|
14331
|
Spofity by @GunRattler28 | Stardance
|
GunRattler28
|
0
|
1.19
|
0
|
[]
|
[{"post_id": 6386, "ts": "2026 [{"post_id": 6386, "ts": "2026-06-10T18:59:22Z", "hours": 1.1878, "text": "Adding playlists"}]...
|
Title: Spofity by @GunRattler28 | Stardance
Devlo Title: Spofity by @GunRattler28 | Stardance
Devlogs:
Adding playlists...
|
1793821984.7372487
|
1794685984.7372487
|
|
52548
|
NeuralNetworkFromScratch by @MattiaAle | Stardance
|
MattiaAle
|
1
|
8.4
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T23:21:55Z", "hours": 7.0, "multiplier": 1.72, "payout": 12, "blessing": "neutral", "text": "I made this Neural Network from Scratch in python learning all the math behind and some cool new functions", "repo": "https://github.com/MattiaAlessi/NNFS", "demo": "https://github.com/MattiaAlessi/NNFS/releases"}]...
|
[{"post_id": 63859, "ts": "202 [{"post_id": 63859, "ts": "2026-09-07T20:52:35Z", "hours": 1.3978, "text": "Finally finished the project. Shipping date, please upvote"}, {"post_id": 53417, "ts": "2026-08-23T23:10:48Z", "hours": 6.8908, "text": "This is the first version of my NNFS in python, I’m gonna add more activation functions etc…"}]...
|
Title: NeuralNetworkFromScratch by @MattiaAle | St Title: NeuralNetworkFromScratch by @MattiaAle | Stardance
Devlogs:
This is the first version of my NNFS in python, I’m gonna add more activation functions etc…
Finally finished the project. Shipping date, please upvote
Ships:
I made this Neural Network from Scratch in python learning all the math behind and some cool new functions...
|
1794095340.6853256
|
1794181740.6853256
|
|
15685
|
Virtual Pet by @eli | Stardance
|
eli
|
0
|
1.22
|
0
|
[]
|
[{"post_id": 6385, "ts": "2026 [{"post_id": 6385, "ts": "2026-06-10T18:58:20Z", "hours": 1.2231, "text": "A few months ago, some friends and I won FBLA State with out virtual pet project! Its was pretty cool but was super buggy and we used too much AI so we could not really fix the bugs… This summer we are attending nationals and need a much stronger submission to win! So we are doing a full rewrite 2 weeks before hand! Migrating from Python to TypeScript with Tauri + SvelteKit! This stack allows for speed and a lot more control over the UI! Today I started by setting up the project, making the global state, and working on some methods! Its a good start but I am either going to need to log a LOT more time or lock in a move faster. PS: Sorry for the super boring screenshot not much to look at yet :)"}]...
|
Title: Virtual Pet by @eli | Stardance
Devlogs:
A Title: Virtual Pet by @eli | Stardance
Devlogs:
A few months ago, some friends and I won FBLA State with out virtual pet project! Its was pretty cool but was super buggy and we used too much AI so we could not really fix the bugs… This summer we are attending nationals and need a much stronger submission to win! So we are doing a full rewrite 2 weeks before hand! Migrating from Python to TypeScript with Tauri + SvelteKit! This stack allows for speed and a lot more control over the UI! Today I started by setting up the project, making the global state, and working on some methods! Its a good start but I am either going to need to log a LOT more time or lock in a move faster. PS: Sorry for the super boring screenshot not much to look at yet :)...
|
1793933404.7455525
|
1794538204.7455525
|
|
47841
|
EpicSquirrelWare by @Epicninja3 | Stardance
|
Epicninja3
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T22:48:49Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WarioWare-style videogame featuring a squirrel collecting acorns on Godot! There are 3 levels, a platformer, a clicker, and a custom game where you dodge asteroids! I also added my own death and win screens and created my own sprites for the character and a few other features.", "repo": "https://github.com/epicninja3/EpicWare", "demo": "https://epicninja3.itch.io/epicsquirrelware"}]...
|
[{"post_id": 63848, "ts": "202 [{"post_id": 63848, "ts": "2026-09-07T20:34:16Z", "hours": 0.9986, "text": "Finished the last level!!! Space Squirrel got himself a spaceship (don’t ask) and has to navigate through asteroids to collect acorns! Use W/Up and S/Down to move up and down to collect the acorns! I animated the spaceship booster and drew out the asteroids. I’m planning on making the asteroids rotate as they move across the screen. Next Steps: I’m going to make it look a bit cooler, maybe change a few backgrounds. Refine some of the code Ship it!"}, {"post_id": 63263, "ts": "2026-09-07T00:06:04Z", "hours": 7.1731, "text": "Mostly finished working on the Platformer Minigame and the Clicker minigame! Our amazing Space Squirrel is collecting acorns floating in space! I am now going to work on the third minigame as well as the title and ending screens."}]...
|
Title: EpicSquirrelWare by @Epicninja3 | Stardance Title: EpicSquirrelWare by @Epicninja3 | Stardance
Devlogs:
Mostly finished working on the Platformer Minigame and the Clicker minigame! Our amazing Space Squirrel is collecting acorns floating in space! I am now going to work on the third minigame as well as the title and ending screens.
Finished the last level!!! Space Squirrel got himself a spaceship (don’t ask) and has to navigate through asteroids to collect acorns! Use W/Up and S/Down to move up and down to collect the acorns! I animated the spaceship booster and drew out the asteroids. I’m planning on making the asteroids rotate as they move across the screen. Next Steps: I’m going to make it look a bit cooler, maybe change a few backgrounds. Refine some of the code Ship it!
Ships:
I made a WarioWare-style videogame featuring a squirrel collecting acorns on Godot! There are 3 levels, a platformer, a clicker, and a custom game where you dodge asteroids! I also added my own death and win screens and created my own sprites for the character and a few other features....
|
1794016368.428673
|
1794102768.428673
|
|
20271
|
Network controlled Buzzer by @Shebbel | Stardance
|
Shebbel
|
0
|
15.37
|
0
|
[]
|
[{"post_id": 63846, "ts": "202 [{"post_id": 63846, "ts": "2026-09-07T20:32:43Z", "hours": 0.5672, "text": "I finished my PCB, after adding a bit of protection for the vbus. I now decided that I want to add another pcb for a control unit, to arm the buzzer and check the connection with the individual module."}, {"post_id": 58988, "ts": "2026-08-31T15:47:22Z", "hours": 5.0019, "text": "wow I realized, that im really bad at regularly writing a devlog. So what happened in the five hours since last time. I am nearly finished with the the PCB. But from the beginning… I am using a 4 layer pcb with signal layer, ground layer, 3.3v layer and another signal layer. Aside from this, I think that antennas and these differential pairs for ethernet and usb signal is black magic. It took a lot of time figuring out how to pick all the values and route it correct. I placed nearly all components and just need to fix my power management and fix all of the drc problems. I also decided to remove the extra i2c connector and lipo charging option, because they were a bit of a headache and I decided that it wasn’t worth the hassle"}, {"post_id": 38475, "ts": "2026-07-31T21:34:26Z", "hours": 8.9986, "text": "Recap of my schematic experience: Soon after posting my first declog, I realized, that my best bet is to look at the schematic of existing w5500 breakout boards and esp32s. I decided on the one from soldered, and an esp dev board from Adafruit, because both of them published their schematics. (shoutout to them :) ) I had a few mistakes after my first version, which I could resolve by asking AI to analyze my .sch file and tell me about potential problems. After that, I added the specific features, like connectors for an external switch, connectors for external neopixel( Oh… for that I needed a level switcher from 5v to 3.3v). I think my hours seem a bit high, for what I achieved so far, but I think I am progressing slow, but steady, mainly, because I look a lot of components and connections twice, out of fear of messing something up."}, {"post_id": 11588, "ts": "2026-06-18T21:31:36Z", "hours": 0.8042, "text": "Last year we had a gameshow at my school with about 400 people watching. Ive built a buzzer system for it, consisting of 4 esp32 and a raspberry pi as the host. When a buzzer was pressed, it triggered a UDP message in the network for the raspberry pi, that locked all of the other buttons and sent a osc command to the grandma, led wall and triggered a sound effect. Because of the short time window I used a dev board and a w5500 breakout board, so that I could solder all of it easily together. It was on a messy perfboard. Because of that, troubleshooting was really time consuming.I started with looking for schematics for the breakout board, but didn’t find the exact ones, so im using the one from soldered a a guide. I now have the main chip wired up, but still need to do stuff like headers, power management and ethernet connection. After that I want to put an esp chip on there, so that it is all completely on the PCB."}]...
|
Title: Network controlled Buzzer by @Shebbel | Sta Title: Network controlled Buzzer by @Shebbel | Stardance
Devlogs:
Last year we had a gameshow at my school with about 400 people watching. Ive built a buzzer system for it, consisting of 4 esp32 and a raspberry pi as the host. When a buzzer was pressed, it triggered a UDP message in the network for the raspberry pi, that locked all of the other buttons and sent a osc command to the grandma, led wall and triggered a sound effect. Because of the short time window I used a dev board and a w5500 breakout board, so that I could solder all of it easily together. It was on a messy perfboard. Because of that, troubleshooting was really time consuming.I started with looking for schematics for the breakout board, but didn’t find the exact ones, so im using the one from soldered a a guide. I now have the main chip wired up, but still need to do stuff like headers, power management and ethernet connection. After that I want to put an esp chip on there, so that it is all completely on the PCB.
