFirstWebsite", "demo": "https://coder2769.github.io/MyFirstWebsite/"}]...
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[{"post_id": 64010, "ts": "202 [{"post_id": 64010, "ts": "2026-09-08T03:43:17Z", "hours": 0.9147, "text": "I worked on my first website and got my first interactive feature working! I started by creating the basic webpage in VS Code and learning how HTML, CSS, and JavaScript work together. Then I added an interactive button using JavaScript. When the button is clicked, it actually responds, which was really cool to see because this is one of my first times coding. This helped me understand that websites aren’t just static pages and I can use JavaScript to make things actually happen when someone interacts with them. I’m planning to work on my main project now and I will post more about it."}]...
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Title: MyFirstWebsite by @Agam_27 | Stardance
Dev Title: MyFirstWebsite by @Agam_27 | Stardance
Devlogs:
I worked on my first website and got my first interactive feature working! I started by creating the basic webpage in VS Code and learning how HTML, CSS, and JavaScript work together. Then I added an interactive button using JavaScript. When the button is clicked, it actually responds, which was really cool to see because this is one of my first times coding. This helped me understand that websites aren’t just static pages and I can use JavaScript to make things actually happen when someone interacts with them. I’m planning to work on my main project now and I will post more about it.
Ships:
I made a basic webpage which has an interactive button. I made it to understand the basics of coding so that it helps me to work on my main project. I learned how to make a static page interactive and add different elements while working on this project. The challenging part was to initially understand how the basics work but now I feel comfortable with it....
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1793980155.569774
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1794066555.569774
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53584
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Momo by @Eben-Siyabalapitiya | Stardance
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Eben-Siyabalapitiya
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0
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31.85
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0
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[]
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[{"post_id": 64004, "ts": "202 [{"post_id": 64004, "ts": "2026-09-08T03:28:57Z", "hours": 3.0664, "text": "LOG 7: Cleaning up the wiring Spent this one getting Momo assembled as far as I can without the Pi. Idea is that when the new one shows up I just plug everything in and go. Reprinting in Black Reprinted everything in black. Took a while since it’s a lot of parts, and I printed a few test pieces along the way to check fits before committing to the final versions. The Wiring This was the main job. Last log the wiring took up more space than the robot did, so I redid all of it properly. Cut every wire to the actual length it needed instead of leaving slack everywhere. Heat shrink on everything, and made sure no bare wire was touching anything it shouldn’t. The switch I ordered for Momo came in too so that got wired in. Spent a lot of time just taping things down and making sure nothing can work its way loose or pop out when the legs move. Where It’s At Came out way cleaner than I expected. It’s super compact now, the space ended up being pretty much the perfect size for everything once the wiring was done right. Couple of days of mostly wiring and printing, but it looks a lot better than it did. Just waiting on the Pi now."}, {"post_id": 61863, "ts": "2026-09-05T00:04:58Z", "hours": 4.1581, "text": "LOG 6: I cooked the Pi Bad news this time. The 3AM Incident Momo walks, but I hadn’t touched the mic or speaker at all yet. So I was up at 3am soldering the mic and the amp together, planning to get audio working and then move Momo into the full black assembly the next day. Was actually really excited for it. Then a blob of solder flew off and landed on the Pi. I saw it land, wiped it off quick and got it out, and just kept soldering. Figured I’d test everything once I was done. Finished up, plugged in just the Pi on its own to test audio, and nothing. No light. Dead. That one hurt. The Pi was around $50 and now I’m waiting like 3 days for a replacement, right when I was ready to actually assemble everything. Making Use of the Wait Didn’t want to just sit around so I kept going on the parts I could. Assembled the final legs. These are the ones actually going on Momo after all the prototyping and the CAD changes from testing. Good to have those done. Also grabbed an ESP32 I had lying around and used it to test the mic and the speaker. Took me a while to figure out since I’ve never really done audio stuff before, but I got there and it was a solid learning experience. At least now I know the audio parts themselves work. What’s Next Once the new Pi shows up I’m assembling everything into the main body. Screen, servos, PCA9685, all of it mounted properly. The other thing I have to sort out is wiring. Right now the wiring takes up more space than Momo does, which is not great. It looks bigger and messier than the actual robot. So I need to lock in and figure out proper cable management before final assembly. Plan is to clean Momo up as much as I can so he’s ready to wire the moment the parts land. RIP Pi. -$100."}, {"post_id": 60602, "ts": "2026-09-03T01:53:26Z", "hours": 6.6844, "text": "LOG 4 - Momo Walks Momo walks now. Not well, but it walks. Getting the Gait Working This one took way more thinking than I expected. Figuring out how Momo should actually move was the hard part, not writing the code. With only 2 servos per leg you can’t do a proper trot right now well lowkey thats a later problem, so it has to be a static crawl for now just to test. One leg moves at a time while three stay planted. Sounds simple until you’re trying to work out the timing and the angles for each joint at each stage of a step. Went through a lot of iterations on the code before anything resembled walking. Printing and Testing Legs Printed a bunch of different leg designs. Different lengths, different shapes, different joint positions. Had to keep testing to make sure the legs actually lined up right, because if the geometry is even a bit off the feet don’t land where the code thinks they should and the whole thing drags itself sideways. A lot of print, test, adjust, print again. Where It’s At right now It walks but it makes a lot of errors. Drifts off, doesn’t go perfectly straight, some steps land wrong. But it moves on its own and that’s the milestone I was going for. Nothing is properly assembled yet either. As you can see in the video and pictures, the components are just sitting in there for now. The whole focus this round was on getting the base structure right and proving the movement works before I commit to printing the final parts. I’ve got a decent idea of what needs to change now, both on the code side and the CAD side. Slow progress but good progress. Next up is cleaning up the gait and starting on the final build (Hopefully)"}, {"post_id": 58645, "ts": "2026-08-31T04:11:25Z", "hours": 5.3569, "text": "LOG 4: Trying to get Momo to move Not walking yet. Kind of moving, but not really. First Attempts Spent this one just trying to get the legs doing something coordinated. Wrote the first version of the movement code and it was rough. Legs firing in the wrong order feet lifting when they should be planted, the whole thing basically flailing in place instead of going anywhere. Realised pretty fast that with only 2 servos per leg I can’t do a proper trot, so it has to be a static crawl. One leg moves at a time while three stay planted. Sounds simple until you’re actually working out the timing and the angles for each joint at each stage of a step. Went through a lot of iterations and none of them really worked yet. Printing and Testing Legs Printed a bunch of different leg designs. Different lengths, different shapes, different joint positions. Kept testing to see which geometry would even let the feet land where the code expects them to, because if it’s off the whole thing just drags itself sideways instead of stepping. A lot of print, test, adjust, print again. Where It’s At It moves but it doesn’t walk. Legs go through the motions and the body barely goes anywhere. Still figuring out the timing. Nothing is assembled properly either, components are just sitting in there loose for now while I work this out. Next log is hopefully actual walking."}, {"post_id": 56422, "ts": "2026-08-28T05:57:16Z", "hours": 3.6764, "text": "Log 2 Parts finally showed up. Spent most of this one wiring. First time using a Raspberry Pi Zero so it took me way longer than it should have. Counting header pins with no labels on the board is its own kind of pain. Had to keep going back to a pinout diagram to make sure I wasn’t about to put 5V somewhere it shouldn’t go ( i did two times loll). Got the PCA9685 hooked up to the Pi, sorted out the power side with two separate regulators, one for the servos and one for the Pi so the servos can’t brown it out mid step. Also messed around with the software side. Getting the Pi connected to WiFi was more annoying than expected, ended up fighting that for a bit. Once it was on the network I could SSH in and start installing everything I need. Did some more tolerance testing with the legs too. Printed a couple of test pieces to check the servo pockets and joint fits before committing to printing the whole thing. Came out pretty good, everything sits where it should. So this one was mostly wiring and Pi setup, with a bit of CAD and assembly mixed in. Not the most exciting to look at but it’s the stuff that has to work before anything else does."}, {"post_id": 54266, "ts": "2026-08-25T04:55:57Z", "hours": 8.9033, "text": "Log 1 Meet Momo. Momo is a small four legged robot spider. 8 servos, two per leg, one to swing, the leg and one to lift it. It’s got a screen for a face that changes expression, a mic, and a speaker. The idea is you talk to it and it talks back, and it actually knows it’s a spider. Ask it to walk forward and it walks forward. Say something dumb and it makes a confused face. I spent a few days just researching before touching anything. Went back and forth on the board a lot, ESP32 vs Pi, and how to actually power 8 servos without browning everything out. Worked out the parts list, orderedeverything, and then gaps where i was just waiting onshipping. So I figured I’d CAD a rough version. Just to get a sense of proportions andwhere things would sit. That was the plan anyway. I got way too into it and ended up modelling the whole actual thing. Not a mockup but the real one. Spent days on it though. Kept redoing where the legs mount and where the second joint sits because the first few versions either had no range of motion or put the feet way too far out from the body. Parts showed up eventually and I tested the fit with some servos I already had ( the press fit was so good that it stripped the servo wire😭). Checked tolerances, made sure the servo pockets weren’t too tight, horns cleared properly, that kind of thing. Came out way better than I expected honestly. This was mostly a CAD week and I’m glad it was. Next up is wiring and getting the first servo to move set up the pi and rest of the componenets."}]...
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Title: Momo by @Eben-Siyabalapitiya | Stardance
D Title: Momo by @Eben-Siyabalapitiya | Stardance
Devlogs:
Log 1 Meet Momo. Momo is a small four legged robot spider. 8 servos, two per leg, one to swing, the leg and one to lift it. It’s got a screen for a face that changes expression, a mic, and a speaker. The idea is you talk to it and it talks back, and it actually knows it’s a spider. Ask it to walk forward and it walks forward. Say something dumb and it makes a confused face. I spent a few days just researching before touching anything. Went back and forth on the board a lot, ESP32 vs Pi, and how to actually power 8 servos without browning everything out. Worked out the parts list, orderedeverything, and then gaps where i was just waiting onshipping. So I figured I’d CAD a rough version. Just to get a sense of proportions andwhere things would sit. That was the plan anyway. I got way too into it and ended up modelling the whole actual thing. Not a mockup but the real one. Spent days on it though. Kept redoing where the legs mount and where the second joint sits because the first few versions either had no range of motion or put the feet way too far out from the body. Parts showed up eventually and I tested the fit with some servos I already had ( the press fit was so good that it stripped the servo wire😭). Checked tolerances, made sure the servo pockets weren’t too tight, horns cleared properly, that kind of thing. Came out way better than I expected honestly. This was mostly a CAD week and I’m glad it was. Next up is wiring and getting the first servo to move set up the pi and rest of the componenets.
Log 2 Parts finally showed up. Spent most of this one wiring. First time using a Raspberry Pi Zero so it took me way longer than it should have. Counting header pins with no labels on the board is its own kind of pain. Had to keep going back to a pinout diagram to make sure I wasn’t about to put 5V somewhere it shouldn’t go ( i did two times loll). Got the PCA9685 hooked up to the Pi, sorted out the power side with two separate regulators, one for the servos and one for the Pi so the servos can’t brown it out mid step. Also messed around with the software side. Getting the Pi connected to WiFi was more annoying than expected, ended up fighting that for a bit. Once it was on the network I could SSH in and start installing everything I need. Did some more tolerance testing with the legs too. Printed a couple of test pieces to check the servo pockets and joint fits before committing to printing the whole thing. Came out pretty good, everything sits where it should. So this one was mostly wiring and Pi setup, with a bit of CAD and assembly mixed in. Not the most exciting to look at but it’s the stuff that has to work before anything else does.
LOG 4: Trying to get Momo to move Not walking yet. Kind of moving, but not really. First Attempts Spent this one just trying to get the legs doing something coordinated. Wrote the first version of the movement code and it was rough. Legs firing in the wrong order feet lifting when they should be planted, the whole thing basically flailing in place instead of going anywhere. Realised pretty fast that with only 2 servos per leg I can’t do a proper trot, so it has to be a static crawl. One leg moves at a time while three stay planted. Sounds simple until you’re actually working out the timing and the angles for each joint at each stage of a step. Went through a lot of iterations and none of them really worked yet. Printing and Testing Legs Printed a bunch of different leg designs. Different lengths, different shapes, different joint positions. Kept testing to see which geometry would even let the feet land where the code expects them to, because if it’s off the whole thing just drags itself sideways instead of stepping. A lot of print, test, adjust, print again. Where It’s At It moves but it doesn’t walk. Legs go through the motions and the body barely goes anywhere. Still figuring out the timing. Nothing is assembled properly either, components are just sitting in there loose for now while I work this out. Next log is hopefully actual walking.
LOG 4 - Momo Walks Momo walks now. Not well, but it walks. Getting the Gait Working This one took way more thinking than I expected. Figuring out how Momo should actually move was the hard part, not writing the code. With only 2 servos per leg you can’t do a proper trot right now well lowkey thats a later problem, so it has to be a static crawl for now just to test. One leg moves at a time while three stay planted. Sounds simple until you’re trying to work out the timing and the angles for each joint at each stage of a step. Went through a lot of iterations on the code before anything resembled walking. Printing and Testing Legs Printed a bunch of different leg designs. Different lengths, different shapes, different joint positions. Had to keep testing to make sure the legs actually lined up right, because if the geometry is even a bit off the feet don’t land where the code thinks they should and the whole thing drags itself sideways. A lot of print, test, adjust, print again. Where It’s At right now It walks but it makes a lot of errors. Drifts off, doesn’t go perfectly straight, some steps land wrong. But it moves on its own and that’s the milestone I was going for. Nothing is properly assembled yet either. As you can see in the video and pictures, the components are just sitting in there for now. The whole focus this round was on getting the base structure right and proving the movement works before I commit to printing the final parts. I’ve got a decent idea of what needs to change now, both on the code side and the CAD side. Slow progress but good progress. Next up is cleaning up the gait and starting on the final build (Hopefully)
LOG 6: I cooked the Pi Bad news this time. The 3AM Incident Momo walks, but I hadn’t touched the mic or speaker at all yet. So I was up at 3am soldering the mic and the amp together, planning to get audio working and then move Momo into the full black assembly the next day. Was actually really excited for it. Then a blob of solder flew off and landed on the Pi. I saw it land, wiped it off quick and got it out, and just kept soldering. Figured I’d test everything once I was done. Finished up, plugged in just the Pi on its own to test audio, and nothing. No light. Dead. That one hurt. The Pi was around $50 and now I’m waiting like 3 days for a replacement, right when I was ready to actually assemble everything. Making Use of the Wait Didn’t want to just sit around so I kept going on the parts I could. Assembled the final legs. These are the ones actually going on Momo after all the prototyping and the CAD changes from testing. Good to have those done. Also grabbed an ESP32 I had lying around and used it to test the mic and the speaker. Took me a while to figure out since I’ve never really done audio stuff before, but I got there and it was a solid learning experience. At least now I know the audio parts themselves work. What’s Next Once the new Pi shows up I’m assembling everything into the main body. Screen, servos, PCA9685, all of it mounted properly. The other thing I have to sort out is wiring. Right now the wiring takes up more space than Momo does, which is not great. It looks bigger and messier than the actual robot. So I need to lock in and figure out proper cable management before final assembly. Plan is to clean Momo up as much as I can so he’s ready to wire the moment the parts land. RIP Pi. -$100.
LOG 7: Cleaning up the wiring Spent this one getting Momo assembled as far as I can without the Pi. Idea is that when the new one shows up I just plug everything in and go. Reprinting in Black Reprinted everything in black. Took a while since it’s a lot of parts, and I printed a few test pieces along the way to check fits before committing to the final versions. The Wiring This was the main job. Last log the wiring took up more space than the robot did, so I redid all of it properly. Cut every wire to the actual length it needed instead of leaving slack everywhere. Heat shrink on everything, and made sure no bare wire was touching anything it shouldn’t. The switch I ordered for Momo came in too so that got wired in. Spent a lot of time just taping things down and making sure nothing can work its way loose or pop out when the legs move. Where It’s At Came out way cleaner than I expected. It’s super compact now, the space ended up being pretty much the perfect size for everything once the wiring was done right. Couple of days of mostly wiring and printing, but it looks a lot better than it did. Just waiting on the Pi now....
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1793908382.2231784
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1794772382.2231784
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56099
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Happy Birthday, Adrian! by @isabel_lester | Starda Happy Birthday, Adrian! by @isabel_lester | Stardance...
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isabel_lester
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0
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6.78
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0
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[]
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[{"post_id": 63997, "ts": "202 [{"post_id": 63997, "ts": "2026-09-08T03:06:28Z", "hours": 0.8594, "text": "**He loved the website! ** Next objective is making it useable for other people: making a cake with candles that don’t have a specific age getting the flames to line up with those candles writing good documentation in the code making a nice animation (rather than just a static image) for the flame being blown out"}, {"post_id": 61216, "ts": "2026-09-04T01:24:22Z", "hours": 3.1008, "text": "Today is his birthday! I wished him a happy birthday, of course, but the party isn’t until this weekend. It’s at that party when I will give him a card with the website link written inside. Updates: -The candles get “blown out” when a mouse is dragged across them The background changes to a dark purple when both are blown out I redrew the candle smoke, because it didn’t seem to fit the artstyle The cake also gets darker and “purpler” so it appears shadowed Wrote a nice message :)"}, {"post_id": 58632, "ts": "2026-08-31T03:45:43Z", "hours": 0.3561, "text": "Recolored the cake and favicon with his favorite color (soft red). The candles now go out when a mouse is dragged over them, yay! Next goal is to make the background go dark purple when both candles are blown out to reveal the secret birthday message written in white at the bottom. His birthday is September 3rd, so I need to work fast!"}, {"post_id": 57829, "ts": "2026-08-30T04:09:28Z", "hours": 2.4669, "text": "I’ve been messing with the CSS for so long to try and make it work on a phone. The candles stay in the right general area, so we’re calling that a win. Next up is making the candles functional (blowing out when clicked), and fixing the audio controls."}]...
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Title: Happy Birthday, Adrian! by @isabel_lester | Title: Happy Birthday, Adrian! by @isabel_lester | Stardance
Devlogs:
I’ve been messing with the CSS for so long to try and make it work on a phone. The candles stay in the right general area, so we’re calling that a win. Next up is making the candles functional (blowing out when clicked), and fixing the audio controls.
Recolored the cake and favicon with his favorite color (soft red). The candles now go out when a mouse is dragged over them, yay! Next goal is to make the background go dark purple when both candles are blown out to reveal the secret birthday message written in white at the bottom. His birthday is September 3rd, so I need to work fast!
Today is his birthday! I wished him a happy birthday, of course, but the party isn’t until this weekend. It’s at that party when I will give him a card with the website link written inside. Updates: -The candles get “blown out” when a mouse is dragged across them The background changes to a dark purple when both are blown out I redrew the candle smoke, because it didn’t seem to fit the artstyle The cake also gets darker and “purpler” so it appears shadowed Wrote a nice message :)
**He loved the website! ** Next objective is making it useable for other people: making a cake with candles that don’t have a specific age getting the flames to line up with those candles writing good documentation in the code making a nice animation (rather than just a static image) for the flame being blown out...
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1794102608.7207181
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1794707408.7207181
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59415
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learing html by @sharma_manjuroyal | Stardance
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sharma_manjuroyal
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0
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0.82
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0
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[]
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[{"post_id": 63992, "ts": "202 [{"post_id": 63992, "ts": "2026-09-08T02:49:33Z", "hours": 0.405, "text": "uploaded new repo"}, {"post_id": 63616, "ts": "2026-09-07T15:20:11Z", "hours": 0.4106, "text": "here my peoject dealited i will teaching a html term and css per day"}]...
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Title: learing html by @sharma_manjuroyal | Starda Title: learing html by @sharma_manjuroyal | Stardance
Devlogs:
here my peoject dealited i will teaching a html term and css per day
uploaded new repo...
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1793559071.0689352
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1794163871.0689352
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25540
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KickDeck by @lowpolyphosphorus | Stardance
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lowpolyphosphorus
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0
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14.09
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0
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[]
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[{"post_id": 63991, "ts": "202 [{"post_id": 63991, "ts": "2026-09-08T02:45:32Z", "hours": 0.3156, "text": "Updated Pinout, Button wired, Mounted 2nd USB hub as the title implies, i did those things??? not much done really I didn’t really know what to do next but the leds on the button are uhh not working unless im misunderstanding the pinout on the manufacturers details page thats it for today!"}, {"post_id": 63156, "ts": "2026-09-06T20:05:50Z", "hours": 0.4619, "text": "did the sticky streak so now i have to slave on this platform again I actually didn’t do much? I just updated the repo it was quite old and outdated (pre-outpost-funding) so now its got updated build status and such, and there’s a new diagram for the parts layout as it has changed ALOT since I like purchased the wrong case that was too small"}, {"post_id": 62543, "ts": "2026-09-05T23:54:06Z", "hours": 1.6225, "text": "its been a while since i made one of these … like a whole week anyways! today I got a bunch of stuff installed the USB C port is now mounted?? the AUX ports are mounted!! the batteries and pcb are mounted fully!??!! the first USB hub is mounted%# (!@#$( @#»>? and it all works so far)!)#@($& !#@&%)!#&^%)( &#!% yeah! oh the fan too i guess… yay? so now some of the gpio is wired and for the fan I did have to uh use “questionable” tactics to get a big enough hole (a drill bit that is way to strong and started tear up the plastic) anyways after that minor inconvenience I also got all the IO and such mounted the only thing not mounted is the plastic board/lid that will sit on top and in the sake of time (and finishing this before stardance ends and this becomes another failed project) I will not be really finishing all the software stuff as the operating system hates me although it may be a display issue with just the monitor and I may be able to fix it later when its plugged into a normal monitor I also soldered some of the pins on the power button but it may be incorrect depending on what orientation i installed it (theres no indicatin of what side is up and the pins are symettrical) I do really like the way it looks so far! my english teacher would kill me if they saw that sentence some photos I guess because this journal is over now."}, {"post_id": 56379, "ts": "2026-08-28T04:00:48Z", "hours": 2.675, "text": "configuration! did some configuration on the kickdeck now that most of the stuff is installed… i dont have much time to write this but at the moment the internet is just not working on it and its kinda pmo"}, {"post_id": 55262, "ts": "2026-08-26T23:02:06Z", "hours": 1.6333, "text": "the battery nightmare is over so after many encountered problems with my battery (not necessarily the battery module but the fact that I’m reforming it) I have most probably fixed it and its now in a form factor that will fit in the case but it’s technically untested because I’m waiting on feedback from someone with an electronics degree but essentially the board that I snapped off of it had 2 purposes (kinda 3 with warning leds) which is to hold the battery packs and such and to put them in series. That is all the board does (electronically), is put it in series also technically has 3 extra wires to evenly distribute charging but that has also been done with the current wiring situation, I would assume as nothing started smoking that it will probably… not blow up my k2b board but who knows, I’ll wait on a response and then I will be very close to finishing this thing (everything else SHOULD be straight forward for just mounting it all) I also read up on the Waveshare docs and it does not have 4 pogo pins for no reason, I already knew they were for installing a Raspberry Pi on top with the mounting holes (which is why its the HAT (E) module) but it has 2 pins for SDA and SCL which are for transmitting the battery data on how charged it is which previously I thought I may not be able to add a low battery indicator because I wouldn’t be able to pull battery data but I can I just need to do a cursed thing of soldering a wire to a pogo pin right in the middle of this they responded and says it should work! next devlog soon i suppose…"}, {"post_id": 54228, "ts": "2026-08-25T03:51:35Z", "hours": 0.6322, "text": "desoldering the board! yes i actually did it (crazy) no not really i ended up snapping off the second board because it actually doesn’t have anything else on it i guess, all it does is wire the batteries in series and it had 5 notches only for even power distribution i can officially have a less cursed device"}, {"post_id": 53526, "ts": "2026-08-24T03:21:39Z", "hours": 1.0139, "text": "Screen Installation + desoldering battery module I installed the screen onto the lid area by melting in brass standoffs and also tested the button which I ordered to be a latching button and the one that arrived is apparently momentary… which means I have to shut it down digitally sadly which means the power efficiency may be worse overall after this I grabbed my fan which is 24V despite ordering 5v… but i found a lower voltage fan I pulled from a cable tv box that was 12v and still blew moderately fast at 5v power and after that I desoldered most of the battery module since with the case restraints it wont fit normally so I’m desoldering the bottom board as it assembles with notches + holes between 2 pcbs and also removed the battery slots so I could better remove the pcb but I am yet to fully separate them thats all for now I might install the fan + k2b next"}, {"post_id": 53414, "ts": "2026-08-23T23:04:00Z", "hours": 0.6089, "text": "flashing armbian + installing leds sadly ubuntu would not properly utilize the onboard graphics card and was putting a ton of stress onto the CPU to render everything so today I flashed Armbian onto the board and so far it all works but its the minimal Debian version (trixie) that has no GUI at the moment but I have also drilled holes for and mounted the panel mount LEDs which I was going to have one indicate low battery but I cant really do that so it may be just a power indicator or something else, didn’t get this on lapse but I did mount the power button too! (pictures below)"}, {"post_id": 52106, "ts": "2026-08-22T05:46:32Z", "hours": 1.0311, "text": "woah… yeah so my parts all came and such and now stardance is integrated properly with hardware which means i have to make these on platform again so excuse the time gap in journals you can find the rest in my repo on the JOURNAL.MD i did some things essentially just flashed the card with ubuntu and such which is Jammy Jelly and uh after a bit realized that the gpu isnt working properly and probably wont as long as i use ubuntu which is sad because its supposed to be an official image. so im having to switch to a community armbian image which should be fine cause i have a v1.1 board and theres a much better-ly integrated image for it on that board (excuse low quality screenshots from lapse :/)"}, {"post_id": 16615, "ts": "2026-06-27T01:03:39Z", "hours": 2.1594, "text": "another devlog! UPS HAT onboard power switch is a tiny physical switch and there is NO seperate gpio header for it :( so the panel power button will have to wire in parallel (or cut off the switch) Power button turns out its an RGB pushbutton (im blind) and not single color, but I have decided to keep it since it looks good and I will be only wiring the green led line OLED + GPIO resolved ! I got the real KickPi 20 pin diagram with correct pins OLED: i2C4 on pins 9/13, no adapter needed rotary encoder: assigned CLK/DT/SW/VCC/GND to free pins -2 indicator LEDs: one PWM-driven (dim HDD activity light, pin 10) and one plain GPIO (battery/low-battery warning, pin 12), found by confirming actually has 2 real PWM channels broken (Pin 8/10) Docs finalized README, finalized BOM, finalized pinout.txt Paper sketch thing I documented my planned organization and placement for all the parts on paper everything else I made some updates to the BOM to use 2 usb hubs also added a rotary encoder and some other stuff the rest of the stuff thats still open is what material to use for the case mounting stuff and cable management Stardance doesn’t seem to support markdown CSV ??? so here’s a screenshot, its also on the repo here"}, {"post_id": 16074, "ts": "2026-06-26T03:58:25Z", "hours": 1.0247, "text": "BOM Finalization (mostly) UPS Module continuing from the last journal, I started off with the Waveshare UPS HAT (B) designed for dual 18650 Li-ion batteries since it has usb output and i2c battery monitoring but it used pogo pins to clip into the RPi for power delivery which wouldn’t work with the K2B, then i switched to the (D) model briefly it used a single 21700 cell but it only outputs ~4A while charging actively and would drop as the battery depletes which would cause problems with my estimated power draw. I settled on the UPS HAT (E) running on 4 21700 Li-ions and had 6A output clearing the draw estimate with a margin so its my final pick. I also realized that all the boards only have one shared USB output port which means I will have to use a USB hub since I cant use that USB port. Battery sourcing I literally couldn’t find any listings on Amazon for the right 21700 battery or on AliExpress either… the only place I could find one has them at $9.00 a piece but if I can get this done on time it will still be on sale for ~$6.00 on the 18650 Battery Store (which has more than just 18650s ) OLED wiring (not published/done) I originally planned to get a USB I2C adapter since the GPIO is unconfirmed :/ but I found the official pinout on their info PDF also confirmed there were the right pins for the OLED I already have (ideaspark SSD1306) that accepts 3.3-5V so no mismatch risk! Budget so far the price I have is at about $120 in unpurchased parts ($200 if i didnt own alot of the parts ) Fan I was going to use a fan I already have but the fan uses 12V which would run horribly on the 5V rail unresolved stuffs mounting material?? ( like plastic PLA boards i have already or 3D printing) cable management (idk if its going to be enough of a problem?) thats about it"}, {"post_id": 15973, "ts": "2026-06-25T22:54:20Z", "hours": 0.9081, "text": "BOM Research did some BOM research so far I did the following: confirmed K2B (V1.1) and 7” display both work; touch input functional, mounting holes good identified Android TV navigation issue (no back button, requires restart, so any hopes of using the stock OS are gone) built out the BOM on Notion resolved KickPi PDF voltage contradiction confirmed K2B runs 5V (Type-C), not 12V as one table mistakenly stated currently i decided on the Waveshare UPS HAT (B) 5V output, dual 18650, I2C monitoring as a UPS module found keyboard+touchpad combo, eliminating need for separate trackpad/trackball worked out full USB port budget: touch data + keyboard combo fit K2B’s 2 native ports with no hub; hub only needed once OLED is added later picked power button: 16mm, self-locking, LED ring, 3-6V, 3A, aluminum alloy"}]...
|
Title: KickDeck by @lowpolyphosphorus | Stardance
Title: KickDeck by @lowpolyphosphorus | Stardance
Devlogs:
BOM Research did some BOM research so far I did the following: confirmed K2B (V1.1) and 7” display both work; touch input functional, mounting holes good identified Android TV navigation issue (no back button, requires restart, so any hopes of using the stock OS are gone) built out the BOM on Notion resolved KickPi PDF voltage contradiction confirmed K2B runs 5V (Type-C), not 12V as one table mistakenly stated currently i decided on the Waveshare UPS HAT (B) 5V output, dual 18650, I2C monitoring as a UPS module found keyboard+touchpad combo, eliminating need for separate trackpad/trackball worked out full USB port budget: touch data + keyboard combo fit K2B’s 2 native ports with no hub; hub only needed once OLED is added later picked power button: 16mm, self-locking, LED ring, 3-6V, 3A, aluminum alloy
BOM Finalization (mostly) UPS Module continuing from the last journal, I started off with the Waveshare UPS HAT (B) designed for dual 18650 Li-ion batteries since it has usb output and i2c battery monitoring but it used pogo pins to clip into the RPi for power delivery which wouldn’t work with the K2B, then i switched to the (D) model briefly it used a single 21700 cell but it only outputs ~4A while charging actively and would drop as the battery depletes which would cause problems with my estimated power draw. I settled on the UPS HAT (E) running on 4 21700 Li-ions and had 6A output clearing the draw estimate with a margin so its my final pick. I also realized that all the boards only have one shared USB output port which means I will have to use a USB hub since I cant use that USB port. Battery sourcing I literally couldn’t find any listings on Amazon for the right 21700 battery or on AliExpress either… the only place I could find one has them at $9.00 a piece but if I can get this done on time it will still be on sale for ~$6.00 on the 18650 Battery Store (which has more than just 18650s ) OLED wiring (not published/done) I originally planned to get a USB I2C adapter since the GPIO is unconfirmed :/ but I found the official pinout on their info PDF also confirmed there were the right pins for the OLED I already have (ideaspark SSD1306) that accepts 3.3-5V so no mismatch risk! Budget so far the price I have is at about $120 in unpurchased parts ($200 if i didnt own alot of the parts ) Fan I was going to use a fan I already have but the fan uses 12V which would run horribly on the 5V rail unresolved stuffs mounting material?? ( like plastic PLA boards i have already or 3D printing) cable management (idk if its going to be enough of a problem?) thats about it
another devlog! UPS HAT onboard power switch is a tiny physical switch and there is NO seperate gpio header for it :( so the panel power button will have to wire in parallel (or cut off the switch) Power button turns out its an RGB pushbutton (im blind) and not single color, but I have decided to keep it since it looks good and I will be only wiring the green led line OLED + GPIO resolved ! I got the real KickPi 20 pin diagram with correct pins OLED: i2C4 on pins 9/13, no adapter needed rotary encoder: assigned CLK/DT/SW/VCC/GND to free pins -2 indicator LEDs: one PWM-driven (dim HDD activity light, pin 10) and one plain GPIO (battery/low-battery warning, pin 12), found by confirming actually has 2 real PWM channels broken (Pin 8/10) Docs finalized README, finalized BOM, finalized pinout.txt Paper sketch thing I documented my planned organization and placement for all the parts on paper everything else I made some updates to the BOM to use 2 usb hubs also added a rotary encoder and some other stuff the rest of the stuff thats still open is what material to use for the case mounting stuff and cable management Stardance doesn’t seem to support markdown CSV ??? so here’s a screenshot, its also on the repo here
woah… yeah so my parts all came and such and now stardance is integrated properly with hardware which means i have to make these on platform again so excuse the time gap in journals you can find the rest in my repo on the JOURNAL.MD i did some things essentially just flashed the card with ubuntu and such which is Jammy Jelly and uh after a bit realized that the gpu isnt working properly and probably wont as long as i use ubuntu which is sad because its supposed to be an official image. so im having to switch to a community armbian image which should be fine cause i have a v1.1 board and theres a much better-ly integrated image for it on that board (excuse low quality screenshots from lapse :/)
flashing armbian + installing leds sadly ubuntu would not properly utilize the onboard graphics card and was putting a ton of stress onto the CPU to render everything so today I flashed Armbian onto the board and so far it all works but its the minimal Debian version (trixie) that has no GUI at the moment but I have also drilled holes for and mounted the panel mount LEDs which I was going to have one indicate low battery but I cant really do that so it may be just a power indicator or something else, didn’t get this on lapse but I did mount the power button too! (pictures below)
Screen Installation + desoldering battery module I installed the screen onto the lid area by melting in brass standoffs and also tested the button which I ordered to be a latching button and the one that arrived is apparently momentary… which means I have to shut it down digitally sadly which means the power efficiency may be worse overall after this I grabbed my fan which is 24V despite ordering 5v… but i found a lower voltage fan I pulled from a cable tv box that was 12v and still blew moderately fast at 5v power and after that I desoldered most of the battery module since with the case restraints it wont fit normally so I’m desoldering the bottom board as it assembles with notches + holes between 2 pcbs and also removed the battery slots so I could better remove the pcb but I am yet to fully separate them thats all for now I might install the fan + k2b next
desoldering the board! yes i actually did it (crazy) no not really i ended up snapping off the second board because it actually doesn’t have anything else on it i guess, all it does is wire the batteries in series and it had 5 notches only for even power distribution i can officially have a less cursed device
the battery nightmare is over so after many encountered problems with my battery (not necessarily the battery module but the fact that I’m reforming it) I have most probably fixed it and its now in a form factor that will fit in the case but it’s technically untested because I’m waiting on feedback from someone with an electronics degree but essentially the board that I snapped off of it had 2 purposes (kinda 3 with warning leds) which is to hold the battery packs and such and to put them in series. That is all the board does (electronically), is put it in series also technically has 3 extra wires to evenly distribute charging but that has also been done with the current wiring situation, I would assume as nothing started smoking that it will probably… not blow up my k2b board but who knows, I’ll wait on a response and then I will be very close to finishing this thing (everything else SHOULD be straight forward for just mounting it all) I also read up on the Waveshare docs and it does not have 4 pogo pins for no reason, I already knew they were for installing a Raspberry Pi on top with the mounting holes (which is why its the HAT (E) module) but it has 2 pins for SDA and SCL which are for transmitting the battery data on how charged it is which previously I thought I may not be able to add a low battery indicator because I wouldn’t be able to pull battery data but I can I just need to do a cursed thing of soldering a wire to a pogo pin right in the middle of this they responded and says it should work! next devlog soon i suppose…
configuration! did some configuration on the kickdeck now that most of the stuff is installed… i dont have much time to write this but at the moment the internet is just not working on it and its kinda pmo
its been a while since i made one of these … like a whole week anyways! today I got a bunch of stuff installed the USB C port is now mounted?? the AUX ports are mounted!! the batteries and pcb are mounted fully!??!! the first USB hub is mounted%# (!@#$( @#»>? and it all works so far)!)#@($& !#@&%)!#&^%)( &#!% yeah! oh the fan too i guess… yay? so now some of the gpio is wired and for the fan I did have to uh use “questionable” tactics to get a big enough hole (a drill bit that is way to strong and started tear up the plastic) anyways after that minor inconvenience I also got all the IO and such mounted the only thing not mounted is the plastic board/lid that will sit on top and in the sake of time (and finishing this before stardance ends and this becomes another failed project) I will not be really finishing all the software stuff as the operating system hates me although it may be a display issue with just the monitor and I may be able to fix it later when its plugged into a normal monitor I also soldered some of the pins on the power button but it may be incorrect depending on what orientation i installed it (theres no indicatin of what side is up and the pins are symettrical) I do really like the way it looks so far! my english teacher would kill me if they saw that sentence some photos I guess because this journal is over now.
did the sticky streak so now i have to slave on this platform again I actually didn’t do much? I just updated the repo it was quite old and outdated (pre-outpost-funding) so now its got updated build status and such, and there’s a new diagram for the parts layout as it has changed ALOT since I like purchased the wrong case that was too small
Updated Pinout, Button wired, Mounted 2nd USB hub as the title implies, i did those things??? not much done really I didn’t really know what to do next but the leds on the button are uhh not working unless im misunderstanding the pinout on the manufacturers details page thats it for today!...
|
1793926315.7600844
|
1794531115.7600844
|
|
58920
|
My own site! by @Aahan_Patel | Stardance
|
Aahan_Patel
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T04:13:47Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple webpage for my personal projects working on it to make it better", "repo": "https://github.com/AahanPatel2312/laughing-bassoon", "demo": "https://aahanpatel2312.github.io/laughing-bassoon/"}]...
|
[{"post_id": 63980, "ts": "202 [{"post_id": 63980, "ts": "2026-09-08T02:22:38Z", "hours": 2.62, "text": "My own website for airship"}]...
|
Title: My own site! by @Aahan_Patel | Stardance
D Title: My own site! by @Aahan_Patel | Stardance
Devlogs:
My own website for airship
Ships:
I made a simple webpage for my personal projects working on it to make it better...
|
1793918901.040723
|
1794005301.040723
|
|
59635
|
Day Calculator by @arpanshah102 | Stardance
|
arpanshah102
|
1
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T02:37:13Z", "hours": 4.0, "multiplier": 1.71, "payout": 8, "blessing": "neutral", "text": "Hello, this is a simple schedule manager. Label you time and create custom tags.", "repo": "https://github.com/Arpan-Shah-102/day-calculator", "demo": "https://day-calculator-chi.vercel.app/"}]...
|
[{"post_id": 63968, "ts": "202 [{"post_id": 63968, "ts": "2026-09-08T01:50:04Z", "hours": 4.4172, "text": "I finished this project; here is my schedule I built with this."}]...
|
Title: Day Calculator by @arpanshah102 | Stardance Title: Day Calculator by @arpanshah102 | Stardance
Devlogs:
I finished this project; here is my schedule I built with this.