Recap of my schematic experience: Soon after posting my first declog, I realized, that my best bet is to look at the schematic of existing w5500 breakout boards and esp32s. I decided on the one from soldered, and an esp dev board from Adafruit, because both of them published their schematics. (shoutout to them :) ) I had a few mistakes after my first version, which I could resolve by asking AI to analyze my .sch file and tell me about potential problems. After that, I added the specific features, like connectors for an external switch, connectors for external neopixel( Oh… for that I needed a level switcher from 5v to 3.3v). I think my hours seem a bit high, for what I achieved so far, but I think I am progressing slow, but steady, mainly, because I look a lot of components and connections twice, out of fear of messing something up.
wow I realized, that im really bad at regularly writing a devlog. So what happened in the five hours since last time. I am nearly finished with the the PCB. But from the beginning… I am using a 4 layer pcb with signal layer, ground layer, 3.3v layer and another signal layer. Aside from this, I think that antennas and these differential pairs for ethernet and usb signal is black magic. It took a lot of time figuring out how to pick all the values and route it correct. I placed nearly all components and just need to fix my power management and fix all of the drc problems. I also decided to remove the extra i2c connector and lipo charging option, because they were a bit of a headache and I decided that it wasn’t worth the hassle
I finished my PCB, after adding a bit of protection for the vbus. I now decided that I want to add another pcb for a control unit, to arm the buzzer and check the connection with the individual module....
|
1794084589.9575973
|
1794689389.9575973
|
|
59061
|
my portfolio by @harry_ | Stardance
|
harry_
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T20:44:55Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal portfolio website using HTML, CSS, and JavaScript with a Y2K desktop-style interface. Instead of using a normal portfolio layout, the different sections open as draggable windows. The most challenging part was getting the windows to interact correctly, especially dragging, layering, and making sure everything worked together. I’m mostly proud of getting the whole interface working and making the site feel like an actual desktop instead of just a regular webpage. To test it, open the desktop icons and try moving, opening, and interacting with the different windows. You can also resize the browser to test the responsive layout.", "repo": "https://github.com/iamharry0121/portfolio", "demo": "https://iamharry0121.github.io/portfolio/"}]...
|
[{"post_id": 63844, "ts": "202 [{"post_id": 63844, "ts": "2026-09-07T20:32:06Z", "hours": 2.5847, "text": "devlog 2 (final devlog): took a while, but I finished, i did use AI but mostly to make up for my lack of artistic ability, in my opinion, it looks pretty good, its got all the requirements in the bag and i got most of the inspiration from this because of this game called ‘Warframe’ (super fun, should check it out if you got time), and no spoilers but somewhere along mid-late game you get a quest where you kinda travel back in time to 1999 and like you get a old crt screen computer from then called the ‘POM-2’ and its interface looked super retro so i took what i liked from it and huzzah, my portfolio, hope you enjoy!. PS: hit me up on slack if you wanna get into warframe or already play it, i need ppl to play with lol"}, {"post_id": 63258, "ts": "2026-09-06T23:52:40Z", "hours": 1.6131, "text": "devlog 1: started on a portfolio site, got some decent progress, i made it very early 2k/windows 7 themed, it has 1 draggable window, some fake buttons, and some filler text, more will be made."}]...
|
Title: my portfolio by @harry_ | Stardance
Devlog Title: my portfolio by @harry_ | Stardance
Devlogs:
devlog 1: started on a portfolio site, got some decent progress, i made it very early 2k/windows 7 themed, it has 1 draggable window, some fake buttons, and some filler text, more will be made.
devlog 2 (final devlog): took a while, but I finished, i did use AI but mostly to make up for my lack of artistic ability, in my opinion, it looks pretty good, its got all the requirements in the bag and i got most of the inspiration from this because of this game called ‘Warframe’ (super fun, should check it out if you got time), and no spoilers but somewhere along mid-late game you get a quest where you kinda travel back in time to 1999 and like you get a old crt screen computer from then called the ‘POM-2’ and its interface looked super retro so i took what i liked from it and huzzah, my portfolio, hope you enjoy!. PS: hit me up on slack if you wanna get into warframe or already play it, i need ppl to play with lol
Ships:
I made a personal portfolio website using HTML, CSS, and JavaScript with a Y2K desktop-style interface. Instead of using a normal portfolio layout, the different sections open as draggable windows. The most challenging part was getting the windows to interact correctly, especially dragging, layering, and making sure everything worked together. I’m mostly proud of getting the whole interface working and making the site feel like an actual desktop instead of just a regular webpage. To test it, open the desktop icons and try moving, opening, and interacting with the different windows. You can also resize the browser to test the responsive layout....
|
1793933554.4064977
|
1794019954.4064977
|
|
14504
|
WebsterOS by @KittyCat | Stardance
|
KittyCat
|
0
|
0.82
|
0
|
[]
|
[{"post_id": 6384, "ts": "2026 [{"post_id": 6384, "ts": "2026-06-10T18:58:19Z", "hours": 0.4603, "text": "added more styling, a top bar, and a background. It’s starting to look more like a desktop now! Eventually, I want to add some custom functions similar to the ones on my actual desktop, but for now, I’m just gonna keep working on styling and building"}, {"post_id": 5907, "ts": "2026-06-09T21:39:53Z", "hours": 0.3578, "text": "Just setting things up and getting started. Nothing really polished yet, just throwing things down"}]...
|
Title: WebsterOS by @KittyCat | Stardance
Devlogs Title: WebsterOS by @KittyCat | Stardance
Devlogs:
Just setting things up and getting started. Nothing really polished yet, just throwing things down
added more styling, a top bar, and a background. It’s starting to look more like a desktop now! Eventually, I want to add some custom functions similar to the ones on my actual desktop, but for now, I’m just gonna keep working on styling and building...
|
1793552009.9257305
|
1794156809.9257305
|
|
56523
|
Manifest by @TomTTFB | Stardance
|
TomTTFB
|
0
|
16.76
|
0
|
[]
|
[{"post_id": 63833, "ts": "202 [{"post_id": 63833, "ts": "2026-09-07T20:06:42Z", "hours": 3.8358, "text": "Devlog #6 I added a management app for AE2 spatial storage but i realised while making it that if you have AE2 installed the storage part of the program is useless since an ME system is so much better but the spatial manager is still cool i guess"}, {"post_id": 62486, "ts": "2026-09-05T21:10:49Z", "hours": 5.2414, "text": "Devlog #5 The search function and on screen keyboard are now added, i also reworked the requesting system, now you select items and add them to a queue, then it pulls the queue into the barrel instead of finding one item, requesting it then searching again and requesting"}, {"post_id": 62215, "ts": "2026-09-05T14:04:27Z", "hours": 4.0981, "text": "Devlog #4 This took longer than i thought it would but it turns out you cant move items to a container directly touching the computer, it needs to be connected using a modem but item requesting works now, you can choose an item, an amount and request it Next to be added is the search function and a on screen keyboard which might also take a while but should be fun to debug and stuff"}, {"post_id": 60755, "ts": "2026-09-03T10:15:21Z", "hours": 1.5472, "text": "Devlog #3 You can now select items from the list by clicking on them and also items are seperated into pages instead of going off the bottom of the screen Next job to do is actually requesting items from the chests to the output barrel below"}, {"post_id": 59531, "ts": "2026-09-01T12:19:06Z", "hours": 0.9864, "text": "Devlog #2 The debug screen now shows the connected devices along with other debug info like the total chests, time to scan and more For now, the gui shows the item id formatted as capitalized with no underscores, getting the actual item name needs getItemDetail which was slow when i tried it so i need to find a way to speed the scan up or make proper names an option in the settings menu Next ill work on the request system, the plan is to make each item selectable which will show a amount picker at the bottom and a request button which when pressed will push the amount of that item to the barrel"}, {"post_id": 58533, "ts": "2026-08-30T23:33:50Z", "hours": 1.0481, "text": "Devlog #1 I started by making a simple ui for the monitor and a debug info screen on the actual computer display. Next ill probably get some of the debug ui actually showing data and get a simple item list on the screen"}]...
|
Title: Manifest by @TomTTFB | Stardance
Devlogs:
Title: Manifest by @TomTTFB | Stardance
Devlogs:
Devlog #1 I started by making a simple ui for the monitor and a debug info screen on the actual computer display. Next ill probably get some of the debug ui actually showing data and get a simple item list on the screen
Devlog #2 The debug screen now shows the connected devices along with other debug info like the total chests, time to scan and more For now, the gui shows the item id formatted as capitalized with no underscores, getting the actual item name needs getItemDetail which was slow when i tried it so i need to find a way to speed the scan up or make proper names an option in the settings menu Next ill work on the request system, the plan is to make each item selectable which will show a amount picker at the bottom and a request button which when pressed will push the amount of that item to the barrel
Devlog #3 You can now select items from the list by clicking on them and also items are seperated into pages instead of going off the bottom of the screen Next job to do is actually requesting items from the chests to the output barrel below
Devlog #4 This took longer than i thought it would but it turns out you cant move items to a container directly touching the computer, it needs to be connected using a modem but item requesting works now, you can choose an item, an amount and request it Next to be added is the search function and a on screen keyboard which might also take a while but should be fun to debug and stuff
Devlog #5 The search function and on screen keyboard are now added, i also reworked the requesting system, now you select items and add them to a queue, then it pulls the queue into the barrel instead of finding one item, requesting it then searching again and requesting
Devlog #6 I added a management app for AE2 spatial storage but i realised while making it that if you have AE2 installed the storage part of the program is useless since an ME system is so much better but the spatial manager is still cool i guess...
|
1793875779.2454877
|
1794739779.2454877
|
|
57314
|
Deek Alarm by @hardeek | Stardance
|
hardeek
|
0
|
5.49
|
0
|
[]
|
[{"post_id": 63832, "ts": "202 [{"post_id": 63832, "ts": "2026-09-07T20:06:18Z", "hours": 1.2694, "text": "I finished making the code for the alarm. I haven’t implemented the switches into the code because I think it will be easier to debug with the actual clock in front of me."}, {"post_id": 61229, "ts": "2026-09-04T01:56:37Z", "hours": 2.1372, "text": "Today I worked on the case of the Deek Alarm and finished it with some chamfers, color changed, and fillets"}, {"post_id": 60562, "ts": "2026-09-02T23:53:17Z", "hours": 2.085, "text": "Today I started making my Deek Alarm with its schematic and pcb. I also downloaded some step files for the pcb and the screen I am going to use for the alarm."}]...
|
Title: Deek Alarm by @hardeek | Stardance
Devlogs Title: Deek Alarm by @hardeek | Stardance
Devlogs:
Today I started making my Deek Alarm with its schematic and pcb. I also downloaded some step files for the pcb and the screen I am going to use for the alarm.
Today I worked on the case of the Deek Alarm and finished it with some chamfers, color changed, and fillets
I finished making the code for the alarm. I haven’t implemented the switches into the code because I think it will be easier to debug with the actual clock in front of me....
|
1793890296.483219
|
1794754296.483219
|
|
38495
|
Habit Tracker by @FusionLord | Stardance
|
FusionLord
|
1
|
98.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T20:25:18Z", "hours": 98.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a tool to help people track their habits while keeping it all local so no one else sees your data! I learnt a lot of java and css in this project and mostly had difficulty with the storage system, still quite proud of it though. To test it just use github pages unless you also want to try downloading it to use the html. Have fun :)", "repo": "https://github.com/Fusion-4/Habit-Tracker", "demo": "https://fusion-4.github.io/Habit-Tracker/"}]...
|
[{"post_id": 63828, "ts": "202 [{"post_id": 63828, "ts": "2026-09-07T20:02:54Z", "hours": 4.3703, "text": "Devlog 12- Everything works now! All of the features are officially working on github pages! To recap some of the latest features, you can add a custom background and change transparency, duplicate habit warning, and multiple pages for your habits."}, {"post_id": 63607, "ts": "2026-09-07T15:13:27Z", "hours": 9.4539, "text": "Devlog 11 - I will start tweaking This was meant to be my final devlog-> I fixed a lot of the problems but apparently a lot of the buttons are broken now :/ Hopefully done next update."}, {"post_id": 54881, "ts": "2026-08-26T02:54:32Z", "hours": 10.1897, "text": "Day 8! (I’m procrastinating a lot) Today I finished up the UI transformation so now it can have a custom background and change the opacity of the blocks. (For some reason github pages won’t load the settings ui so for now I’m using live server.) There are a few problems like text clipping into each other which will be fixed next devlog. I also want to fix the calendar date scaling and make it so habit has about 3 it shows and you can click through to see them all without increasing vertical space."}, {"post_id": 49296, "ts": "2026-08-18T01:07:37Z", "hours": 10.2206, "text": "Day 7! (I spent like 2 days on this) I broke the css into multiple parts and made the layout for desktop look much cleaner, now its wider so you don’t have to scroll for 3 years just to find your statistics. I also still need to remove a few things but otherwise this is pretty good. I want to spend the next day making the UI look a little better. I also want to make a separate settings UI so its cleaner overall."}, {"post_id": 44377, "ts": "2026-08-10T02:52:06Z", "hours": 9.9719, "text": "Day 6! I finally finished breaking down the Javascript! Now a lot of features work, such as a bunch of statistics, leaderboard, calendar, and a basic dashboard. I am pretty proud of the storage system I added so you can export and import your data. I don’t know if syncing is possible, if it is I will attempt to add it. I don’t like the fact that I need to scroll (at least on desktop). I plan to fix this but still thing about a good layout. I added a loading screen but its super useless so I will get rid of it. I added a super lazy fix to the css so I need to fix that tmrw."}, {"post_id": 41014, "ts": "2026-08-04T22:12:31Z", "hours": 9.4019, "text": "Day 5 - My javascript is 100% broken I wanted to make this devlog not only to log my hours but explain why I spent 9 hours and am still having problems. I’ve spent some time recoding the project because there were a lot of issues with how I was coding before (aka writing a bunch of code that just didn’t work). I have been working on making the code cleaner and when trying it my Javascript is broken. More and more reasons to break my javascript into multiple files -> Doing that next, hopefully its easy 😭 As you can see its pretty cooked."}, {"post_id": 36161, "ts": "2026-07-28T02:18:57Z", "hours": 9.8558, "text": "… I realized that I cut out half of the code… (I will be back in a few minutes!)"}, {"post_id": 35573, "ts": "2026-07-27T03:22:30Z", "hours": 2.4319, "text": "Day 4 - Part 2! Finally fixed the bug and changed the UI a little more, still feels a little off though. I added a lot of Qol features such as renaming, favoriting, notes, categories, search bar, and a progress bar. You can also now see when you last did the task/habit."}, {"post_id": 35522, "ts": "2026-07-27T00:31:51Z", "hours": 10.0864, "text": "Day 4 of Habit Tracker! Well…. somehow after 10+ hours of coding I didn’t find the bug until now. I spent the whole time adding Qol features but I will fix the bug first before explaining the added features."}, {"post_id": 34954, "ts": "2026-07-26T02:23:37Z", "hours": 10.0533, "text": "Day 3 of Habit Tracker! Today I worked on adding a bunch of UI resizing formats so the phone section now works without squishing the UI. I added a history and daily completion system so now the overall experience is better. I’m thinking of a UI update in the future to make this look more cozy!"}, {"post_id": 34394, "ts": "2026-07-25T02:30:19Z", "hours": 8.3817, "text": "Day 2 of this Project! Today I rebuilt much of the Habit Tracker to create a cleaner foundation for future updates. I redesigned the interface, separated the HTML, CSS, and JavaScript into their own files, and rebuilt the habit system for adding, deleting, and saving habits with Local Storage. This now works on phones and linux but I do want to tweak the theme a little more. I also want to fix the phone support because everything looks a little squished right now. I spent a whole hour trying to get github pages to update after this."}, {"post_id": 33783, "ts": "2026-07-23T23:43:17Z", "hours": 3.9014, "text": "Started the project today! Habit tracker should explain itself, but here is a quick one-liner. - A simple web app for tracking daily habits and building consistent routines. I spent a while making this work and I have a simple GUI built, nothing crazy. As of now you can switch between dark and light mode and add or delete tasks. I also got the system to save data working! A few problems are the emojis and font size not rendering properly on linux, and the java not working on phones. (Will be working on these problems tomorrow) I spent 2 hours after this trying to figure out how to make a commit."}]...
|
Title: Habit Tracker by @FusionLord | Stardance
D Title: Habit Tracker by @FusionLord | Stardance
Devlogs:
Started the project today! Habit tracker should explain itself, but here is a quick one-liner. - A simple web app for tracking daily habits and building consistent routines. I spent a while making this work and I have a simple GUI built, nothing crazy. As of now you can switch between dark and light mode and add or delete tasks. I also got the system to save data working! A few problems are the emojis and font size not rendering properly on linux, and the java not working on phones. (Will be working on these problems tomorrow) I spent 2 hours after this trying to figure out how to make a commit.
Day 2 of this Project! Today I rebuilt much of the Habit Tracker to create a cleaner foundation for future updates. I redesigned the interface, separated the HTML, CSS, and JavaScript into their own files, and rebuilt the habit system for adding, deleting, and saving habits with Local Storage. This now works on phones and linux but I do want to tweak the theme a little more. I also want to fix the phone support because everything looks a little squished right now. I spent a whole hour trying to get github pages to update after this.
Day 3 of Habit Tracker! Today I worked on adding a bunch of UI resizing formats so the phone section now works without squishing the UI. I added a history and daily completion system so now the overall experience is better. I’m thinking of a UI update in the future to make this look more cozy!
Day 4 of Habit Tracker! Well…. somehow after 10+ hours of coding I didn’t find the bug until now. I spent the whole time adding Qol features but I will fix the bug first before explaining the added features.
Day 4 - Part 2! Finally fixed the bug and changed the UI a little more, still feels a little off though. I added a lot of Qol features such as renaming, favoriting, notes, categories, search bar, and a progress bar. You can also now see when you last did the task/habit.
… I realized that I cut out half of the code… (I will be back in a few minutes!)
Day 5 - My javascript is 100% broken I wanted to make this devlog not only to log my hours but explain why I spent 9 hours and am still having problems. I’ve spent some time recoding the project because there were a lot of issues with how I was coding before (aka writing a bunch of code that just didn’t work). I have been working on making the code cleaner and when trying it my Javascript is broken. More and more reasons to break my javascript into multiple files -> Doing that next, hopefully its easy 😭 As you can see its pretty cooked.
Day 6! I finally finished breaking down the Javascript! Now a lot of features work, such as a bunch of statistics, leaderboard, calendar, and a basic dashboard. I am pretty proud of the storage system I added so you can export and import your data. I don’t know if syncing is possible, if it is I will attempt to add it. I don’t like the fact that I need to scroll (at least on desktop). I plan to fix this but still thing about a good layout. I added a loading screen but its super useless so I will get rid of it. I added a super lazy fix to the css so I need to fix that tmrw.
Day 7! (I spent like 2 days on this) I broke the css into multiple parts and made the layout for desktop look much cleaner, now its wider so you don’t have to scroll for 3 years just to find your statistics. I also still need to remove a few things but otherwise this is pretty good. I want to spend the next day making the UI look a little better. I also want to make a separate settings UI so its cleaner overall.
Day 8! (I’m procrastinating a lot) Today I finished up the UI transformation so now it can have a custom background and change the opacity of the blocks. (For some reason github pages won’t load the settings ui so for now I’m using live server.) There are a few problems like text clipping into each other which will be fixed next devlog. I also want to fix the calendar date scaling and make it so habit has about 3 it shows and you can click through to see them all without increasing vertical space.
Devlog 11 - I will start tweaking This was meant to be my final devlog-> I fixed a lot of the problems but apparently a lot of the buttons are broken now :/ Hopefully done next update.
Devlog 12- Everything works now! All of the features are officially working on github pages! To recap some of the latest features, you can add a custom background and change transparency, duplicate habit warning, and multiple pages for your habits.
Ships:
I made a tool to help people track their habits while keeping it all local so no one else sees your data! I learnt a lot of java and css in this project and mostly had difficulty with the storage system, still quite proud of it though. To test it just use github pages unless you also want to try downloading it to use the html. Have fun :)...