Ships:
Hello, this is a simple schedule manager. Label you time and create custom tags....
|
1794012486.3809369
|
1794098886.3809369
|
|
57464
|
Persoinfo.web by @HBR_126 | Stardance
|
HBR_126
|
0
|
10.58
|
0
|
[]
|
[{"post_id": 63965, "ts": "202 [{"post_id": 63965, "ts": "2026-09-08T01:46:09Z", "hours": 2.4081, "text": "Hi guys, today is a great day, i finally completed my first “About me intro” section, now moving ahead to make the next “My works section. I know its a small change, but putting the text into the box that should appear in a specific time duration and refining it with a good font and styling took 2 hours!. i also fixed some bugs and some trash code that had no connection with the actual purpose. What’s new? Intro About section completed! text added into the blank box. changed box shade. gave text a new look with some more visuals. created a small button to enter the next “My Works” section (might change the name in future). What did i learn? I learned several things related to this project for example, how to add styling in text. how to highlight a keywording. how to control the position, spacing in text. how to add borders in text using CSS. always store a backup code, so if things go wrong, you can always use the backup. My struggles :( Fixing the text into one place. Adding different fonts and different styles. Fixing the “My Works button to the bottom of the text ( right now im working on it.)"}, {"post_id": 63074, "ts": "2026-09-06T17:47:03Z", "hours": 0.8058, "text": "Hi guys, today i made a bit of progress, well i tried but it didn’t go as planned :( right now I am struggling to put the about me text in the about me box, only after when it expends, if you guys have any idea of how can i do that just tell me in the comments :3"}, {"post_id": 62312, "ts": "2026-09-05T16:48:18Z", "hours": 1.2272, "text": "Hi guys, here is my todays another “Honest learning” with some crazy effects and visuals, and finally beginning of the next section which is “My About section!” What’s new? A new theme and section transition effect, through the workable button! what is the button about? the work of the button is to change the section and transfer the users into a new environment through a smooth transition effect. the new environment is referred to the about section of me :), where finally I’m gonna describe myself, my works, hobbies etc in the next(third) section. working on to make it more user friendly and more advanced. My Struggles :( ?? I struggled a bit in understanding the usage multiple classLists for one button. I also struggled to connect the specific class list mainly the background one with the querySelector. I also struggled to blend two different color theme backgrounds to create a smooth buttery transition. What i learned ? how to use EventListener how we can give multiple instructions in one function using multiple class lists. more deeper understanding of this line const theme2 =document.querySelector(‘’); any usage of Ai? i did used Ai for specific things but used it only for learning, and learning the patterns. My own thoughts about this: Honestly guys, this is the most buitifull update i added in my website, i honesly liked this update a lot used the maximum knowledge, creativity and learning into this update. If you got any questions, don’t hold it, just let me know, if you guys wanna change something, or some specific details, let me know :)"}, {"post_id": 61488, "ts": "2026-09-04T13:04:37Z", "hours": 0.7692, "text": "Here is My todays “HONEST LEARNING” and using it into my Persoinfo.web project. so today i finally added my Main box sideways animation using not only CSS but this time i use a bit of JS too, what i learned? what is variable. what is function how does function works. how to use Observer (IntersectingObserver) how to use If/else statements. what is classlist.add etc. struggles! i struggled to use the entry function. i also struggled to understand how classList works. i struggled to put all functions and vareibles and form the animation. The final product! In conclusion of giving all the efforts, i made the specific animation possible, which is, if the user scrolls from the front visible (default) page to the bottom section at that exact moment the animation should work, not when he loads the web. it gives the web a advanced look :) let me know if there anything else you want in this web’s first section. usage of Ai : i used Ai for strictly learning only, no copy pasting. note: like this post so i can become a good programmer!"}, {"post_id": 60990, "ts": "2026-09-03T17:59:12Z", "hours": 0.9508, "text": "Guys i finally learned how to add animations in elements, added the button animation, and fixed some about section position bugs. note: plz like this post so i can become a good programmer :)"}, {"post_id": 60752, "ts": "2026-09-03T10:06:45Z", "hours": 1.2228, "text": "Hi guys, today I’m finally adding the about me button, I also fixed my parent container element position, and also working on applying a sideways animation on the container. also learning some of the JS in order to make the button work!"}, {"post_id": 60172, "ts": "2026-09-02T11:56:09Z", "hours": 0.5522, "text": "Hi guys, right now I’m learning how to add scroll bar in my Persoinfo.web!"}, {"post_id": 60156, "ts": "2026-09-02T10:46:35Z", "hours": 2.6408, "text": "Finally started my Persoinfo.web project again after a big crash in my stardance previous project tracking gng :) Note: guys please like this post so i can become a better programmer."}]...
|
Title: Persoinfo.web by @HBR_126 | Stardance
Devl Title: Persoinfo.web by @HBR_126 | Stardance
Devlogs:
Finally started my Persoinfo.web project again after a big crash in my stardance previous project tracking gng :) Note: guys please like this post so i can become a better programmer.
Hi guys, right now I’m learning how to add scroll bar in my Persoinfo.web!
Hi guys, today I’m finally adding the about me button, I also fixed my parent container element position, and also working on applying a sideways animation on the container. also learning some of the JS in order to make the button work!
Guys i finally learned how to add animations in elements, added the button animation, and fixed some about section position bugs. note: plz like this post so i can become a good programmer :)
Here is My todays “HONEST LEARNING” and using it into my Persoinfo.web project. so today i finally added my Main box sideways animation using not only CSS but this time i use a bit of JS too, what i learned? what is variable. what is function how does function works. how to use Observer (IntersectingObserver) how to use If/else statements. what is classlist.add etc. struggles! i struggled to use the entry function. i also struggled to understand how classList works. i struggled to put all functions and vareibles and form the animation. The final product! In conclusion of giving all the efforts, i made the specific animation possible, which is, if the user scrolls from the front visible (default) page to the bottom section at that exact moment the animation should work, not when he loads the web. it gives the web a advanced look :) let me know if there anything else you want in this web’s first section. usage of Ai : i used Ai for strictly learning only, no copy pasting. note: like this post so i can become a good programmer!
Hi guys, here is my todays another “Honest learning” with some crazy effects and visuals, and finally beginning of the next section which is “My About section!” What’s new? A new theme and section transition effect, through the workable button! what is the button about? the work of the button is to change the section and transfer the users into a new environment through a smooth transition effect. the new environment is referred to the about section of me :), where finally I’m gonna describe myself, my works, hobbies etc in the next(third) section. working on to make it more user friendly and more advanced. My Struggles :( ?? I struggled a bit in understanding the usage multiple classLists for one button. I also struggled to connect the specific class list mainly the background one with the querySelector. I also struggled to blend two different color theme backgrounds to create a smooth buttery transition. What i learned ? how to use EventListener how we can give multiple instructions in one function using multiple class lists. more deeper understanding of this line const theme2 =document.querySelector(‘’); any usage of Ai? i did used Ai for specific things but used it only for learning, and learning the patterns. My own thoughts about this: Honestly guys, this is the most buitifull update i added in my website, i honesly liked this update a lot used the maximum knowledge, creativity and learning into this update. If you got any questions, don’t hold it, just let me know, if you guys wanna change something, or some specific details, let me know :)
Hi guys, today i made a bit of progress, well i tried but it didn’t go as planned :( right now I am struggling to put the about me text in the about me box, only after when it expends, if you guys have any idea of how can i do that just tell me in the comments :3
Hi guys, today is a great day, i finally completed my first “About me intro” section, now moving ahead to make the next “My works section. I know its a small change, but putting the text into the box that should appear in a specific time duration and refining it with a good font and styling took 2 hours!. i also fixed some bugs and some trash code that had no connection with the actual purpose. What’s new? Intro About section completed! text added into the blank box. changed box shade. gave text a new look with some more visuals. created a small button to enter the next “My Works” section (might change the name in future). What did i learn? I learned several things related to this project for example, how to add styling in text. how to highlight a keywording. how to control the position, spacing in text. how to add borders in text using CSS. always store a backup code, so if things go wrong, you can always use the backup. My struggles :( Fixing the text into one place. Adding different fonts and different styles. Fixing the “My Works button to the bottom of the text ( right now im working on it.)...
|
1793440503.6482835
|
1794045303.6482835
|
|
58408
|
M87 by @sidd | Stardance
|
sidd
|
0
|
20.86
|
0
|
[]
|
[{"post_id": 63964, "ts": "202 [{"post_id": 63964, "ts": "2026-09-08T01:45:32Z", "hours": 1.95, "text": "Finished da thing"}, {"post_id": 63735, "ts": "2026-09-07T18:03:24Z", "hours": 3.1592, "text": "did sum cad"}, {"post_id": 63422, "ts": "2026-09-07T08:04:32Z", "hours": 6.5736, "text": "I made multiple PCBs, and the BOM, and a lot of other things. I’m very tired."}, {"post_id": 63240, "ts": "2026-09-06T22:56:18Z", "hours": 1.8833, "text": "Made interrupter schematic"}, {"post_id": 62588, "ts": "2026-09-06T01:37:19Z", "hours": 2.8439, "text": "Finished driver board, made CT board, working on interrupter schematic"}, {"post_id": 62362, "ts": "2026-09-05T18:08:21Z", "hours": 2.5, "text": "Footprints + PCB layout (and some minor changes)"}, {"post_id": 62000, "ts": "2026-09-05T06:30:26Z", "hours": 1.95, "text": "Worked on schematic"}]...
|
Title: M87 by @sidd | Stardance
Devlogs:
Worked o Title: M87 by @sidd | Stardance
Devlogs:
Worked on schematic
Footprints + PCB layout (and some minor changes)
Finished driver board, made CT board, working on interrupter schematic
Made interrupter schematic
I made multiple PCBs, and the BOM, and a lot of other things. I’m very tired.
did sum cad
Finished da thing...
|
1793490808.7750876
|
1794095608.7750876
|
|
49988
|
Practice 2D Platformer by @RedstoneStar | Stardanc Practice 2D Platformer by @RedstoneStar | Stardance...
|
RedstoneStar
|
1
|
84.71
|
144
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T17:45:37Z", "hours": 42.0, "multiplier": 3.64, "payout": 144, "blessing": "neutral", "text": "This is my simple 2d platformer. Before making this project I knew very little about coding in Python so I wanted to work on this project to fix that. In the past I’ve used a bunch of YouTube tutorials to teach me how to code so this time I wanted to try something different. I created a custom Gemini gem that walked me step by step through creating the base game, then helped me add on improvements such as enemies and moving platforms. Key Features: Smooth platforming: Precise movement tracking keeps the character steady on moving platforms without slipping. Varied movement: Double jumps, wall slides, wall jumps, and a dash move to smash weak blocks. Animations: Squish-and-stretch effects when jumping and landing give the character extra feel. Smart enemies: Jumping enemies detect edges and turn around instead of walking off ledges. 10-levels: Includes built-in tutorial prompts to teach new moves as the player progresses. I know the game is really simple, and that is mostly on purpose; this was meant to be just a fun way to practice my Python skills. Hope you enjoy!", "repo": "https://github.com/RedstoneStar/Practice2DPlatformer", "demo": "https://redstonestar.github.io/Practice2DPlatformer/"}]...
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[{"post_id": 63961, "ts": "202 [{"post_id": 63961, "ts": "2026-09-08T01:41:23Z", "hours": 27.6347, "text": "Devlog #6 After far more hours of debugging than I care to admit, I finally figured out why the springs didn’t launch the player when they walked through the spring. I eventually figured out it was an issue caused by how I was applying the upward momentum. Main changes in this update: Updated graphics. Slightly improved the performance by condensing some logic code Added a new flying enemy. Added 5 new levels. Improved the previous 10 levels to make them more interesting. Problems still needing to be fixed: The flying enemy is having graphical glitches with its charging animation."}, {"post_id": 61832, "ts": "2026-09-04T22:48:48Z", "hours": 15.0753, "text": "Devlog #5 for my simple 2D platformer Since I started this project I feel like I have gotten so much better at Python and because of that, I’ve spent the last couple of days rewriting pretty much all of the core mechanics of the platformer. Pretty much all of the code that Gemini helped me develop and then improve over time I have now recoded and as a result, the program runs so much smoother. Other changes: I fixed one bug where the player wouldn’t move with moving platforms, so now the player should (hopefully) move with the platform as well as be much less glitchy when mounting or dismounting it. I also added a few particles for when the player dashes and lands on objects. I’m still trying to figure out why the player doesn’t get launched when they walk over the springs, hopefully I’ll have that figured out by my next devlog."}, {"post_id": 53210, "ts": "2026-08-23T17:29:52Z", "hours": 11.5417, "text": "Final devlog of the simple 2D platformer! I improved the pixel art and revamped the levels. The first 3 levels are dedicated to teaching the player the controls. I also added support to deploy it online."}, {"post_id": 52514, "ts": "2026-08-22T17:36:28Z", "hours": 11.165, "text": "4th devlog for my simple platformer. I added a couple more levels, currently they are way to hard, I will have to revisit them in the future. On top of that I added a sprint feature to the player. I also spent some more time on the graphics."}, {"post_id": 50708, "ts": "2026-08-20T01:14:37Z", "hours": 7.9364, "text": "3rd devlog of this practice project! Added super simple enemies, a simple level creation option in the setting script, spikes, and better camera follow movement."}, {"post_id": 49974, "ts": "2026-08-19T00:00:03Z", "hours": 9.2581, "text": "Added a few improvements to the platformer game. The camera now scrolls along with the player; I added collectable coins and a coin counter, and made it so that the player respawns when they fall off the platform."}, {"post_id": 48554, "ts": "2026-08-17T00:16:03Z", "hours": 2.3539, "text": "Just finished my first practice platformer. It is super simple, which was intended. I didn’t want it to be anything complicated, just some simple python practice."}]...
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Title: Practice 2D Platformer by @RedstoneStar | S Title: Practice 2D Platformer by @RedstoneStar | Stardance
Devlogs:
Just finished my first practice platformer. It is super simple, which was intended. I didn’t want it to be anything complicated, just some simple python practice.
Added a few improvements to the platformer game. The camera now scrolls along with the player; I added collectable coins and a coin counter, and made it so that the player respawns when they fall off the platform.
3rd devlog of this practice project! Added super simple enemies, a simple level creation option in the setting script, spikes, and better camera follow movement.
4th devlog for my simple platformer. I added a couple more levels, currently they are way to hard, I will have to revisit them in the future. On top of that I added a sprint feature to the player. I also spent some more time on the graphics.
Final devlog of the simple 2D platformer! I improved the pixel art and revamped the levels. The first 3 levels are dedicated to teaching the player the controls. I also added support to deploy it online.
Devlog #5 for my simple 2D platformer Since I started this project I feel like I have gotten so much better at Python and because of that, I’ve spent the last couple of days rewriting pretty much all of the core mechanics of the platformer. Pretty much all of the code that Gemini helped me develop and then improve over time I have now recoded and as a result, the program runs so much smoother. Other changes: I fixed one bug where the player wouldn’t move with moving platforms, so now the player should (hopefully) move with the platform as well as be much less glitchy when mounting or dismounting it. I also added a few particles for when the player dashes and lands on objects. I’m still trying to figure out why the player doesn’t get launched when they walk over the springs, hopefully I’ll have that figured out by my next devlog.
Devlog #6 After far more hours of debugging than I care to admit, I finally figured out why the springs didn’t launch the player when they walked through the spring. I eventually figured out it was an issue caused by how I was applying the upward momentum. Main changes in this update: Updated graphics. Slightly improved the performance by condensing some logic code Added a new flying enemy. Added 5 new levels. Improved the previous 10 levels to make them more interesting. Problems still needing to be fixed: The flying enemy is having graphical glitches with its charging animation.
Ships:
This is my simple 2d platformer. Before making this project I knew very little about coding in Python so I wanted to work on this project to fix that. In the past I’ve used a bunch of YouTube tutorials to teach me how to code so this time I wanted to try something different. I created a custom Gemini gem that walked me step by step through creating the base game, then helped me add on improvements such as enemies and moving platforms. Key Features: Smooth platforming: Precise movement tracking keeps the character steady on moving platforms without slipping. Varied movement: Double jumps, wall slides, wall jumps, and a dash move to smash weak blocks. Animations: Squish-and-stretch effects when jumping and landing give the character extra feel. Smart enemies: Jumping enemies detect edges and turn around instead of walking off ledges. 10-levels: Includes built-in tutorial prompts to teach new moves as the player progresses. I know the game is really simple, and that is mostly on purpose; this was meant to be just a fun way to practice my Python skills. Hope you enjoy!...
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My Portfolio by @Harpaavan108 | Stardance
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Harpaavan108
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3
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51.0
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792
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T02:40:17Z", "hours": 13.0, "multiplier": 18.14, "payout": 243, "blessing": "neutral", "text": "Ship #2 for My Portfolio This is my second ship for this project. Since my first ship, I have mainly just added some small features to increase the UX. A lot of these changes were features that I had seen on websites that I liked. So when the time came to bedazzle my website, I implemented these features in my own website. One really consistent thing that I noticed while implementing these features, is that a lot of features are quite simple to implement once you understand the basic logic. I also noticed that once you add these small features, it can make a great effect on the UX, and that the few hours you put into the little things, can have a huge impact and create a great impression on those who visit your website. New Features I added a cool gradient horizontal scroll bar that fills up as you scroll down. I thought this was a super cool feature and required some simple JS logic to implement. The next thing was a loading page. It is a quite simple one, just having a gradient filled circle outline which spins to show a loading effect. Again a small feature just to add nice feel from the moment a person opens the webpage. The next thing was a scroll fade up reveal to everything in the site. I really like seeing this effect on other websites as well, so I wanted to implement it into my website as well I added media queries because I saw how bad the website looked on the phone, and it was just really annoying me. So I took the time to add that just in case I ever had to show anyone my webpage on the phone. After that, I decided to upload some of my certificates onto the website so people could very them, just to add another level of validity. However, instead of making the images open in another tab, I made them open in a modal that stays in the browser tab. I thought this was a super cool effect. Last thing was that I added my photo. To do this, I made it so that when someone hovered over my about me card, it would have a flip animation and on the other side my photo would show. I thought this was a nice and subtle was to implement my photo, without messing up any other styling on the page. Learning JS A lot of these features were implemented with JS, especially ones that were triggered with user input. I will acknowledge that I used AI to help with understanding JS logic for some of these features, and debugging as well, but I also learned along the way. I find JS much more complicated than HTML and CSS, and I think that I have really come far in understanding and implementing it. For examples, I can assign elements and add and remove classes based on user input. I still have some trouble with syntax, and that causes a lot of my problems, but I am really starting to get the hang of JS. I think that JS can create some really neat animations and effects, so I want to learn and understand this language, so that I can let others experience the cool things that I see on other websites. Overall I spent a lot of time on this project, and put in hours even after school started. It is a really personal project. I have come really far since I first started this project and I have grown confident in understanding and writing code and achieve the desired results. I probably will not work on this project after this ship, and will instead turn to other projects that I have pending. Please enjoy this project. If you have any suggestions, let me know in the review or as a comment, and I will try to implement it. Thank You!! Below is a picture of my stardance certificate in the modal that I made, and the other is a picture of the spinning gradient loader. Enjoy!!!", "repo": "https://github.com/Harpaavan-S/my-personal-website", "demo": "https://harpaavan-s.github.io/my-personal-website/"}, {"ship_num": 2, "ts": "2026-08-17T04:39:55Z", "hours": 37.0, "multiplier": 14.92, "payout": 549, "blessing": "neutral", "text": "My Portfolio Project Hi! Welcome to my Stardance project. In this project, I made a personal portfolio website so I could showcase my work. Especially as I enter high school this year, I wanted to have a platform to record all of my progress and have a way to display it to the public. I also wanted to get more experience with coding. Over the past few years, I have done like super mini project in HTML and CSS, but this website is one of my first fully developed projects, and that I have coded all by myself. So I took this opportunity to properly learn HTML and CSS, and also introduce myself to languages like JS and GLSL. Features The website has 6 sections that I made: Hero About Me Projects Experience Achievements Contact Here are some features of my website: The website has an interactive navbar which links to each section in the webpage. There is also a logo in the corner which will link to the Hero section. The navbar has a frosted glass look, which makes blurs the background behind it. The title in the Hero section (which is my name), has a rainbow gradient applied to it. The cool part is that the gradient moves and loops in the name, so the gradient is always moving slowly. This is actually applied to all of the section headings in the webpage. Each card in every section has a frosted glass look applied to it, so it will blur the background behind it. They also enlarge and brighten when you hover over them. The cursor is a small white dot instead of a regular cursor, which enlarges and turns light purple when hovering over a link to communicate to the user that the link is clickable and will lead somewhere. One of the main highlights is the background, which is a shader background made with GLSL, WebGL, and Three.js. The background is an animated gradient. It is also interactive as it will respond to the cursor on the screen. It is one of the key aspects that really make this website shine, and what really makes this project unique and different from other ones. The Easy and Hard Parts Easy Part There were some really easy parts while building this. One was building the HTML layout. After I understood the basics of making classes and organizing texts and everything, it was quite easy to start filling out info for all of the sections. I thought it would be like a really big thing to fill in all of that info, but turned out it wasn’t quite hard. Hard Part There were also hard parts. One main one was the shader background. First it took a really long time to code the first draft of that, as I had to make a shader in GLSL and then import Three.js, and all of that. But then that first draft didn’t work, so then it took me a really long time to debug the code as I had to look through everything for like typos and all that. I did use AI for this part, but it was still a really long and hard process, going back and forth trying to see what was wrong. But in the end it was totally worth it. Overall Overall, I spent a lot of time and effort in this project. One thing that I really wanted to do was make just that I documented all of my progress frequently in devlogs, and I think that I achieved that because all of the 13 devlogs that I have written are pretty detailed. I also wanted to make this unique to me, and I think that the shader background achieved that and just brought the project to a new level. I really hope you enjoy it, and I am happy to take any feedback. I hope to constantly keep updating this project over the next few years. Otherwise, I might add some new features to it (including a scroll bar) in the next month before Stardance ends and I get too busy with school. Below you can view some screenshots of each section of the website (it doesn’t let me upload a video, or else I would’ve done that). Enjoy!!!", "repo": "https://github.com/Harpaavan-S/my-personal-website", "demo": "https://harpaavan-s.github.io/my-personal-website/"}, {"ship_num": 3, "ts": "2026-07-26T23:22:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am working on my personal portfolio. Right now I am just working and crafting the sections and filling in some info. I still have to work on styling and go through all of the sections. But for now I am going to ship", "repo": "https://github.com/Harpaavan-S/my-personal-website", "demo": "https://harpaavan-s.github.io/my-personal-website/"}]...