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1794016112.2253828
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1794102512.2253828
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47789
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Whats-the-tea by @Zemra | Stardance
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Zemra
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T13:46:38Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot called “What’s the Tea?” ☕️ I originally wanted it to fetch news and this is the first version of that idea. The challenging part was setting up the Slack app and figuring out how everything worked. This was also my first time working with JavaScript, so there was definitely a lot of learning and figuring things out along the way. I’m most proud of actually getting something to work and shipping my first project. This is my first ship and even though it’s a small project, going from an idea to something I could actually run in Slack feels really good. The current version is a prototype, so the news-fetching feature isn’t implemented yet though you can still try it on Slack.", "repo": "https://github.com/av-arch-bit/Whats-the-tea", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 63827, "ts": "202 [{"post_id": 63827, "ts": "2026-09-07T19:59:27Z", "hours": 0.4058, "text": "A bot that gives you news so you stay updated"}]...
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Title: Whats-the-tea by @Zemra | Stardance
Devlog Title: Whats-the-tea by @Zemra | Stardance
Devlogs:
A bot that gives you news so you stay updated
Ships:
I made a Slack bot called “What’s the Tea?” ☕️ I originally wanted it to fetch news and this is the first version of that idea. The challenging part was setting up the Slack app and figuring out how everything worked. This was also my first time working with JavaScript, so there was definitely a lot of learning and figuring things out along the way. I’m most proud of actually getting something to work and shipping my first project. This is my first ship and even though it’s a small project, going from an idea to something I could actually run in Slack feels really good. The current version is a prototype, so the news-fetching feature isn’t implemented yet though you can still try it on Slack....
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1794016342.4660847
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1794102742.4660847
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55188
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blare by @jamallyemin | Stardance
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jamallyemin
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0
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0.72
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0
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[]
|
[{"post_id": 63825, "ts": "202 [{"post_id": 63825, "ts": "2026-09-07T19:57:26Z", "hours": 0.7169, "text": "devlog #1 finished up the pcb schematic and routed the wiring"}]...
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Title: blare by @jamallyemin | Stardance
Devlogs: Title: blare by @jamallyemin | Stardance
Devlogs:
devlog #1 finished up the pcb schematic and routed the wiring...
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1793786129.6819134
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1794390929.6819134
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58692
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Hackpad >:)) by @Anastt | Stardance
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Anastt
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0
|
6.16
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0
|
[]
|
[{"post_id": 63823, "ts": "202 [{"post_id": 63823, "ts": "2026-09-07T19:55:03Z", "hours": 1.7167, "text": "cad stuff, i dont fw the designing process ngl the pcb was easier… switched around between a bunch of diff model makers and ended up back on fusion"}, {"post_id": 63242, "ts": "2026-09-06T23:09:08Z", "hours": 2.3589, "text": "updated pcb + started the case design, fusion 360 is sooooooooo confusingg"}, {"post_id": 63167, "ts": "2026-09-06T20:23:13Z", "hours": 2.0833, "text": "started working on a hackpad following the tutorial, i hope i did it well-ish cz idrk how this works so any help would be appreciated!!"}]...
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Title: Hackpad >:)) by @Anastt | Stardance
Dev Title: Hackpad >:)) by @Anastt | Stardance
Devlogs:
started working on a hackpad following the tutorial, i hope i did it well-ish cz idrk how this works so any help would be appreciated!!
updated pcb + started the case design, fusion 360 is sooooooooo confusingg
cad stuff, i dont fw the designing process ngl the pcb was easier… switched around between a bunch of diff model makers and ended up back on fusion...
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1793505179.2048957
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1794109979.2048957
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59562
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Slack bot mission by @Maurice | Stardance
|
Maurice
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0
|
0.48
|
0
|
[]
|
[{"post_id": 63821, "ts": "202 [{"post_id": 63821, "ts": "2026-09-07T19:53:34Z", "hours": 0.4842, "text": "I started my Slackbot mission from Stardance by setting up the GitHub and taking the first few steps"}]...
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Title: Slack bot mission by @Maurice | Stardance
Title: Slack bot mission by @Maurice | Stardance
Devlogs:
I started my Slackbot mission from Stardance by setting up the GitHub and taking the first few steps...
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1793566345.3087828
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1794171145.3087828
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|
26452
|
Orbital by @Mehmet | Stardance
|
Mehmet
|
2
|
32.0
|
390
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T19:39:02Z", "hours": 17.0, "multiplier": 12.19, "payout": 201, "blessing": "neutral", "text": "I built Orbital, the all-in-one project that encompasses whatever you need from a 2D astronomical simulator. When first loading it up, a window titled “Orbital” pops up, and you will see a star right at the center. You can change the window dimensions however you would like, whether fullscreen or resized small. This is where the fun starts: I spent tireless hours implementing a slingshot mechanism where you can intuitively and easily launch “orbitals,” as I like to call them. You can think of these as small planets that you can send to orbit around each other and around bigger stars, masses, and objects that you create yourself. The starting star is just to get you going. Controls and Features: • Navigation: Use the WASD keys and/or arrow keys to navigate around this 2D world and find different orbits across the gigantic canvas. It does not have an end (unless you spend 10 hours of unemployment trying to find it, but I am sure you are not that stubborn). • Mass Adjustment: Use the plus (+) and minus (-) keys to change the mass of the objects you throw into the simulation. • Physics: It runs on full n-body physics; nothing is hard-coded and everything is dynamic. No matter how quirky and interesting your orbits are, they will be solely and originally yours. • Visuals: The colors change up every once in a while. I really tried to make it as minimalist and physics-identifying as possible. • Reset: Press the R key on your keyboard to reset the world and start from a fresh universe, marked by the reset star that kickstarts everything again. I am really proud of the n-body physics because it was surprisingly manageable and cool to work on. Where I really struggled was on advanced merging. Normally, if objects are touching, you can simply merge them. But when objects move super fast, one frame they are far away, and by the next frame, high velocity math teleports them right past or into the other object. If you slingshot a planet relatively fast, it could easily glitch and teleport through objects. To fix this, I had to calculate whether the path the object took from frame 0 to frame 1 intersected any other objects along its trajectory. That was an especially hard, albeit depressing challenge, but nevertheless, it was encountered and defeated so you could enjoy astronomical bliss. Thank you!", "repo": "https://github.com/SameRainbows/Starshell", "demo": "https://github.com/SameRainbows/Orbital/releases/tag/v1.0.0"}, {"ship_num": 2, "ts": "2026-07-05T15:30:25Z", "hours": 15.0, "multiplier": 12.8, "payout": 189, "blessing": "neutral", "text": "Initial Ship Update (v1.0.0) What did I make? I built Orbital , a 2D gravitational physics sandbox created entirely in Python using only standard library modules ( turtle and tkinter ). Orbits are not hardcoded; they emerge dynamically from Newton’s Law of Universal Gravitation calculated between every single body frame-by-frame. You can interactively slingshot planets into orbit, pan a camera infinitely around the universe using WASD or Arrow keys, adjust the laws of physics on the fly using a Tkinter-based HUD, and watch planets collide and merge under the conservation of momentum. What was challenging? The Coordinates Separation: Early on, a planet’s physics position was its drawing position. To build a panning camera, I had to decouple them—creating a 9-element list structure to track world coordinates privately while subtracting camera offsets only for rendering. The “Tunneling” Bug: Fast slingshotted planets would frequently phase straight through the central star between frames. I solved this by implementing Continuous Collision Detection (CCD)—using vector dot-product projection to check if the line segment traveled during a frame intersected the star. Singularity Prevention: As merging planets got infinitesimally close, the gravity force equation approached divide-by-zero, creating infinite force that would sling bodies off screen at lightspeed. I had to write custom logic to disable gravity between two bodies the exact frame they overlap. A Responsive HUD: Nesting Tkinter widgets on a Turtle ScrolledCanvas caused nesting errors. I resolved this by passing the raw screen._root as the parent, and binding the canvas <Configure> event to dynamically slide the widgets so they stay pinned to the top-right corner when resizing. What am I proud of? Conserving Density: When two bodies merge, the new object’s size is calculated using sqrt(r1² + r2²) rather than just adding the radii. This ensures area is conserved, keeping physical density mathematically consistent. Conservation of Momentum: If you launch two equal-mass planets head-on at the same speed, they will perfectly cancel out and stop dead in space upon impact, exactly as real-world physics dictates. What should people know so they can test my project? Slingshot: Click, drag, and release to fling planets into the cosmos. HUD Controls: Adjust the Gravity slider to warp orbits in real-time, and slide the Mass slider to change the size and weight of the next planet you launch. Color Picker: Click the color button to cycle the launching color (the button text dynamically updates to show what is selected). Navigation: Use WASD or Arrow keys to pan the camera around. Rebuilding: Press the Reset button to wipe the board and start a clean universe. No Python installed? Zero-dependency, standalone executables for Windows , macOS , and Linux are automatically built and attached directly to the GitHub Release!", "repo": "https://github.com/SameRainbows/Starshell", "demo": "https://github.com/SameRainbows/Orbital/releases/tag/v1.0.0"}]...