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[{"post_id": 63958, "ts": "202 [{"post_id": 63958, "ts": "2026-09-08T01:36:41Z", "hours": 2.1653, "text": "Devlog # 17 This is my final devlog before I ship! I wanted to add a picture of myself in the website so I tried to find a way to do that. I decided that I will make it so that the about me card will flip when hovered over and on the other side will be my image. I thought it would be pretty simple, so I began working on it at 12 last night thinking I could finished it in about 30 minutes. Turns out I was wrong. It took me more than two hours just to get a card to flip and show my image. It was a pain, but the end result looks really neat. Current Progress To make the flip card, I had to restyle the entire about me section. I used a W3Schools tutorial, but i couldn’t end up working well with it, so then I turned to AI for debugging, because I had so many div layers for that card, and then I finally styled it to look good. The effect looks really good though. As well, I decided to publish everything to Github as well now because I hadn’t published anything for the past couple of days so yeah. Then I found a problem with the images not getting pulled correctly, so then I had to transfer all of those to a public/ folder and then adjust the file paths for all of them in my code, and then reload and redeploy like a bajillion times. So it was a lengthy process, but I finally got it working publically, Next Steps My next step is to ship. I really hope I get rated good because I want a pebble time 2. After this I will begin to work on my next project for the remainder of the event, which is a new tab page. After that, I am done with Stardance, as I also have a lot of school work now. So I will ship soon!!"}, {"post_id": 63201, "ts": "2026-09-06T21:23:17Z", "hours": 4.7169, "text": "Devlog #16 So I decided to implement some feedback that I got from the last ship. One piece of this was adding my actual certificates into the website, so people could actually view them in the webpage. So I took some time to scan all my certificates. Creating the links wasn’t quite hard, and at first I thought about just letting it open in a new tab, but then I decided to create a modal just to enhance the UX. Current Progress I decided to add all my certificates into the webpage, just to add a layer of validity to my work. The first part was finding all of the certificates. Whatever I had, I added them to my GitHub repo, and just linked the relative paths in the webpage. The ones which I had online, I just drag and dropped into the repo, while the physical ones I had to scan and then add in. So that took a while, but wasn’t too tedious of a process. After that, I just made a “View ->” sign that appears when you hover over the card, and that is actually a link to the image. Then I decided to make a modal. I realized it actually isn’t too hard, but the JS logic is a but complicated. I styled the modal in CSS, and then just added a .open class to it which was activated when you click the link. So I’m starting to understand JS logic, the only thing that I have trouble with now is writing like proper syntax, as I still have trouble with writing the correct syntax, and that can cause some problems. So then I styled how the image looks in the modal. At first I though about add ing a X to close the modal, but then I made it so then if you press outside the image, then the modal disappears. Some of my UCMAS achievements do not have images attached to them because I couldn’t find actualy certificates for them, so I might take pictures of my trophies to put there, but I haven’t got to that yet, and I don’t want to put low-quality images. So those are still empty, but almost everything else is filled, so now you can go and view those. Next Steps I literally don’t have anything left to do on this, so I think the next step is to just ship. I will take a break from this project and begin to work on my next one, which will be making a cool new tab page from my browser. So expect a ship soon. If anyone has any suggestions on something to add, you can let me know! Below is an image of my stardance certificate shown in the modal on the page."}, {"post_id": 57641, "ts": "2026-08-29T21:00:28Z", "hours": 2.5014, "text": "Devlog #15 This will be a fairly short devlog. I spent this block adding media queries to my CSS code because I opened the website on my phone, and it just looked so wrong to me, so I spent some time doing that. I figured out a great way to simulate a phone screen in my browser using DevTools so I was able to adjust everything through that. Current Progress The plan was that I was going to do media queries at first, but I thought it would be too complicated so I held it off. Now I was kinda forced to after seeing how bad the webpage looked on a phone screen. I realized you just have to make on CSS rule for media queries using media (max-width: 768px) {} . I decided to use 768px because that is like a standard width, but I mainly tested it on 400px width. After that, I opened two windows with my code and as I went through it, I would add a media query rule in the other window. So I conquered my fear of media queries, and addressed that issue. Next Steps I am looking for things to do. One piece of feedback that I got was that my cards had hover effects that made them look like buttons, but had no button effects, so it was kinda misleading. So to fix this, I’m thinking of like scanning my certificates and uploading them as pictures that people can view in the browser. So that’s my next step. To accompany this, I might also do like a redesign of the website, like just adjusting some of the features. Also, I’m thinking of adding a dark mode/light mode feature on it. Below is a quick video of the site on a device with a width of 400px."}, {"post_id": 53562, "ts": "2026-08-24T04:58:54Z", "hours": 4.0317, "text": "Devlog #14 So I started working on it further before my project even got fully rated, so this is my first devlog after shipping my portfolio! During this block, I just added some small features that just overall polished my site a bit more. A lot of these features were added in JS, and I think I actually am starting to get the hang of JS in the way that I actually am starting to understand how to identify objects using const and like how to select them using document.querySelector . So I think I am starting to learn, and just working with these little features just got me a little more familar with JS. I also got the hang of CSS animations, as before I had a little trouble understanding keyframes, but now it makes sense, so it was a good block. Current Progress I added three main things to my website, each of which use JS in them, and I will explain how. The first thing that I added was a scroll progress bar at the top. I really wanted to add this onto website, as I really liked seeing them on other websites, and I styled it to match my theme, and it just looks super good. I make a horizontal bar in my navbar for this, and it has a rainbow gradient. Basically, JS detects where the person is at the website, and just adjusts the scale based on that to show the bar. At first, I made it so it would expand as I scrolled, but then the rainbow was like squished at the beginning, and then I adjusted it so that it actually revealed the bar as I scrolled down, so like same idea but just applied to a different thing. I looks super cool now. The next thing that I added was a loading page. I tried to look into some videos for this, but I ended up making a super simple gradient ring that was animated (again to spin a rainbow). For this, I like made a loader page, which covered the whole view. In it, I made a circle which had a rainbow conic gradient, and then just animated it in CSS to rotate to 360 degrees over the course of like 1.2 seconds. I then used JS to add a class which made the loader disappear and like unresponsive to any pointer controls when the site finished loading. It also looks super good and totally matches the vibe of the site. So yeah, super happy with that. The last thing that I added was like a scroll fade up reveal effect to almost everything in my site, like the cards and the headings and everything. Again, this was a pretty simple trick that I used. Basically you set the object a set number of pixels (like I used 30px) down on the Y axis and turn the opacity down, and then when JS detects the object as the person scrolls, it just moves it up to 0px on the Y axis and goes to full opacity, and it ends up looking super sleek. That little touch just upped the whole website. I was actually looking to add this feature in the beginning of my site, but I never got to it mainly because it used JS, so now I took the chance to add it in. A lot of these features were ones that I saw in like cool websites. So like I’m always on the lookout for cool features, and these were some that I thought really made a website look more polished, and I realized that they are not actually that hard to build once you understand the core concept. Through these I really got better in JS, and upped my skills in CSS, so it was a good block. Next Steps I really do not have anything left to add in this project. Like I even added extra stuff. Please, if you guys have any suggestions, comment them so I can implement them. I will attach a video of my site so you guys can see what its like. One thing I might consider adding is like a easter egg thing or some like sequence or action that will generate a cool surprise. I have to still think about that. But right now I have almost nothing left to do. I actually might ship this again just to get the hours counted in. Below you can see the loading and the scroll fade up reveal and the scroll progress bar at the top."}, {"post_id": 48639, "ts": "2026-08-17T03:42:49Z", "hours": 7.0575, "text": "Devlog #13 (Last Devlog Before Ship) I am finally done with my website. Please read the NEXT STEPS section of this devlog as I have favour to ask you guys . I spent 7 hours of my life building a shader background for my website, but it totally paid off in the end because now I have a really cool, interactive, animated gradient background. I used GLSL to write a shader, and WebGL and Three.js to implement it into my website. I used a video tutorial and some AI debugging to achieve the effect, but it really was a learning process, as I had to install all the tools for it and then work with those, so I learned how to use those. Because of this, I also spent some time updating my README. Current Progress First of all, it took me a really long time to find a good tutorial to make a background, because I really wanted an animated one to show my blur effect and really add a pop to my website. To acheive a shader background I watched a video tutorial from Codegrid, which explained everything really nicely and was quite quick, so I was able to write the code. After though, the background didn’t quite show, so then I used the help of AI to help debug the code and get it working. After I finally got it to work, I spent some time adjusting colors, and brush strength and size, and then distortion amount and fluid decay and all of that stuff until I found the perfect values for a super good looking background. Overall, it was definately worth the time and added a really nice touch to my webpage. I also updated by README, because now the user will need to install some dependencies for this webpage because of the addition of Three.js and everything. So I updated the README to include proper instructions for that and so it explained some more features of my website. I really polished it up, because it was kinda messy before, so I got it ready for a ship. I also changed my cursor one last time. What I had before was a <div> element in HTML following my actual cursor using mousemove in JS, and my actual cursor was hidden in CSS. However, it was like lagging behind and that was starting to show on my new background. So instead, I just made my cursor a little white dot in CSS by liking making a svg file and linking it to the cursor. It just improved user interaction a lot be removing any lag between an following element and the actual cursor. There is still the feature where it will turn bigger and light purple when hovering over a link. Next Steps My next step is to ship!!! However, I have to ask you guys for something. I need some color suggestions for my background. I got a nice one right now that is like dark purplish, but I want your guys’ suggestions on what type of gradient I should make. I can put 4 colors into the gradient. You can use the attached video below to view how the shader looks on the hero page. I do have glass cards, so I don’t want something too light, but it could make a nice addition in a dark gradient. So please put some suggestions in the comments!!! Thank you!!! I will ship right after this, but I will for sure try to look over some color suggestions and experiment around with them. I might try to use one before I ship the final version of the website, so please put some suggestions. Expect a ship really soon."}, {"post_id": 46584, "ts": "2026-08-13T22:23:45Z", "hours": 4.4961, "text": "Devlog #12 This block was mainly dedicated towards making my site look a lot more aesthetic. I spent over 4 hours just tinkering with JS and fonts and color combos and everything, trying to find the perfect combos and fonts that looked super good. I am overall very happy with the progress that I made in this amount of time. At first I thought that the site looked good even without any styling because of my color gradients and all of that, but I just realized how much better it is with like better fonts, and like the small things, like moving gradients instead of static ones. So this whole block was just dedicated to making my site look better. Current Progress The first thing that I did was change my cursor. For this I had to use JS. I changed the cursor to just be like a little white dot with a nice glow around it, and then when it hovers over like a link, then it gets a bit bigger and turns into a light purple color. In JS, I figured out how to like grab an element from CSS, and then use like states, like mousemove to have like a specific action, and then like have the dot follow my actual cursor, but super close so it seems like that is the cursor. And then I hid my actual mouse to really sell the illusion. For the hover thing, I created a hover class in CSS, and then added that class when the mouse “entered” a link, and removed it when it “left” the link. The next thing I did was make the gradients on my text like circle around, so the gradient was always moving around and it looked like dynamic. I actually got this idea from the Hack Club website because in there they have a moving gradient on the text. For this, I actually did not need any JS, and instead just make a looping animation in CSS for the background of the text. I first did it only for the Hero title, but then I liked it so much that I added it to all of the section headings so yeah I thought was a really nice addition The next thing that I did was to edit my skill icons. I mentioned in a previous devlog when I was styling the About Me section, that the little subtitle for each skill was showing on the top of it, so then for skills in the bottom row, it was covering the skill on top. I also used JS for this fix. I first made a class for the subtitle on the bottom, and then again in JS made it so if it was detected to be lower, that class would apply The last thing I did was change the fonts. I am really happy I did this, because the site just looks so much better with different fonts. I imported all of my fonts from Google Fonts. I inserted the link in the <head> section and then used that font family in CSS. I did a lot of like comparing and swithcing around and researching and all of that just to find good fonts, and I have a really bad habit of like taking a lot of time on these kind of things, and it wasn’t even getting tracked on Hackatime, so I tried to do it quickly. I found some really nice fonts for the headings and titles so I am super happy with that. Next Steps Now the only thing left to do that I still havent gotten around to yet is making a really nice background in JS. I really want to make an animation background, because I think that will be like a unique aspect of my website. The main thing I really want that for is the glassmorphism effect that I have on the cards. On a plain dark background, you can’t tell at all that there is a glass effect. But with a sick background that moves, you can see that shapes blur under the cards. So I think that is the last thing to do, because I finished up all the small little details. However, I also think this will be the longest and hardest part because of its complexity in JS so yeah. I am really hoping to ship soon after 1 or 2 more devlogs. Below is a video of the new hero section with cool fonts and a moving gradient background."}, {"post_id": 45456, "ts": "2026-08-11T22:41:43Z", "hours": 3.7847, "text": "Devlog #11 I have finally finished styling my whole website in CSS. It was such a long process, but I really think that I learned how to code in CSS. Position and display no longer confuse me and I have gotten the hang of adding cool effects to me elements. I am really liking the theme of my website, but I still have more to do. Right now, I have a lot of empty space in my website. Because all of my cards are glassmorphism, I am planning to use JS to make really neat background just to add like a nice touch and really sell the website, but that might be after the first ship. I am also planning to change some fonts and all that, so still a lot to do. Current Progress I finished the Achievements and Contact section and also styled my footer. I made a masonry style layout for the achievements, and I think the design turned out really neat. At first, I thought I would use a flexbox or a grid, but then I saw that I could just make a fized number of columns and the text would just automatically arrange itself. So I used that instead of getting all tangled up in like flex and grid properties and all of that. But then it actually made it like vertically ordered, but I wanted it horizontally, so I took the time to like arrange them so that the layout would appear even and it would look like it was horizontally arranged, when in reality it is actually vertically arranged but in a weird way. It makes more sense when you look at it. I also finished the Contact section. This was quite easy. I just styled it like the Hero and added two little icons: one to my email, and the other to my github, so yeah that was pretty simple. I first thought of adding a contact form, but then I realized that that needed a backend, so I decided against that. Again, if I want, I might add it later in the future, but for now I will leave it at just to two icons. So mainly I finished those two sections in this block. One more cool thing that I discovered was how to make links open to a new page, because while I was trying out links it was bugging me that it was always opening in that page, so this really put my mind to ease a bit, and makes navigation a bit easier. Next Steps I am planning to ship very soon. I am thinking of just adding some finishing touches before shipping the first version, like some font changes. I might also just try to play around in JS, and like get a feel of it, Because I think that a cool background will really take it to the top, so I will play around a bit with that. i’m also thinking about adding like scroll up effects, especially for like my experience timeline. But yeah next steps might just to be to polish it up just a bit before shipping. I am super excited to try out JS, and hope that the final product will be awesome. Below is a picture of the masonry effect of the achievements section."}, {"post_id": 44357, "ts": "2026-08-10T02:05:02Z", "hours": 3.055, "text": "Devlog #10 I have finished the Experiences section of the website. This section was for sure a lot trickier than I thought it would be. The hardest part was trying to figure out how to arrange the boxes in a vertical but staggered order, so I could build the timeline. However, on the upside, I was able to quickly do styling, because a lot of the colors and like hover effects and everything was already set up in my code from styling the previous section, so that did not take too much time. Overall, I really like how this section turned out, and I think it is a bit different from the rest of the sections. Current Progress I completed the Experience section. This one is styled a bit differently from the other two. In this one, the timeline in centered and it goes longer than the length of the screen. The about me section and the projects section were all set to be as tall as the screen itself using height: 100dvh , but this one is actually dictated by the length of the cards, and then I added some padding at the bottom to separate it from the next section. The tricky part was to actually make the timeline affect. At first I did some research and thought or using pseudo elements in CSS to create a line through the middle of the page and arrange the boxes beside it. But that was way too complicated and didn’t seem to work for me, so I decided to arrange the boxes first and then add the line later. To arrange the boxes, I first centered them vertically in the middle of the screen, and then gave half of them one class and the other half another class. Then I pushed one class completely to the right, and the other to the left and that created a staggered timeline look. Then I needed to add a line through it. To do this, I created an empty <div> tag at the beginning of my experience section and then styled it as a line as long as my experience cards and then filled it with a rainbow gradient to kinda match my theme. I also added tiny circles using the same method to the timeline wherever their was a card to kinda just make it look cooler. I will acknowledge that I did use a bit of AI for this section to research the different ways to position the boxes, but otherwise I implemented all code by myself and I did not copy paste anything in. I really think this section introduced me to the flexibility in CSS, and how to manipulate different rules and elements to get the desired effect. Next Steps I am now going to work on the Achievements section. I am planning on making this section like a staggering kinda page of acheivements, like not quite even, just like a mosaic, because there is a lot of content in this section. For a kind of visualizer, I am planning to kinda style it like a pinterest page so like staggered and just fitting together. I just hope that it doesn’t turn out to jaggedy or uneven at the end of that part, and that it doesn’t take too long to organize them to look like at least like reasonably even at that. Hopefully I finish this section pretty quick, like just an hour or 2, and then I will quickly finish up the contact section as well, so then I will post a devlog of those two, but yeah I will see. I think I am getting close to a ship so keep an eye out for the next few days. Below you can see like the full experience timeline like zoomed out and I am hovering over the first card."}, {"post_id": 43667, "ts": "2026-08-09T01:57:34Z", "hours": 3.26, "text": "Devlog #9 I finished the Project section of the website. I also took some time to like style and experiment with some like hovering effects in the website. I also figured out how to color texts with gradients, so I changed all of my main section headings to cool colorful pastel gradients. I also made each glass card look cool when you hover over it. I also made some of the text like get bigger or show cool stuff when you hover over it. So yeah. I really think I am getting the hang of CSS. Most importantly, I think that I am able to use resources from the internet and apply them accordingly to my website. This block was mainly like a styling portion to kinda experiment and apply some aesthetics to my site. Current Progress I finished the Projects section. This section was much easier to arrange. Instead of using display: flexbox I used display: grid to help position each of the cards into an organized layout. What I really like about this display is that it automatically does all the math itself and gives each card its own equal amount of space so that they look even on the page. I got 4 nice cards for each project. I also styled the the heading to look like a gradient. I figured out that you make the background image a gradient, and then clip it to the text, and then just make the text clear so that the color shows. So I made all the headings look like that. Another thing that I did was use box-shadow to make the cards look cool when I hover over them. I realized that there are a lot of elements for the box-shadow, though once you figure them out, its not too complicated. So then I applied the box shadow effect to everything in the website that it would look good on. So yeah that was also a learning experience. I also figured out how to make a specific thing appear once you hover over like a bigger topic. So like I made some text a bit bigger or like an element appear when i hover over the whole card. You add the hover rule for the big card, and then add the class for the specific element, and then do your ending look. I used that for some things. So I really got some styling done to make my website like look better. Next Steps I will now work on the Experience section. I have around 6 cards for this. For this section, I am planning on making like a scrolling timeline to showcase like all of the past stuff in a chronological order. This might be tricky because up until now I was using the height: 100dvh to determine how big a section would be, but this one is going to have to different from that because of its scrolling nature. So yeah. But I think I am really getting the hang of positioning and display. and how to manipulate objects between different rules. I am starting to realize that code is not as strict as I thought it was. Like I thought everything needs to be like letter precise, but you have a bit space to improvise and experiment. So I can actually code a bit in CSS. I really enjoying styling things, like the gradient texts or like hover effects, so I am going to make sure to include those things in this next section as well. I am excited to get to work and encounter this new challenge. Below is a picture of the Projects sections and I am hovering over the first card, so you can see the hover effect."}, {"post_id": 43107, "ts": "2026-08-08T06:12:14Z", "hours": 3.0431, "text": "Devlog #8 I am finished the About Me section. I came across a problem though. In the pills, I want it to be like that when I hover over the pill, the name of that skill shows above it in a small text. However, pills in the bottom row, their text will start to hover into the pill of the next row, so that messes up the thing. BUT, if I add a space, it will look like a really weird gap between the rows. I did some research and I read that I might need to use some JS to fix, so like pills on the bottom, their text shows on the bottom, and pills on the top, their text shows on the top. So I am going to leave that for now, and work on it after I am done with the rest of the webpage. Current Progress Right now I finished position the stuff for the About Me section. I found this part really complicated, especially with the little icons. I ended up having to add more classes in my HTML to style them accordingly in CSS. Again, I still have a bit of problems with positioning, but I am starting to get the hang of like display , margin , padding , and gap , and how they work with different classes to arrange and organize everything. I also learned how to use transition to just make thing shift smoothly when you hover one them. This section took me a really long time because I had to arrange the about me text and all of my skills. I figured out where like display: relative and display: absolute are used, because I then had to arrange my text so that it was like positioned vertically 110% and horizontally 50% of the icon, so they helped in that. Otherwise, this part really familirized me a bit more with CSS. I especially got the hang of like background and border styling, and how to experiment with corner rounding and different colors and transitions and all of that, so I think this section was really a learning experience. Next Steps I will now begin to work on the Projects section. For this section I am just thinking making cards for each project each with a glassy effect behind it. Because I am giving each element like a glass effect, I am planning on making a super cool background later once I finished the site in JS so that the glass effect really shows and provides a unique aspect to my website. I think this section will be a lot simpler, but I will have to add more classes in HTML to do this I think. A tricky part might be to style the links, because I have links to all of my projects and their repositories, so yeah. Once I figure out the positioning of the cards, its practically smooth sailing from there, because like adjust font sizes and colors are like pretty easy for me. I might even make like the glass lighten up when I hover. One thing I want to experiment with is with box-shadow so that a shadow shows underneath the card. So I will play around with that. Otherwise, I am excited to continue working on this. The layout for this section is similar to the rest, so I think from here I will begin to quickly finish up the rest of the sections. You can view the about me page here. I am hovering over the HTML pill, and you can see the text over it."}, {"post_id": 41119, "ts": "2026-08-05T03:35:16Z", "hours": 3.1164, "text": "Devlog #7 I finished creating the navbar and have finally started on the CSS. Now because I am a complete beginner to CSS, I did use some help of AI just to kinda get the hang of like rules and all the different like properties. I DID NOT copy paste anything from AI. This is a project that I am doing to learn HTML and CSS. I actually want to learn this, and AI is just assisting me. I completed the navbar in CSS, and started on the Hero section. Right now positioning for CSS is confusing me a bit, so I need to work on that a bit more. The Hero was fairly easy as in the text, and I haven’t added much to it, but I figured out how to center it. The next steps will be to work on the about me section. Current Progress I finished up the navbar by quickly making a list of links at the very top of my html that went to each section. I also added a logo in the other corner (which is just my initials for now) which will link back to the hero page, like the top of the webpage. I was able to add a nice frosty glass effect the navbar, which was pretty simple. All you got to do is make the background like a little translucent and then add a blur effect. I thought it would be super hard, but it actually wasn’t. I am probably going to use this same formula for the glass cards of each section. My plan is to make them more interactive as I continue, but for right now I will just keep it at that. For the hero, the plan is to just make my name and a short subtitle below, and then add a cool effect around it. For now I just mapped out the area of the hero section. I realized that 100vh is the same as the whole area of the screen, so that is perfect for the hero section. I set the height to that. I also learned that you could access text from within sections that you have id’ed, ex. like I could access the <p> text in the hero section by using the rule #hero p {} so that was pretty neat. Like I mentioned, I used AI to help with some of the centering stuff, because there are a lot of rules for that. I also learned a lot about default positioning, and relative, and fixed positioning. I decided to use position: fixed; for the navbar so it stays on the page the whole time. I still need to get the hang of positioning, but as I begin the next sections, I think I will learn to do that on my own. Next Steps I finished the Hero section for now for CSS, so I will start with the About Me sections. Again this section will have like a blurb about me and then little icons of all of the skills that I know. This is for sure going to be a lot more trickier than the Hero section. My plan is to first try and do the basic styling on my own, and then refer to other resources to polish it up. I am probably going to use the glass effect for the about me blurb and then as a little background behind each icons, like a little drop. I am excited to get this part complete because right now I just have like a very long list of large images in the website, (which are the icons for the skills) that are taking up like the whole screen and I am so ready to get rid of those and just clean up the webpage a bit. After those are organized into the skills, then everything will just be a little cleaner. I am planning to organize the skills based on software, hardware, and then others. The icons are already organized in HTML, so I am excited to begin tomorrow on styling the next section. The navbar is glassy, its just because there is nothing under it to be blurred thats why it doesn’t show."}, {"post_id": 40465, "ts": "2026-08-04T00:41:21Z", "hours": 2.0869, "text": "Devlog #6 I have finally finished the HTML section. I have organized all of my sections and filled in enough information to make a complete portfolio website. I’m not going to worry about any more of the info and just continue on to CSS and styling my website, I think this is going to be a lot more tricky because now I have to arrange and order everything and make it look pleasing and smooth. Right now I am going for a darker vibe. I don’t have like a specific theme, but I might add like hints of color around the website. I am planning on making like cards that each have a glass morphism effect. Current Progress Right now I filled in the skills sections. Like I said before, I am planning to just show the icon on a glassy back. I am going to back it so that when the person hovers over it, it will show like a text of what the skill actually is like the name. I learned how to use a <snap> tag, which is kinda like <div> tag but it doesn’t need it’s own line, so you can kinda group things inside groups without like tabbing again. I put it on the labels for each skill so I could style it separately from the icon in CSS. I was able to get icons for every skill in there. I used Devicon for some programming languages and Flaticon for some of the other ones. I finally got the hang of images. They show on the preview so I think they will show in GitHub pages later as well when I publish them. I still have to see but I think that a succes because in my first devlog the images actually didn’t work, so this is good. Right now they are huge, but I will fix them in CSS. I put them all in the same class, so I think it won’t be too hard. Next Steps I actually forgot to make a navbar, so I will quickly make a navbar and then begin CSS. I don’t thing a navbar will be too hard because it is just links. I will most likely keep it as a header at the top, and just apply a nice glassmorphism effect to it. But yeah, I actually got to make a navbar in HTML, so not completely done with that, but after that I will for sure be done. I might not post a devlog after building the navbar and might just move onto CSS, but it depends on how much time it will take. If it takes more than an hour, then I’ll post a devlog, other than that, I wil post one after some work with CSS, maybe after making the hero section. Below are the some of the image from Flaticon"}, {"post_id": 40271, "ts": "2026-08-03T18:12:42Z", "hours": 1.47, "text": "Devlog #5 I am still working on the HTML portion, but I am nearing completion. I think that the next devlog that I post will be the last one of HTML, and after that I will start to move onto CSS. Speaking of CSS, I am still deciding whether I want to experiment with JS for this project. I have no experience in JS, so it might be like a later thing I want to add after I finish the initial draft of the project. I think it will make it look super smooth with cool animations, but I am still deciding, I think the amount of time I will spend in CSS will decide whether I want to use JS or not. Current Progress I have now added some cards to the Awards section. This one did not take too long because I was able to figure out the tags quite easily because by now I have experimented a lot with them. One thing I learned how to do was to create lists in HTML. It was quite simple. Once you figure out the tags then it is pretty easy. I have a lot of awards that are like issued from a single organization and then some standalone ones, so I used the <ul> tag to create an unordered list and the <li> to add each item to my list. Overall I am planning to make like a card mosaic. Because they are all going to be like different sizes, so they will look kind of like a Pinterest post with like broken blocks, but fit nicely together. I think that will be the simplest way to style it in CSS right now, so I am going with that. Overall, this did not take as long as I expected. I actually already had a document ready, so many were just copied from there. Next Steps I have already filled out the Contact section. I just linked my email and added a little description. I don’t have a lot of forms of contact , so I am going to stick to just email. Now I am going to work on adding my skills, because that is in the about me section. I am not going to actually write it but instead add like little logos for each like skill so that is the next step. I am planning to separate them by like software, and hardware, and like other maybe, but I am going to work on that next. Again I hope that the next devlog will be the last for HTML before I begin CSS."}, {"post_id": 38499, "ts": "2026-07-31T22:25:20Z", "hours": 3.4719, "text": "Devlog #4 I have filled in some more sections of my webpage. I am still at the HTML portion. Right now the webpage looks like really bad when I view, and it’s tempting for me to move right to CSS to begin styling, but I think it will be easier for me in the long run if I finish all of the HTML now, at least all of the sections. Of course, if I move onto CSS, it won’t mean that I’m completely done with HTML, I will always be adding more stuff and I find ways to improve my website. Current Progress So before I had filled out the Projects section. I was working with GitHub a lot, uploading my projects so I could link them. I also had to use the Github desktop app to upload some files. Because I had opened the website repository in my VSCode desktop app, I think that something got mixed up, and the file didn’t save properly, so then my whole projects section got deleted. I had to spend some time filling that in again, though it wasn’t too hard the second time because the live preview in the browser still had the text in it, and I had already created all of the links again. Then I made sure that my files would autosave, and that the repository was properly linked. After I pushed the commits to Github to save it there, and I will do the same after posting this devlog. After that I began to fill in the Experience section, and that was mainly the majority of this time block. Again, I had to like go back and kinda figure out the dates of everything. I am thinking like a timeline style for this one, and that I will have like a little card for each thing. The plan is to make a scrolling website, so that each card will like appear as you scroll down. I have got a good solid like 6 cards of stuff, so for now I am done with that section. I learned more about like div and section tags during this. I also learned the effect of applying classes to text, as it seperates it from other text when styling it in CSS. I applied it to the date text in the experience sections, so that the time frame will be like a little substitle, different from the actual text in the card. Next Steps I am probably done for today. Next, I will start to work on the awards sections. A challenge will be to organize those sections because like I have many awards from a specific section but then some are just standalone, so I still a have to figure out how to organize the sections in HTML and how to apply the section and div tags. However, I don’t think I will use the section tag, as that may only be for sections that will be in the navbar. But organizing the awards using div and applying different classes will be tricky and hard to keep organizing. i want to make sure that I continue and keep my code nice and clean so that CSS styling is easy."}, {"post_id": 37296, "ts": "2026-07-29T22:04:53Z", "hours": 1.9631, "text": "Devlog #3 I have started to fill in some more information about myself in the webpage. The plan is that I will first constuct the HTML layout and fill in all of the sections. Because I am still a high student, my portfolio will look a bit different because I am not actually advertising a service or anything like that. The order that I am planning to go in is the following: Hero About Me (along with skills) Projects Experience Achievements/Awards Contact Current Progress Right now I have constructed each of the sections in HTML. I am using the section tag to separate each of the parts that I just described above so that I can link them using a navbar, though I have not created anything for a navbar yet. One thing that confused me for a while was the difference between section and div tags. After some research, I realized that section actually separates the parts in the HTML file, while the div just like adds an invisible containor around the parts and doesn’t actually effect the HTMl at all. It just like groups them together. The section tag is great for the navbar. I am using the div tag for like sub sections, like for an individual project within the Projects section. This will help later with design as I am planning to make like each project a card on the screen. That brings me to my next thing. Right now I have filled in around 3 projects that I have made. The biggest hurdle was that not all of them were on Github, so I had to go back into my files and like refresh by brain on those past projects. I wanted to have links to projects in the website, so some of my past projects, I had to spend like an hour or two just trying to upload those and get the repositories set. I have attched 3 projects so far. I will probably add more, but for now I think I will move on Next Steps Next, I am going to start filling in some of the other sections, like the About Me section. I am still thinking on how to display the Experience section, but I will start filling in that section too. I will also begin to organize like the subsections for each section and begin to build a navbar. By the end of the week, I hope to have like a basic HTML structure with all of the sections roughly filled in, and then I will move onto CSS. I think the biggest challenge will be to organize everything neatly for experiences and achievements. But otherwise I am looking forward to start filling those in."}, {"post_id": 35488, "ts": "2026-07-26T23:14:47Z", "hours": 0.8378, "text": "I have kinda gotten a sense of how I want my site to be like. For the portfolio, I will kinda have around 5 sections: Hero, About Me, Projects, Achievements. and Contact. I am think of a kinda dark aesthethic theme with neon accents in there. I am also thinking that I will make like each section themed to what I have achievemed or what is added in that section. Right now I have added a gradient to my background and written some stuff in the about me section. I have also added a link to my astrobounce project which is also here on stardance."}, {"post_id": 35031, "ts": "2026-07-26T06:02:46Z", "hours": 0.3153, "text": "My personal site. Right now I am just getting started on this website. Mainly this project will be for me to learn basic HTML and some more CSS code. I want the end goal to be a nice smooth and polished site. I have still yet to pick a theme. Right now the only hurdle I have encountered is that the image isn’t uploading properly into the website, so I will be looking into that and trying to fix that. Otherwise I am only planning to spend a couple more hours. I might plan to make this a personal portfolio site for myself as I enter high school to help showcase some of my experiences and achievements. But I am still deciding on the theme. And that will be in a later devlog."}]...
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Title: My Portfolio by @Harpaavan108 | Stardance
Title: My Portfolio by @Harpaavan108 | Stardance
Devlogs:
My personal site. Right now I am just getting started on this website. Mainly this project will be for me to learn basic HTML and some more CSS code. I want the end goal to be a nice smooth and polished site. I have still yet to pick a theme. Right now the only hurdle I have encountered is that the image isn’t uploading properly into the website, so I will be looking into that and trying to fix that. Otherwise I am only planning to spend a couple more hours. I might plan to make this a personal portfolio site for myself as I enter high school to help showcase some of my experiences and achievements. But I am still deciding on the theme. And that will be in a later devlog.
I have kinda gotten a sense of how I want my site to be like. For the portfolio, I will kinda have around 5 sections: Hero, About Me, Projects, Achievements. and Contact. I am think of a kinda dark aesthethic theme with neon accents in there. I am also thinking that I will make like each section themed to what I have achievemed or what is added in that section. Right now I have added a gradient to my background and written some stuff in the about me section. I have also added a link to my astrobounce project which is also here on stardance.
Devlog #3 I have started to fill in some more information about myself in the webpage. The plan is that I will first constuct the HTML layout and fill in all of the sections. Because I am still a high student, my portfolio will look a bit different because I am not actually advertising a service or anything like that. The order that I am planning to go in is the following: Hero About Me (along with skills) Projects Experience Achievements/Awards Contact Current Progress Right now I have constructed each of the sections in HTML. I am using the section tag to separate each of the parts that I just described above so that I can link them using a navbar, though I have not created anything for a navbar yet. One thing that confused me for a while was the difference between section and div tags. After some research, I realized that section actually separates the parts in the HTML file, while the div just like adds an invisible containor around the parts and doesn’t actually effect the HTMl at all. It just like groups them together. The section tag is great for the navbar. I am using the div tag for like sub sections, like for an individual project within the Projects section. This will help later with design as I am planning to make like each project a card on the screen. That brings me to my next thing. Right now I have filled in around 3 projects that I have made. The biggest hurdle was that not all of them were on Github, so I had to go back into my files and like refresh by brain on those past projects. I wanted to have links to projects in the website, so some of my past projects, I had to spend like an hour or two just trying to upload those and get the repositories set. I have attched 3 projects so far. I will probably add more, but for now I think I will move on Next Steps Next, I am going to start filling in some of the other sections, like the About Me section. I am still thinking on how to display the Experience section, but I will start filling in that section too. I will also begin to organize like the subsections for each section and begin to build a navbar. By the end of the week, I hope to have like a basic HTML structure with all of the sections roughly filled in, and then I will move onto CSS. I think the biggest challenge will be to organize everything neatly for experiences and achievements. But otherwise I am looking forward to start filling those in.
Devlog #4 I have filled in some more sections of my webpage. I am still at the HTML portion. Right now the webpage looks like really bad when I view, and it’s tempting for me to move right to CSS to begin styling, but I think it will be easier for me in the long run if I finish all of the HTML now, at least all of the sections. Of course, if I move onto CSS, it won’t mean that I’m completely done with HTML, I will always be adding more stuff and I find ways to improve my website. Current Progress So before I had filled out the Projects section. I was working with GitHub a lot, uploading my projects so I could link them. I also had to use the Github desktop app to upload some files. Because I had opened the website repository in my VSCode desktop app, I think that something got mixed up, and the file didn’t save properly, so then my whole projects section got deleted. I had to spend some time filling that in again, though it wasn’t too hard the second time because the live preview in the browser still had the text in it, and I had already created all of the links again. Then I made sure that my files would autosave, and that the repository was properly linked. After I pushed the commits to Github to save it there, and I will do the same after posting this devlog. After that I began to fill in the Experience section, and that was mainly the majority of this time block. Again, I had to like go back and kinda figure out the dates of everything. I am thinking like a timeline style for this one, and that I will have like a little card for each thing. The plan is to make a scrolling website, so that each card will like appear as you scroll down. I have got a good solid like 6 cards of stuff, so for now I am done with that section. I learned more about like div and section tags during this. I also learned the effect of applying classes to text, as it seperates it from other text when styling it in CSS. I applied it to the date text in the experience sections, so that the time frame will be like a little substitle, different from the actual text in the card. Next Steps I am probably done for today. Next, I will start to work on the awards sections. A challenge will be to organize those sections because like I have many awards from a specific section but then some are just standalone, so I still a have to figure out how to organize the sections in HTML and how to apply the section and div tags. However, I don’t think I will use the section tag, as that may only be for sections that will be in the navbar. But organizing the awards using div and applying different classes will be tricky and hard to keep organizing. i want to make sure that I continue and keep my code nice and clean so that CSS styling is easy.
Devlog #5 I am still working on the HTML portion, but I am nearing completion. I think that the next devlog that I post will be the last one of HTML, and after that I will start to move onto CSS. Speaking of CSS, I am still deciding whether I want to experiment with JS for this project. I have no experience in JS, so it might be like a later thing I want to add after I finish the initial draft of the project. I think it will make it look super smooth with cool animations, but I am still deciding, I think the amount of time I will spend in CSS will decide whether I want to use JS or not. Current Progress I have now added some cards to the Awards section. This one did not take too long because I was able to figure out the tags quite easily because by now I have experimented a lot with them. One thing I learned how to do was to create lists in HTML. It was quite simple. Once you figure out the tags then it is pretty easy. I have a lot of awards that are like issued from a single organization and then some standalone ones, so I used the <ul> tag to create an unordered list and the <li> to add each item to my list. Overall I am planning to make like a card mosaic. Because they are all going to be like different sizes, so they will look kind of like a Pinterest post with like broken blocks, but fit nicely together. I think that will be the simplest way to style it in CSS right now, so I am going with that. Overall, this did not take as long as I expected. I actually already had a document ready, so many were just copied from there. Next Steps I have already filled out the Contact section. I just linked my email and added a little description. I don’t have a lot of forms of contact , so I am going to stick to just email. Now I am going to work on adding my skills, because that is in the about me section. I am not going to actually write it but instead add like little logos for each like skill so that is the next step. I am planning to separate them by like software, and hardware, and like other maybe, but I am going to work on that next. Again I hope that the next devlog will be the last for HTML before I begin CSS.
Devlog #6 I have finally finished the HTML section. I have organized all of my sections and filled in enough information to make a complete portfolio website. I’m not going to worry about any more of the info and just continue on to CSS and styling my website, I think this is going to be a lot more tricky because now I have to arrange and order everything and make it look pleasing and smooth. Right now I am going for a darker vibe. I don’t have like a specific theme, but I might add like hints of color around the website. I am planning on making like cards that each have a glass morphism effect. Current Progress Right now I filled in the skills sections. Like I said before, I am planning to just show the icon on a glassy back. I am going to back it so that when the person hovers over it, it will show like a text of what the skill actually is like the name. I learned how to use a <snap> tag, which is kinda like <div> tag but it doesn’t need it’s own line, so you can kinda group things inside groups without like tabbing again. I put it on the labels for each skill so I could style it separately from the icon in CSS. I was able to get icons for every skill in there. I used Devicon for some programming languages and Flaticon for some of the other ones. I finally got the hang of images. They show on the preview so I think they will show in GitHub pages later as well when I publish them. I still have to see but I think that a succes because in my first devlog the images actually didn’t work, so this is good. Right now they are huge, but I will fix them in CSS. I put them all in the same class, so I think it won’t be too hard. Next Steps I actually forgot to make a navbar, so I will quickly make a navbar and then begin CSS. I don’t thing a navbar will be too hard because it is just links. I will most likely keep it as a header at the top, and just apply a nice glassmorphism effect to it. But yeah, I actually got to make a navbar in HTML, so not completely done with that, but after that I will for sure be done. I might not post a devlog after building the navbar and might just move onto CSS, but it depends on how much time it will take. If it takes more than an hour, then I’ll post a devlog, other than that, I wil post one after some work with CSS, maybe after making the hero section. Below are the some of the image from Flaticon
Devlog #7 I finished creating the navbar and have finally started on the CSS. Now because I am a complete beginner to CSS, I did use some help of AI just to kinda get the hang of like rules and all the different like properties. I DID NOT copy paste anything from AI. This is a project that I am doing to learn HTML and CSS. I actually want to learn this, and AI is just assisting me. I completed the navbar in CSS, and started on the Hero section. Right now positioning for CSS is confusing me a bit, so I need to work on that a bit more. The Hero was fairly easy as in the text, and I haven’t added much to it, but I figured out how to center it. The next steps will be to work on the about me section. Current Progress I finished up the navbar by quickly making a list of links at the very top of my html that went to each section. I also added a logo in the other corner (which is just my initials for now) which will link back to the hero page, like the top of the webpage. I was able to add a nice frosty glass effect the navbar, which was pretty simple. All you got to do is make the background like a little translucent and then add a blur effect. I thought it would be super hard, but it actually wasn’t. I am probably going to use this same formula for the glass cards of each section. My plan is to make them more interactive as I continue, but for right now I will just keep it at that. For the hero, the plan is to just make my name and a short subtitle below, and then add a cool effect around it. For now I just mapped out the area of the hero section. I realized that 100vh is the same as the whole area of the screen, so that is perfect for the hero section. I set the height to that. I also learned that you could access text from within sections that you have id’ed, ex. like I could access the <p> text in the hero section by using the rule #hero p {} so that was pretty neat. Like I mentioned, I used AI to help with some of the centering stuff, because there are a lot of rules for that. I also learned a lot about default positioning, and relative, and fixed positioning. I decided to use position: fixed; for the navbar so it stays on the page the whole time. I still need to get the hang of positioning, but as I begin the next sections, I think I will learn to do that on my own. Next Steps I finished the Hero section for now for CSS, so I will start with the About Me sections. Again this section will have like a blurb about me and then little icons of all of the skills that I know. This is for sure going to be a lot more trickier than the Hero section. My plan is to first try and do the basic styling on my own, and then refer to other resources to polish it up. I am probably going to use the glass effect for the about me blurb and then as a little background behind each icons, like a little drop. I am excited to get this part complete because right now I just have like a very long list of large images in the website, (which are the icons for the skills) that are taking up like the whole screen and I am so ready to get rid of those and just clean up the webpage a bit. After those are organized into the skills, then everything will just be a little cleaner. I am planning to organize the skills based on software, hardware, and then others. The icons are already organized in HTML, so I am excited to begin tomorrow on styling the next section. The navbar is glassy, its just because there is nothing under it to be blurred thats why it doesn’t show.