|
[{"post_id": 63802, "ts": "202 [{"post_id": 63802, "ts": "2026-09-07T19:26:27Z", "hours": 1.2872, "text": "I updated the project. I was notified that it initially crashed on macOS, and the arrow keys were a bit janky on macOS as well. All of that has been completely fixed, and I’ve updated the readme and the latest code on GitHub to encompass those changes."}, {"post_id": 38456, "ts": "2026-07-31T20:42:59Z", "hours": 0.3458, "text": "A few cleanups on the size of the grid."}, {"post_id": 37557, "ts": "2026-07-30T11:27:46Z", "hours": 0.4203, "text": "Today I changed the title card of the window that pops up. A few other updates: • I tweaked the final game feel a bit. • I made the initial spawning star spawn in a sort of light yellow color, and I also added that light yellow color to the colors list. • I made sure that the window of the simulation is also in dark mode, so you get more encapsulated in it."}, {"post_id": 37243, "ts": "2026-07-29T20:01:14Z", "hours": 0.3844, "text": "Added a background grid so that you get a sense of spatial bigness and tininess. You get a feel for how big and small your orbitals really are."}, {"post_id": 36907, "ts": "2026-07-29T09:37:56Z", "hours": 0.5981, "text": "I finally got the complex merging done. Before, when an orbital was going too fast, one frame it was at the back of another orbital, and the next frame, it was in front of it. Since its velocity was so high, the radii didn’t ever collide, so it just went through other ones without merging. That was really not acceptable, so I worked a lot on making sure it works. How I did it is actually very interesting: Get the starting position of the moving object and its ending position on the next frame. Get the coordinates of the target object you want to check for a potential merge. Draw a line from where the moving object started to where it ended, and check if the target object is intersecting that line (calculating what percentage along that line the checked object sits). If it intersects, you merge them."}, {"post_id": 34557, "ts": "2026-07-25T11:31:10Z", "hours": 1.9503, "text": "Added some instructions to make it easier, added more colors, and I’m now working on making more rigorous merge logic."}, {"post_id": 31787, "ts": "2026-07-20T13:42:17Z", "hours": 0.7153, "text": "Today I added zooming that works with scrolling up and scrolling down appropriately: when you scroll down, everything gets smaller, and when you scroll up, everything gets bigger. Mass and gravity, of course, stay the same. I made sure that the sling function (basically spawning new orbitals) works flawlessly. Our aim function—which draws that mini press-and-drag indicator to make it easier to see where you are spawning orbitals—is also working with both camera differentiation and zoom differentiation. This way, you can zoom all the way out and still spawn orbitals in the correct way, or zoom all the way in and spawn them super close up. All the physics and rendering works beautifully."}, {"post_id": 31286, "ts": "2026-07-19T15:52:23Z", "hours": 0.4508, "text": "I made some more intuitive user changes: Slingshot Dampening: Now, the slingshot isn’t like an Angry Bird slingshot that propels your particles to the other side of the universe (though you could do that if you want, just open the code). All the slingshot coordinates and values are now multiplied by 0.2. We’re nerfing it a lot, but it seems more intuitive that way. Since you don’t know it’s nerfed, you won’t notice there is a higher capacity. In our case, a higher capacity actually means friction. Don’t get me wrong: it’s not particle friction, because they go super fast. It’s friction when trying to get orbits to work. Repository Tweaks: Calling the script from_scratch.py was killing me, so I found something simpler: orbital.py. It’s much better. I updated the GitHub repository so that the current release is orbital.py (the refactored version). While main.py (the previous version) has a few more features right now, orbital.py is much cleaner. Main.py was more of a learning run, and I feel like I’m bringing my A-game with this new refactor. Look and Feel: I really liked the black background and white orbitals of the previous main.py version, so I changed the clinical-seeming style of from_scratch.py. I scrapped that look and made sure the new orbital.py has some taste."}, {"post_id": 30665, "ts": "2026-07-18T12:54:27Z", "hours": 0.4531, "text": "I fixed the “merging from hell”. The first issue was the radius calculation. When two circles merge, simply adding their radii ( r1 + r2 ) is physically wrong because the combined area grows way too fast. In reality, the area of the circles should add up: A_new = A1 + A2 . By plugging in the area formula π × r² , we get π × r_new² = (π × r1²) + (π × r2²) . The π cancels out completely, leaving r_new = math.sqrt(r1² + r2²) . I updated the collision code with this, and now the combined masses have physically accurate sizes.To make this look right, I also fixed the visual scaling issue. Previously, every particle rendered at shapesize(1, 1) regardless of its actual mass or radius. I changed the instantiator so that a body’s shapesize dynamically scales with its physics radius: self.turt.shapesize(self.radius / 10, self.radius / 10) . Now when objects collide, you can actually see the merged planet grow on the screen.Lastly, I added a quick reset button . Pressing the R key runs a function that loops through the current objects, hides all their turtles to prevent visual ghosts, clears the main objects list, resets the camera back to center coordinates, and spawns a fresh central star"}, {"post_id": 30329, "ts": "2026-07-17T20:01:25Z", "hours": 0.7283, "text": "Hey, I added merging, but it’s “merging out of hell” because I made a very unphysically true and crude (if you’d call it that), but working prototype of merge_collisions and the merge function itself. It works as I intended, but not physically truly. Right now, it adds the radii of the circles themselves. If you think about it, that’s physically wrong because there’s a big difference between adding the areas of the circles versus their radii. That’s something I want to get right, so the next time I’m working on it, I’ll make sure to fix it so that we are adding the areas of the circles rather than their radii. I also found a bit of a problem where the merged objects themselves have a shape size of (1, 1). That’s not right because if you merge two objects with shape size 1, you’d expect the new shape size to be 2. Right now, no matter how many objects you merge, it still stays at 1, resulting in a very, very dense circle. I’m going to change that so we add the areas themselves, and have that new, bigger area update the visual representation of those astronomical objects. I’ll keep you guys updated. See you next time."}, {"post_id": 29651, "ts": "2026-07-16T18:34:38Z", "hours": 2.6961, "text": "Lots of stuff today: Camera movement: I added camera movement to our new refractor. Better version of the sling: The older one just expected you to press, drag, and release without seeing much of an indicator. While that works if you know the program a bit, I think a direct, laser-esque pointer that shows you actively as you’re pressing, dragging, and releasing is more intuitive and easier to work with. So I added that. Now we have intuitive camera movement and intuitive spawning. For this refactor, we won’t have any UI. All the sliders for gravity and mass will be per keyboard or hotkey."}, {"post_id": 27197, "ts": "2026-07-12T15:21:09Z", "hours": 0.7889, "text": "Welcome! Today, I fully migrated to the object-oriented programming architecture. Earlier, the class wasn’t really full OOP; it was just a hidden list factory that appended the stuff via a class instead of doing it manually. I wanted to change that because this is going to be a refactor in an OOP perspective , and that’s what I did.I made sure that all the formulas used the latest changes:1. Earlier, they would use the index of the objects inside the objs list of lists. It would be something like object1 and the index of whichever element it wants to access, like mass , radius , velocity , or coordinates. It was very sloppy, and you had to keep up with what each index meant.2. With an OOP version, you just write object1.mass , object1.x , or object1.vx . Each and every line is more intuitive.I also worked more on the planet spawning . Remember, this is a new file with a different perspective of trying to remake this in an OOP sense, using classes and the benefits that ensue from them.Additionally, today I implemented the balancing of the canvas differences in Tkinter and Turtle :- In Turtle, the (0, 0) coordinate is directly in the middle of the screen .- In Tkinter, it’s at the absolute top left of the screen.You have to make sure that all the formulas and all the logic get the correct version, which in my project is the Turtle version . I added and worked out the logic that would make sure that balance is kept."}, {"post_id": 26600, "ts": "2026-07-11T14:59:24Z", "hours": 0.7944, "text": "Actively working on making Orbital (via the from_scratch.py file) more object-oriented. I think OOP (object-oriented programming) will be a great addition to Orbital because we have lots of stuff that can be simplified. These could be new particles, like new planets, and I think grouping everything into classes would be a better way to handle these. Right now, our sling function just does the same thing again and again. A class that could be called any time we want to make a new particle is probably the way to go. I’ll keep you guys updated."}, {"post_id": 25989, "ts": "2026-07-10T15:20:31Z", "hours": 0.7464, "text": "Today I spent all my time on from_scratch.py to really get to understand the physics of it all. Before, I just relied on a few formulas.That’s why I’m going to try and maximize my gains from this project by re-understanding all the logic and trying to write it from scratch, using only my notes and not looking at any AI or code from main.py .It’s going good! I added quite a few functions:- A distance function- A force function- An angle function (all of these take two objects, by the way — I still have the same objs list, which is a list of lists)- A velocity update function called velo_update that takes an object , a force , angle , and mass , and updates the velocities of those objects depending on their forces, angles, and massMaybe I can cut back on mass . I don’t know why I added it, since we can already get it from the objs list with our object parameter. I’ll look into that.I also created the scaffold for an update function, which is going to be the main function . I added screen.ontimer(update, 10) to run it every 10 milliseconds. It’s just the main scaffold for now, but I’m really focusing on the logic of it all."}, {"post_id": 25611, "ts": "2026-07-10T00:02:56Z", "hours": 3.3097, "text": "Hey, this is another mini devlog. I just wanted to say that while waiting for my initial ship to get reviewed, I was working on reviewing my current code and remembering how every part interacted. I’m doing this by making a from-scratch.py file where I just try to build the general project from the ground up with my direct understanding and recall of it, without looking at every line of code. This is like a mini side quest in the background so that as the file gets big, I don’t lose where I’m going. Right now, it just has the basic functions like distance and force, and has two Python turtles set to circles with different colors. I’m going to build this from the ground up and really focus on the struggle and pain through the process. I want to maximize my gains from this project this way."}, {"post_id": 23423, "ts": "2026-07-06T11:33:26Z", "hours": 0.8419, "text": "The UI was a very wretched default gray, and to be honest, it didn’t look so visually appealing. Mine still isn’t all peaches and cream, but it’s less of a distraction and more of a subtlety in the grand scheme of things. I changed this to a better, harmonizing dark charcoal color that I think goes pretty well with the minimalist design of all-white Orbitals and a pure black background."