Devlog #8 I am finished the About Me section. I came across a problem though. In the pills, I want it to be like that when I hover over the pill, the name of that skill shows above it in a small text. However, pills in the bottom row, their text will start to hover into the pill of the next row, so that messes up the thing. BUT, if I add a space, it will look like a really weird gap between the rows. I did some research and I read that I might need to use some JS to fix, so like pills on the bottom, their text shows on the bottom, and pills on the top, their text shows on the top. So I am going to leave that for now, and work on it after I am done with the rest of the webpage. Current Progress Right now I finished position the stuff for the About Me section. I found this part really complicated, especially with the little icons. I ended up having to add more classes in my HTML to style them accordingly in CSS. Again, I still have a bit of problems with positioning, but I am starting to get the hang of like display , margin , padding , and gap , and how they work with different classes to arrange and organize everything. I also learned how to use transition to just make thing shift smoothly when you hover one them. This section took me a really long time because I had to arrange the about me text and all of my skills. I figured out where like display: relative and display: absolute are used, because I then had to arrange my text so that it was like positioned vertically 110% and horizontally 50% of the icon, so they helped in that. Otherwise, this part really familirized me a bit more with CSS. I especially got the hang of like background and border styling, and how to experiment with corner rounding and different colors and transitions and all of that, so I think this section was really a learning experience. Next Steps I will now begin to work on the Projects section. For this section I am just thinking making cards for each project each with a glassy effect behind it. Because I am giving each element like a glass effect, I am planning on making a super cool background later once I finished the site in JS so that the glass effect really shows and provides a unique aspect to my website. I think this section will be a lot simpler, but I will have to add more classes in HTML to do this I think. A tricky part might be to style the links, because I have links to all of my projects and their repositories, so yeah. Once I figure out the positioning of the cards, its practically smooth sailing from there, because like adjust font sizes and colors are like pretty easy for me. I might even make like the glass lighten up when I hover. One thing I want to experiment with is with box-shadow so that a shadow shows underneath the card. So I will play around with that. Otherwise, I am excited to continue working on this. The layout for this section is similar to the rest, so I think from here I will begin to quickly finish up the rest of the sections. You can view the about me page here. I am hovering over the HTML pill, and you can see the text over it.
Devlog #9 I finished the Project section of the website. I also took some time to like style and experiment with some like hovering effects in the website. I also figured out how to color texts with gradients, so I changed all of my main section headings to cool colorful pastel gradients. I also made each glass card look cool when you hover over it. I also made some of the text like get bigger or show cool stuff when you hover over it. So yeah. I really think I am getting the hang of CSS. Most importantly, I think that I am able to use resources from the internet and apply them accordingly to my website. This block was mainly like a styling portion to kinda experiment and apply some aesthetics to my site. Current Progress I finished the Projects section. This section was much easier to arrange. Instead of using display: flexbox I used display: grid to help position each of the cards into an organized layout. What I really like about this display is that it automatically does all the math itself and gives each card its own equal amount of space so that they look even on the page. I got 4 nice cards for each project. I also styled the the heading to look like a gradient. I figured out that you make the background image a gradient, and then clip it to the text, and then just make the text clear so that the color shows. So I made all the headings look like that. Another thing that I did was use box-shadow to make the cards look cool when I hover over them. I realized that there are a lot of elements for the box-shadow, though once you figure them out, its not too complicated. So then I applied the box shadow effect to everything in the website that it would look good on. So yeah that was also a learning experience. I also figured out how to make a specific thing appear once you hover over like a bigger topic. So like I made some text a bit bigger or like an element appear when i hover over the whole card. You add the hover rule for the big card, and then add the class for the specific element, and then do your ending look. I used that for some things. So I really got some styling done to make my website like look better. Next Steps I will now work on the Experience section. I have around 6 cards for this. For this section, I am planning on making like a scrolling timeline to showcase like all of the past stuff in a chronological order. This might be tricky because up until now I was using the height: 100dvh to determine how big a section would be, but this one is going to have to different from that because of its scrolling nature. So yeah. But I think I am really getting the hang of positioning and display. and how to manipulate objects between different rules. I am starting to realize that code is not as strict as I thought it was. Like I thought everything needs to be like letter precise, but you have a bit space to improvise and experiment. So I can actually code a bit in CSS. I really enjoying styling things, like the gradient texts or like hover effects, so I am going to make sure to include those things in this next section as well. I am excited to get to work and encounter this new challenge. Below is a picture of the Projects sections and I am hovering over the first card, so you can see the hover effect.
Devlog #10 I have finished the Experiences section of the website. This section was for sure a lot trickier than I thought it would be. The hardest part was trying to figure out how to arrange the boxes in a vertical but staggered order, so I could build the timeline. However, on the upside, I was able to quickly do styling, because a lot of the colors and like hover effects and everything was already set up in my code from styling the previous section, so that did not take too much time. Overall, I really like how this section turned out, and I think it is a bit different from the rest of the sections. Current Progress I completed the Experience section. This one is styled a bit differently from the other two. In this one, the timeline in centered and it goes longer than the length of the screen. The about me section and the projects section were all set to be as tall as the screen itself using height: 100dvh , but this one is actually dictated by the length of the cards, and then I added some padding at the bottom to separate it from the next section. The tricky part was to actually make the timeline affect. At first I did some research and thought or using pseudo elements in CSS to create a line through the middle of the page and arrange the boxes beside it. But that was way too complicated and didn’t seem to work for me, so I decided to arrange the boxes first and then add the line later. To arrange the boxes, I first centered them vertically in the middle of the screen, and then gave half of them one class and the other half another class. Then I pushed one class completely to the right, and the other to the left and that created a staggered timeline look. Then I needed to add a line through it. To do this, I created an empty <div> tag at the beginning of my experience section and then styled it as a line as long as my experience cards and then filled it with a rainbow gradient to kinda match my theme. I also added tiny circles using the same method to the timeline wherever their was a card to kinda just make it look cooler. I will acknowledge that I did use a bit of AI for this section to research the different ways to position the boxes, but otherwise I implemented all code by myself and I did not copy paste anything in. I really think this section introduced me to the flexibility in CSS, and how to manipulate different rules and elements to get the desired effect. Next Steps I am now going to work on the Achievements section. I am planning on making this section like a staggering kinda page of acheivements, like not quite even, just like a mosaic, because there is a lot of content in this section. For a kind of visualizer, I am planning to kinda style it like a pinterest page so like staggered and just fitting together. I just hope that it doesn’t turn out to jaggedy or uneven at the end of that part, and that it doesn’t take too long to organize them to look like at least like reasonably even at that. Hopefully I finish this section pretty quick, like just an hour or 2, and then I will quickly finish up the contact section as well, so then I will post a devlog of those two, but yeah I will see. I think I am getting close to a ship so keep an eye out for the next few days. Below you can see like the full experience timeline like zoomed out and I am hovering over the first card.
Devlog #11 I have finally finished styling my whole website in CSS. It was such a long process, but I really think that I learned how to code in CSS. Position and display no longer confuse me and I have gotten the hang of adding cool effects to me elements. I am really liking the theme of my website, but I still have more to do. Right now, I have a lot of empty space in my website. Because all of my cards are glassmorphism, I am planning to use JS to make really neat background just to add like a nice touch and really sell the website, but that might be after the first ship. I am also planning to change some fonts and all that, so still a lot to do. Current Progress I finished the Achievements and Contact section and also styled my footer. I made a masonry style layout for the achievements, and I think the design turned out really neat. At first, I thought I would use a flexbox or a grid, but then I saw that I could just make a fized number of columns and the text would just automatically arrange itself. So I used that instead of getting all tangled up in like flex and grid properties and all of that. But then it actually made it like vertically ordered, but I wanted it horizontally, so I took the time to like arrange them so that the layout would appear even and it would look like it was horizontally arranged, when in reality it is actually vertically arranged but in a weird way. It makes more sense when you look at it. I also finished the Contact section. This was quite easy. I just styled it like the Hero and added two little icons: one to my email, and the other to my github, so yeah that was pretty simple. I first thought of adding a contact form, but then I realized that that needed a backend, so I decided against that. Again, if I want, I might add it later in the future, but for now I will leave it at just to two icons. So mainly I finished those two sections in this block. One more cool thing that I discovered was how to make links open to a new page, because while I was trying out links it was bugging me that it was always opening in that page, so this really put my mind to ease a bit, and makes navigation a bit easier. Next Steps I am planning to ship very soon. I am thinking of just adding some finishing touches before shipping the first version, like some font changes. I might also just try to play around in JS, and like get a feel of it, Because I think that a cool background will really take it to the top, so I will play around a bit with that. i’m also thinking about adding like scroll up effects, especially for like my experience timeline. But yeah next steps might just to be to polish it up just a bit before shipping. I am super excited to try out JS, and hope that the final product will be awesome. Below is a picture of the masonry effect of the achievements section.
Devlog #12 This block was mainly dedicated towards making my site look a lot more aesthetic. I spent over 4 hours just tinkering with JS and fonts and color combos and everything, trying to find the perfect combos and fonts that looked super good. I am overall very happy with the progress that I made in this amount of time. At first I thought that the site looked good even without any styling because of my color gradients and all of that, but I just realized how much better it is with like better fonts, and like the small things, like moving gradients instead of static ones. So this whole block was just dedicated to making my site look better. Current Progress The first thing that I did was change my cursor. For this I had to use JS. I changed the cursor to just be like a little white dot with a nice glow around it, and then when it hovers over like a link, then it gets a bit bigger and turns into a light purple color. In JS, I figured out how to like grab an element from CSS, and then use like states, like mousemove to have like a specific action, and then like have the dot follow my actual cursor, but super close so it seems like that is the cursor. And then I hid my actual mouse to really sell the illusion. For the hover thing, I created a hover class in CSS, and then added that class when the mouse “entered” a link, and removed it when it “left” the link. The next thing I did was make the gradients on my text like circle around, so the gradient was always moving around and it looked like dynamic. I actually got this idea from the Hack Club website because in there they have a moving gradient on the text. For this, I actually did not need any JS, and instead just make a looping animation in CSS for the background of the text. I first did it only for the Hero title, but then I liked it so much that I added it to all of the section headings so yeah I thought was a really nice addition The next thing that I did was to edit my skill icons. I mentioned in a previous devlog when I was styling the About Me section, that the little subtitle for each skill was showing on the top of it, so then for skills in the bottom row, it was covering the skill on top. I also used JS for this fix. I first made a class for the subtitle on the bottom, and then again in JS made it so if it was detected to be lower, that class would apply The last thing I did was change the fonts. I am really happy I did this, because the site just looks so much better with different fonts. I imported all of my fonts from Google Fonts. I inserted the link in the <head> section and then used that font family in CSS. I did a lot of like comparing and swithcing around and researching and all of that just to find good fonts, and I have a really bad habit of like taking a lot of time on these kind of things, and it wasn’t even getting tracked on Hackatime, so I tried to do it quickly. I found some really nice fonts for the headings and titles so I am super happy with that. Next Steps Now the only thing left to do that I still havent gotten around to yet is making a really nice background in JS. I really want to make an animation background, because I think that will be like a unique aspect of my website. The main thing I really want that for is the glassmorphism effect that I have on the cards. On a plain dark background, you can’t tell at all that there is a glass effect. But with a sick background that moves, you can see that shapes blur under the cards. So I think that is the last thing to do, because I finished up all the small little details. However, I also think this will be the longest and hardest part because of its complexity in JS so yeah. I am really hoping to ship soon after 1 or 2 more devlogs. Below is a video of the new hero section with cool fonts and a moving gradient background.
Devlog #13 (Last Devlog Before Ship) I am finally done with my website. Please read the NEXT STEPS section of this devlog as I have favour to ask you guys . I spent 7 hours of my life building a shader background for my website, but it totally paid off in the end because now I have a really cool, interactive, animated gradient background. I used GLSL to write a shader, and WebGL and Three.js to implement it into my website. I used a video tutorial and some AI debugging to achieve the effect, but it really was a learning process, as I had to install all the tools for it and then work with those, so I learned how to use those. Because of this, I also spent some time updating my README. Current Progress First of all, it took me a really long time to find a good tutorial to make a background, because I really wanted an animated one to show my blur effect and really add a pop to my website. To acheive a shader background I watched a video tutorial from Codegrid, which explained everything really nicely and was quite quick, so I was able to write the code. After though, the background didn’t quite show, so then I used the help of AI to help debug the code and get it working. After I finally got it to work, I spent some time adjusting colors, and brush strength and size, and then distortion amount and fluid decay and all of that stuff until I found the perfect values for a super good looking background. Overall, it was definately worth the time and added a really nice touch to my webpage. I also updated by README, because now the user will need to install some dependencies for this webpage because of the addition of Three.js and everything. So I updated the README to include proper instructions for that and so it explained some more features of my website. I really polished it up, because it was kinda messy before, so I got it ready for a ship. I also changed my cursor one last time. What I had before was a <div> element in HTML following my actual cursor using mousemove in JS, and my actual cursor was hidden in CSS. However, it was like lagging behind and that was starting to show on my new background. So instead, I just made my cursor a little white dot in CSS by liking making a svg file and linking it to the cursor. It just improved user interaction a lot be removing any lag between an following element and the actual cursor. There is still the feature where it will turn bigger and light purple when hovering over a link. Next Steps My next step is to ship!!! However, I have to ask you guys for something. I need some color suggestions for my background. I got a nice one right now that is like dark purplish, but I want your guys’ suggestions on what type of gradient I should make. I can put 4 colors into the gradient. You can use the attached video below to view how the shader looks on the hero page. I do have glass cards, so I don’t want something too light, but it could make a nice addition in a dark gradient. So please put some suggestions in the comments!!! Thank you!!! I will ship right after this, but I will for sure try to look over some color suggestions and experiment around with them. I might try to use one before I ship the final version of the website, so please put some suggestions. Expect a ship really soon.
Devlog #14 So I started working on it further before my project even got fully rated, so this is my first devlog after shipping my portfolio! During this block, I just added some small features that just overall polished my site a bit more. A lot of these features were added in JS, and I think I actually am starting to get the hang of JS in the way that I actually am starting to understand how to identify objects using const and like how to select them using document.querySelector . So I think I am starting to learn, and just working with these little features just got me a little more familar with JS. I also got the hang of CSS animations, as before I had a little trouble understanding keyframes, but now it makes sense, so it was a good block. Current Progress I added three main things to my website, each of which use JS in them, and I will explain how. The first thing that I added was a scroll progress bar at the top. I really wanted to add this onto website, as I really liked seeing them on other websites, and I styled it to match my theme, and it just looks super good. I make a horizontal bar in my navbar for this, and it has a rainbow gradient. Basically, JS detects where the person is at the website, and just adjusts the scale based on that to show the bar. At first, I made it so it would expand as I scrolled, but then the rainbow was like squished at the beginning, and then I adjusted it so that it actually revealed the bar as I scrolled down, so like same idea but just applied to a different thing. I looks super cool now. The next thing that I added was a loading page. I tried to look into some videos for this, but I ended up making a super simple gradient ring that was animated (again to spin a rainbow). For this, I like made a loader page, which covered the whole view. In it, I made a circle which had a rainbow conic gradient, and then just animated it in CSS to rotate to 360 degrees over the course of like 1.2 seconds. I then used JS to add a class which made the loader disappear and like unresponsive to any pointer controls when the site finished loading. It also looks super good and totally matches the vibe of the site. So yeah, super happy with that. The last thing that I added was like a scroll fade up reveal effect to almost everything in my site, like the cards and the headings and everything. Again, this was a pretty simple trick that I used. Basically you set the object a set number of pixels (like I used 30px) down on the Y axis and turn the opacity down, and then when JS detects the object as the person scrolls, it just moves it up to 0px on the Y axis and goes to full opacity, and it ends up looking super sleek. That little touch just upped the whole website. I was actually looking to add this feature in the beginning of my site, but I never got to it mainly because it used JS, so now I took the chance to add it in. A lot of these features were ones that I saw in like cool websites. So like I’m always on the lookout for cool features, and these were some that I thought really made a website look more polished, and I realized that they are not actually that hard to build once you understand the core concept. Through these I really got better in JS, and upped my skills in CSS, so it was a good block. Next Steps I really do not have anything left to add in this project. Like I even added extra stuff. Please, if you guys have any suggestions, comment them so I can implement them. I will attach a video of my site so you guys can see what its like. One thing I might consider adding is like a easter egg thing or some like sequence or action that will generate a cool surprise. I have to still think about that. But right now I have almost nothing left to do. I actually might ship this again just to get the hours counted in. Below you can see the loading and the scroll fade up reveal and the scroll progress bar at the top.
Devlog #15 This will be a fairly short devlog. I spent this block adding media queries to my CSS code because I opened the website on my phone, and it just looked so wrong to me, so I spent some time doing that. I figured out a great way to simulate a phone screen in my browser using DevTools so I was able to adjust everything through that. Current Progress The plan was that I was going to do media queries at first, but I thought it would be too complicated so I held it off. Now I was kinda forced to after seeing how bad the webpage looked on a phone screen. I realized you just have to make on CSS rule for media queries using media (max-width: 768px) {} . I decided to use 768px because that is like a standard width, but I mainly tested it on 400px width. After that, I opened two windows with my code and as I went through it, I would add a media query rule in the other window. So I conquered my fear of media queries, and addressed that issue. Next Steps I am looking for things to do. One piece of feedback that I got was that my cards had hover effects that made them look like buttons, but had no button effects, so it was kinda misleading. So to fix this, I’m thinking of like scanning my certificates and uploading them as pictures that people can view in the browser. So that’s my next step. To accompany this, I might also do like a redesign of the website, like just adjusting some of the features. Also, I’m thinking of adding a dark mode/light mode feature on it. Below is a quick video of the site on a device with a width of 400px.
Devlog #16 So I decided to implement some feedback that I got from the last ship. One piece of this was adding my actual certificates into the website, so people could actually view them in the webpage. So I took some time to scan all my certificates. Creating the links wasn’t quite hard, and at first I thought about just letting it open in a new tab, but then I decided to create a modal just to enhance the UX. Current Progress I decided to add all my certificates into the webpage, just to add a layer of validity to my work. The first part was finding all of the certificates. Whatever I had, I added them to my GitHub repo, and just linked the relative paths in the webpage. The ones which I had online, I just drag and dropped into the repo, while the physical ones I had to scan and then add in. So that took a while, but wasn’t too tedious of a process. After that, I just made a “View ->” sign that appears when you hover over the card, and that is actually a link to the image. Then I decided to make a modal. I realized it actually isn’t too hard, but the JS logic is a but complicated. I styled the modal in CSS, and then just added a .open class to it which was activated when you click the link. So I’m starting to understand JS logic, the only thing that I have trouble with now is writing like proper syntax, as I still have trouble with writing the correct syntax, and that can cause some problems. So then I styled how the image looks in the modal. At first I though about add ing a X to close the modal, but then I made it so then if you press outside the image, then the modal disappears. Some of my UCMAS achievements do not have images attached to them because I couldn’t find actualy certificates for them, so I might take pictures of my trophies to put there, but I haven’t got to that yet, and I don’t want to put low-quality images. So those are still empty, but almost everything else is filled, so now you can go and view those. Next Steps I literally don’t have anything left to do on this, so I think the next step is to just ship. I will take a break from this project and begin to work on my next one, which will be making a cool new tab page from my browser. So expect a ship soon. If anyone has any suggestions on something to add, you can let me know! Below is an image of my stardance certificate shown in the modal on the page.
Devlog # 17 This is my final devlog before I ship! I wanted to add a picture of myself in the website so I tried to find a way to do that. I decided that I will make it so that the about me card will flip when hovered over and on the other side will be my image. I thought it would be pretty simple, so I began working on it at 12 last night thinking I could finished it in about 30 minutes. Turns out I was wrong. It took me more than two hours just to get a card to flip and show my image. It was a pain, but the end result looks really neat. Current Progress To make the flip card, I had to restyle the entire about me section. I used a W3Schools tutorial, but i couldn’t end up working well with it, so then I turned to AI for debugging, because I had so many div layers for that card, and then I finally styled it to look good. The effect looks really good though. As well, I decided to publish everything to Github as well now because I hadn’t published anything for the past couple of days so yeah. Then I found a problem with the images not getting pulled correctly, so then I had to transfer all of those to a public/ folder and then adjust the file paths for all of them in my code, and then reload and redeploy like a bajillion times. So it was a lengthy process, but I finally got it working publically, Next Steps My next step is to ship. I really hope I get rated good because I want a pebble time 2. After this I will begin to work on my next project for the remainder of the event, which is a new tab page. After that, I am done with Stardance, as I also have a lot of school work now. So I will ship soon!!
Ships:
I am working on my personal portfolio. Right now I am just working and crafting the sections and filling in some info. I still have to work on styling and go through all of the sections. But for now I am going to ship
My Portfolio Project Hi! Welcome to my Stardance project. In this project, I made a personal portfolio website so I could showcase my work. Especially as I enter high school this year, I wanted to have a platform to record all of my progress and have a way to display it to the public. I also wanted to get more experience with coding. Over the past few years, I have done like super mini project in HTML and CSS, but this website is one of my first fully developed projects, and that I have coded all by myself. So I took this opportunity to properly learn HTML and CSS, and also introduce myself to languages like JS and GLSL. Features The website has 6 sections that I made: Hero About Me Projects Experience Achievements Contact Here are some features of my website: The website has an interactive navbar which links to each section in the webpage. There is also a logo in the corner which will link to the Hero section. The navbar has a frosted glass look, which makes blurs the background behind it. The title in the Hero section (which is my name), has a rainbow gradient applied to it. The cool part is that the gradient moves and loops in the name, so the gradient is always moving slowly. This is actually applied to all of the section headings in the webpage. Each card in every section has a frosted glass look applied to it, so it will blur the background behind it. They also enlarge and brighten when you hover over them. The cursor is a small white dot instead of a regular cursor, which enlarges and turns light purple when hovering over a link to communicate to the user that the link is clickable and will lead somewhere. One of the main highlights is the background, which is a shader background made with GLSL, WebGL, and Three.js. The background is an animated gradient. It is also interactive as it will respond to the cursor on the screen. It is one of the key aspects that really make this website shine, and what really makes this project unique and different from other ones. The Easy and Hard Parts Easy Part There were some really easy parts while building this. One was building the HTML layout. After I understood the basics of making classes and organizing texts and everything, it was quite easy to start filling out info for all of the sections. I thought it would be like a really big thing to fill in all of that info, but turned out it wasn’t quite hard. Hard Part There were also hard parts. One main one was the shader background. First it took a really long time to code the first draft of that, as I had to make a shader in GLSL and then import Three.js, and all of that. But then that first draft didn’t work, so then it took me a really long time to debug the code as I had to look through everything for like typos and all that. I did use AI for this part, but it was still a really long and hard process, going back and forth trying to see what was wrong. But in the end it was totally worth it. Overall Overall, I spent a lot of time and effort in this project. One thing that I really wanted to do was make just that I documented all of my progress frequently in devlogs, and I think that I achieved that because all of the 13 devlogs that I have written are pretty detailed. I also wanted to make this unique to me, and I think that the shader background achieved that and just brought the project to a new level. I really hope you enjoy it, and I am happy to take any feedback. I hope to constantly keep updating this project over the next few years. Otherwise, I might add some new features to it (including a scroll bar) in the next month before Stardance ends and I get too busy with school. Below you can view some screenshots of each section of the website (it doesn’t let me upload a video, or else I would’ve done that). Enjoy!!!
Ship #2 for My Portfolio This is my second ship for this project. Since my first ship, I have mainly just added some small features to increase the UX. A lot of these changes were features that I had seen on websites that I liked. So when the time came to bedazzle my website, I implemented these features in my own website. One really consistent thing that I noticed while implementing these features, is that a lot of features are quite simple to implement once you understand the basic logic. I also noticed that once you add these small features, it can make a great effect on the UX, and that the few hours you put into the little things, can have a huge impact and create a great impression on those who visit your website. New Features I added a cool gradient horizontal scroll bar that fills up as you scroll down. I thought this was a super cool feature and required some simple JS logic to implement. The next thing was a loading page. It is a quite simple one, just having a gradient filled circle outline which spins to show a loading effect. Again a small feature just to add nice feel from the moment a person opens the webpage. The next thing was a scroll fade up reveal to everything in the site. I really like seeing this effect on other websites as well, so I wanted to implement it into my website as well I added media queries because I saw how bad the website looked on the phone, and it was just really annoying me. So I took the time to add that just in case I ever had to show anyone my webpage on the phone. After that, I decided to upload some of my certificates onto the website so people could very them, just to add another level of validity. However, instead of making the images open in another tab, I made them open in a modal that stays in the browser tab. I thought this was a super cool effect. Last thing was that I added my photo. To do this, I made it so that when someone hovered over my about me card, it would have a flip animation and on the other side my photo would show. I thought this was a nice and subtle was to implement my photo, without messing up any other styling on the page. Learning JS A lot of these features were implemented with JS, especially ones that were triggered with user input. I will acknowledge that I used AI to help with understanding JS logic for some of these features, and debugging as well, but I also learned along the way. I find JS much more complicated than HTML and CSS, and I think that I have really come far in understanding and implementing it. For examples, I can assign elements and add and remove classes based on user input. I still have some trouble with syntax, and that causes a lot of my problems, but I am really starting to get the hang of JS. I think that JS can create some really neat animations and effects, so I want to learn and understand this language, so that I can let others experience the cool things that I see on other websites. Overall I spent a lot of time on this project, and put in hours even after school started. It is a really personal project. I have come really far since I first started this project and I have grown confident in understanding and writing code and achieve the desired results. I probably will not work on this project after this ship, and will instead turn to other projects that I have pending. Please enjoy this project. If you have any suggestions, let me know in the review or as a comment, and I will try to implement it. Thank You!! Below is a picture of my stardance certificate in the modal that I made, and the other is a picture of the spinning gradient loader. Enjoy!!!...
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1794001715.2025397
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1794088115.2025397
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7004
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Rush and riot by @Ares_god_of_softWARe | Stardance
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Ares_god_of_softWARe
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0
|
2.96
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0
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[]
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[{"post_id": 63953, "ts": "202 [{"post_id": 63953, "ts": "2026-09-08T01:28:23Z", "hours": 2.5964, "text": "Had to restart bc SAT and I messed up so i cannot access the original game, I also got into hardware making bases and started doing yt for electronics AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!!!!!"}, {"post_id": 31047, "ts": "2026-07-19T04:01:45Z", "hours": 0.3639, "text": "Videogame/Rogue-like coming along also btw I wanna make this a hacktime game, any and all recommendations will be added to the game, I wanna be the next Toby Fox"}]...
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Title: Rush and riot by @Ares_god_of_softWARe | St Title: Rush and riot by @Ares_god_of_softWARe | Stardance
Devlogs:
Videogame/Rogue-like coming along also btw I wanna make this a hacktime game, any and all recommendations will be added to the game, I wanna be the next Toby Fox
Had to restart bc SAT and I messed up so i cannot access the original game, I also got into hardware making bases and started doing yt for electronics AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!!!!!...
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1793454617.8320255
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1794059417.8320255
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37100
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Cat Clicker by @Cool_Cat3275 | Stardance
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Cool_Cat3275
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1
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21.32
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T01:58:05Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Clicker game using Unity. It is my first project that was ever committed to for more than a month. I am very proud of how h=far this game has come", "repo": "https://github.com/CoolCat3275/Clicker", "demo": "https://wyattmckenzie.com/catclickergame.html"}]...
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[{"post_id": 63952, "ts": "202 [{"post_id": 63952, "ts": "2026-09-08T01:28:18Z", "hours": 11.3222, "text": "Added more flare and made the golden cat a random chance per second rather than every so often seconds"}, {"post_id": 56358, "ts": "2026-08-28T03:26:19Z", "hours": 0.755, "text": "Removed ads and added an extra start screen so that the web browser starts audio support before playing the game"}, {"post_id": 56320, "ts": "2026-08-28T01:43:53Z", "hours": 3.9042, "text": "I got it to run on web at https://wyattmckenzie.com/catclicker/index.html ! I need to add a screen to initiate the audio and remove the ad support for web because if you click anything that loads an ad normally, it will stay stuck at the loading screen."}, {"post_id": 42094, "ts": "2026-08-06T17:37:52Z", "hours": 2.9725, "text": "I added achievements!!! And made the Ad loader not spin forever if ad can’t load! (Sorry the screenshot is in the unity editor, it takes A LOT of time to transfer a screenshot from my tablet)"}, {"post_id": 32759, "ts": "2026-07-22T03:40:15Z", "hours": 1.6925, "text": "I have added two simple notifications, most of the time came from me trying to get a Apple Developer account, but Apple for some reason said I can’t create an account. The only things before I ship are I need Achievement popups, more achievement, more store items, and to change music due to copyright."}, {"post_id": 32106, "ts": "2026-07-21T01:24:00Z", "hours": 0.92, "text": "So, I have been working on this for some time (Before I signed up for Starance this has 4 and a half hours on it) and figured that this would be the best place to start my devlog. So I guess I will explain what I have done so far. So far, I have gotten most of the main loop down, I got the title screen, the actual game screen, the store, and I even added Unity LevelPlay because it is new and exiting. I also have a chest spawn every ~100 sec and when you click on it you can either get the basic reward or watch ad for 3x the reward, most of the time on this devlog is from me making a screen to show the ad load failed when it fails to get an ad. Some things that are next on my list are adding achievements, more store items, making it compile for more than just android, and changing the music because if Nintendo finds out I am using Wii music, which is the best music, I don’t think they would be happy. Anyways, that’s it for my starting devlog, I hope I will get some binary’s compiled for more than just android soon."}]...
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Title: Cat Clicker by @Cool_Cat3275 | Stardance
D Title: Cat Clicker by @Cool_Cat3275 | Stardance
Devlogs:
So, I have been working on this for some time (Before I signed up for Starance this has 4 and a half hours on it) and figured that this would be the best place to start my devlog. So I guess I will explain what I have done so far. So far, I have gotten most of the main loop down, I got the title screen, the actual game screen, the store, and I even added Unity LevelPlay because it is new and exiting. I also have a chest spawn every ~100 sec and when you click on it you can either get the basic reward or watch ad for 3x the reward, most of the time on this devlog is from me making a screen to show the ad load failed when it fails to get an ad. Some things that are next on my list are adding achievements, more store items, making it compile for more than just android, and changing the music because if Nintendo finds out I am using Wii music, which is the best music, I don’t think they would be happy. Anyways, that’s it for my starting devlog, I hope I will get some binary’s compiled for more than just android soon.
I have added two simple notifications, most of the time came from me trying to get a Apple Developer account, but Apple for some reason said I can’t create an account. The only things before I ship are I need Achievement popups, more achievement, more store items, and to change music due to copyright.
I added achievements!!! And made the Ad loader not spin forever if ad can’t load! (Sorry the screenshot is in the unity editor, it takes A LOT of time to transfer a screenshot from my tablet)
I got it to run on web at https://wyattmckenzie.com/catclicker/index.html ! I need to add a screen to initiate the audio and remove the ad support for web because if you click anything that loads an ad normally, it will stay stuck at the loading screen.
Removed ads and added an extra start screen so that the web browser starts audio support before playing the game
Added more flare and made the golden cat a random chance per second rather than every so often seconds
Ships:
I made a Clicker game using Unity. It is my first project that was ever committed to for more than a month. I am very proud of how h=far this game has come...
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1793919020.5878167
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1794005420.5878167
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32465
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My own site! by @momoife_ogunjobi | Stardance
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momoife_ogunjobi
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0
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1.35
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0
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[]
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[{"post_id": 63950, "ts": "202 [{"post_id": 63950, "ts": "2026-09-08T01:18:45Z", "hours": 1.3542, "text": "I’m making my personal website, inspired by the latest Spider-Man movie. I haven’t paid a lot of attention to the grammar throughout the website. One of the things I decided to do was add a little Spider-Man hanging from the edge, as well as a background image designed to look like spider webs. However, when I look at it, it kind of looks like something you’d use to hypnotize someone….."}]...
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Title: My own site! by @momoife_ogunjobi | Stardan Title: My own site! by @momoife_ogunjobi | Stardance
Devlogs:
I’m making my personal website, inspired by the latest Spider-Man movie. I haven’t paid a lot of attention to the grammar throughout the website. One of the things I decided to do was add a little Spider-Man hanging from the edge, as well as a background image designed to look like spider webs. However, when I look at it, it kind of looks like something you’d use to hypnotize someone….....
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1793882976.5158446
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1794487776.5158446
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52014
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Hydroponic Garden by @Vedant_Daga | Stardance
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Vedant_Daga
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0
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16.45
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0
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[]
|
[{"post_id": 63947, "ts": "202 [{"post_id": 63947, "ts": "2026-09-08T01:06:22Z", "hours": 2.2394, "text": "Devlog 4 Hydro Garden - Root Grate + BOM what i did built the root grate its a 180mm disc, 4mm thick, 8mm holes on 3mm ribs so roots sit on it and water still gets thru also chamfered 2mm off both bottom edges. since the cones are 45 and a chamfer is 45 they end up parallel so the grate beds flat on them instead of balancing on a corner skipped finger holes cuz i can lowk grab it normally the fiberglass rod thing looked into it properly and it doesnt actually work fiberglass has no threads so theres nothing to tighten a nut against, and thats the whole point of the rods BUT while checking i found the actual problem. m5 is metric and metric threaded rod is like 15 bucks a meter at home depot switched to #10-24 which is the imperial one. its 2.98 for 3 feet. saves like 48 bucks and its actually SMALLER than m5 so it drops right into the holes i already made money a lot of them had the wrong description and stuff the psu i had picked wasnt UL listed, swapped it led channel was 39.99 and i found the same thing for 19.99 also found stuff i just straight up forgot to buy: tubing for the dosing pumps, wire, ph storage solution, and pvc cement ended at 481 which is under the 600 whats next water spreader"}, {"post_id": 63100, "ts": "2026-09-06T18:23:47Z", "hours": 4.2428, "text": "Devlog 3 Hydro Garden - Main Grow Module what i did just built the actual grow module (the main part of the entire build) it has a 45 degree floor to collect water a gutter a area for the pvc pipe to go thru and 4 plant areas had to a lot of making sure it fits inside a 256x256x256 square cuz thats the largest printer I have access too (it does now) dont even need support anymore (might add them but i dont really know yet made the drop holes slightly larger to make sure it can handle around 3.5 liters a min (pretty much the max my pump should be able to pump after the bypass valve) NEW DISCOVERY i was talking to my dad and he said I could switch from threaded rods to the fiberglass thingys they use when it snows (its a lot cheaper and could save like 50 bucks looking into ways to save some more money cuz almost 500 bucks (without the pcb included or filament cuz my friends wants me to pay for it) whats next building the grate to make sure nothing gets clogged"}, {"post_id": 56675, "ts": "2026-08-28T15:13:01Z", "hours": 5.0069, "text": "Devlog 2 Hydro Garden - BOM what i did swapped the module joints from bolts and heat set inserts to four m5 tie rods running the full height of the tower. tightening the top nuts puts the whole stack in compression, which plastic handles far better than pull out, and it drops 32 pieces to 20 with no soldering iron needed the rods pass through a ⌀16 boss at each end of every rib instead of a full height hole. a rod in tension cannot buckle so it needs no support in between, and 20mm of hole prints straight where 200mm would wander off axis added the level sensor riser . the jsn-sr04t has a 200mm blind zone and a full tank only leaves 82mm of air above the water, so mounted flush it would read nothing exactly when the tank is full. it now sits on a 150mm post with a 250mm fill line instead of filling to the brim finished the bom. every part has a real link, a real price, quantities matched to actual pack sizes, and a column saying what breaks without it. $496.40, about $100 under the tier cap what didn’t work: the first led strip i picked was rgb . four conductors needing three pwm channels, and my board has one channel for lights. the other three are committed to dosing pumps the second one advertised 1800 leds and turned out to be 29 watts for the whole 5m reel. that’s 5.8 w/m, about 24 milliwatts per led. it would have put 19w across 16 plants and grown pale leggy lettuce. bought on watts per metre instead and landed at 17 w/m home depot doesn’t sell heat set inserts at all, and their m4 bolts only come in 2 packs of plain steel that would rust in nutrient solution"}, {"post_id": 51442, "ts": "2026-08-21T04:48:19Z", "hours": 4.9569, "text": "Devlog 1 Hydro Garden - Test Socket vertical hydroponic garden: the 45° plant socket the project: a modular 3d-printed hydroponic tower where a single pump and a single pipe water every level. no valves, no emitters. the shape of each part does the irrigation. what i did today: set up the onshape document with a variable studio driving every dimension, then modelled the socket test plate, a coupon carrying one 45° tapered socket that a net pot wedges into on its own cone. what didn’t work: sketching directly on a 45° axis fought me for hours. auto-constraints kept forcing lines horizontal, and dimensions kept measuring vertically instead of along the axis. what i changed: gave up on that approach and built the socket standing straight up, then tipped it 45° with transform. worked first time. what i fixed: exporting the step and reading the actual surface values caught three problems the viewport was hiding. the 0.5 mm clearance step ran the wrong way, so the pot would have jammed below the seat. the “straight” bore had come out slightly conical. and the tube and bore were 0.55° out of coaxial. where it ended up: all three fixed. the seat now measures ⌀50.6 tapering to ⌀43.9 at 12.59°, exactly what the net pot needs to sit on."}]...
|
Title: Hydroponic Garden by @Vedant_Daga | Stardan Title: Hydroponic Garden by @Vedant_Daga | Stardance
Devlogs:
Devlog 1 Hydro Garden - Test Socket vertical hydroponic garden: the 45° plant socket the project: a modular 3d-printed hydroponic tower where a single pump and a single pipe water every level. no valves, no emitters. the shape of each part does the irrigation. what i did today: set up the onshape document with a variable studio driving every dimension, then modelled the socket test plate, a coupon carrying one 45° tapered socket that a net pot wedges into on its own cone. what didn’t work: sketching directly on a 45° axis fought me for hours. auto-constraints kept forcing lines horizontal, and dimensions kept measuring vertically instead of along the axis. what i changed: gave up on that approach and built the socket standing straight up, then tipped it 45° with transform. worked first time. what i fixed: exporting the step and reading the actual surface values caught three problems the viewport was hiding. the 0.5 mm clearance step ran the wrong way, so the pot would have jammed below the seat. the “straight” bore had come out slightly conical. and the tube and bore were 0.55° out of coaxial. where it ended up: all three fixed. the seat now measures ⌀50.6 tapering to ⌀43.9 at 12.59°, exactly what the net pot needs to sit on.
Devlog 2 Hydro Garden - BOM what i did swapped the module joints from bolts and heat set inserts to four m5 tie rods running the full height of the tower. tightening the top nuts puts the whole stack in compression, which plastic handles far better than pull out, and it drops 32 pieces to 20 with no soldering iron needed the rods pass through a ⌀16 boss at each end of every rib instead of a full height hole. a rod in tension cannot buckle so it needs no support in between, and 20mm of hole prints straight where 200mm would wander off axis added the level sensor riser . the jsn-sr04t has a 200mm blind zone and a full tank only leaves 82mm of air above the water, so mounted flush it would read nothing exactly when the tank is full. it now sits on a 150mm post with a 250mm fill line instead of filling to the brim finished the bom. every part has a real link, a real price, quantities matched to actual pack sizes, and a column saying what breaks without it. $496.40, about $100 under the tier cap what didn’t work: the first led strip i picked was rgb . four conductors needing three pwm channels, and my board has one channel for lights. the other three are committed to dosing pumps the second one advertised 1800 leds and turned out to be 29 watts for the whole 5m reel. that’s 5.8 w/m, about 24 milliwatts per led. it would have put 19w across 16 plants and grown pale leggy lettuce. bought on watts per metre instead and landed at 17 w/m home depot doesn’t sell heat set inserts at all, and their m4 bolts only come in 2 packs of plain steel that would rust in nutrient solution
Devlog 3 Hydro Garden - Main Grow Module what i did just built the actual grow module (the main part of the entire build) it has a 45 degree floor to collect water a gutter a area for the pvc pipe to go thru and 4 plant areas had to a lot of making sure it fits inside a 256x256x256 square cuz thats the largest printer I have access too (it does now) dont even need support anymore (might add them but i dont really know yet made the drop holes slightly larger to make sure it can handle around 3.5 liters a min (pretty much the max my pump should be able to pump after the bypass valve) NEW DISCOVERY i was talking to my dad and he said I could switch from threaded rods to the fiberglass thingys they use when it snows (its a lot cheaper and could save like 50 bucks looking into ways to save some more money cuz almost 500 bucks (without the pcb included or filament cuz my friends wants me to pay for it) whats next building the grate to make sure nothing gets clogged
Devlog 4 Hydro Garden - Root Grate + BOM what i did built the root grate its a 180mm disc, 4mm thick, 8mm holes on 3mm ribs so roots sit on it and water still gets thru also chamfered 2mm off both bottom edges. since the cones are 45 and a chamfer is 45 they end up parallel so the grate beds flat on them instead of balancing on a corner skipped finger holes cuz i can lowk grab it normally the fiberglass rod thing looked into it properly and it doesnt actually work fiberglass has no threads so theres nothing to tighten a nut against, and thats the whole point of the rods BUT while checking i found the actual problem. m5 is metric and metric threaded rod is like 15 bucks a meter at home depot switched to #10-24 which is the imperial one. its 2.98 for 3 feet. saves like 48 bucks and its actually SMALLER than m5 so it drops right into the holes i already made money a lot of them had the wrong description and stuff the psu i had picked wasnt UL listed, swapped it led channel was 39.99 and i found the same thing for 19.99 also found stuff i just straight up forgot to buy: tubing for the dosing pumps, wire, ph storage solution, and pvc cement ended at 481 which is under the 600 whats next water spreader...
|
1793886644.996318
|
1794750644.996318
|
|
53955
|
chirag-portfolio by @chiraglol | Stardance
|
chiraglol
|
1
|
12.0
|
95
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T01:08:15Z", "hours": 12.0, "multiplier": 7.67, "payout": 95, "blessing": "neutral", "text": "After 3 whole years of not updating my portfolio even once, I finally redesigned it from scratch. Lowkey proud of myself for building this with bare minimum usage of AI especially considering I normally suck at design but hey it looks really nice! Integrated the hackatime API to fetch live statistics about my VSCode usage and also last.fm API to display what music I’m listening to at the moment or what I last listened to. Learnt about cached components in Next.js so that’s always a plus :D Hope y’all love it too, and i would love some design suggestions :)", "repo": "https://github.com/chirag350/new-portfolio", "demo": "https://chirag.dev"}]...
|
[{"post_id": 63945, "ts": "202 [{"post_id": 63945, "ts": "2026-09-08T00:57:59Z", "hours": 2.4542, "text": "Last commit before shipping :D! Loved working on actually designing and making a frontend all by myself with bare minimum use of AI Worked on adding a contact section, my socials and a footer. Improved glow all along and fixed scrolling on mobile. See ya until the next one!"}, {"post_id": 62612, "ts": "2026-09-06T02:36:10Z", "hours": 2.135, "text": "overexposed video for some reason but improved glow (much less than you can see in the vid) and implemented state management using zustand (zustand»»»»>) to change nav glow upon scroll using interaction observer"}, {"post_id": 62206, "ts": "2026-09-05T13:57:15Z", "hours": 2.1869, "text": "made the projects section for my portfolio listing all the projects i’ve made over the years"}, {"post_id": 60726, "ts": "2026-09-03T09:08:05Z", "hours": 0.7322, "text": "worked on mobile navigation and improved layout for mobile (give suggestions 😋)"}, {"post_id": 60688, "ts": "2026-09-03T07:09:00Z", "hours": 1.4556, "text": "integrated the hackatime api to pull weekly statistics"}, {"post_id": 58523, "ts": "2026-08-30T23:19:03Z", "hours": 3.3631, "text": "A portfolio for myself, not much done yet but hey! still in the works :) love the catppuccin icons 😋"}]...
|
Title: chirag-portfolio by @chiraglol | Stardance
Title: chirag-portfolio by @chiraglol | Stardance
Devlogs:
A portfolio for myself, not much done yet but hey! still in the works :) love the catppuccin icons 😋
integrated the hackatime api to pull weekly statistics
worked on mobile navigation and improved layout for mobile (give suggestions 😋)
made the projects section for my portfolio listing all the projects i’ve made over the years
overexposed video for some reason but improved glow (much less than you can see in the vid) and implemented state management using zustand (zustand»»»»>) to change nav glow upon scroll using interaction observer
Last commit before shipping :D! Loved working on actually designing and making a frontend all by myself with bare minimum use of AI Worked on adding a contact section, my socials and a footer. Improved glow all along and fixed scrolling on mobile. See ya until the next one!
Ships:
After 3 whole years of not updating my portfolio even once, I finally redesigned it from scratch. Lowkey proud of myself for building this with bare minimum usage of AI especially considering I normally suck at design but hey it looks really nice! Integrated the hackatime API to fetch live statistics about my VSCode usage and also last.fm API to display what music I’m listening to at the moment or what I last listened to. Learnt about cached components in Next.js so that’s always a plus :D Hope y’all love it too, and i would love some design suggestions :)...
|
1794120635.7066455
|
1794207035.7066455
|
|
57675
|
My very own WebOS by @n0urr | Stardance
|
n0urr
|
0
|
7.31
|
0
|
[]
|
[{"post_id": 63942, "ts": "202 [{"post_id": 63942, "ts": "2026-09-08T00:55:12Z", "hours": 2.1419, "text": "Devlog 2: I’ve been trying to work on my Contact Page but I think the page is broken. Maybe I shouldn’t have copied all the css from my Home Page. The spacing is off and they just won’t comply. But I did get to fix my problems from the Home Page. I was hoping to maintain that dark and Modern theme but I guess not. If you have any tips let me know!"}, {"post_id": 61743, "ts": "2026-09-04T20:00:40Z", "hours": 5.1667, "text": "Devlog 1: I used HTML and CSS to create this website so that it is both space and My Little Pony themed. I had customized the logo myself using Canva. There are a lot of issues with it though. First, when using Live Server none of the images, fonts, colors, etc. are displayed. I am not sure why. Secondly, the image of Nightmare Moon is blocking the navbar making 3/4 of the links inaccessible. Third, I am struggling to orient the pony to the middle of the screen beside the text. Lastly, the image is so large it creates extra white space. This is my first time making this kind of creative website. I have high hopes for this. If you know how to fix some of these issues, please let me know! I was told to also do some back-end but I don’t know JavaScript well enough, besides some basic commands loll. Thank you for reading!! – Nour!"}]...
|
Title: My very own WebOS by @n0urr | Stardance
De Title: My very own WebOS by @n0urr | Stardance
Devlogs:
Devlog 1: I used HTML and CSS to create this website so that it is both space and My Little Pony themed. I had customized the logo myself using Canva. There are a lot of issues with it though. First, when using Live Server none of the images, fonts, colors, etc. are displayed. I am not sure why. Secondly, the image of Nightmare Moon is blocking the navbar making 3/4 of the links inaccessible. Third, I am struggling to orient the pony to the middle of the screen beside the text. Lastly, the image is so large it creates extra white space. This is my first time making this kind of creative website. I have high hopes for this. If you know how to fix some of these issues, please let me know! I was told to also do some back-end but I don’t know JavaScript well enough, besides some basic commands loll. Thank you for reading!! – Nour!
Devlog 2: I’ve been trying to work on my Contact Page but I think the page is broken. Maybe I shouldn’t have copied all the css from my Home Page. The spacing is off and they just won’t comply. But I did get to fix my problems from the Home Page. I was hoping to maintain that dark and Modern theme but I guess not. If you have any tips let me know!...
|
1793451028.2906926
|
1794055828.2906926
|
|
51612
|
Star Chase by @Hanthar | Stardance
|
Hanthar
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T03:33:42Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Star Chase What is it? I made a WarioWare-inspired game called Star Chase, which consists of three minigames that are all less than 10 secs long. It is a completely free-to-play game that you can access on itch.io. Challenges and Success Until almost two-thirds of the way into completing the game codes, time tracking was a major underlying problem for me. I ultimately figured it out near the end, but by then, I had lost close to 14 hrs of my coding time. However, it wasn’t all bad because the insufficient time recorded on Stardance led me to create a third minigame almost completely from scratch! I am very proud of how much I was able to code on my own, given that this was my first time using any official coding language. (Still can’t believe I made it) This is a very simple game, and all you really need to play is your arrow keys, space bar, cursor control, and, of course, the link to this game. I really tried my hardest creating this game, and I hope you enjoy it as much as I enjoyed making it! :)", "repo": "https://github.com/HT-AstroXcalibur5315/WarioWareGame", "demo": "https://ht-astroxcalibur5315.itch.io/star-chase"}]...
|
[{"post_id": 63933, "ts": "202 [{"post_id": 63933, "ts": "2026-09-08T00:24:23Z", "hours": 4.5239, "text": "Devlog #5 Finished my third minigame, and now, with the extra 4.5 hrs I logged, I’ve officially surpassed the 5 hr requirement! Yayyyy… I WAS gonna ship it today, but itch.io is down right now, so I can’t really upload my game and finalize shipping just yet. It is a real bummer, but I guess I’ll just keep working on the game and improving it for another day then. Today, I finished coding the entire Minigame 3 script and animated my UFOs so that they move from side to side now. I tried to get the laser beam/bullet I shoot to disappear after hitting a UFO, but I still haven’t figured that out yet. I guess the server error gives me a chance to fix that bug. Anyways, tomorrow I’ll definitely be taking a look at that and if time permits, maybe even add some music and sound effects. (*forgot to make the ship a banana ship, will do tmr hopefully) P.S. I have no idea what happened to my attachments. I swear I only uploaded one."}, {"post_id": 63107, "ts": "2026-09-06T18:40:17Z", "hours": 1.7967, "text": "Devlog #4 Never mind, I lied; I’m not going to ship it just yet. Don’t want to risk shipping it before Stardance “officially” records 5+ hours of my coding. :) Anyway, today, I worked on adding a third minigame, which I intend to be kind of like a WarioWare version of Space Invaders. (Come to think of it, maybe I should make the ship a banana ship.) I finished the layout and player controls today, so I just need to add the game script and edit the README before it’s potentially ready for its first ship! (Hoping for tomorrow. Back on the grind I go)"}, {"post_id": 62624, "ts": "2026-09-06T02:56:27Z", "hours": 1.5539, "text": "Devlog #3 I finally figured out all the time-tracking issues and actually ended up finishing my entire project AND my README in the 12 days since my last devlog. I’ve made it all more aesthetically pleasing now with new and improved fonts, and the game actually has winner and death screens now. Yayyyy… Star Chase is all set and already uploaded to itch.io. All I have left to do is do some final checks and get it ready for shipping! I’d like to thank @Shreyansh for helping me with my time-tracking; as my first-ever Stardance project, I don’t know what I’d have done without her support. Thank you. And to all the other WarioWareGame creators for giving me the inspiration I needed for my project, thank you. This project had a whole bunch of highs and lows, but you all made it possible. I am thrilled to have actually coded something that works for the first time and, all the learning opportunities were ones I’ll never forget. Here is a look at what my final game will feature. (I couldn’t post 6 screenshots, so the exact minigame layouts will have to stay a secret. The second one IS quite a bit different since the last devlog tho :P)"}, {"post_id": 53923, "ts": "2026-08-24T17:01:20Z", "hours": 0.3475, "text": "Devlog #2 I’ve finally finished my two required minigames, plus the title and intermission, and am now working on my winner and death screens. The coding went quite well for both games, but I had a little trouble connecting the scenes, as this is my first time using any programming language. I was wondering why there was no winning in the platformer game, but it turns out the signals weren’t connected properly! After I debugged that bit, I worked a little on my clicker game, where the buttons would not hide after being clicked, but that was an easy fix with a few extra lines of code. I’m still thinking of making the buttons smaller to make it a little harder, though. Time tracking is still giving me problems, but the advice I’ve been receiving is extremely helpful, so thank you for that. After I finish the last two components, I’m thinking I might ship it first before adding any new minigames, but that part is still undecided."}, {"post_id": 52027, "ts": "2026-08-22T02:01:53Z", "hours": 0.2994, "text": "As of right now, I’ve started on my second minigame of this compilation. This just so happens to be my first devlog, not because I’ve been lazy, but rather, because I’ve been having tons of problems with my time tracking. It’s been tracking alright, but it always goes to this invalid block, named «LAST PROJECT», instead of going under my actual game blocks, which is insanely annoying. It worked once the other day, but now it’s back to the errors. I’m still trying to figure it out, but if anyone knows the trick, feel free to help me out here."}]...
|
Title: Star Chase by @Hanthar | Stardance
Devlogs Title: Star Chase by @Hanthar | Stardance
Devlogs:
As of right now, I’ve started on my second minigame of this compilation. This just so happens to be my first devlog, not because I’ve been lazy, but rather, because I’ve been having tons of problems with my time tracking. It’s been tracking alright, but it always goes to this invalid block, named «LAST PROJECT», instead of going under my actual game blocks, which is insanely annoying. It worked once the other day, but now it’s back to the errors. I’m still trying to figure it out, but if anyone knows the trick, feel free to help me out here.
Devlog #2 I’ve finally finished my two required minigames, plus the title and intermission, and am now working on my winner and death screens. The coding went quite well for both games, but I had a little trouble connecting the scenes, as this is my first time using any programming language. I was wondering why there was no winning in the platformer game, but it turns out the signals weren’t connected properly! After I debugged that bit, I worked a little on my clicker game, where the buttons would not hide after being clicked, but that was an easy fix with a few extra lines of code. I’m still thinking of making the buttons smaller to make it a little harder, though. Time tracking is still giving me problems, but the advice I’ve been receiving is extremely helpful, so thank you for that. After I finish the last two components, I’m thinking I might ship it first before adding any new minigames, but that part is still undecided.
Devlog #3 I finally figured out all the time-tracking issues and actually ended up finishing my entire project AND my README in the 12 days since my last devlog. I’ve made it all more aesthetically pleasing now with new and improved fonts, and the game actually has winner and death screens now. Yayyyy… Star Chase is all set and already uploaded to itch.io. All I have left to do is do some final checks and get it ready for shipping! I’d like to thank @Shreyansh for helping me with my time-tracking; as my first-ever Stardance project, I don’t know what I’d have done without her support. Thank you. And to all the other WarioWareGame creators for giving me the inspiration I needed for my project, thank you. This project had a whole bunch of highs and lows, but you all made it possible. I am thrilled to have actually coded something that works for the first time and, all the learning opportunities were ones I’ll never forget. Here is a look at what my final game will feature. (I couldn’t post 6 screenshots, so the exact minigame layouts will have to stay a secret. The second one IS quite a bit different since the last devlog tho :P)
Devlog #4 Never mind, I lied; I’m not going to ship it just yet. Don’t want to risk shipping it before Stardance “officially” records 5+ hours of my coding. :) Anyway, today, I worked on adding a third minigame, which I intend to be kind of like a WarioWare version of Space Invaders. (Come to think of it, maybe I should make the ship a banana ship.) I finished the layout and player controls today, so I just need to add the game script and edit the README before it’s potentially ready for its first ship! (Hoping for tomorrow. Back on the grind I go)
Devlog #5 Finished my third minigame, and now, with the extra 4.5 hrs I logged, I’ve officially surpassed the 5 hr requirement! Yayyyy… I WAS gonna ship it today, but itch.io is down right now, so I can’t really upload my game and finalize shipping just yet. It is a real bummer, but I guess I’ll just keep working on the game and improving it for another day then. Today, I finished coding the entire Minigame 3 script and animated my UFOs so that they move from side to side now. I tried to get the laser beam/bullet I shoot to disappear after hitting a UFO, but I still haven’t figured that out yet. I guess the server error gives me a chance to fix that bug. Anyways, tomorrow I’ll definitely be taking a look at that and if time permits, maybe even add some music and sound effects. (*forgot to make the ship a banana ship, will do tmr hopefully) P.S. I have no idea what happened to my attachments. I swear I only uploaded one.
Ships:
Star Chase What is it? I made a WarioWare-inspired game called Star Chase, which consists of three minigames that are all less than 10 secs long. It is a completely free-to-play game that you can access on itch.io. Challenges and Success Until almost two-thirds of the way into completing the game codes, time tracking was a major underlying problem for me. I ultimately figured it out near the end, but by then, I had lost close to 14 hrs of my coding time. However, it wasn’t all bad because the insufficient time recorded on Stardance led me to create a third minigame almost completely from scratch! I am very proud of how much I was able to code on my own, given that this was my first time using any official coding language. (Still can’t believe I made it) This is a very simple game, and all you really need to play is your arrow keys, space bar, cursor control, and, of course, the link to this game. I really tried my hardest creating this game, and I hope you enjoy it as much as I enjoyed making it! :)...
|
1794012624.398935
|
1794099024.398935
|
|
45960
|
CIE Computer Science DBML Playground by @hackyc | CIE Computer Science DBML Playground by @hackyc | Stardance...
|
hackyc
|
0
|
36.52
|
0
|
[]
|
[{"post_id": 63928, "ts": "202 [{"post_id": 63928, "ts": "2026-09-08T00:02:18Z", "hours": 1.5114, "text": "Local Flask Server FULLY DONE The project is under active development for an online version accessible to the public. It will be in the next ship. 2026-08-15 - v0.4.1 Summary Refined repository hygiene after the static migration planning work. Changed Updated root ignore rules to exclude macOS .DS_Store metadata from version control. 2026-07-22 - v0.4.0 Summary Documented the static GitHub Pages migration strategy before implementation began. Added Added github-static/implementation_plan.md describing the browser SQLite architecture, static deployment model, client-owned database persistence, API replacement map, test plan, security considerations, and GitHub Pages deployment options. 2026-07-18 - v0.3.1 Summary Adjusted the Flask development server documentation and runtime configuration for local network access. changed Updated the Flask server port configuration. Updated README run instructions to match the locally accessible development server."}, {"post_id": 50647, "ts": "2026-08-19T22:13:58Z", "hours": 10.0631, "text": "Added DML syntax for CIE. Started backend re-write for the github static page."}, {"post_id": 48507, "ts": "2026-08-16T21:42:50Z", "hours": 12.7036, "text": "Working on the github static page. This is somewhat much harder than I think, 3 hours went into relearning js… Also need the fix the UI bug where the selected category in dark mode is still black text."}, {"post_id": 47855, "ts": "2026-08-16T02:42:23Z", "hours": 5.0339, "text": "Plan written for Github Static Page. It’s so hard that I need to re-write nearly all backend logic as the processing part has to be on client-end as github pages are static only."}, {"post_id": 47331, "ts": "2026-08-15T06:39:37Z", "hours": 5.6633, "text": "Wooooooo light mode! Imported more syntax rules :P"}, {"post_id": 47154, "ts": "2026-08-14T20:45:31Z", "hours": 1.54, "text": "Base UI is working finally… SQL syntax still need to be checked to strictly only allow CIE syntax! Need to get a “Light Mode” for UI."}]...
|
Title: CIE Computer Science DBML Playground by @ha Title: CIE Computer Science DBML Playground by @hackyc | Stardance
Devlogs:
Base UI is working finally… SQL syntax still need to be checked to strictly only allow CIE syntax! Need to get a “Light Mode” for UI.
Wooooooo light mode! Imported more syntax rules :P
Plan written for Github Static Page. It’s so hard that I need to re-write nearly all backend logic as the processing part has to be on client-end as github pages are static only.
Working on the github static page. This is somewhat much harder than I think, 3 hours went into relearning js… Also need the fix the UI bug where the selected category in dark mode is still black text.
Added DML syntax for CIE. Started backend re-write for the github static page.
Local Flask Server FULLY DONE The project is under active development for an online version accessible to the public. It will be in the next ship. 2026-08-15 - v0.4.1 Summary Refined repository hygiene after the static migration planning work. Changed Updated root ignore rules to exclude macOS .DS_Store metadata from version control. 2026-07-22 - v0.4.0 Summary Documented the static GitHub Pages migration strategy before implementation began. Added Added github-static/implementation_plan.md describing the browser SQLite architecture, static deployment model, client-owned database persistence, API replacement map, test plan, security considerations, and GitHub Pages deployment options. 2026-07-18 - v0.3.1 Summary Adjusted the Flask development server documentation and runtime configuration for local network access. changed Updated the Flask server port configuration. Updated README run instructions to match the locally accessible development server....
|
1793868438.7571871
|
1794732438.7571871
|
|
48642
|
My awesome macropad! by @Mikuus | Stardance
|
Mikuus
|
0
|
1.16
|
0
|
[]
|
[{"post_id": 63910, "ts": "202 [{"post_id": 63910, "ts": "2026-09-07T22:58:53Z", "hours": 1.1581, "text": "#Devlog 0 This is my first devlog. I am Mikołaj and I am building a custom macropad. I am building this because I wanted a dedicated physical controller for Discord shortcuts, volume adjustments and gaming macros. Top plate features the logo and name of MIKO (Matematyczne Internetowe Koła Olimpijskie), a math olympiad community in Poland that I am part of. My macropad will have 4 mechanical switches and 1 rotary encoder, also it will have 0.96” OLED display. I designed a matching top plate and bottom case to be 3D printed. Now I have to write and test the firmware code for key mappings, rotary encoder and OLED display output."}]...
|
Title: My awesome macropad! by @Mikuus | Stardance Title: My awesome macropad! by @Mikuus | Stardance
Devlogs:
#Devlog 0 This is my first devlog. I am Mikołaj and I am building a custom macropad. I am building this because I wanted a dedicated physical controller for Discord shortcuts, volume adjustments and gaming macros. Top plate features the logo and name of MIKO (Matematyczne Internetowe Koła Olimpijskie), a math olympiad community in Poland that I am part of. My macropad will have 4 mechanical switches and 1 rotary encoder, also it will have 0.96” OLED display. I designed a matching top plate and bottom case to be 3D printed. Now I have to write and test the firmware code for key mappings, rotary encoder and OLED display output....
|
1793976863.2401898
|
1794581663.2401898
|
|
58757
|
Intelligent Desk lamp by @ana_v_zanattab | Stardan Intelligent Desk lamp by @ana_v_zanattab | Stardance...
|
ana_v_zanattab
|
0
|
2.98
|
0
|
[]
|
[{"post_id": 63909, "ts": "202 [{"post_id": 63909, "ts": "2026-09-07T22:57:02Z", "hours": 2.9842, "text": "Almost finishing my lamp! Just printing the difusor…"}]...
|
Title: Intelligent Desk lamp by @ana_v_zanattab | Title: Intelligent Desk lamp by @ana_v_zanattab | Stardance
Devlogs:
Almost finishing my lamp! Just printing the difusor…...
|
1793512299.2320628
|
1794117099.2320628
|
|
47463
|
SmileyWare by @kira_iovenko | Stardance
|
kira_iovenko
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T23:03:22Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made SmileyWare, a fast-paced game with three different minigames: a platformer, a clicker game, and a maze. The most challenging part was connecting all the minigames and making sure the logic, movement, coordinates, timers, and screens worked together properly. I’m proud that I built the game myself with a little assistance from ChatGPT for debugging issues, created my own sprites and textures, and added my own ideas to the project like moving targets in the clicker game and random star positions in the maze. To test my game, open the demo link and play through the minigames while trying to beat the timer.", "repo": "https://github.com/kira-iovenko/WarioWareGame", "demo": "https://kira-iovenko.github.io/WarioWareGame/"}]...
|
[{"post_id": 63905, "ts": "202 [{"post_id": 63905, "ts": "2026-09-07T22:52:26Z", "hours": 1.7875, "text": "Today, I improved the gameplay and made SmileyWare feel more polished and playful. I fixed the player sprite in the platformer minigame so it faces the direction of movement, added different directions for the top-down character, and made the stars in the clicker minigame move at random speeds and directions. I also updated the winner and death screens to give them more personality."}, {"post_id": 63822, "ts": "2026-09-07T19:54:05Z", "hours": 6.6225, "text": "During last week. I followed the guide to create a platformer minigame and a clicker minigame, then added my own maze minigame. At first, I used default textures and sprites. I connected all the parts of the game, fixed several bugs, and updated the game logic several times to make everything run smoothly. At the end, I created custom textures and sprites in Canva using basic shapes and gradients, and then used my artwork to style all the game scenes."}, {"post_id": 57034, "ts": "2026-08-29T03:21:56Z", "hours": 0.4672, "text": "Today I created the scripts and set up the level scene. It took some time to understand how it works in godot even with all references in the guide, but I managed to get through the steps and it is ready to start building my first minigame next."}, {"post_id": 56389, "ts": "2026-08-28T04:28:05Z", "hours": 0.6444, "text": "Today I started my warioware project in Godot and set up the basic project structure according to guide. I created the title screen with a title and start/settings/quit buttons. I haven’t made my own art yet, so I’m just using the basic visuals for now."}]...
|
Title: SmileyWare by @kira_iovenko | Stardance
De Title: SmileyWare by @kira_iovenko | Stardance
Devlogs:
Today I started my warioware project in Godot and set up the basic project structure according to guide. I created the title screen with a title and start/settings/quit buttons. I haven’t made my own art yet, so I’m just using the basic visuals for now.
Today I created the scripts and set up the level scene. It took some time to understand how it works in godot even with all references in the guide, but I managed to get through the steps and it is ready to start building my first minigame next.
During last week. I followed the guide to create a platformer minigame and a clicker minigame, then added my own maze minigame. At first, I used default textures and sprites. I connected all the parts of the game, fixed several bugs, and updated the game logic several times to make everything run smoothly. At the end, I created custom textures and sprites in Canva using basic shapes and gradients, and then used my artwork to style all the game scenes.
Today, I improved the gameplay and made SmileyWare feel more polished and playful. I fixed the player sprite in the platformer minigame so it faces the direction of movement, added different directions for the top-down character, and made the stars in the clicker minigame move at random speeds and directions. I also updated the winner and death screens to give them more personality.