}, {"post_id": 22825, "ts": "2026-07-05T12:58:40Z", "hours": 0.5425, "text": "Hey, remember the UI I had in earlier? Well, when you change the window size, it just stays hard-coded. If you maximize your window, there’s suddenly a piece of UI that was supposed to help you navigate the simulator that’s in your way. So, I did some math so that the UI is at the perfect top right of any shape and size of the windows you make. It’s a dynamic UI layout, and it’s dynamic enough to survive window resizing. Pretty cool."}, {"post_id": 22811, "ts": "2026-07-05T12:15:42Z", "hours": 1.3161, "text": "Today I added some UI, so we have some actually good interactive elements. We can use sliders to, in real time, update our gravity. And I also added a reset button that basically lets you clean up all the messes and start from a fresh place."}, {"post_id": 22124, "ts": "2026-07-04T12:42:36Z", "hours": 2.3839, "text": "This is not a full devlog. Because I’m typing this on my phone. Came to say that I’m working on adding a minimalistic UI to the project, like small buttons and maybe sliders for mass and color control. Using tkinter, the underlying library in which turtle was built. I don’t have any screenshots with me, so enjoy this photo from my gallery, shot at the beach at night."}, {"post_id": 21435, "ts": "2026-07-03T11:55:53Z", "hours": 3.6731, "text": "Today I added merging. Now, objects that get too close to each other don’t do weird physics-breaking stuff. They intuitively merge into an object with a total mass, total area, and a new velocity depending on the previous velocities. This way, you can actually build complex systems that fall apart in at least an ordered way. There was a slight problem if the objects were going too fast: because of their speed, one frame they would be behind each other and the next frame they would be ahead of each other. I had to do some math to see if the path they took went through the object we were checking. That was a very fun, intuitive piece to work on, and merging now works very intuitively and very well."}, {"post_id": 19114, "ts": "2026-06-30T11:02:05Z", "hours": 1.3767, "text": "Added camera movement with WASD. Now, the objects that run out of your view aren’t lost forever: you can catch up to them with only your keyboard and a few fingers."}, {"post_id": 18601, "ts": "2026-06-29T19:53:31Z", "hours": 2.1206, "text": "I finally added slingshotting! Basically, the planets aren’t hidden in the code itself anymore; they are right at your fingertips. You can spawn planets just by clicking and dragging. It’s that simple. This was a feature I wanted for a very long time, and I’m really satisfied with how it turned out."}, {"post_id": 16991, "ts": "2026-06-27T15:56:02Z", "hours": 0.7453, "text": "Devlog #2 — N-Body Physics Today I implemented dynamic physics and dynamic moving. Basically, before, the move function—the function on a one-millisecond timer that updated everything—was extremely hard-coded. It just used the data of the existing two turtles (the two bodies I made myself), and it definitely wasn’t scalable. So that was what I tackled today. Now, the main function that runs our whole physics simulation is a tad bit less torturous."}, {"post_id": 16363, "ts": "2026-06-26T16:57:58Z", "hours": 2.59, "text": "I’m building Starshell, a 2D astronomical physics simulator in pure Python turtle. No game engine, no physics library—just the standard library, a turtle canvas, and physics and math. The idea in my head is quite simple: I want to simulate how gravity actually works. Bodies with mass attract each other, their paths bend, and orbits merge. Eventually, I want collisions, multi-body chaos, and a UI where you click to place stars and planets. Today’s milestone was the first orbit. To get here, I didn’t just plug in some formulas; I had to build the physics chains from a blank turtle canvas: Distance between two bodies Gravitational force: F = G × (m1 × m2) / r² Direction of that force: atan2(y, x) Force components: splitting into x and y with cos and sin Acceleration: a = F / m Velocity update: adding acceleration each frame Position update: moving the turtle by velocity each frame The orbit isn’t actually hard to code. The planet doesn’t know it’s supposed to go in a circle; I don’t tell it to trace a circle. It just responds to the pull of the star every single frame. The circle is what falls out of the math when the initial velocity is balanced just right. One of the trickiest moments was realizing my gravitational constant (G = 1) made the force so small—around 0.0004—that compared to my velocity of two units per frame, the planet just flew away in a straight line. I couldn’t see any curve at all, let alone an orbit. Cranking the gravity up to something like 1,000 to 1,600 (found by experimentation) made the orbits visible. That moment when the blue dot actually curved and came back around in a full orbit felt very satisfying. Next up, I want multiple bodies that interact with each other, not just a fixed point (aka a star). Follow Along!"}]...
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Title: Orbital by @Mehmet | Stardance
Devlogs:
I’ Title: Orbital by @Mehmet | Stardance
Devlogs:
I’m building Starshell, a 2D astronomical physics simulator in pure Python turtle. No game engine, no physics library—just the standard library, a turtle canvas, and physics and math. The idea in my head is quite simple: I want to simulate how gravity actually works. Bodies with mass attract each other, their paths bend, and orbits merge. Eventually, I want collisions, multi-body chaos, and a UI where you click to place stars and planets. Today’s milestone was the first orbit. To get here, I didn’t just plug in some formulas; I had to build the physics chains from a blank turtle canvas: Distance between two bodies Gravitational force: F = G × (m1 × m2) / r² Direction of that force: atan2(y, x) Force components: splitting into x and y with cos and sin Acceleration: a = F / m Velocity update: adding acceleration each frame Position update: moving the turtle by velocity each frame The orbit isn’t actually hard to code. The planet doesn’t know it’s supposed to go in a circle; I don’t tell it to trace a circle. It just responds to the pull of the star every single frame. The circle is what falls out of the math when the initial velocity is balanced just right. One of the trickiest moments was realizing my gravitational constant (G = 1) made the force so small—around 0.0004—that compared to my velocity of two units per frame, the planet just flew away in a straight line. I couldn’t see any curve at all, let alone an orbit. Cranking the gravity up to something like 1,000 to 1,600 (found by experimentation) made the orbits visible. That moment when the blue dot actually curved and came back around in a full orbit felt very satisfying. Next up, I want multiple bodies that interact with each other, not just a fixed point (aka a star). Follow Along!
Devlog #2 — N-Body Physics Today I implemented dynamic physics and dynamic moving. Basically, before, the move function—the function on a one-millisecond timer that updated everything—was extremely hard-coded. It just used the data of the existing two turtles (the two bodies I made myself), and it definitely wasn’t scalable. So that was what I tackled today. Now, the main function that runs our whole physics simulation is a tad bit less torturous.
I finally added slingshotting! Basically, the planets aren’t hidden in the code itself anymore; they are right at your fingertips. You can spawn planets just by clicking and dragging. It’s that simple. This was a feature I wanted for a very long time, and I’m really satisfied with how it turned out.
Added camera movement with WASD. Now, the objects that run out of your view aren’t lost forever: you can catch up to them with only your keyboard and a few fingers.
Today I added merging. Now, objects that get too close to each other don’t do weird physics-breaking stuff. They intuitively merge into an object with a total mass, total area, and a new velocity depending on the previous velocities. This way, you can actually build complex systems that fall apart in at least an ordered way. There was a slight problem if the objects were going too fast: because of their speed, one frame they would be behind each other and the next frame they would be ahead of each other. I had to do some math to see if the path they took went through the object we were checking. That was a very fun, intuitive piece to work on, and merging now works very intuitively and very well.
This is not a full devlog. Because I’m typing this on my phone. Came to say that I’m working on adding a minimalistic UI to the project, like small buttons and maybe sliders for mass and color control. Using tkinter, the underlying library in which turtle was built. I don’t have any screenshots with me, so enjoy this photo from my gallery, shot at the beach at night.
Today I added some UI, so we have some actually good interactive elements. We can use sliders to, in real time, update our gravity. And I also added a reset button that basically lets you clean up all the messes and start from a fresh place.
Hey, remember the UI I had in earlier? Well, when you change the window size, it just stays hard-coded. If you maximize your window, there’s suddenly a piece of UI that was supposed to help you navigate the simulator that’s in your way. So, I did some math so that the UI is at the perfect top right of any shape and size of the windows you make. It’s a dynamic UI layout, and it’s dynamic enough to survive window resizing. Pretty cool.
The UI was a very wretched default gray, and to be honest, it didn’t look so visually appealing. Mine still isn’t all peaches and cream, but it’s less of a distraction and more of a subtlety in the grand scheme of things. I changed this to a better, harmonizing dark charcoal color that I think goes pretty well with the minimalist design of all-white Orbitals and a pure black background.
Hey, this is another mini devlog. I just wanted to say that while waiting for my initial ship to get reviewed, I was working on reviewing my current code and remembering how every part interacted. I’m doing this by making a from-scratch.py file where I just try to build the general project from the ground up with my direct understanding and recall of it, without looking at every line of code. This is like a mini side quest in the background so that as the file gets big, I don’t lose where I’m going. Right now, it just has the basic functions like distance and force, and has two Python turtles set to circles with different colors. I’m going to build this from the ground up and really focus on the struggle and pain through the process. I want to maximize my gains from this project this way.
Today I spent all my time on from_scratch.py to really get to understand the physics of it all. Before, I just relied on a few formulas.That’s why I’m going to try and maximize my gains from this project by re-understanding all the logic and trying to write it from scratch, using only my notes and not looking at any AI or code from main.py .It’s going good! I added quite a few functions:- A distance function- A force function- An angle function (all of these take two objects, by the way — I still have the same objs list, which is a list of lists)- A velocity update function called velo_update that takes an object , a force , angle , and mass , and updates the velocities of those objects depending on their forces, angles, and massMaybe I can cut back on mass . I don’t know why I added it, since we can already get it from the objs list with our object parameter. I’ll look into that.I also created the scaffold for an update function, which is going to be the main function . I added screen.ontimer(update, 10) to run it every 10 milliseconds. It’s just the main scaffold for now, but I’m really focusing on the logic of it all.
Actively working on making Orbital (via the from_scratch.py file) more object-oriented. I think OOP (object-oriented programming) will be a great addition to Orbital because we have lots of stuff that can be simplified. These could be new particles, like new planets, and I think grouping everything into classes would be a better way to handle these. Right now, our sling function just does the same thing again and again. A class that could be called any time we want to make a new particle is probably the way to go. I’ll keep you guys updated.