Ships:
I made SmileyWare, a fast-paced game with three different minigames: a platformer, a clicker game, and a maze. The most challenging part was connecting all the minigames and making sure the logic, movement, coordinates, timers, and screens worked together properly. I’m proud that I built the game myself with a little assistance from ChatGPT for debugging issues, created my own sprites and textures, and added my own ideas to the project like moving targets in the clicker game and random star positions in the maze. To test my game, open the demo link and play through the minigames while trying to beat the timer....
|
1794016256.3495402
|
1794102656.3495402
|
|
19478
|
Searchuse 1.4.4 by @ai_zamden | Stardance
|
ai_zamden
|
3
|
135.0
|
1486
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T22:47:37Z", "hours": 33.0, "multiplier": 11.36, "payout": 340, "blessing": "neutral", "text": "Hey guys, this is my third ship for my turn-based strategy game Searchuse. A lot of you guys suggested to add a tutorial, so I made one, and now it’s a lot easier to figure out how to play the game! I hope you enjoy.", "repo": "https://github.com/aidenzma/Searchuse", "demo": "https://ai-zamden.itch.io/searchuse"}, {"ship_num": 2, "ts": "2026-07-17T01:35:02Z", "hours": 77.0, "multiplier": 14.75, "payout": 853, "blessing": "neutral", "text": "I’ve listened to the people and have tried to make as many improvements as I could. UI has been improved Art has been pixel-adjusted Controls are specified in the README Main Menu button has been added Searchuse is now available on Linux AND Searchuse is now available on BROWSER (itch.io, the demo link) So now everyone is theoretically able to try it! A large portion of my time was spent creating a neural network for the bot (that can only be experienced in Train Bot, there’s a hardcoded bot and a neural network bot.) (The neural network bot is still very inexperienced currently.) (Admittedly, Gemini helped me a lot with setting up that portion of the game.) For specific help in downloading the zips, visit the README.", "repo": "https://github.com/aidenzma/Searchuse", "demo": "https://ai-zamden.itch.io/searchuse"}, {"ship_num": 3, "ts": "2026-06-25T04:03:09Z", "hours": 25.0, "multiplier": 12.05, "payout": 293, "blessing": "neutral", "text": "I made a turn-based strategy game called Searchuse, where you search for and then use various items with different mechanics. A challenge in the process was getting all of the turn-based logic right. (For cooldowns and lasting effects, the timing can be surprisingly complicated to get down.) I’m proud that there aren’t any glaring bugs in the game right now. To play, move around using arrow keys, and press the buttons search or use. There are deeper mechanics you can learn, but the surface-level controls should be intuitive! Here’s the trailer: https://youtu.be/wL6j5aslFXA Join the Discord: https://discord.gg/NpBV6vHc7", "repo": "https://github.com/aidenzma/Searchuse", "demo": "https://ai-zamden.itch.io/searchuse"}]...
|
[{"post_id": 63898, "ts": "202 [{"post_id": 63898, "ts": "2026-09-07T22:44:08Z", "hours": 3.3097, "text": "I’m finished with the tutorial, so now you guys can easily learn how to play Searchuse!"}, {"post_id": 63059, "ts": "2026-09-06T17:21:51Z", "hours": 9.2094, "text": "I’m making a tutorial to teach new users how to play the game, as requested by feedback for my latest ship."}, {"post_id": 36775, "ts": "2026-07-29T01:24:16Z", "hours": 12.9503, "text": "I did a massive overhaul of the inner workings of the inventory system, changing the data tracking from only ints representing the itemIDs to structs which provide a container for data of items. I did this because I had to add individual item durability."}, {"post_id": 34389, "ts": "2026-07-25T02:19:17Z", "hours": 7.4644, "text": "After a long while, some new content is finally added to Searchuse. Introducing: Armor Piercing Rounds: Use with certain weapons to allow damage to be done as if the opponent were wearing no armor! Beretta+: An upgraded version of the Beretta, this weapon allows you to do damage the the enemy’s max health, a groundbreaking new mechanic added in this update. Fixed: Energy Orb edge bug: Now, the Energy Orb and other explosives will explode when hitting the edge of the map instead of not doing anything! Smoke vision bug: A small error in FOV rendering while in a smoked area was fixed. Factory edge bug: A visual glitch that resulted in Factory tiles peeking out from under the greyed out vision area was fixed."}, {"post_id": 29881, "ts": "2026-07-17T01:27:03Z", "hours": 1.3161, "text": "Searchuse is now available on Linux and Browser!"}, {"post_id": 29302, "ts": "2026-07-16T04:03:09Z", "hours": 7.9944, "text": "I’ve made major UI improvements to the game!"}, {"post_id": 26990, "ts": "2026-07-12T03:45:34Z", "hours": 10.4197, "text": "I’ve set up the system so that my hardcoded bot can train the neural network bot. This is gonna be fun!"}, {"post_id": 26063, "ts": "2026-07-10T17:29:06Z", "hours": 8.1575, "text": "I started building a neural network for the bot so that I can train it and it can learn. This is what the data file looks like for all of the weights and nodes."}, {"post_id": 24880, "ts": "2026-07-08T18:45:45Z", "hours": 2.7314, "text": "I coded an algorithm that allows the bot to scan the map, and the resulting data lists are represented here by colors! Red = near mountains & hills Green = near cover (caves & trees) Blue = near loot (buildings)"}, {"post_id": 24522, "ts": "2026-07-08T03:50:22Z", "hours": 15.1186, "text": "I added a world map to Searchuse!"}, {"post_id": 21711, "ts": "2026-07-03T20:06:43Z", "hours": 7.6906, "text": "I’ve upgraded the bot’s intelligence. Instead of only being aware of the enemy when they are in its immediate vision, the bot now remembers where it previously saw the enemy, keeps track of how many opportunities to move the enemy had since then, and precisely calculates all the squares the enemy could be on using a flood fill algorithm, based on how many moves the bot thinks the enemy had. (The eye icons represent what the bot thinks are the possible positions of my player based on where it last saw my player. (Sometimes the player can “escape” the eyes by having more moves than what the bot thinks the player has.) (Otherwise, if the bot is right about how many moves the player has, the player should not be able to move to a square without an eye icon.))"}, {"post_id": 20077, "ts": "2026-07-01T16:24:44Z", "hours": 23.2564, "text": "I worked on the enemy AI for my turn-based game Searchuse. The enemy can now use tools, such as invisibility potions, binoculars, radars, UAVs, and traps like landmines or C4s, and can also get airdrops."}, {"post_id": 15456, "ts": "2026-06-25T03:54:38Z", "hours": 4.6358, "text": "I added a few final features to match my turn-based strategy on Unity to its Scratch predecessor. Added: Hitmarker: When you’re hit with an unsuppressed weapon or bomb, a red arrow appears, telling you in which direction on your player’s character’s body you felt the impact. Cooldown visualiser: When you press c, a visual will show up that will show you all the items you have on cooldown and how many turns it is before you can use them next. 4 turn heavy weapons rule: In the first 4 turns, it is now impossible to find any weapon that totals a damage greater than 25 per turn. 3 weapon limit: You can only carry 3 weapons at a time. (By weapons I mean those that stay in your inventory, so something like Grenade doesn’t count.) If you find another weapon while you’re at your limit, you can choose to switch. Turns text: You can now press t to show the turns text, which is below the moves text and shows how many turns it’s been. Turn indicator: On the bottom of your screen, you’ll now find a green or blue landscape that indicates whose turn it is. (Green meaning your turn, blue meaning the enemy’s turn.)"}, {"post_id": 14868, "ts": "2026-06-24T04:17:21Z", "hours": 2.3808, "text": "Added: Message in a Floating Bottle: Like a book, it gives you a random powerup, but its rarity is lower than that of a book. However, its upside is that it is granted immediately after searching. Can only be found in water. AK-47: The world’s most iconic rifle is now in Searchuse! With 2 shots of 20 damage each, this addition provides more mid-tier weapon choices. AK-74: An upgrade of the AK-47, this gun matches the damage done by the M4A1, but it has a lesser cooldown, making it the more desirable option. Meat Stick: This item provides a solid mid-tier healing option, giving you 40 health in one bite. Spikes: This item gives you three more moves, but takes up an armor slot and provides 0 armor. (my beautiful art below)"}, {"post_id": 14567, "ts": "2026-06-23T18:50:46Z", "hours": 10.5353, "text": "I added a bunch of features, a new item, and fixed some bugs for my turn-based strategy game Searchuse. Added: Replay for when Vital Signs run out Replay for when Binoculars runs out Book: when read, gives you a random skill. These skills range from increasing moves to getting 2 searches per turn, so put on your reading glasses and pick up a book! You can also now press b to see your book inventory. Use arrow keys to navigate. Roll Chances Information: press L to open Roll Chances Information, which will tell you the chances of getting each rarity on each tile when you press search. Use arrow keys to navigate. Changed: Sound when picking up Thermal Vision Goggles Fixed: Not being able to start your turn on bot mode glitch Normalized speeds for UAV animation, texts, and movement"}, {"post_id": 11694, "ts": "2026-06-19T01:46:35Z", "hours": 7.0461, "text": "I added an airdrop to my turn-based strategy game Searchuse, which, instead of one, gives you three options to choose from when you press search."}, {"post_id": 9970, "ts": "2026-06-16T14:36:33Z", "hours": 0.32, "text": "I added a UAV to my turn-based strategy game Searchuse, which tracks down the enemy."}]...
|
Title: Searchuse 1.4.4 by @ai_zamden | Stardance
Title: Searchuse 1.4.4 by @ai_zamden | Stardance
Devlogs:
I added a UAV to my turn-based strategy game Searchuse, which tracks down the enemy.
I added an airdrop to my turn-based strategy game Searchuse, which, instead of one, gives you three options to choose from when you press search.
I added a bunch of features, a new item, and fixed some bugs for my turn-based strategy game Searchuse. Added: Replay for when Vital Signs run out Replay for when Binoculars runs out Book: when read, gives you a random skill. These skills range from increasing moves to getting 2 searches per turn, so put on your reading glasses and pick up a book! You can also now press b to see your book inventory. Use arrow keys to navigate. Roll Chances Information: press L to open Roll Chances Information, which will tell you the chances of getting each rarity on each tile when you press search. Use arrow keys to navigate. Changed: Sound when picking up Thermal Vision Goggles Fixed: Not being able to start your turn on bot mode glitch Normalized speeds for UAV animation, texts, and movement
Added: Message in a Floating Bottle: Like a book, it gives you a random powerup, but its rarity is lower than that of a book. However, its upside is that it is granted immediately after searching. Can only be found in water. AK-47: The world’s most iconic rifle is now in Searchuse! With 2 shots of 20 damage each, this addition provides more mid-tier weapon choices. AK-74: An upgrade of the AK-47, this gun matches the damage done by the M4A1, but it has a lesser cooldown, making it the more desirable option. Meat Stick: This item provides a solid mid-tier healing option, giving you 40 health in one bite. Spikes: This item gives you three more moves, but takes up an armor slot and provides 0 armor. (my beautiful art below)
I added a few final features to match my turn-based strategy on Unity to its Scratch predecessor. Added: Hitmarker: When you’re hit with an unsuppressed weapon or bomb, a red arrow appears, telling you in which direction on your player’s character’s body you felt the impact. Cooldown visualiser: When you press c, a visual will show up that will show you all the items you have on cooldown and how many turns it is before you can use them next. 4 turn heavy weapons rule: In the first 4 turns, it is now impossible to find any weapon that totals a damage greater than 25 per turn. 3 weapon limit: You can only carry 3 weapons at a time. (By weapons I mean those that stay in your inventory, so something like Grenade doesn’t count.) If you find another weapon while you’re at your limit, you can choose to switch. Turns text: You can now press t to show the turns text, which is below the moves text and shows how many turns it’s been. Turn indicator: On the bottom of your screen, you’ll now find a green or blue landscape that indicates whose turn it is. (Green meaning your turn, blue meaning the enemy’s turn.)
I worked on the enemy AI for my turn-based game Searchuse. The enemy can now use tools, such as invisibility potions, binoculars, radars, UAVs, and traps like landmines or C4s, and can also get airdrops.
I’ve upgraded the bot’s intelligence. Instead of only being aware of the enemy when they are in its immediate vision, the bot now remembers where it previously saw the enemy, keeps track of how many opportunities to move the enemy had since then, and precisely calculates all the squares the enemy could be on using a flood fill algorithm, based on how many moves the bot thinks the enemy had. (The eye icons represent what the bot thinks are the possible positions of my player based on where it last saw my player. (Sometimes the player can “escape” the eyes by having more moves than what the bot thinks the player has.) (Otherwise, if the bot is right about how many moves the player has, the player should not be able to move to a square without an eye icon.))
I added a world map to Searchuse!
I coded an algorithm that allows the bot to scan the map, and the resulting data lists are represented here by colors! Red = near mountains & hills Green = near cover (caves & trees) Blue = near loot (buildings)
I started building a neural network for the bot so that I can train it and it can learn. This is what the data file looks like for all of the weights and nodes.
I’ve set up the system so that my hardcoded bot can train the neural network bot. This is gonna be fun!
I’ve made major UI improvements to the game!
Searchuse is now available on Linux and Browser!
After a long while, some new content is finally added to Searchuse. Introducing: Armor Piercing Rounds: Use with certain weapons to allow damage to be done as if the opponent were wearing no armor! Beretta+: An upgraded version of the Beretta, this weapon allows you to do damage the the enemy’s max health, a groundbreaking new mechanic added in this update. Fixed: Energy Orb edge bug: Now, the Energy Orb and other explosives will explode when hitting the edge of the map instead of not doing anything! Smoke vision bug: A small error in FOV rendering while in a smoked area was fixed. Factory edge bug: A visual glitch that resulted in Factory tiles peeking out from under the greyed out vision area was fixed.
I did a massive overhaul of the inner workings of the inventory system, changing the data tracking from only ints representing the itemIDs to structs which provide a container for data of items. I did this because I had to add individual item durability.
I’m making a tutorial to teach new users how to play the game, as requested by feedback for my latest ship.
I’m finished with the tutorial, so now you guys can easily learn how to play Searchuse!
Ships:
I made a turn-based strategy game called Searchuse, where you search for and then use various items with different mechanics. A challenge in the process was getting all of the turn-based logic right. (For cooldowns and lasting effects, the timing can be surprisingly complicated to get down.) I’m proud that there aren’t any glaring bugs in the game right now. To play, move around using arrow keys, and press the buttons search or use. There are deeper mechanics you can learn, but the surface-level controls should be intuitive! Here’s the trailer: https://youtu.be/wL6j5aslFXA Join the Discord: https://discord.gg/NpBV6vHc7
I’ve listened to the people and have tried to make as many improvements as I could. UI has been improved Art has been pixel-adjusted Controls are specified in the README Main Menu button has been added Searchuse is now available on Linux AND Searchuse is now available on BROWSER (itch.io, the demo link) So now everyone is theoretically able to try it! A large portion of my time was spent creating a neural network for the bot (that can only be experienced in Train Bot, there’s a hardcoded bot and a neural network bot.) (The neural network bot is still very inexperienced currently.) (Admittedly, Gemini helped me a lot with setting up that portion of the game.) For specific help in downloading the zips, visit the README.
Hey guys, this is my third ship for my turn-based strategy game Searchuse. A lot of you guys suggested to add a tutorial, so I made one, and now it’s a lot easier to figure out how to play the game! I hope you enjoy....
|
1793969718.016786
|
1794056118.016786
|
|
5885
|
"FTC" Concept Robot by @akhilatyam | Stard "FTC" Concept Robot by @akhilatyam | Stardance...
|
akhilatyam
|
2
|
27.0
|
377
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T02:00:19Z", "hours": 16.0, "multiplier": 13.83, "payout": 218, "blessing": "neutral", "text": "Presenting IRISv3, ship number 2!!! I would like to thank all those who have been a part of my journey, but lets get into it! To preface, most stuff I cover here is covered far more in depth in my readme, I suggest you read that as well. This project is NOT a part of First, or any other program, and is simply a learning experience for me. My last FTC season ended with a loss at state, mainly due to poor robot design, while I am no longer on my team, I decided to learn how to properly cad. Through this, I have created IRISv3!! What is it? It is a bot with a 3 artifact wide intake, 3 artifact hopper, a 360* turret, and a flip out parking mechanism! The onshape link will show you the robot, and the readme will provide an in depth view of its creation and thought process. Thank you for taking your time to review, hope you like it!", "repo": "https://github.com/Akhil-Atyam/IRISv3/", "demo": "https://cad.onshape.com/documents/06fbe5ed49f948d063feffdc/w/066c47fa9ac4b7611539e011/e/148f884616f1735568a81366?renderMode=0&uiState=6a3341bfd2cc085c33aab87a"}, {"ship_num": 2, "ts": "2026-06-19T00:16:11Z", "hours": 11.0, "multiplier": 14.03, "payout": 159, "blessing": "neutral", "text": "Presenting IRISv3!!! IRISv3 is a vast improvement of my teams original robot design and is designed to be a competitive robot in this years First Tech Challenge game, Decode. It has a 16 inch wide intake which can intake 3 artifacts at once, a 3 artifact large magazine, and a 360 degree turret to score. This robot taught me a lot about cad, as I am relatively new to it. Most parts can be CNC, 3d printed, or bought online at Rev Robotics, or GoBilda. If you are on any FIRST team, whether it be FLL FTC or FRC I do hope that you see this and end up liking the design off of it. Have a great day everyone!", "repo": "https://github.com/Akhil-Atyam/IRISv3/", "demo": "https://cad.onshape.com/documents/06fbe5ed49f948d063feffdc/w/066c47fa9ac4b7611539e011/e/148f884616f1735568a81366?renderMode=0&uiState=6a3341bfd2cc085c33aab87a"}]...
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[{"post_id": 63895, "ts": "202 [{"post_id": 63895, "ts": "2026-09-07T22:22:18Z", "hours": 4.0853, "text": "#Devlog 7: The end for now, adjustable hood, thicker plates, and blender renders. Hello guys, and welcome, to one of the final devlogs of this series!!!! Next time you see me, hopefully it will be my ship, but lets go over my progress shall we? Adjustable hood Much awaited, as mentioned in my last devlog, my only way of controlling shots was through adjusting rpm, which is very power expensive and takes time, which isn’t ideal. This is why we now have a servo powered hood! You can try this for yourself by rotating the white part of the hood.We can now quickly adjust our shooting curve, meaning faster Shoot On the Move!!! (Credits to Rafin from 14469 for some help on the hood) ##Thicker plates Now this is something I’ll admit my friends have told me FOREVER about and I was too busy to figure out why my pocketing tool didn’t work, turns out my tool radius was too high. Now that its turned down, we can actually have thicker bars! This should hopefully drastically increase durability. (0.1 -> 0.22-0.3) ##Blender renders In preperation for my ship, I have begun the process of rendering. By the time this devlog is posted, my renders should be done, and atleast my banner is a render photo now. I have never really used blender much, so this is a decent learning curve for me. I would like to thank EVERYONE who supported me during this journey, and I hope you appreciate what this project taught me and hopefully you like it too!"}, {"post_id": 62579, "ts": "2026-09-06T01:22:14Z", "hours": 5.4958, "text": "Devlog 6: Parking Mech Pt2, Rubber bands, and more! Hey guys, this is a decently lengthy devlog, so lets get into it! Parking Mech My parking mech is done! My main problem, as you saw in the last devlog is that I only had around 20 degrees of room to deploy my bellypan cause I was hitting a bar, what was my solution? Getting rid of the bar. In all seriousness, I put out a small hole in the bar that way, the arm that connects my motor and bellypan can move through. Now, we can lay all the way flat, but there is still a large footprint, as anything that touches the ground adds to my footprint. So I added a small bar that should hopefully work to reduce my footprint (anything that touches the ground) Rubber bands Following advice from my last ship, I realized it was important for people to actually know where rubber bands were. Or atleast some what to understand. For now, I have added rubber bands, but I might end up making them a bit less opaque as its hard to see inside right now. Random other changes Removed that random spur gear on the back of Shooter, thats useless Added a light bar to the back of bot and an LED to the shooter. Future plans Odometry pods, this would be amazing Adjustable hood shooter, right now I can only adjust RPM, which takes time and is expensive on power, which I know all to well can kill matches. An adjustable hood would save so much power. Quite a long post, but hopefully ship #2 soon! Thanks! PS: On image one, top is old, bottom is new."}, {"post_id": 60553, "ts": "2026-09-02T23:37:55Z", "hours": 4.1261, "text": "Devlog 5: Parking Mechanism, Part 1 Hey guys! My first main content devlog after my last ship. One of the things I left out on my first ship is a parking mechanism. One of the unique things about this challenge is the parking bonus, where if 2 bots are fully within a 18x18 zone, we get 30 points (compared to 10 for just one) I decided to build a parking mechanism for this! This is partially inspired by 10255’s design, but only for the bellypan. Motor mount and ratchet is all uniquely mine. The motor First things first, how am I going to power it? Luckily, I have one motor left out of my 8 motor limit, so its simple as that, just adding a motor! But what RPM exactly? GoBilda, where I really like to get motors from has a multitude of options. I decided to go with 30 rpm, because i feel that would be more than strong enough to lift my robot. The ratchet But whats stopping it from falling back down after i climb??? Thats why I decided to make a small inline ratchet! Hopefully, it isnt meant to hold things for long of course, but it should be long enough to last atleast 3 seconds, which is the minimum for parks. The bellypan Now this part is a wip, this will be covered in part two. But for now, its just a polycarb sheet. (thank you pic collage for the collage tool im lowk abusing it) First image is part of my inspo btw, the other 2 are my CAD."}, {"post_id": 52651, "ts": "2026-08-22T21:55:34Z", "hours": 2.4314, "text": "Reship!! Hey guys, unfortunately my project did not pass my first ship. So I’m here to fix it. (according to shipwrights due to the specifics of my design it is ok to simply show a small 3dprinter version that unfortunately broke and a previous iteration that actually was built.) This is just a devlog for my images and stuff to be here. Video of it below https://youtu.be/BBkzpUcLwDI CLARIFICATION: This robot has never competed, is meant to be competed with, or any other relation with first. While the previous iterations shown are competition bots, this bot is not. This is simply a proof of concept of a competitive bot that I used in order to learn CAD. This project was created solely for my practice and to be presented under Stardance."}, {"post_id": 11651, "ts": "2026-06-19T00:02:33Z", "hours": 0.5117, "text": "Devlog 3 : Magazine and shooter Hello guys! This time we have most of the robot done, time for an overview! Magazine The Magazine is based off a rubber band design, this way we have compliance so that we do not have to spam wheels. If you look in the photos, you can see a set of blue and black wheels, those two are connected by rubber bands. Addressing one of the concerns in my ship: The balls should not fall out. since the ramp has a hole in the center ideally the artifacts should self center and the rubber bands should hold it in place (Something I have personally seen on a real robot). I also faced another major problem, how do I get my artifacts from my mag to my shooter? Due to the form factor of my build needing a turntable, I can’t just directly send it straight into the turret, as it wouldn’t reach without adding like 50 rollers. (large rollers would collide into my turntable housing) So i devised a counter roller, which is mounted in the rear and can speedily feed things into my shooter! (this is shown in the 2nd slide image on the bottom right, look for the 2 sets of black rollers near the green ball) Shooter I decided to go for a turret, although several teams have had major success in a straight shooter (shoutout to my goats 30564). This was because I felt that shooting on the move and shooting no matter where we are is what makes something competitive, and it also is a test of my cad skills. I took inspiration of the Andymark turntable, but the form factor wouldn’t work here, so I took the bearing and put it on a custom plate. For the turret itself, its a single 6K rpm motor, which from my previous experiences was more than enough, we also have a Limelight (vision camera) on the shooter for accurate localization."}, {"post_id": 8413, "ts": "2026-06-13T23:47:37Z", "hours": 9.3075, "text": "Devlog 2: The intake Hello again guys! Welcome back to more CAD Chronicles Today, I have our intake created. There are many different types of intakes I’ve seen this year, rubber band, vector wheel, and surgical tubing. All of these have pros and cons, so lets go over them. Rubber band: Rubber band intakes is what my team used back when I was on it. It is simple, effective, and once you touch an artifact, you keep it, there is very little wrong with it. But, it is harder with those to have the intake extend the entire width of the bot, so you might not be able to intake 3 artifacts at once. Vector wheels Now theres 2 kinds, fixed, and pivoting (where the wheels can move up and down to comply with the artifacts). I decided, that for auto strategy since we might be contacting multiple artifacts at once, to go with a fixed design for this. Vector wheels can easily span the entire width of a bot, and also funnel into the center. Surgical tubing This one is a nice one, basically for those who have not seen them, it is a form of intake where there is a central hub, and tubes stick out of the hub, almost like a fan. These are supposed to catch on to artifacts and pull them in. While these are pretty good, they do not have centering and also are quite large, so they do tend to stick out the bot. Now what did I pick? You might be able to tell from my image, but I ended up picking a vector wheel intake! I decided this was the best course of action, because I can easily intake 3 artifact wide, which is good for far zone cycling and also auto pattern cycling, and also it has centering. You will see in my next devlog why centering is important!"}, {"post_id": 1503, "ts": "2026-06-03T15:58:34Z", "hours": 1.5769, "text": "Devlog #1 : The beginnings Hello guys! Welcome to my project! I would like to thank you guys for checking my project out and here I’m gonna outline a bit of what I am going to do. What is my goal? I want to create a competitive FTC style bot! My last season on my team was last year, we got to state but we placed around 20th. This year, me and my friends will hopefully start a new team, but I need to learn CAD so that I am actually well equipped to do work. I decided that cadding a robot is the best way to do this! I decided on a couple goals. I want a vector intake (to maximize possible intaking area) As much custom cnc parts as possible (both a challenge for me and also conserves space) A turret (IMO most competitive bots use a turret so time to join that league) Those 3 goals will shape the rest of this project. Drivetrain My first thing was beginning my drivetrain, as you can see below I got around half of it done so far. Sketching is a bit awkward but I’m getting the hang of it. Hopefully this works out well!"}]...
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Title: "FTC" Concept Robot by @akhilatyam Title: "FTC" Concept Robot by @akhilatyam | Stardance
Devlogs:
Devlog #1 : The beginnings Hello guys! Welcome to my project! I would like to thank you guys for checking my project out and here I’m gonna outline a bit of what I am going to do. What is my goal? I want to create a competitive FTC style bot! My last season on my team was last year, we got to state but we placed around 20th. This year, me and my friends will hopefully start a new team, but I need to learn CAD so that I am actually well equipped to do work. I decided that cadding a robot is the best way to do this! I decided on a couple goals. I want a vector intake (to maximize possible intaking area) As much custom cnc parts as possible (both a challenge for me and also conserves space) A turret (IMO most competitive bots use a turret so time to join that league) Those 3 goals will shape the rest of this project. Drivetrain My first thing was beginning my drivetrain, as you can see below I got around half of it done so far. Sketching is a bit awkward but I’m getting the hang of it. Hopefully this works out well!
Devlog 2: The intake Hello again guys! Welcome back to more CAD Chronicles Today, I have our intake created. There are many different types of intakes I’ve seen this year, rubber band, vector wheel, and surgical tubing. All of these have pros and cons, so lets go over them. Rubber band: Rubber band intakes is what my team used back when I was on it. It is simple, effective, and once you touch an artifact, you keep it, there is very little wrong with it. But, it is harder with those to have the intake extend the entire width of the bot, so you might not be able to intake 3 artifacts at once. Vector wheels Now theres 2 kinds, fixed, and pivoting (where the wheels can move up and down to comply with the artifacts). I decided, that for auto strategy since we might be contacting multiple artifacts at once, to go with a fixed design for this. Vector wheels can easily span the entire width of a bot, and also funnel into the center. Surgical tubing This one is a nice one, basically for those who have not seen them, it is a form of intake where there is a central hub, and tubes stick out of the hub, almost like a fan. These are supposed to catch on to artifacts and pull them in. While these are pretty good, they do not have centering and also are quite large, so they do tend to stick out the bot. Now what did I pick? You might be able to tell from my image, but I ended up picking a vector wheel intake! I decided this was the best course of action, because I can easily intake 3 artifact wide, which is good for far zone cycling and also auto pattern cycling, and also it has centering. You will see in my next devlog why centering is important!
Devlog 3 : Magazine and shooter Hello guys! This time we have most of the robot done, time for an overview! Magazine The Magazine is based off a rubber band design, this way we have compliance so that we do not have to spam wheels. If you look in the photos, you can see a set of blue and black wheels, those two are connected by rubber bands. Addressing one of the concerns in my ship: The balls should not fall out. since the ramp has a hole in the center ideally the artifacts should self center and the rubber bands should hold it in place (Something I have personally seen on a real robot). I also faced another major problem, how do I get my artifacts from my mag to my shooter? Due to the form factor of my build needing a turntable, I can’t just directly send it straight into the turret, as it wouldn’t reach without adding like 50 rollers. (large rollers would collide into my turntable housing) So i devised a counter roller, which is mounted in the rear and can speedily feed things into my shooter! (this is shown in the 2nd slide image on the bottom right, look for the 2 sets of black rollers near the green ball) Shooter I decided to go for a turret, although several teams have had major success in a straight shooter (shoutout to my goats 30564). This was because I felt that shooting on the move and shooting no matter where we are is what makes something competitive, and it also is a test of my cad skills. I took inspiration of the Andymark turntable, but the form factor wouldn’t work here, so I took the bearing and put it on a custom plate. For the turret itself, its a single 6K rpm motor, which from my previous experiences was more than enough, we also have a Limelight (vision camera) on the shooter for accurate localization.
Reship!! Hey guys, unfortunately my project did not pass my first ship. So I’m here to fix it. (according to shipwrights due to the specifics of my design it is ok to simply show a small 3dprinter version that unfortunately broke and a previous iteration that actually was built.) This is just a devlog for my images and stuff to be here. Video of it below https://youtu.be/BBkzpUcLwDI CLARIFICATION: This robot has never competed, is meant to be competed with, or any other relation with first. While the previous iterations shown are competition bots, this bot is not. This is simply a proof of concept of a competitive bot that I used in order to learn CAD. This project was created solely for my practice and to be presented under Stardance.
Devlog 5: Parking Mechanism, Part 1 Hey guys! My first main content devlog after my last ship. One of the things I left out on my first ship is a parking mechanism. One of the unique things about this challenge is the parking bonus, where if 2 bots are fully within a 18x18 zone, we get 30 points (compared to 10 for just one) I decided to build a parking mechanism for this! This is partially inspired by 10255’s design, but only for the bellypan. Motor mount and ratchet is all uniquely mine. The motor First things first, how am I going to power it? Luckily, I have one motor left out of my 8 motor limit, so its simple as that, just adding a motor! But what RPM exactly? GoBilda, where I really like to get motors from has a multitude of options. I decided to go with 30 rpm, because i feel that would be more than strong enough to lift my robot. The ratchet But whats stopping it from falling back down after i climb??? Thats why I decided to make a small inline ratchet! Hopefully, it isnt meant to hold things for long of course, but it should be long enough to last atleast 3 seconds, which is the minimum for parks. The bellypan Now this part is a wip, this will be covered in part two. But for now, its just a polycarb sheet. (thank you pic collage for the collage tool im lowk abusing it) First image is part of my inspo btw, the other 2 are my CAD.
Devlog 6: Parking Mech Pt2, Rubber bands, and more! Hey guys, this is a decently lengthy devlog, so lets get into it! Parking Mech My parking mech is done! My main problem, as you saw in the last devlog is that I only had around 20 degrees of room to deploy my bellypan cause I was hitting a bar, what was my solution? Getting rid of the bar. In all seriousness, I put out a small hole in the bar that way, the arm that connects my motor and bellypan can move through. Now, we can lay all the way flat, but there is still a large footprint, as anything that touches the ground adds to my footprint. So I added a small bar that should hopefully work to reduce my footprint (anything that touches the ground) Rubber bands Following advice from my last ship, I realized it was important for people to actually know where rubber bands were. Or atleast some what to understand. For now, I have added rubber bands, but I might end up making them a bit less opaque as its hard to see inside right now. Random other changes Removed that random spur gear on the back of Shooter, thats useless Added a light bar to the back of bot and an LED to the shooter. Future plans Odometry pods, this would be amazing Adjustable hood shooter, right now I can only adjust RPM, which takes time and is expensive on power, which I know all to well can kill matches. An adjustable hood would save so much power. Quite a long post, but hopefully ship #2 soon! Thanks! PS: On image one, top is old, bottom is new.
#Devlog 7: The end for now, adjustable hood, thicker plates, and blender renders. Hello guys, and welcome, to one of the final devlogs of this series!!!! Next time you see me, hopefully it will be my ship, but lets go over my progress shall we? Adjustable hood Much awaited, as mentioned in my last devlog, my only way of controlling shots was through adjusting rpm, which is very power expensive and takes time, which isn’t ideal. This is why we now have a servo powered hood! You can try this for yourself by rotating the white part of the hood.We can now quickly adjust our shooting curve, meaning faster Shoot On the Move!!! (Credits to Rafin from 14469 for some help on the hood) ##Thicker plates Now this is something I’ll admit my friends have told me FOREVER about and I was too busy to figure out why my pocketing tool didn’t work, turns out my tool radius was too high. Now that its turned down, we can actually have thicker bars! This should hopefully drastically increase durability. (0.1 -> 0.22-0.3) ##Blender renders In preperation for my ship, I have begun the process of rendering. By the time this devlog is posted, my renders should be done, and atleast my banner is a render photo now. I have never really used blender much, so this is a decent learning curve for me. I would like to thank EVERYONE who supported me during this journey, and I hope you appreciate what this project taught me and hopefully you like it too!
Ships:
Presenting IRISv3!!! IRISv3 is a vast improvement of my teams original robot design and is designed to be a competitive robot in this years First Tech Challenge game, Decode. It has a 16 inch wide intake which can intake 3 artifacts at once, a 3 artifact large magazine, and a 360 degree turret to score. This robot taught me a lot about cad, as I am relatively new to it. Most parts can be CNC, 3d printed, or bought online at Rev Robotics, or GoBilda. If you are on any FIRST team, whether it be FLL FTC or FRC I do hope that you see this and end up liking the design off of it. Have a great day everyone!
Presenting IRISv3, ship number 2!!! I would like to thank all those who have been a part of my journey, but lets get into it! To preface, most stuff I cover here is covered far more in depth in my readme, I suggest you read that as well. This project is NOT a part of First, or any other program, and is simply a learning experience for me. My last FTC season ended with a loss at state, mainly due to poor robot design, while I am no longer on my team, I decided to learn how to properly cad. Through this, I have created IRISv3!! What is it? It is a bot with a 3 artifact wide intake, 3 artifact hopper, a 360* turret, and a flip out parking mechanism! The onshape link will show you the robot, and the readme will provide an in depth view of its creation and thought process. Thank you for taking your time to review, hope you like it!...
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1794026869.1807027
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36625
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Star Browser by @Aron_3763 | Stardance
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Aron_3763
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1
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52.16
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690
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T12:07:03Z", "hours": 48.0, "multiplier": 14.54, "payout": 690, "blessing": "neutral", "text": "I built a ligthweight and beautiful browser with AI integrated. It was simple in the beginning but when we started to add more features we had so many bugs that came out of nowhere. After a lot of hard work, my friend @adri_3763 and I managed to fix them with some help from AI for debugging and UI styles. I am so happy to ship this project. Try out the new features such as: AI memory and AI chat I can’t wait to hear your opinion about the project.", "repo": "https://github.com/Adriii3793/Star-Browser", "demo": "https://github.com/Adriii3793/Star-Browser/releases/tag/v1.1.2"}]...
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[{"post_id": 63894, "ts": "202 [{"post_id": 63894, "ts": "2026-09-07T22:21:04Z", "hours": 4.1578, "text": "Hey everyone! Quick update on our browser project. @adri_3763 and I spent the past week testing it on Linux VMs, fixing bugs and making a few improvements. It took a bit longer than we planned. The VMs were very slow most of the time, and we both had a busy week outside of coding too. Anyway, everything is running smoothly now. There are still some things we want to improve, but overall we’re happy with how it’s going. Feel free to try it and let us know what you think. Byee!"}, {"post_id": 56556, "ts": "2026-08-28T11:10:45Z", "hours": 3.5425, "text": "Hey guys! We are excited to announce that we made it. After solving those final bugs, refining a few features and running a lot of tests, we are almost ready to ship it. We add a lot of effort Can’t wait to hear your feedback!"}, {"post_id": 53866, "ts": "2026-08-24T15:53:22Z", "hours": 6.5522, "text": "Hi guys,After a long break at the start of the month and a period of hard work, we finally fixed many bugs that were present in the browser. First of all, @adri_3763 and I added memory to the AI to make it smart so it can remember things. We added ad blockers too and the ability to set a personalized wallpaper. We added a button to copy the link from the search bar. On the homepage, we optimized the section for favorite websites and the media players. In the end we made some tests and optimized the code with AI to make it run smoothly and prevent lag. We are now ready to submit the work we did with so much effort. Thanks for everything, and I hope y’all will support us!"}, {"post_id": 36582, "ts": "2026-07-28T19:55:24Z", "hours": 9.8556, "text": "Hello everyone! During the last few days I’ve been focusing on improving the overall look and feel of the browser. I redesigned the UI to make it cleaner and more consistent while also giving the AI panel a completely new style that matches the rest of the interface. I also added smooth animations to the windows, making transitions feel much more polished. I fixed several bugs in the browser dropdown menu that appeared after the recent UI changes. I also resolved multiple issues affecting the window control buttons which had broken during the various interface updates. Meanwhile @adri_3763 is still working on the backend and is currently focused on improving the setup interface. That’s all for now. See you in the next devlog."}, {"post_id": 33770, "ts": "2026-07-23T23:11:43Z", "hours": 9.8186, "text": "Hello everyone! During the last few days I’ve been focusing on adding new elements to the UI. I implemented the main browser dropdown menu, which now includes all the standard options like Zoom controls and add a New Tab. I also built the new tab start page. It now features a greeting message and a row of quick-access shortcuts for websites like Google, GitHub, and YouTube. The AI chat window is now fully styled and integrated into the right sidebar. It includes the active chat view and an input field that supports both text messages and image dragging. Meanwhile, @adri_3763 is still working on the backend but now he is focused on the part of the setup interface and he is still improving it. That’s all for now. Thank you for reading"}, {"post_id": 32334, "ts": "2026-07-21T13:18:39Z", "hours": 10.8381, "text": "Hello everyone!During the last few days I’ve been mainly working on improving the app and cleaning up some of the problems we had. A big part of my time went into fixing the window movement and making the UI feel smoother. I also worked on the tabs system and added the ability to drag them around. It took longer than expected because there were some annoying crashes that kept showing up, but after a lot of debugging everything is finally working much better.I also helped with some of the issues we had while sharing and syncing files through Git. We had a few errors that slowed our progress, but we managed to get past them.Right now I’m focusing more on the AI part of the project. I’m styling the AI window and preparing everything needed to integrate it into the search system. Meanwhile, @Adri_3763 has been working on other parts of the app, and we’ve been trying to put everything together step by step.There is still a lot to do, especially with the backend. Some parts are taking more time than expected, but the project is slowly coming together.That’s all for now. Thank you for reading"}, {"post_id": 30401, "ts": "2026-07-17T21:59:28Z", "hours": 7.6994, "text": "Hello everyone, Yesterday and today, my friend @adri_3763 and I worked together at the library for 8 hours each day on our project. Our goal is to build a fast, secure, and beautiful browser. We decided to collaborate on the same files and divided the tasks: Adrian designed the front page, while I worked on the window controls. We ran into several issues, especially with the UI and broken code. I was not able to complete my part of the project because I encountered many bugs. Currently, I am working on making it possible to run the application on MacOS. However, we supported each other and used AI to solve the problems. In the next few days, I will start fixing everything. Our next steps are to fix the bugs in the window controls, refine the UI, and if possible, begin working on the backend. This project is completely new to us. We are learning new languages like Svelte, learning how to collaborate, and discovering how to create applications. Thanks for reading."}]...