Welcome! Today, I fully migrated to the object-oriented programming architecture. Earlier, the class wasn’t really full OOP; it was just a hidden list factory that appended the stuff via a class instead of doing it manually. I wanted to change that because this is going to be a refactor in an OOP perspective , and that’s what I did.I made sure that all the formulas used the latest changes:1. Earlier, they would use the index of the objects inside the objs list of lists. It would be something like object1 and the index of whichever element it wants to access, like mass , radius , velocity , or coordinates. It was very sloppy, and you had to keep up with what each index meant.2. With an OOP version, you just write object1.mass , object1.x , or object1.vx . Each and every line is more intuitive.I also worked more on the planet spawning . Remember, this is a new file with a different perspective of trying to remake this in an OOP sense, using classes and the benefits that ensue from them.Additionally, today I implemented the balancing of the canvas differences in Tkinter and Turtle :- In Turtle, the (0, 0) coordinate is directly in the middle of the screen .- In Tkinter, it’s at the absolute top left of the screen.You have to make sure that all the formulas and all the logic get the correct version, which in my project is the Turtle version . I added and worked out the logic that would make sure that balance is kept.
Lots of stuff today: Camera movement: I added camera movement to our new refractor. Better version of the sling: The older one just expected you to press, drag, and release without seeing much of an indicator. While that works if you know the program a bit, I think a direct, laser-esque pointer that shows you actively as you’re pressing, dragging, and releasing is more intuitive and easier to work with. So I added that. Now we have intuitive camera movement and intuitive spawning. For this refactor, we won’t have any UI. All the sliders for gravity and mass will be per keyboard or hotkey.
Hey, I added merging, but it’s “merging out of hell” because I made a very unphysically true and crude (if you’d call it that), but working prototype of merge_collisions and the merge function itself. It works as I intended, but not physically truly. Right now, it adds the radii of the circles themselves. If you think about it, that’s physically wrong because there’s a big difference between adding the areas of the circles versus their radii. That’s something I want to get right, so the next time I’m working on it, I’ll make sure to fix it so that we are adding the areas of the circles rather than their radii. I also found a bit of a problem where the merged objects themselves have a shape size of (1, 1). That’s not right because if you merge two objects with shape size 1, you’d expect the new shape size to be 2. Right now, no matter how many objects you merge, it still stays at 1, resulting in a very, very dense circle. I’m going to change that so we add the areas themselves, and have that new, bigger area update the visual representation of those astronomical objects. I’ll keep you guys updated. See you next time.
I fixed the “merging from hell”. The first issue was the radius calculation. When two circles merge, simply adding their radii ( r1 + r2 ) is physically wrong because the combined area grows way too fast. In reality, the area of the circles should add up: A_new = A1 + A2 . By plugging in the area formula π × r² , we get π × r_new² = (π × r1²) + (π × r2²) . The π cancels out completely, leaving r_new = math.sqrt(r1² + r2²) . I updated the collision code with this, and now the combined masses have physically accurate sizes.To make this look right, I also fixed the visual scaling issue. Previously, every particle rendered at shapesize(1, 1) regardless of its actual mass or radius. I changed the instantiator so that a body’s shapesize dynamically scales with its physics radius: self.turt.shapesize(self.radius / 10, self.radius / 10) . Now when objects collide, you can actually see the merged planet grow on the screen.Lastly, I added a quick reset button . Pressing the R key runs a function that loops through the current objects, hides all their turtles to prevent visual ghosts, clears the main objects list, resets the camera back to center coordinates, and spawns a fresh central star
I made some more intuitive user changes: Slingshot Dampening: Now, the slingshot isn’t like an Angry Bird slingshot that propels your particles to the other side of the universe (though you could do that if you want, just open the code). All the slingshot coordinates and values are now multiplied by 0.2. We’re nerfing it a lot, but it seems more intuitive that way. Since you don’t know it’s nerfed, you won’t notice there is a higher capacity. In our case, a higher capacity actually means friction. Don’t get me wrong: it’s not particle friction, because they go super fast. It’s friction when trying to get orbits to work. Repository Tweaks: Calling the script from_scratch.py was killing me, so I found something simpler: orbital.py. It’s much better. I updated the GitHub repository so that the current release is orbital.py (the refactored version). While main.py (the previous version) has a few more features right now, orbital.py is much cleaner. Main.py was more of a learning run, and I feel like I’m bringing my A-game with this new refactor. Look and Feel: I really liked the black background and white orbitals of the previous main.py version, so I changed the clinical-seeming style of from_scratch.py. I scrapped that look and made sure the new orbital.py has some taste.
Today I added zooming that works with scrolling up and scrolling down appropriately: when you scroll down, everything gets smaller, and when you scroll up, everything gets bigger. Mass and gravity, of course, stay the same. I made sure that the sling function (basically spawning new orbitals) works flawlessly. Our aim function—which draws that mini press-and-drag indicator to make it easier to see where you are spawning orbitals—is also working with both camera differentiation and zoom differentiation. This way, you can zoom all the way out and still spawn orbitals in the correct way, or zoom all the way in and spawn them super close up. All the physics and rendering works beautifully.
Added some instructions to make it easier, added more colors, and I’m now working on making more rigorous merge logic.
I finally got the complex merging done. Before, when an orbital was going too fast, one frame it was at the back of another orbital, and the next frame, it was in front of it. Since its velocity was so high, the radii didn’t ever collide, so it just went through other ones without merging. That was really not acceptable, so I worked a lot on making sure it works. How I did it is actually very interesting: Get the starting position of the moving object and its ending position on the next frame. Get the coordinates of the target object you want to check for a potential merge. Draw a line from where the moving object started to where it ended, and check if the target object is intersecting that line (calculating what percentage along that line the checked object sits). If it intersects, you merge them.
Added a background grid so that you get a sense of spatial bigness and tininess. You get a feel for how big and small your orbitals really are.
Today I changed the title card of the window that pops up. A few other updates: • I tweaked the final game feel a bit. • I made the initial spawning star spawn in a sort of light yellow color, and I also added that light yellow color to the colors list. • I made sure that the window of the simulation is also in dark mode, so you get more encapsulated in it.
A few cleanups on the size of the grid.
I updated the project. I was notified that it initially crashed on macOS, and the arrow keys were a bit janky on macOS as well. All of that has been completely fixed, and I’ve updated the readme and the latest code on GitHub to encompass those changes.
Ships:
Initial Ship Update (v1.0.0) What did I make? I built Orbital , a 2D gravitational physics sandbox created entirely in Python using only standard library modules ( turtle and tkinter ). Orbits are not hardcoded; they emerge dynamically from Newton’s Law of Universal Gravitation calculated between every single body frame-by-frame. You can interactively slingshot planets into orbit, pan a camera infinitely around the universe using WASD or Arrow keys, adjust the laws of physics on the fly using a Tkinter-based HUD, and watch planets collide and merge under the conservation of momentum. What was challenging? The Coordinates Separation: Early on, a planet’s physics position was its drawing position. To build a panning camera, I had to decouple them—creating a 9-element list structure to track world coordinates privately while subtracting camera offsets only for rendering. The “Tunneling” Bug: Fast slingshotted planets would frequently phase straight through the central star between frames. I solved this by implementing Continuous Collision Detection (CCD)—using vector dot-product projection to check if the line segment traveled during a frame intersected the star. Singularity Prevention: As merging planets got infinitesimally close, the gravity force equation approached divide-by-zero, creating infinite force that would sling bodies off screen at lightspeed. I had to write custom logic to disable gravity between two bodies the exact frame they overlap. A Responsive HUD: Nesting Tkinter widgets on a Turtle ScrolledCanvas caused nesting errors. I resolved this by passing the raw screen._root as the parent, and binding the canvas <Configure> event to dynamically slide the widgets so they stay pinned to the top-right corner when resizing. What am I proud of? Conserving Density: When two bodies merge, the new object’s size is calculated using sqrt(r1² + r2²) rather than just adding the radii. This ensures area is conserved, keeping physical density mathematically consistent. Conservation of Momentum: If you launch two equal-mass planets head-on at the same speed, they will perfectly cancel out and stop dead in space upon impact, exactly as real-world physics dictates. What should people know so they can test my project? Slingshot: Click, drag, and release to fling planets into the cosmos. HUD Controls: Adjust the Gravity slider to warp orbits in real-time, and slide the Mass slider to change the size and weight of the next planet you launch. Color Picker: Click the color button to cycle the launching color (the button text dynamically updates to show what is selected). Navigation: Use WASD or Arrow keys to pan the camera around. Rebuilding: Press the Reset button to wipe the board and start a clean universe. No Python installed? Zero-dependency, standalone executables for Windows , macOS , and Linux are automatically built and attached directly to the GitHub Release!
I built Orbital, the all-in-one project that encompasses whatever you need from a 2D astronomical simulator. When first loading it up, a window titled “Orbital” pops up, and you will see a star right at the center. You can change the window dimensions however you would like, whether fullscreen or resized small. This is where the fun starts: I spent tireless hours implementing a slingshot mechanism where you can intuitively and easily launch “orbitals,” as I like to call them. You can think of these as small planets that you can send to orbit around each other and around bigger stars, masses, and objects that you create yourself. The starting star is just to get you going. Controls and Features: • Navigation: Use the WASD keys and/or arrow keys to navigate around this 2D world and find different orbits across the gigantic canvas. It does not have an end (unless you spend 10 hours of unemployment trying to find it, but I am sure you are not that stubborn). • Mass Adjustment: Use the plus (+) and minus (-) keys to change the mass of the objects you throw into the simulation. • Physics: It runs on full n-body physics; nothing is hard-coded and everything is dynamic. No matter how quirky and interesting your orbits are, they will be solely and originally yours. • Visuals: The colors change up every once in a while. I really tried to make it as minimalist and physics-identifying as possible. • Reset: Press the R key on your keyboard to reset the world and start from a fresh universe, marked by the reset star that kickstarts everything again. I am really proud of the n-body physics because it was surprisingly manageable and cool to work on. Where I really struggled was on advanced merging. Normally, if objects are touching, you can simply merge them. But when objects move super fast, one frame they are far away, and by the next frame, high velocity math teleports them right past or into the other object. If you slingshot a planet relatively fast, it could easily glitch and teleport through objects. To fix this, I had to calculate whether the path the object took from frame 0 to frame 1 intersected any other objects along its trajectory. That was an especially hard, albeit depressing challenge, but nevertheless, it was encountered and defeated so you could enjoy astronomical bliss. Thank you!...