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Title: Star Browser by @Aron_3763 | Stardance
Dev Title: Star Browser by @Aron_3763 | Stardance
Devlogs:
Hello everyone, Yesterday and today, my friend @adri_3763 and I worked together at the library for 8 hours each day on our project. Our goal is to build a fast, secure, and beautiful browser. We decided to collaborate on the same files and divided the tasks: Adrian designed the front page, while I worked on the window controls. We ran into several issues, especially with the UI and broken code. I was not able to complete my part of the project because I encountered many bugs. Currently, I am working on making it possible to run the application on MacOS. However, we supported each other and used AI to solve the problems. In the next few days, I will start fixing everything. Our next steps are to fix the bugs in the window controls, refine the UI, and if possible, begin working on the backend. This project is completely new to us. We are learning new languages like Svelte, learning how to collaborate, and discovering how to create applications. Thanks for reading.
Hello everyone!During the last few days I’ve been mainly working on improving the app and cleaning up some of the problems we had. A big part of my time went into fixing the window movement and making the UI feel smoother. I also worked on the tabs system and added the ability to drag them around. It took longer than expected because there were some annoying crashes that kept showing up, but after a lot of debugging everything is finally working much better.I also helped with some of the issues we had while sharing and syncing files through Git. We had a few errors that slowed our progress, but we managed to get past them.Right now I’m focusing more on the AI part of the project. I’m styling the AI window and preparing everything needed to integrate it into the search system. Meanwhile, @Adri_3763 has been working on other parts of the app, and we’ve been trying to put everything together step by step.There is still a lot to do, especially with the backend. Some parts are taking more time than expected, but the project is slowly coming together.That’s all for now. Thank you for reading
Hello everyone! During the last few days I’ve been focusing on adding new elements to the UI. I implemented the main browser dropdown menu, which now includes all the standard options like Zoom controls and add a New Tab. I also built the new tab start page. It now features a greeting message and a row of quick-access shortcuts for websites like Google, GitHub, and YouTube. The AI chat window is now fully styled and integrated into the right sidebar. It includes the active chat view and an input field that supports both text messages and image dragging. Meanwhile, @adri_3763 is still working on the backend but now he is focused on the part of the setup interface and he is still improving it. That’s all for now. Thank you for reading
Hello everyone! During the last few days I’ve been focusing on improving the overall look and feel of the browser. I redesigned the UI to make it cleaner and more consistent while also giving the AI panel a completely new style that matches the rest of the interface. I also added smooth animations to the windows, making transitions feel much more polished. I fixed several bugs in the browser dropdown menu that appeared after the recent UI changes. I also resolved multiple issues affecting the window control buttons which had broken during the various interface updates. Meanwhile @adri_3763 is still working on the backend and is currently focused on improving the setup interface. That’s all for now. See you in the next devlog.
Hi guys,After a long break at the start of the month and a period of hard work, we finally fixed many bugs that were present in the browser. First of all, @adri_3763 and I added memory to the AI to make it smart so it can remember things. We added ad blockers too and the ability to set a personalized wallpaper. We added a button to copy the link from the search bar. On the homepage, we optimized the section for favorite websites and the media players. In the end we made some tests and optimized the code with AI to make it run smoothly and prevent lag. We are now ready to submit the work we did with so much effort. Thanks for everything, and I hope y’all will support us!
Hey guys! We are excited to announce that we made it. After solving those final bugs, refining a few features and running a lot of tests, we are almost ready to ship it. We add a lot of effort Can’t wait to hear your feedback!
Hey everyone! Quick update on our browser project. @adri_3763 and I spent the past week testing it on Linux VMs, fixing bugs and making a few improvements. It took a bit longer than we planned. The VMs were very slow most of the time, and we both had a busy week outside of coding too. Anyway, everything is running smoothly now. There are still some things we want to improve, but overall we’re happy with how it’s going. Feel free to try it and let us know what you think. Byee!
Ships:
I built a ligthweight and beautiful browser with AI integrated. It was simple in the beginning but when we started to add more features we had so many bugs that came out of nowhere. After a lot of hard work, my friend @adri_3763 and I managed to fix them with some help from AI for debugging and UI styles. I am so happy to ship this project. Try out the new features such as: AI memory and AI chat I can’t wait to hear your opinion about the project....
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1794113599.7234855
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1794199999.7234855
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28030
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Star Browser by @adri_3763 | Stardance
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adri_3763
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1
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104.97
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1079
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T12:07:03Z", "hours": 99.0, "multiplier": 12.69, "payout": 1079, "blessing": "neutral", "text": "I built a ligthweight and a beutiful browser with AI integrated. It was pretty easy at first but then some bugs started to appear and we had to work hard to fix them with some help of AI. I’m proud that I pulled off such a big project especially with my friend @Aron_3763 I’m so glad we finished it after all difficulties and stress. Try out the AI chat integrated into this browser and AI Memory. Let us know what you think of the project or if you have any feedback to give us.", "repo": "https://github.com/Adriii3793/Star-Browser", "demo": "https://github.com/Adriii3793/Star-Browser/releases/tag/v1.1.2"}]...
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[{"post_id": 63889, "ts": "202 [{"post_id": 63889, "ts": "2026-09-07T22:14:07Z", "hours": 5.9744, "text": "Hello, @Aron_3763 and I fixed some bugs on Linux and made some improvements after a week of trying to test on virtual machines. It was pretty hard testing because the virtual machines sometimes took so long to load and create the app and we had some difficulties trying to fix the bugs. Plus we took a while because we had some stuff going on in our lives apparently but we hope y’all will like this browser and we’re glad it’s working now. Let us know what you think of this project, we would love to hear your feedback on it. That’s all for today soon we will upload the app. Byee!"}, {"post_id": 56554, "ts": "2026-08-28T11:07:12Z", "hours": 6.2892, "text": "Hey everyone, we finally made it. We did round of testing, fixed the last remaining issues and made some improvements. The App is almost ready to submit. We put a lot of effort into this build and we really hope you all enjoy it. Let us know what you think."}, {"post_id": 55172, "ts": "2026-08-26T17:28:31Z", "hours": 9.7044, "text": "Hello guys, we are almost done catching the bugs and fixing them. @Aron_3763 and I are doing some refinements on the code and optimizing it and in a few hours we will ship it.Hope y’all have a wonderful day.Bye bye"}, {"post_id": 54454, "ts": "2026-08-25T14:02:21Z", "hours": 10.1133, "text": "Hello guys, We’ve been trying to fix some bugs and we still have some issues with it We are trying to fix it and find the reason. Meanwhile Aron is trying to help me find out some issues too with me and testing and moral support hahah 😭 We’re still trying to find the bugs and I hope soon I will be able to ship it so y’all can try it. fun fact: we added this silly cat drooling working that represent us working on this project hahaha Hope you have a great day Byee"}, {"post_id": 53660, "ts": "2026-08-24T10:05:38Z", "hours": 16.6439, "text": "Hey guys sorry I haven’t updated you for a while, I was away on vacation and did a ton of stuff so everything has been a bit of a mess. While I was away, @Aron_3763 worked on a bunch of features for the browser. We fixed a lot of bugs, added memory to the AI so it can remember things and put in ad blockers and custom wallpapers. I also added a button to copy links from the search bar, optimized the favorite websites section and media players on the homepage and ran some tests with AI to clean up the code and prevent lag. However right now we’re having some issues in the frontend. We’ve been using AI to help us understand some of the problems and fix bugs because it started acting super strange whenever we try to use the AI chat and sometimes it just won’t respond at all. We’ve been trying to solve this for so many hours now with no luck but we’re still grinding and trying to figure it out. I will show more later byeee!"}, {"post_id": 38119, "ts": "2026-07-31T10:26:32Z", "hours": 10.4014, "text": "Hello guys Lately I’ve been working on few design changes and adding new features to make the browsing experience much smoother. We added 2 new feature Tab groups: you can categorize and group your open tabs together to stay organized while browsing. Honestly implementing this was pretty tough. It kept glitching, doing unexpected things and completely messing up the UI but after a lot of debugging with the help of AI, I managed to understand the errors and learned a lot along the way. Quick access Favorites: we updated the main start page layout and moved favorites right to the top for instant access to your most important websites. @Aron_3763 is currently working on the AI assistant + AI memory to make our built-in assistant remember past context and feel much smarter. That’s all for now baii"}, {"post_id": 36042, "ts": "2026-07-27T21:19:41Z", "hours": 15.9719, "text": "Hey guys, back with another update! Lately we’ve been spending a lot of time working on the setup of the browser, the AI, and the design. We decided to split the work to get things done. Things got pretty hard and I kept getting a lot of errors that were breaking the code but after trying many times, I figured it out and fixed all the backend issues by myself. Meanwhile, @Aron_3763 is working on the frontend, fixing bugs there and making the design look great. That’s it, byeee!"}, {"post_id": 34326, "ts": "2026-07-24T22:46:05Z", "hours": 10.0811, "text": "Hello guys! In these three days, I have been debugging some files and adding some fixes to the code. I would say it was pretty tough, but I did it with a lot of effort. Also, I have been working on the backend for AI memory and improving the AI with new cool features such as tagging tab and file uploads which @Aron_3763 worked on. For the apps, we were working on Windows, but we wanted to make it cross-platform, so we used a virtual machine to install macOS. It was pretty hard, but I luckily made it possible to use and work on my project. I also made some improvements for macOS, and now we are making it perfect. For now, we made it compatible with macOS and Windows and soon we will test it on Linux to understand it better and try to make it compatible with all operating systems. We are also trying to optimize this browser and I would say it’s pretty overwhelming, but I am glad we are seeing some progress. Let us know what you think about this project. Thanks for your attention baii!"}, {"post_id": 32333, "ts": "2026-07-21T13:18:23Z", "hours": 9.0183, "text": "Hello everyone Over the past few days, @Aron_3763 and I have been trying to solve bugs and polish the UI. We focused on fixing the window dragging and styling the tabs, including making them draggable. The tabs took a lot of effort because we ran into some crashing issues but we finally solved it. We also had some issues with Git giving us errors while trying to share our files which slowed us down a bit. Yesterday I was working on importing a webview into the page to enable website navigation. The backend has been pretty hard. I’ve spent almost 5 hours on it and I’m still working on it. Meanwhile Aron is currently styling the AI window so we can integrate AI into our browser. That’s all for now. Baii guys take care"}, {"post_id": 30352, "ts": "2026-07-17T20:34:32Z", "hours": 10.7142, "text": "Hello everyone Yesterday and today my friend @Aron_3763 and I worked together at the library each day for 8h on a project. We planned to build a fast, secure and beautiful browser. We divided the tasks after deciding to collaborate on the files. I designed the front page while Aron continued working on the window controls. We saw some issues, especially with the UI and parts of the code that wouldn’t work. However, we resolved them using AI and supporting each other throughout the process. Later, we will find the issues of the window controls, refine the UI, and if possible begin to work on the backend.This project is new for us, since we’ve never done this one before. We’re already learning new languages like Svelte, collaborating, and discovering how to create applications.Thanks for reading this. Hope you’ll support us during the process and share your thoughts on how it looksBaiii"}]...
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Title: Star Browser by @adri_3763 | Stardance
Dev Title: Star Browser by @adri_3763 | Stardance
Devlogs:
Hello everyone Yesterday and today my friend @Aron_3763 and I worked together at the library each day for 8h on a project. We planned to build a fast, secure and beautiful browser. We divided the tasks after deciding to collaborate on the files. I designed the front page while Aron continued working on the window controls. We saw some issues, especially with the UI and parts of the code that wouldn’t work. However, we resolved them using AI and supporting each other throughout the process. Later, we will find the issues of the window controls, refine the UI, and if possible begin to work on the backend.This project is new for us, since we’ve never done this one before. We’re already learning new languages like Svelte, collaborating, and discovering how to create applications.Thanks for reading this. Hope you’ll support us during the process and share your thoughts on how it looksBaiii
Hello everyone Over the past few days, @Aron_3763 and I have been trying to solve bugs and polish the UI. We focused on fixing the window dragging and styling the tabs, including making them draggable. The tabs took a lot of effort because we ran into some crashing issues but we finally solved it. We also had some issues with Git giving us errors while trying to share our files which slowed us down a bit. Yesterday I was working on importing a webview into the page to enable website navigation. The backend has been pretty hard. I’ve spent almost 5 hours on it and I’m still working on it. Meanwhile Aron is currently styling the AI window so we can integrate AI into our browser. That’s all for now. Baii guys take care
Hello guys! In these three days, I have been debugging some files and adding some fixes to the code. I would say it was pretty tough, but I did it with a lot of effort. Also, I have been working on the backend for AI memory and improving the AI with new cool features such as tagging tab and file uploads which @Aron_3763 worked on. For the apps, we were working on Windows, but we wanted to make it cross-platform, so we used a virtual machine to install macOS. It was pretty hard, but I luckily made it possible to use and work on my project. I also made some improvements for macOS, and now we are making it perfect. For now, we made it compatible with macOS and Windows and soon we will test it on Linux to understand it better and try to make it compatible with all operating systems. We are also trying to optimize this browser and I would say it’s pretty overwhelming, but I am glad we are seeing some progress. Let us know what you think about this project. Thanks for your attention baii!
Hey guys, back with another update! Lately we’ve been spending a lot of time working on the setup of the browser, the AI, and the design. We decided to split the work to get things done. Things got pretty hard and I kept getting a lot of errors that were breaking the code but after trying many times, I figured it out and fixed all the backend issues by myself. Meanwhile, @Aron_3763 is working on the frontend, fixing bugs there and making the design look great. That’s it, byeee!
Hello guys Lately I’ve been working on few design changes and adding new features to make the browsing experience much smoother. We added 2 new feature Tab groups: you can categorize and group your open tabs together to stay organized while browsing. Honestly implementing this was pretty tough. It kept glitching, doing unexpected things and completely messing up the UI but after a lot of debugging with the help of AI, I managed to understand the errors and learned a lot along the way. Quick access Favorites: we updated the main start page layout and moved favorites right to the top for instant access to your most important websites. @Aron_3763 is currently working on the AI assistant + AI memory to make our built-in assistant remember past context and feel much smarter. That’s all for now baii
Hey guys sorry I haven’t updated you for a while, I was away on vacation and did a ton of stuff so everything has been a bit of a mess. While I was away, @Aron_3763 worked on a bunch of features for the browser. We fixed a lot of bugs, added memory to the AI so it can remember things and put in ad blockers and custom wallpapers. I also added a button to copy links from the search bar, optimized the favorite websites section and media players on the homepage and ran some tests with AI to clean up the code and prevent lag. However right now we’re having some issues in the frontend. We’ve been using AI to help us understand some of the problems and fix bugs because it started acting super strange whenever we try to use the AI chat and sometimes it just won’t respond at all. We’ve been trying to solve this for so many hours now with no luck but we’re still grinding and trying to figure it out. I will show more later byeee!
Hello guys, We’ve been trying to fix some bugs and we still have some issues with it We are trying to fix it and find the reason. Meanwhile Aron is trying to help me find out some issues too with me and testing and moral support hahah 😭 We’re still trying to find the bugs and I hope soon I will be able to ship it so y’all can try it. fun fact: we added this silly cat drooling working that represent us working on this project hahaha Hope you have a great day Byee
Hello guys, we are almost done catching the bugs and fixing them. @Aron_3763 and I are doing some refinements on the code and optimizing it and in a few hours we will ship it.Hope y’all have a wonderful day.Bye bye
Hey everyone, we finally made it. We did round of testing, fixed the last remaining issues and made some improvements. The App is almost ready to submit. We put a lot of effort into this build and we really hope you all enjoy it. Let us know what you think.
Hello, @Aron_3763 and I fixed some bugs on Linux and made some improvements after a week of trying to test on virtual machines. It was pretty hard testing because the virtual machines sometimes took so long to load and create the app and we had some difficulties trying to fix the bugs. Plus we took a while because we had some stuff going on in our lives apparently but we hope y’all will like this browser and we’re glad it’s working now. Let us know what you think of this project, we would love to hear your feedback on it. That’s all for today soon we will upload the app. Byee!
Ships:
I built a ligthweight and a beutiful browser with AI integrated. It was pretty easy at first but then some bugs started to appear and we had to work hard to fix them with some help of AI. I’m proud that I pulled off such a big project especially with my friend @Aron_3763 I’m so glad we finished it after all difficulties and stress. Try out the AI chat integrated into this browser and AI Memory. Let us know what you think of the project or if you have any feedback to give us....
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1794001810.6987
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1794088210.6987
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19164
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BadGPT by @28taidan | Stardance
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28taidan
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1
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121.0
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1974
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T22:47:09Z", "hours": 121.0, "multiplier": 16.85, "payout": 1974, "blessing": "neutral", "text": "badGPT is a conglomeration of sequential ML projects I did this summer, culminating in a chatbot like ChatGPT or Claude built from scratch using just python and numpy. I started off by building a name generation model, then a Shakespeare writing model, then finally a chatGPT-esque model. The model produces, for the most part, complete gibberish, so this was less a practical project and more an exercise in understanding how everything works. It performs so poorly because it’s so small. Models need a lot of parameters to be able to capture all the nuances required to produce coherent text, which makes the models much slower to train. The final model I made includes around 120,000 parameters, 4 transformer blocks of 4 attention heads each, and 64 tokens of context. It’s based largely on GPT-2, which for reference had about 1.5 billion parameters. Current frontier models, like Anthropic’s fable, have trillions of parameters and can have millions of input tokens, so it makes sense that my model is too small to make much sense at all. Even at its small size, it took my laptop more than 20 hours to train, so scaling up with my current hardware is not feasible. Many people like using libraries like pytorch and tensorflow, which include classes that handle backpropagation (the system that’s at the heart of letting the models learn), but I wanted to start from scratch so I wrote my own. If you wish to try any of my models out, you can visit the demo website (click try project), and click through the tabs to see each of the models. It all runs in your browser. You can also look through the Jupyter notebooks in the Github repository to get a sense of how everything works.", "repo": "https://github.com/Luchik28/BadGPT", "demo": "https://luchik28.github.io/BadGPT/"}]...
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[{"post_id": 63888, "ts": "202 [{"post_id": 63888, "ts": "2026-09-07T22:03:29Z", "hours": 0.3219, "text": "Fixed up the readme a bit in preparation to ship. Specifically, I added info on what all the files do, but I named them poorly and then forgot what most of them do so it’s kind of confusing."}, {"post_id": 63871, "ts": "2026-09-07T21:24:10Z", "hours": 3.705, "text": "Trained the model a little more, exported it, wrote some UI to make it look more like a chatbot. It still sounds like gibberish. Sometimes I imagine that it’s output changes slightly depending on the context (for example, more numbers if I ask it a number related question, and a list if I ask it for a list, etc), but I’m probably just imagining it, it’s really just gibberish. Still kinda cool tho. You can check out the demo at https://luchik28.github.io/BadGPT/ ."}, {"post_id": 63606, "ts": "2026-09-07T15:13:11Z", "hours": 10.0569, "text": "Added an EOS ID, which is a special token that the model can output to indicate that it’s done. I built a script to insert this in between passages in the training data, so it can learn when it should shut up (otherwise it will yap forever, until it hits the max number of output tokens). This meant I had to retrain the entire model, but got it down to a loss of around 3.46. Obviously, it’s not very good. But I’m pretty sure the only way to improve is to scale up the model size and training time, something I don’t really have the capacity to do (this model trained for 15 hours on my laptop). I will probably continue by adding this model to my demo website, and build a chatGPT like UI, just for fun. After that, I think it might be time to ship!"}, {"post_id": 63248, "ts": "2026-09-06T23:29:21Z", "hours": 8.4769, "text": "Switched to using the fineweb edu dataset, instead of shakespear. This is the dataset I will use to train my actual model on. It’s a highly currated database of the internet, and is similar to what GPT2 was trained on (although the actual db they trained it on is closed source). I also reformated the sampling system so you can put in a query and get a response, as long as the query takes up less tokens than the context. Other than swapping out the training file, it’s the exact same. Next, I will probably implement a special ending token to my tokenizer, and also increase the scale of my model a little bit. I can’t increase it all the way to what Karpathy does in his tutorial (he uses cloud computing, so he paid to rent out like 8 64GB GPUs, or something like that), since I don’t want to spend money training it. However I think I can squeeze a little more out of my laptop."}, {"post_id": 49298, "ts": "2026-08-18T01:13:10Z", "hours": 9.3886, "text": "Started working on a more advanced tokenizer. The tokenizer is what splits the input text from words into numbers, and back again. Before, I was using a 10 dimensional embedding, where each letter is represented by a 10 long array (each value representing a dimension). But current models have much more advanced tokenizers, which often encompass entire words, or parts of words for longer words. This works using Byte Pair Encoding, which turns all of the letters pairs of letters into their utf encodings (usually 8), then iteratively merging the most common consecutive pairs into tokens to add to the vocabulary. You can see how tokenizers work at https://tiktokenizer.vercel.app/ , which is a cool website that lets you play around with stuff like that."}, {"post_id": 42029, "ts": "2026-08-06T16:03:32Z", "hours": 1.1833, "text": "Updated the demo website to include the wavenet model, and the new self-attention shakespear model. You can check it out here ."}, {"post_id": 41371, "ts": "2026-08-05T15:22:03Z", "hours": 1.2797, "text": "I finished training it! It finished with a val loss of around 1.76, it got down to 1.73 but ticked up at the end. The output is pretty good, but not substantially better than the wavenet model. However, it’s vaguely word-like, and took 20 hours to train so I’m not sure how much larger I can make the model before my laptop implodes. Next I will probably try to find a question-answer training dataset, so that I can start training it to answer questions. This step that I’ve been working on is the pre-training step, where I teach the model to basically spit out documents. Next, I have to have it spit out documents that happen to be question-answer documents."}, {"post_id": 41078, "ts": "2026-08-05T01:14:23Z", "hours": 9.7053, "text": "I made a bunch of tiny improvements. I didn’t change the architecture at all, but I did change the optimizer to AdamW. The optimizer is what controls how much each parameter is changed each epoch. Before, I was using a set learning rate, of about .1 for the first 80% of training then decreasing to .01 for the last 20%. Decreasing it at the end is important because as the loss settles into a local minimum, it might not be able to go to the lowest point because it keeps overshooting it since the lr is too high. Conversely, we can’t keep the lr too small the whole time because it might settle into a very tiny local minima that it might have been able to go over with a higher learning rate. It would also take forever. AdamW helps improve the optimizing step by changing the learning rate per parameter, helping the model train as fast as possible without overfitting. Overfitting isn’t really an issue I’m worrying about since my model is pretty small (around 56k params), so it’s not really large enough to learn the ins and outs of my dataset. Anyway I also changed the logging step, so it now logs validation dataset loss in addition to the training dataset loss. I split the dataset into train and validation so I can make sure it’s not overfitting. Currently the val loss is at 1.76, which is a lot better than where we were at before, which makes me hopeful. Training has around another 7,000 epochs to go, but Stardance is yelling at me I should write another devlog now so here you go, Stardance. I’m looking forward to sampling the model and seeing how much it’s improved!"}, {"post_id": 38899, "ts": "2026-08-01T14:11:19Z", "hours": 8.9297, "text": "I implemented self attention! I will try to explain here, but will do a terrible job: basically, what that is, is it lets the model decide what tokens in the input are more important than the others. The first thing I did was scrap the wavenet model, and switched to a simple bigram model. The second thing I implemented was bag of words, which edits the input tokens so every element is the average of that element and all that came before it. This lets all of the tokens “talk” to eachother. This is all fine and dandy but since all the things are averaged then you don’t know where things came from, and positional data is lost, so we lose a lot of resolution and data, so that sucks. So we have to encode positional data. So instead of just averaging all the elements that came before, we expand each averaged element into a list, which has all the elements in a row instead of averaging them into one number. So the first row could be [1, 0, 0] and the second [1, 2, 0] and the third [1, 2, 3], etc. We do this by masking it with the tril function, from numpy (very cool). But this is problematic, because all of the elements are given the exact same weight. A letter 34 characters back gets the same weight as the last character in the input (which is the letter immediately preceding the predicted letter, the output). To fix this, we add self attention! This is modeled after the groundbreaking paper Attention is All You Need, which started the whole AI hype thing. How it works is each token has a linear layer (that multiplies it by learned weights) called the key, and another called the query. The query is kind of like what that token is looking for, and the key is kind of like what that token has. And these can be multiplied with the keys and queries of all the other tokens, and that lets you know which token has the stuff that the most other tokens are looking for, and is thus more important and can be given more weight. That is a single head of attention, there are multiple heads that can specialize in different things. This, in theory, should increase performance. But it also drastically increases the amount of time it takes to train. The model only has ~56k parameters, which is less than half of the wavenet model, but takes a lot more time to do it’s thing. This is the output from the results of more than 13 hours of training. As you can see from the loss function, the loss was decreasing at a steady rate, so more training could probably improve it. Plus, this was at a highish learning rate the whole time (.1) so decreasing it would probably further improve it. But I can’t do anything on my computer while this is training or it runs out of RAM, and I have to use my computer now, so I will be moving on for now."}, {"post_id": 34926, "ts": "2026-07-26T01:22:29Z", "hours": 6.5472, "text": "I increased the block size from 8 characters to 64. This means that instead of the model taking in the previous 8 characters and outputting the next one, it takes in the previous 64 characters and outputs the next. This means that it should be able to keep track of longer words so it doesn’t get lost in them. However, it doesn’t seem to be improving the model too much, although that might be because I haven’t trained it as much as the others. I’ve done roughly 200,000 epochs, which took a long time, since this model is much larger (110,415 parameters vs 45,000), and has 6 hidden layers as apposed to 2, which means it is a lot slower. As you can see in the loss graph, it probably could make further gains, although it seems to be mostly good."}, {"post_id": 33555, "ts": "2026-07-23T16:18:09Z", "hours": 1.5631, "text": "Trained the wavenet architecture on a file with just shakespear in it. It’s got the structure down well, and sometimes can do words and wordlike outputs, but generally spouts straight gibberish. I will try to follow a lecture to build a better Tokenizer and Transformer next time. Right now each character is treated as a token, and embedded into 10 dimensions, it would be better if pairs of characters were treated as tokens and embedded. Increasing the context size could also help, it’s currently an input of the previous 8 characters and outputting 1. This is it’s output:"}, {"post_id": 32988, "ts": "2026-07-22T14:44:00Z", "hours": 8.5858, "text": "Implemented the wavenet architecture. Usually, during the flattening phase, the tensor goes from the shape (batch num, block size, embedding dimensions) to (batch num, block size * embedding dimensions). This squishes all of the embedded characters into one dimension. Wavenet does that more gradually, it slowly merges the different letters. So the first two letter embeddings get squished into one, then the next two, etc, and in the next layer then you have the first 4, then the next four, until by the final layer you have just one group of all the letters, which is the same as the original method, just a much more gradual approach. The first image is the training loss, the huge cliff is when the learning rate decreased. The second image is a visualization of the wavenet architecture from the paper. You can see that in each layer, nearby groups of input get merged together. In the original method, the graph would look like all of the inputs going to the 1st dot in the hidden layer, then continuing up. Next I will be actually building a GPT instead of this names project."}, {"post_id": 32125, "ts": "2026-07-21T02:19:34Z", "hours": 6.8089, "text": "I did a bunch of things to prep for implementing a wavenet architecture, which basically changes the model so instead of taking in all the characters of input at once and squishing them all into the first layer, it gradually puts them in at each separate layer. First, I put more stuff in classes! This didn’t really change the functionality, but instead of embedding the characters and flattening the model in separate chunks, I put them in their own classes so they can get put in the list of layers, and we can just run the input through each layer in the list, and compare it with the target at the end, instead of having half the layers in the list and half as separate chunks, which is a lot smoother. So the entire model is just: model = Sequential ([ Embedding ( vocab_size , n_embd ), FlattenConsecutive ( 2 ), Linear ( n_embd * 2 , n_hidden , bias = False ), BatchNorm1D ( n_hidden ), Tanh (), FlattenConsecutive ( 2 ), Linear ( n_hidden * 2 , n_hidden , bias = False ), BatchNorm1D ( n_hidden ), Tanh (), FlattenConsecutive ( 2 ), Linear ( n_hidden * 2 , n_hidden , bias = False ), BatchNorm1D ( n_hidden ), Tanh (), Linear ( n_hidden , vocab_size ), ]) Which I think is really cool. I also improved the loss graph, previously it looked like the screenshot on the right, because each iteration’s loss is graphed. Because our batch size is 32, which means in each iteration we look at just 32 inputs/output, a good deal of what the loss will be depends on how lucky we are with the input/output. Over a great number of iterations, it averages out into the correct value, though, so to fix the graph, we instead plot the average of every 1000 iterations, which lets us see a lot more detail that otherwise would be lost in the noise (the two loss graphs I added are not of the same model, but you get the idea). Anyway now I’m going to actually implement the wavenet architecture!"}, {"post_id": 29913, "ts": "2026-07-17T02:41:08Z", "hours": 3.23, "text": "I followed Karpathy’s lecture on backpropagation, where he implemented backpropagation manually. In the series, he’s using Pytorch, which does it for you, which is why he’s doing it manually. I’m not using Pytorch, so the only way to do it is to do it manually, so I didn’t get to add too much to the code, I just verified that I had implemented it correctly and learned a bunch. It is still pretty confusing though, and I couldn’t solve any of the exercises in the lecture without watching his explanations. Anyway here’s a name it generated that I think is pretty cool."}, {"post_id": 29276, "ts": "2026-07-16T02:51:51Z", "hours": 0.7719, "text": "Added a demo page! You can check it out here: https://luchik28.github.io/BadGPT/ . I saved the model weights, built a script that reconstructs the model using those weights, and hosted it using github pages."}, {"post_id": 29257, "ts": "2026-07-16T01:45:50Z", "hours": 3.1169, "text": "Put my model into the Layer class, so I can easily create lots of layers. The graph shows the activation distribution by layer. Each layer is pretty similar, as you can see. This devlog marks the end of the fourth lecture in Andrej Karpathy’s makemore series, out of 7, so we’re getting there! That’s just under 8 hours or lecture watched (so I spend roughly 5 minutes coding for every minute of lecture watched). Pretty interesting."}, {"post_id": 25900, "ts": "2026-07-10T12:09:18Z", "hours": 13.8508, "text": "I was playing around with how changing the number of epochs/other variable affected the output, and seeing how that differed to before I implemented Batch normalization, and so tried to put the epochs up a lot. I ended up training it for 20,000,000 epochs, which took like 8 hours, which is why this devlog has so much time logged. It didn’t really improve it much, you can see by the loss graph it didn’t go down very much at all, so I’ll need to change something in how the code works. It was still fun though."}, {"post_id": 24311, "ts": "2026-07-07T20:05:56Z", "hours": 2.4747, "text": "I worked on switching to a Jupyter notebook instead of just a python file, this made it easier since I didn’t have to constantly retrain the model, and also could print out stuff in line. I also added batch normalization, which helps change the range (really the standard deviation) of the values before going into the activation function (tanh) so that the values are more spread out. tanh squishes all values between -1 and 1, so if all of the numbers are greater than 1 or less than -1, then all of the values will essentially be squished to either -1 or 1, which makes the model lose a lot of the data. But if you divide all the numbers so that they are all closer to 0, then the activation function is a lot more spread out and the data is preserved. (I got the photo from google, I think it’s helpful when visualizing it)."}, {"post_id": 20360, "ts": "2026-07-01T22:48:01Z", "hours": 1.0503, "text": "I made a bunch of little improvements, including increasing the character encodings to 10 dimensions up from 2, increasing the epochs to 200,000, and also decreasing the learning rate from .1 to .01 for the laster 50,000 epochs. Although the loss is significantly lower than Andrej Karpathy’s makemore (which I modeled my model after), it’s names are worse. Karpathy got 2.17 ish on the testing dataset, while I got 1.776. However, Karpathy’s generated slightly abnormal but reasonably word-like names, like “jeron” and “ham” while mine where a little more random (“xxxhorlis” is one of them). I’m not sure how to improve from here, I don’t think increasing the epochs will do much, it already took around 10 minutes to train this model, I think we’ll get diminishing returns. I will, as always, continue on to the next video in Karpathy’s series, hoping that his tips will help improve it."}, {"post_id": 17855, "ts": "2026-06-28T19:57:08Z", "hours": 2.8889, "text": "I tuned the learning rate (The magnitude of how much it changes the weights, which is multiplied by the gradient of each weight to get the final change), added better printouts when training (Added a neat progress bar/tracking, output the loss, and a timer), and also using plotmatlib to plot the embeddings. The graph is how the model arranged each letter in space. What’s interesting is similar letters (like the ending character “.” and “e”, which both are commonly found near the end of the word) are in similar spots, so the model has sorted out some sort of meaning from their placements, which I think is pretty cool. The names are still quite nonsensicle, I think I might have to enlarge the model a little bit to improve performance, which means waiting longer for it to train :("}, {"post_id": 15817, "ts": "2026-06-25T18:20:16Z", "hours": 5.8631, "text": "I improved my model based off of Kerpathy’s makeMore part two tutorial and a 2003 paper by bengio et al (link is https://jmlr.org/papers/volume3/tmp/bengio03a.pdf ), it was really interesting. I increased the input size, so it takes in the previous 3 letters as an input instead of 1, and encoded each letter in a two dimensions instead of one hot encoding. I also had to start using numPy due to needing to do efficient matrix multiplication (numPy does it in C in a heavily optimized fashion, I considered trying to do this but decided it was out of the scope of the project). Doing it in just python would be way too slow. I also optimized it a little bit, having it select 32 examples randomly from the data set for each epoch, instead of just using the whole thing, which made it a lot faster while still training over the whole set. Hopefully this will make it produce more accurate results!"}, {"post_id": 12206, "ts": "2026-06-19T22:30:34Z", "hours": 1.1233, "text": "I finally got it to generate some names! They are sampled below. I watched the first half of Andrej Karpathy’s makemore video, and built a 2D array of the number of each instance of a letter following another instance. Then, when generating the name, it takes an array of the number of times in the training set each letter followed the previous letter in the name, multiplies that number by a random number 0 to 1, and chooses the highest number as the next letter in the name. This doesn’t work too well, as shown below, so I will spend some time improving, but it’s a start! Some names it generated are sampled below."}, {"post_id": 11053, "ts": "2026-06-18T02:41:06Z", "hours": 5.3719, "text": "Having completed the MLP I described in my last devlog, I set out to try to follow the next tutorial in the list I found. However, after I listened to the description of it, which is basically just a model that can take in a database of words and produce more words that sound similar, I foolishly believed I could try to build something similar without following the tutorial. I did take the database of names from the tutorial, since I will need those to train the model. I started by transforming the inputs (the previous letter in the word) into numbers, and then the output (a number) back into a letter. My first attempt just put in the ASCII code for the letter, and the rounded down output number. The first issue was I used the entire database to train, which took forever and quickly hit the maximum recursion depth, so I switched to using only the first 500 examples (using the entire database, combined with super high differences between the output and the expected output resulted in the initial loss being 1,934,198,245, compared to a loss of like 4 when just testing my MLP). After that, I got it to actually finish training without crashing, however, the loss didn’t go down, and it always outputted a null character. I realized I had been really stupid, as the tanh function at the end of every neuron in the MLP shrinks the result between -1 and 1, so the result could only ever be the ASCII codes 0 or 1, which are null. So instead, I changed it so instead of outputting the ASCII code directly, it outputs a 27 long array, each index representing a letter (and the last representing end of name), each value at an index represents the probability of that letter being chosen, so to decode the results it just has to find the highest probability, check that it’s not the last element, and add 97 to it’s index to get the ASCII codes (because the letter “a” is at 97, so if it’s index 0 and meant to be “a” it has to adjust). This led it to actually output letters, but it always outputted the same letter, as shown in the screenshot. The loss dropped rapidly and then plateaued at around 2000. I found some bugs (gradient accumilating over time instead of resetting each epoch) and made some changes (instead of inputting an ASCII code, it inputs in the same format as the output), but nothing had any effect. After thinking, I realized that the model is just picking the most common letter, and always outputting it. That’s why the loss can’t get any lower than 2000, because that’s the limit of how good this strategy can get. However, I have no idea how to fix this issue, and somehow teach the model the meaning behind the letters, so I will accept defeat and watch the tutorial, then implement what I learned."}, {"post_id": 9520, "ts": "2026-06-15T21:49:01Z", "hours": 4.8256, "text": "I implemented an MLP, I watched the entire Micrograd explanation by Andrej Karpathy, which was really interesting. I followed along, and played around with tuning my model (that does absolutely nothing useful) to predict stuff better. It has Value objects, which store the data, as well as gradients, and the operation/previous numbers used to create them, as well as all the operations. This can be used to calculate the gradient (or how much each Value object affected the last Value in the chain of operations), which is basically all you need for backpropogation (which is where it goes back and calculates how much each weight/bias affects the final output). It also has classes for each neuron, which is a collection of Values that act as the inputs, the weights (which are randomly generated at the start), and the bias for that nueron. These neurons make up layers, and the layers make up the MLP (multilayer perceptron). I created a couple arrays of inputs, and the desired output, which has the output for each input array. To train it, you have the model predict something, then calculate the loss (or the sum of how far away each prediction was squared), then do the backpropogation (go through each parameter, or each weight and bias), find out how much and in what direction it affected the loss function, and finally change each parameter slightly so it moves the loss in the right direction. As you can see in the screenshot, I got it down pretty low. This will be useful because when I am training my LLM, I will need to use a neural network like this, and get the loss down as low as possible so it predicts better words and produces better results. Karpathy’s video is at https://www.youtube.com/watch?v=VMj-3S1tku0&list=PLAqhIrjkxbuWI23v9cThsA9GvCAUhRvKZ&index=2 , it’s really quite amazing, I learned so much from it, and I haven’t even learned Calculus yet, which he states is a prerequisite in the description, I highly recommend if you’re interested. Next I will need to work on implementing transformers (which takes in the input (words), and derives meaning from them by encoding them into a vector)."}]...
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Title: BadGPT by @28taidan | Stardance
Devlogs:
I Title: BadGPT by @28taidan | Stardance
Devlogs:
I implemented an MLP, I watched the entire Micrograd explanation by Andrej Karpathy, which was really interesting. I followed along, and played around with tuning my model (that does absolutely nothing useful) to predict stuff better. It has Value objects, which store the data, as well as gradients, and the operation/previous numbers used to create them, as well as all the operations. This can be used to calculate the gradient (or how much each Value object affected the last Value in the chain of operations), which is basically all you need for backpropogation (which is where it goes back and calculates how much each weight/bias affects the final output). It also has classes for each neuron, which is a collection of Values that act as the inputs, the weights (which are randomly generated at the start), and the bias for that nueron. These neurons make up layers, and the layers make up the MLP (multilayer perceptron). I created a couple arrays of inputs, and the desired output, which has the output for each input array. To train it, you have the model predict something, then calculate the loss (or the sum of how far away each prediction was squared), then do the backpropogation (go through each parameter, or each weight and bias), find out how much and in what direction it affected the loss function, and finally change each parameter slightly so it moves the loss in the right direction. As you can see in the screenshot, I got it down pretty low. This will be useful because when I am training my LLM, I will need to use a neural network like this, and get the loss down as low as possible so it predicts better words and produces better results. Karpathy’s video is at https://www.youtube.com/watch?v=VMj-3S1tku0&list=PLAqhIrjkxbuWI23v9cThsA9GvCAUhRvKZ&index=2 , it’s really quite amazing, I learned so much from it, and I haven’t even learned Calculus yet, which he states is a prerequisite in the description, I highly recommend if you’re interested. Next I will need to work on implementing transformers (which takes in the input (words), and derives meaning from them by encoding them into a vector).
Having completed the MLP I described in my last devlog, I set out to try to follow the next tutorial in the list I found. However, after I listened to the description of it, which is basically just a model that can take in a database of words and produce more words that sound similar, I foolishly believed I could try to build something similar without following the tutorial. I did take the database of names from the tutorial, since I will need those to train the model. I started by transforming the inputs (the previous letter in the word) into numbers, and then the output (a number) back into a letter. My first attempt just put in the ASCII code for the letter, and the rounded down output number. The first issue was I used the entire database to train, which took forever and quickly hit the maximum recursion depth, so I switched to using only the first 500 examples (using the entire database, combined with super high differences between the output and the expected output resulted in the initial loss being 1,934,198,245, compared to a loss of like 4 when just testing my MLP). After that, I got it to actually finish training without crashing, however, the loss didn’t go down, and it always outputted a null character. I realized I had been really stupid, as the tanh function at the end of every neuron in the MLP shrinks the result between -1 and 1, so the result could only ever be the ASCII codes 0 or 1, which are null. So instead, I changed it so instead of outputting the ASCII code directly, it outputs a 27 long array, each index representing a letter (and the last representing end of name), each value at an index represents the probability of that letter being chosen, so to decode the results it just has to find the highest probability, check that it’s not the last element, and add 97 to it’s index to get the ASCII codes (because the letter “a” is at 97, so if it’s index 0 and meant to be “a” it has to adjust). This led it to actually output letters, but it always outputted the same letter, as shown in the screenshot. The loss dropped rapidly and then plateaued at around 2000. I found some bugs (gradient accumilating over time instead of resetting each epoch) and made some changes (instead of inputting an ASCII code, it inputs in the same format as the output), but nothing had any effect. After thinking, I realized that the model is just picking the most common letter, and always outputting it. That’s why the loss can’t get any lower than 2000, because that’s the limit of how good this strategy can get. However, I have no idea how to fix this issue, and somehow teach the model the meaning behind the letters, so I will accept defeat and watch the tutorial, then implement what I learned.
I finally got it to generate some names! They are sampled below. I watched the first half of Andrej Karpathy’s makemore video, and built a 2D array of the number of each instance of a letter following another instance. Then, when generating the name, it takes an array of the number of times in the training set each letter followed the previous letter in the name, multiplies that number by a random number 0 to 1, and chooses the highest number as the next letter in the name. This doesn’t work too well, as shown below, so I will spend some time improving, but it’s a start! Some names it generated are sampled below.
I improved my model based off of Kerpathy’s makeMore part two tutorial and a 2003 paper by bengio et al (link is https://jmlr.org/papers/volume3/tmp/bengio03a.pdf ), it was really interesting. I increased the input size, so it takes in the previous 3 letters as an input instead of 1, and encoded each letter in a two dimensions instead of one hot encoding. I also had to start using numPy due to needing to do efficient matrix multiplication (numPy does it in C in a heavily optimized fashion, I considered trying to do this but decided it was out of the scope of the project). Doing it in just python would be way too slow. I also optimized it a little bit, having it select 32 examples randomly from the data set for each epoch, instead of just using the whole thing, which made it a lot faster while still training over the whole set. Hopefully this will make it produce more accurate results!
I tuned the learning rate (The magnitude of how much it changes the weights, which is multiplied by the gradient of each weight to get the final change), added better printouts when training (Added a neat progress bar/tracking, output the loss, and a timer), and also using plotmatlib to plot the embeddings. The graph is how the model arranged each letter in space. What’s interesting is similar letters (like the ending character “.” and “e”, which both are commonly found near the end of the word) are in similar spots, so the model has sorted out some sort of meaning from their placements, which I think is pretty cool. The names are still quite nonsensicle, I think I might have to enlarge the model a little bit to improve performance, which means waiting longer for it to train :(
I made a bunch of little improvements, including increasing the character encodings to 10 dimensions up from 2, increasing the epochs to 200,000, and also decreasing the learning rate from .1 to .01 for the laster 50,000 epochs. Although the loss is significantly lower than Andrej Karpathy’s makemore (which I modeled my model after), it’s names are worse. Karpathy got 2.17 ish on the testing dataset, while I got 1.776. However, Karpathy’s generated slightly abnormal but reasonably word-like names, like “jeron” and “ham” while mine where a little more random (“xxxhorlis” is one of them). I’m not sure how to improve from here, I don’t think increasing the epochs will do much, it already took around 10 minutes to train this model, I think we’ll get diminishing returns. I will, as always, continue on to the next video in Karpathy’s series, hoping that his tips will help improve it.
I worked on switching to a Jupyter notebook instead of just a python file, this made it easier since I didn’t have to constantly retrain the model, and also could print out stuff in line. I also added batch normalization, which helps change the range (really the standard deviation) of the values before going into the activation function (tanh) so that the values are more spread out. tanh squishes all values between -1 and 1, so if all of the numbers are greater than 1 or less than -1, then all of the values will essentially be squished to either -1 or 1, which makes the model lose a lot of the data. But if you divide all the numbers so that they are all closer to 0, then the activation function is a lot more spread out and the data is preserved. (I got the photo from google, I think it’s helpful when visualizing it).
I was playing around with how changing the number of epochs/other variable affected the output, and seeing how that differed to before I implemented Batch normalization, and so tried to put the epochs up a lot. I ended up training it for 20,000,000 epochs, which took like 8 hours, which is why this devlog has so much time logged. It didn’t really improve it much, you can see by the loss graph it didn’t go down very much at all, so I’ll need to change something in how the code works. It was still fun though.
Put my model into the Layer class, so I can easily create lots of layers. The graph shows the activation distribution by layer. Each layer is pretty similar, as you can see. This devlog marks the end of the fourth lecture in Andrej Karpathy’s makemore series, out of 7, so we’re getting there! That’s just under 8 hours or lecture watched (so I spend roughly 5 minutes coding for every minute of lecture watched). Pretty interesting.
Added a demo page! You can check it out here: https://luchik28.github.io/BadGPT/ . I saved the model weights, built a script that reconstructs the model using those weights, and hosted it using github pages.
I followed Karpathy’s lecture on backpropagation, where he implemented backpropagation manually. In the series, he’s using Pytorch, which does it for you, which is why he’s doing it manually. I’m not using Pytorch, so the only way to do it is to do it manually, so I didn’t get to add too much to the code, I just verified that I had implemented it correctly and learned a bunch. It is still pretty confusing though, and I couldn’t solve any of the exercises in the lecture without watching his explanations. Anyway here’s a name it generated that I think is pretty cool.
I did a bunch of things to prep for implementing a wavenet architecture, which basically changes the model so instead of taking in all the characters of input at once and squishing them all into the first layer, it gradually puts them in at each separate layer. First, I put more stuff in classes! This didn’t really change the functionality, but instead of embedding the characters and flattening the model in separate chunks, I put them in their own classes so they can get put in the list of layers, and we can just run the input through each layer in the list, and compare it with the target at the end, instead of having half the layers in the list and half as separate chunks, which is a lot smoother. So the entire model is just: model = Sequential ([ Embedding ( vocab_size , n_embd ), FlattenConsecutive ( 2 ), Linear ( n_embd * 2 , n_hidden , bias = False ), BatchNorm1D ( n_hidden ), Tanh (), FlattenConsecutive ( 2 ), Linear ( n_hidden * 2 , n_hidden , bias = False ), BatchNorm1D ( n_hidden ), Tanh (), FlattenConsecutive ( 2 ), Linear ( n_hidden * 2 , n_hidden , bias = False ), BatchNorm1D ( n_hidden ), Tanh (), Linear ( n_hidden , vocab_size ), ]) Which I think is really cool. I also improved the loss graph, previously it looked like the screenshot on the right, because each iteration’s loss is graphed. Because our batch size is 32, which means in each iteration we look at just 32 inputs/output, a good deal of what the loss will be depends on how lucky we are with the input/output. Over a great number of iterations, it averages out into the correct value, though, so to fix the graph, we instead plot the average of every 1000 iterations, which lets us see a lot more detail that otherwise would be lost in the noise (the two loss graphs I added are not of the same model, but you get the idea). Anyway now I’m going to actually implement the wavenet architecture!
Implemented the wavenet architecture. Usually, during the flattening phase, the tensor goes from the shape (batch num, block size, embedding dimensions) to (batch num, block size * embedding dimensions). This squishes all of the embedded characters into one dimension. Wavenet does that more gradually, it slowly merges the different letters. So the first two letter embeddings get squished into one, then the next two, etc, and in the next layer then you have the first 4, then the next four, until by the final layer you have just one group of all the letters, which is the same as the original method, just a much more gradual approach. The first image is the training loss, the huge cliff is when the learning rate decreased. The second image is a visualization of the wavenet architecture from the paper. You can see that in each layer, nearby groups of input get merged together. In the original method, the graph would look like all of the inputs going to the 1st dot in the hidden layer, then continuing up. Next I will be actually building a GPT instead of this names project.
Trained the wavenet architecture on a file with just shakespear in it. It’s got the structure down well, and sometimes can do words and wordlike outputs, but generally spouts straight gibberish. I will try to follow a lecture to build a better Tokenizer and Transformer next time. Right now each character is treated as a token, and embedded into 10 dimensions, it would be better if pairs of characters were treated as tokens and embedded. Increasing the context size could also help, it’s currently an input of the previous 8 characters and outputting 1. This is it’s output:
I increased the block size from 8 characters to 64. This means that instead of the model taking in the previous 8 characters and outputting the next one, it takes in the previous 64 characters and outputs the next. This means that it should be able to keep track of longer words so it doesn’t get lost in them. However, it doesn’t seem to be improving the model too much, although that might be because I haven’t trained it as much as the others. I’ve done roughly 200,000 epochs, which took a long time, since this model is much larger (110,415 parameters vs 45,000), and has 6 hidden layers as apposed to 2, which means it is a lot slower. As you can see in the loss graph, it probably could make further gains, although it seems to be mostly good.
I implemented self attention! I will try to explain here, but will do a terrible job: basically, what that is, is it lets the model decide what tokens in the input are more important than the others. The first thing I did was scrap the wavenet model, and switched to a simple bigram model. The second thing I implemented was bag of words, which edits the input tokens so every element is the average of that element and all that came before it. This lets all of the tokens “talk” to eachother. This is all fine and dandy but since all the things are averaged then you don’t know where things came from, and positional data is lost, so we lose a lot of resolution and data, so that sucks. So we have to encode positional data. So instead of just averaging all the elements that came before, we expand each averaged element into a list, which has all the elements in a row instead of averaging them into one number. So the first row could be [1, 0, 0] and the second [1, 2, 0] and the third [1, 2, 3], etc. We do this by masking it with the tril function, from numpy (very cool). But this is problematic, because all of the elements are given the exact same weight. A letter 34 characters back gets the same weight as the last character in the input (which is the letter immediately preceding the predicted letter, the output). To fix this, we add self attention! This is modeled after the groundbreaking paper Attention is All You Need, which started the whole AI hype thing. How it works is each token has a linear layer (that multiplies it by learned weights) called the key, and another called the query. The query is kind of like what that token is looking for, and the key is kind of like what that token has. And these can be multiplied with the keys and queries of all the other tokens, and that lets you know which token has the stuff that the most other tokens are looking for, and is thus more important and can be given more weight. That is a single head of attention, there are multiple heads that can specialize in different things. This, in theory, should increase performance. But it also drastically increases the amount of time it takes to train. The model only has ~56k parameters, which is less than half of the wavenet model, but takes a lot more time to do it’s thing. This is the output from the results of more than 13 hours of training. As you can see from the loss function, the loss was decreasing at a steady rate, so more training could probably improve it. Plus, this was at a highish learning rate the whole time (.1) so decreasing it would probably further improve it. But I can’t do anything on my computer while this is training or it runs out of RAM, and I have to use my computer now, so I will be moving on for now.
I made a bunch of tiny improvements. I didn’t change the architecture at all, but I did change the optimizer to AdamW. The optimizer is what controls how much each parameter is changed each epoch. Before, I was using a set learning rate, of about .1 for the first 80% of training then decreasing to .01 for the last 20%. Decreasing it at the end is important because as the loss settles into a local minimum, it might not be able to go to the lowest point because it keeps overshooting it since the lr is too high. Conversely, we can’t keep the lr too small the whole time because it might settle into a very tiny local minima that it might have been able to go over with a higher learning rate. It would also take forever. AdamW helps improve the optimizing step by changing the learning rate per parameter, helping the model train as fast as possible without overfitting. Overfitting isn’t really an issue I’m worrying about since my model is pretty small (around 56k params), so it’s not really large enough to learn the ins and outs of my dataset. Anyway I also changed the logging step, so it now logs validation dataset loss in addition to the training dataset loss. I split the dataset into train and validation so I can make sure it’s not overfitting. Currently the val loss is at 1.76, which is a lot better than where we were at before, which makes me hopeful. Training has around another 7,000 epochs to go, but Stardance is yelling at me I should write another devlog now so here you go, Stardance. I’m looking forward to sampling the model and seeing how much it’s improved!
I finished training it! It finished with a val loss of around 1.76, it got down to 1.73 but ticked up at the end. The output is pretty good, but not substantially better than the wavenet model. However, it’s vaguely word-like, and took 20 hours to train so I’m not sure how much larger I can make the model before my laptop implodes. Next I will probably try to find a question-answer training dataset, so that I can start training it to answer questions. This step that I’ve been working on is the pre-training step, where I teach the model to basically spit out documents. Next, I have to have it spit out documents that happen to be question-answer documents.
Updated the demo website to include the wavenet model, and the new self-attention shakespear model. You can check it out here .
Started working on a more advanced tokenizer. The tokenizer is what splits the input text from words into numbers, and back again. Before, I was using a 10 dimensional embedding, where each letter is represented by a 10 long array (each value representing a dimension). But current models have much more advanced tokenizers, which often encompass entire words, or parts of words for longer words. This works using Byte Pair Encoding, which turns all of the letters pairs of letters into their utf encodings (usually 8), then iteratively merging the most common consecutive pairs into tokens to add to the vocabulary. You can see how tokenizers work at https://tiktokenizer.vercel.app/ , which is a cool website that lets you play around with stuff like that.
Switched to using the fineweb edu dataset, instead of shakespear. This is the dataset I will use to train my actual model on. It’s a highly currated database of the internet, and is similar to what GPT2 was trained on (although the actual db they trained it on is closed source). I also reformated the sampling system so you can put in a query and get a response, as long as the query takes up less tokens than the context. Other than swapping out the training file, it’s the exact same. Next, I will probably implement a special ending token to my tokenizer, and also increase the scale of my model a little bit. I can’t increase it all the way to what Karpathy does in his tutorial (he uses cloud computing, so he paid to rent out like 8 64GB GPUs, or something like that), since I don’t want to spend money training it. However I think I can squeeze a little more out of my laptop.
Added an EOS ID, which is a special token that the model can output to indicate that it’s done. I built a script to insert this in between passages in the training data, so it can learn when it should shut up (otherwise it will yap forever, until it hits the max number of output tokens). This meant I had to retrain the entire model, but got it down to a loss of around 3.46. Obviously, it’s not very good. But I’m pretty sure the only way to improve is to scale up the model size and training time, something I don’t really have the capacity to do (this model trained for 15 hours on my laptop). I will probably continue by adding this model to my demo website, and build a chatGPT like UI, just for fun. After that, I think it might be time to ship!
Trained the model a little more, exported it, wrote some UI to make it look more like a chatbot. It still sounds like gibberish. Sometimes I imagine that it’s output changes slightly depending on the context (for example, more numbers if I ask it a number related question, and a list if I ask it for a list, etc), but I’m probably just imagining it, it’s really just gibberish. Still kinda cool tho. You can check out the demo at https://luchik28.github.io/BadGPT/ .
Fixed up the readme a bit in preparation to ship. Specifically, I added info on what all the files do, but I named them poorly and then forgot what most of them do so it’s kind of confusing.
Ships:
badGPT is a conglomeration of sequential ML projects I did this summer, culminating in a chatbot like ChatGPT or Claude built from scratch using just python and numpy. I started off by building a name generation model, then a Shakespeare writing model, then finally a chatGPT-esque model. The model produces, for the most part, complete gibberish, so this was less a practical project and more an exercise in understanding how everything works. It performs so poorly because it’s so small. Models need a lot of parameters to be able to capture all the nuances required to produce coherent text, which makes the models much slower to train. The final model I made includes around 120,000 parameters, 4 transformer blocks of 4 attention heads each, and 64 tokens of context. It’s based largely on GPT-2, which for reference had about 1.5 billion parameters. Current frontier models, like Anthropic’s fable, have trillions of parameters and can have millions of input tokens, so it makes sense that my model is too small to make much sense at all. Even at its small size, it took my laptop more than 20 hours to train, so scaling up with my current hardware is not feasible. Many people like using libraries like pytorch and tensorflow, which include classes that handle backpropagation (the system that’s at the heart of letting the models learn), but I wanted to start from scratch so I wrote my own. If you wish to try any of my models out, you can visit the demo website (click try project), and click through the tabs to see each of the models. It all runs in your browser. You can also look through the Jupyter notebooks in the Github repository to get a sense of how everything works....
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1793771239.7279682
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1794635239.7279682
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51904
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Szenzei by @zenzei | Stardance
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zenzei
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1
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4.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T21:37:19Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I gained valuable knowledge about APIs, their functionality, SSH servers, and the hosting of code, as well as Python and backend systems. I developed a Slack bot using Node.js and Slack Bolt, learned to interact with external APIs and manage asynchronous requests, link various services (Slack, Python services, external APIs), and even deploy and host backend code on remote servers via SSH.", "repo": "https://github.com/hossainmahmudchowdhury-boop/slack_bot_-szenzei-", "demo": "https://app.slack.com/client/E09V59WQY1E/C0C07RAPSH1"}]...
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[{"post_id": 63877, "ts": "202 [{"post_id": 63877, "ts": "2026-09-07T21:35:52Z", "hours": 0.2814, "text": "Now custom fact has been enrolled!"}, {"post_id": 63748, "ts": "2026-09-07T18:22:35Z", "hours": 2.7014, "text": "I have customized my own slack fact instead off APi Ninjas"}, {"post_id": 51175, "ts": "2026-08-20T17:56:25Z", "hours": 0.5422, "text": "Wow I have got the first heart beat!"}]...
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Title: Szenzei by @zenzei | Stardance
Devlogs:
Wo Title: Szenzei by @zenzei | Stardance
Devlogs:
Wow I have got the first heart beat!
I have customized my own slack fact instead off APi Ninjas
Now custom fact has been enrolled!
Ships:
I gained valuable knowledge about APIs, their functionality, SSH servers, and the hosting of code, as well as Python and backend systems. I developed a Slack bot using Node.js and Slack Bolt, learned to interact with external APIs and manage asynchronous requests, link various services (Slack, Python services, external APIs), and even deploy and host backend code on remote servers via SSH....
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1793249457.8120394
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1794113457.8120394
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59520
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sophie's qr screenshotter thingy by @Sophie | sophie's qr screenshotter thingy by @Sophie | Stardance...
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Sophie
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0
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2.0
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0
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[]
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[{"post_id": 63872, "ts": "202 [{"post_id": 63872, "ts": "2026-09-07T21:24:47Z", "hours": 1.2831, "text": "Qr codes now scan! I got a bit further with the winit stuff too. Testing Wikipedia’s QR code in the middle of the screen returns the result. The winit stuff renders a transparent window that’s fullscreen now. Time to make it a bit more visible and add that cursor. My inspiration is literally just the windows snipping tool with control + shift + s"}, {"post_id": 63774, "ts": "2026-09-07T18:48:12Z", "hours": 0.715, "text": "Got some screenshot capture code in! Did some research and found “XCap” which does screen capture stuff insanely quickly. Next step is working out the windowing, I started a winit setup, just need to get it in. I did start working on winit stuff, however it was getting complex and confusing. So I did something else just as important!"}]...
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Title: sophie's qr screenshotter thingy by @So Title: sophie's qr screenshotter thingy by @Sophie | Stardance
Devlogs:
Got some screenshot capture code in! Did some research and found “XCap” which does screen capture stuff insanely quickly. Next step is working out the windowing, I started a winit setup, just need to get it in. I did start working on winit stuff, however it was getting complex and confusing. So I did something else just as important!
Qr codes now scan! I got a bit further with the winit stuff too. Testing Wikipedia’s QR code in the middle of the screen returns the result. The winit stuff renders a transparent window that’s fullscreen now. Time to make it a bit more visible and add that cursor. My inspiration is literally just the windows snipping tool with control + shift + s...
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1793563047.5954328
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1794167847.5954328
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2739
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Open Source 3D Renderer by @Celia | Stardance
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Celia
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0
|
21.92
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0
|
[]
|
[{"post_id": 63864, "ts": "202 [{"post_id": 63864, "ts": "2026-09-07T21:05:57Z", "hours": 2.4639, "text": "Currently trying to add model classes progress has been super slow cus school has started for me and I also have a job now so I don’t often have time to work on this project, but hopefully I can in the future."}, {"post_id": 53457, "ts": "2026-08-24T00:56:19Z", "hours": 3.0883, "text": "Added some juicy quake style lighting I added gourand style lighting because I think it looks nicer but this one took quiet a long time get finished because of irl things happening"}, {"post_id": 44945, "ts": "2026-08-11T01:28:53Z", "hours": 1.1569, "text": "I added some lighting setup I added the framework for a lighting system, and I am going to work on the rest tomorrow"}, {"post_id": 41091, "ts": "2026-08-05T01:50:36Z", "hours": 2.0303, "text": "Refactor + Code Cleanup I cleaned up the code quiet a bit and made it less redundant and readable I also added a camera class and refactor camera implementation"}, {"post_id": 39106, "ts": "2026-08-01T20:20:23Z", "hours": 0.3511, "text": "added full camera movement added full camera movement, but the code is very disorganised and I need to make it nice to read."}, {"post_id": 38649, "ts": "2026-08-01T04:47:56Z", "hours": 1.3956, "text": "added camera movement I haven’t been able to work too much on the project because I have work but I also have been working where I can"}, {"post_id": 38020, "ts": "2026-07-31T05:02:27Z", "hours": 0.4886, "text": "fixed the textures I messed up the way the vertex shader was reading the vertex data so it failed to load textures correctly"}, {"post_id": 37438, "ts": "2026-07-30T05:45:02Z", "hours": 1.9931, "text": "I made it 3d I broke the textures in the process but it is nearly 1am and I am wayyyy to tired to bug fix rn so that’s tomorrows issue I also finished the texture class in a way I like"}, {"post_id": 36175, "ts": "2026-07-28T02:57:29Z", "hours": 2.2789, "text": "Added Incomplete Texture Class I learned how to do textures and load them, I added an incomplete texture class so I don’t need to manually do it every time, but I still need to finish it"}, {"post_id": 34782, "ts": "2026-07-25T19:29:19Z", "hours": 2.4519, "text": "Split the shaders into their own class and gave them their own files This one took quiet a while because I hadn’t fully understood where my project was being built, eventually I figured out that it was being made in the /build folder so I had to adapt that into the absolute file path that I wanted"}, {"post_id": 34429, "ts": "2026-07-25T04:05:57Z", "hours": 0.4339, "text": "Added EBO’s I honestly didn’t much done today because I was busy and came home very very tired"}, {"post_id": 33839, "ts": "2026-07-24T02:36:25Z", "hours": 1.4542, "text": "I just setup VBO VAO and Shaders this one took quiet a lot longer than I was expecting, after this I plan on figuring out how to scale it"}, {"post_id": 33335, "ts": "2026-07-23T04:48:49Z", "hours": 2.3353, "text": "Just Finished the basic setup I setup a basic opengl window, and also setup my development environment (that one took so long I had no clue what I was doing omg 😭) but progress should look much more visual going forward which I am excited for"}]...
|
Title: Open Source 3D Renderer by @Celia | Stardan Title: Open Source 3D Renderer by @Celia | Stardance
Devlogs:
Just Finished the basic setup I setup a basic opengl window, and also setup my development environment (that one took so long I had no clue what I was doing omg 😭) but progress should look much more visual going forward which I am excited for
I just setup VBO VAO and Shaders this one took quiet a lot longer than I was expecting, after this I plan on figuring out how to scale it
Added EBO’s I honestly didn’t much done today because I was busy and came home very very tired
Split the shaders into their own class and gave them their own files This one took quiet a while because I hadn’t fully understood where my project was being built, eventually I figured out that it was being made in the /build folder so I had to adapt that into the absolute file path that I wanted
Added Incomplete Texture Class I learned how to do textures and load them, I added an incomplete texture class so I don’t need to manually do it every time, but I still need to finish it
I made it 3d I broke the textures in the process but it is nearly 1am and I am wayyyy to tired to bug fix rn so that’s tomorrows issue I also finished the texture class in a way I like
fixed the textures I messed up the way the vertex shader was reading the vertex data so it failed to load textures correctly
added camera movement I haven’t been able to work too much on the project because I have work but I also have been working where I can
added full camera movement added full camera movement, but the code is very disorganised and I need to make it nice to read.
Refactor + Code Cleanup I cleaned up the code quiet a bit and made it less redundant and readable I also added a camera class and refactor camera implementation
I added some lighting setup I added the framework for a lighting system, and I am going to work on the rest tomorrow
Added some juicy quake style lighting I added gourand style lighting because I think it looks nicer but this one took quiet a long time get finished because of irl things happening
Currently trying to add model classes progress has been super slow cus school has started for me and I also have a job now so I don’t often have time to work on this project, but hopefully I can in the future....
|
1794034210.0366359
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1794639010.0366359
|
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59139
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short-remover by @spectra | Stardance
|
spectra
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1
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3.0
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24
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T21:12:36Z", "hours": 3.0, "multiplier": 7.5, "payout": 24, "blessing": "neutral", "text": "Hi! I made a browser extension that removes Shorts from you Youtube feed. This was a pretty easy project, however I think there’s a real demand for this kind of tool. I made this extension so I can’t be distracted and loose countless hours scrolling for nothing (instead of working on some stardance projects for example :D). The hardest part of this project was understanding how the manifest works, and making it compatible for both chromium-based browsers and Firefox.", "repo": "https://github.com/NaFo44/short-remover", "demo": "https://github.com/NaFo44/short-remover/releases/tag/v1.0.0"}]...
|
[{"post_id": 63862, "ts": "202 [{"post_id": 63862, "ts": "2026-09-07T21:04:04Z", "hours": 0.9675, "text": "Devlog #4: I added the ability to directly remove the “Shorts” button on Youtube’s sidebar, so you no longer feel the urge to scroll instead of being productive!"}, {"post_id": 63809, "ts": "2026-09-07T19:32:49Z", "hours": 1.0094, "text": "Devlog #3: I updated the UI of the Youtube Shorts remover extension! I kept it simple so everyone can easily use it. I might add another option to also hide the “Shorts” button on the sidebar."}, {"post_id": 63462, "ts": "2026-09-07T10:21:01Z", "hours": 0.4053, "text": "Devlog #2: I fixed the compatibility with firefox! If you want to try the short remover extention on Firefox (not the final version, but it’s working):"}, {"post_id": 63197, "ts": "2026-09-06T21:20:44Z", "hours": 0.7589, "text": "Devlog #1: I just started working on a simple browser extension to remove youtube shorts from your feed! It already works, so you can try it."}]...
|
Title: short-remover by @spectra | Stardance
Devl Title: short-remover by @spectra | Stardance
Devlogs:
Devlog #1: I just started working on a simple browser extension to remove youtube shorts from your feed! It already works, so you can try it.
Devlog #2: I fixed the compatibility with firefox! If you want to try the short remover extention on Firefox (not the final version, but it’s working):
Devlog #3: I updated the UI of the Youtube Shorts remover extension! I kept it simple so everyone can easily use it. I might add another option to also hide the “Shorts” button on the sidebar.
Devlog #4: I added the ability to directly remove the “Shorts” button on Youtube’s sidebar, so you no longer feel the urge to scroll instead of being productive!
Ships:
Hi! I made a browser extension that removes Shorts from you Youtube feed. This was a pretty easy project, however I think there’s a real demand for this kind of tool. I made this extension so I can’t be distracted and loose countless hours scrolling for nothing (instead of working on some stardance projects for example :D). The hardest part of this project was understanding how the manifest works, and making it compatible for both chromium-based browsers and Firefox....
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1793937273.656702
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1794023673.656702
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14331
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Spofity by @GunRattler28 | Stardance
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GunRattler28
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0
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1.19
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0
|
[]
|
[{"post_id": 6386, "ts": "2026 [{"post_id": 6386, "ts": "2026-06-10T18:59:22Z", "hours": 1.1878, "text": "Adding playlists"}]...
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Title: Spofity by @GunRattler28 | Stardance
Devlo Title: Spofity by @GunRattler28 | Stardance
Devlogs:
Adding playlists...
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1793821984.7372487
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1794685984.7372487
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