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1793930184.4732924
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1794016584.4732924
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49127
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devboard by @Sid | Stardance
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Sid
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0
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9.28
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0
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[]
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[{"post_id": 63800, "ts": "202 [{"post_id": 63800, "ts": "2026-09-07T19:24:08Z", "hours": 1.9342, "text": "Finally completed!! The ratsnest was a bit challenging, and while working on that part, I paused the recordingto get some water and unfortunately forgot to unpause it and did all the ratsnest."}, {"post_id": 63344, "ts": "2026-09-07T03:30:02Z", "hours": 2.9339, "text": "made some progress :) but doing the ratsnest part is a bit challenging"}, {"post_id": 63179, "ts": "2026-09-06T20:50:32Z", "hours": 4.4136, "text": "I’m making an RP2040-based dev board! I’ve finally completed the schematic, and it’s looking pretty good and surprisingly complicated :)"}]...
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Title: devboard by @Sid | Stardance
Devlogs:
I’m Title: devboard by @Sid | Stardance
Devlogs:
I’m making an RP2040-based dev board! I’ve finally completed the schematic, and it’s looking pretty good and surprisingly complicated :)
made some progress :) but doing the ratsnest part is a bit challenging
Finally completed!! The ratsnest was a bit challenging, and while working on that part, I paused the recordingto get some water and unfortunately forgot to unpause it and did all the ratsnest....
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1794002149.8612764
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1794606949.8612764
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59513
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OpenVector Phase 1 by @Blobbie | Stardance
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Blobbie
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T22:18:55Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple fork on AeroVector for it to be more accurate, was pretty hard b/c of bugs and glitches from the source. I fixed them and will get working on phase 2 where I work on integration with open rocket so you can design something on open rocket and transalate it into a better sim method.", "repo": "https://github.com/BlobbieAbhi/OpenVector", "demo": "https://github.com/BlobbieAbhi/AeroVECTOR-demo"}]...
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[{"post_id": 63796, "ts": "202 [{"post_id": 63796, "ts": "2026-09-07T19:14:48Z", "hours": 0.2886, "text": "Finished the basic translation layer from open rocket to aerovector for more analysis"}]...
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Title: OpenVector Phase 1 by @Blobbie | Stardance
Title: OpenVector Phase 1 by @Blobbie | Stardance
Devlogs:
Finished the basic translation layer from open rocket to aerovector for more analysis
Ships:
I made a simple fork on AeroVector for it to be more accurate, was pretty hard b/c of bugs and glitches from the source. I fixed them and will get working on phase 2 where I work on integration with open rocket so you can design something on open rocket and transalate it into a better sim method....
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1794001777.6032307
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1794088177.6032307
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54033
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AdagiOS by @evanssidhu | Stardance
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evanssidhu
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1
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10.37
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T20:02:19Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally finished the first part of my WebOS! Publishing took a bit longer than expected due to some cross origin/coep errors, but thats all been sorted out now and the site’s properly deployed. So far, this project includes a couple apps/features, including a login screen, dock, top bar, resizeable/draggable windows, etc. In terms of apps I added a simple quick notes app, alongside integrating demos of some other projects I made, including a weather app, chess app, and satellite tracker. Overall this was a pretty nice and fun project to make, and I am looking forward to expanding this even more in WebOS 2.", "repo": "https://github.com/es1228/AdagiOS", "demo": "https://es1228.github.io/AdagiOS/"}]...
|
[{"post_id": 63787, "ts": "202 [{"post_id": 63787, "ts": "2026-09-07T19:01:31Z", "hours": 1.3708, "text": "Devlog 6 This message is mainly for the shipwright. I addressed your feedback and now all the iframes should work just fine on firefox. It is still recommended to use chrome for this website, as there may be some underlying issues still on firefox due to the lack of support of some features due to fingerprinting concerns, but most features should still work on firefox."}, {"post_id": 62658, "ts": "2026-09-06T04:07:56Z", "hours": 2.8306, "text": "Devlog 5 I spent a while thinking and trying to experiment with new apps to come up with, but then I realized that instead of making all new apps for the os, why not just integrate my already made projects into this project. I’ve added three more apps in total, a weather app, a chess app, and a satellite tracker. This wraps up the guide steps outlined in WebOS 1 so I am going to ship this to the mission and hopefully continue on to WebOS 2."}, {"post_id": 56375, "ts": "2026-08-28T03:46:22Z", "hours": 1.2786, "text": "Devlog 4 I finished adding the first basic app, which is a notes app with autosave and persistent storage. I also added in active app functionality in the top bar and to manage which app appears on top above the others"}, {"post_id": 55366, "ts": "2026-08-27T04:33:53Z", "hours": 1.3853, "text": "Devlog 3 Drag and drop, open, and close functionality have been added in this devlog. I have attached a demo video below, and will look towards adding the first proper app to the os. Maybe later on I will also expand on the titlebar functionality by adding minimize and fullscreen."}, {"post_id": 55229, "ts": "2026-08-26T21:04:23Z", "hours": 0.7603, "text": "Devlog 2 Building off of last devlog, I have added the top bar to the website. For now I have also decided to remove the flyouts and replace everything with a universal top bar."}, {"post_id": 54684, "ts": "2026-08-25T18:59:40Z", "hours": 2.5, "text": "Devlog 1 I’m starting work on my webOS AdagiOS (which comes from the italian word adagio, meaning something that is very calm and graceful). Anyways I have begun to work on the login screen, which has a clock, login button, power menu, and battery menu. The clock and battery features are actually a little more difficult then they look due to how react handles asynchronous events and live updates, but I was able to get them to work fairly easily and simply. Next up i’ll start work on the top bar and making interactive flyouts."}]...
|
Title: AdagiOS by @evanssidhu | Stardance
Devlogs Title: AdagiOS by @evanssidhu | Stardance
Devlogs:
Devlog 1 I’m starting work on my webOS AdagiOS (which comes from the italian word adagio, meaning something that is very calm and graceful). Anyways I have begun to work on the login screen, which has a clock, login button, power menu, and battery menu. The clock and battery features are actually a little more difficult then they look due to how react handles asynchronous events and live updates, but I was able to get them to work fairly easily and simply. Next up i’ll start work on the top bar and making interactive flyouts.
Devlog 2 Building off of last devlog, I have added the top bar to the website. For now I have also decided to remove the flyouts and replace everything with a universal top bar.
Devlog 3 Drag and drop, open, and close functionality have been added in this devlog. I have attached a demo video below, and will look towards adding the first proper app to the os. Maybe later on I will also expand on the titlebar functionality by adding minimize and fullscreen.
Devlog 4 I finished adding the first basic app, which is a notes app with autosave and persistent storage. I also added in active app functionality in the top bar and to manage which app appears on top above the others
Devlog 5 I spent a while thinking and trying to experiment with new apps to come up with, but then I realized that instead of making all new apps for the os, why not just integrate my already made projects into this project. I’ve added three more apps in total, a weather app, a chess app, and a satellite tracker. This wraps up the guide steps outlined in WebOS 1 so I am going to ship this to the mission and hopefully continue on to WebOS 2.
Devlog 6 This message is mainly for the shipwright. I addressed your feedback and now all the iframes should work just fine on firefox. It is still recommended to use chrome for this website, as there may be some underlying issues still on firefox due to the lack of support of some features due to fingerprinting concerns, but most features should still work on firefox.
Ships:
I finally finished the first part of my WebOS! Publishing took a bit longer than expected due to some cross origin/coep errors, but thats all been sorted out now and the site’s properly deployed. So far, this project includes a couple apps/features, including a login screen, dock, top bar, resizeable/draggable windows, etc. In terms of apps I added a simple quick notes app, alongside integrating demos of some other projects I made, including a weather app, chess app, and satellite tracker. Overall this was a pretty nice and fun project to make, and I am looking forward to expanding this even more in WebOS 2....
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1793911783.104899
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1793998183.104899
|
|
59282
|
aerodynamic wind tunnel with rheoscopic fluid by @ aerodynamic wind tunnel with rheoscopic fluid by @Maurice | Stardance...
|
Maurice
|
0
|
1.93
|
0
|
[]
|
[{"post_id": 63782, "ts": "202 [{"post_id": 63782, "ts": "2026-09-07T18:58:07Z", "hours": 1.1325, "text": "Started learning Git and set the Git repository up. I set up the Git repository for the project and by the way I learned how GitHub and Git actually work, installed it, and got it all working. Jippie! (GitHub is hard in the beginning)"}, {"post_id": 63418, "ts": "2026-09-07T07:49:52Z", "hours": 0.8019, "text": "Just finished the 3D modelling the base."}]...
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Title: aerodynamic wind tunnel with rheoscopic flu Title: aerodynamic wind tunnel with rheoscopic fluid by @Maurice | Stardance
Devlogs:
Just finished the 3D modelling the base.
Started learning Git and set the Git repository up. I set up the Git repository for the project and by the way I learned how GitHub and Git actually work, installed it, and got it all working. Jippie! (GitHub is hard in the beginning)...
|
1793544494.2497497
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1794149294.2497497
|
|
59472
|
dee trivia bot by @dee27 | Stardance
|
dee27
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T13:37:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built dee bot, a trivia bot for slack. It uses the open trivia DB API to send questions, lets users answer them directly in Slack. bot keeps track of scores and accuracy too.", "repo": "https://github.com/deepakverma-afk/dee-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 63780, "ts": "202 [{"post_id": 63780, "ts": "2026-09-07T18:56:31Z", "hours": 0.8689, "text": "working on dee slack bot. deebot lets u play trivia, track ur score and compete on a leaderboard. currently working on getting it deployed on Nest."}]...
|
Title: dee trivia bot by @dee27 | Stardance
Devlo Title: dee trivia bot by @dee27 | Stardance
Devlogs:
working on dee slack bot. deebot lets u play trivia, track ur score and compete on a leaderboard. currently working on getting it deployed on Nest.
Ships:
I built dee bot, a trivia bot for slack. It uses the open trivia DB API to send questions, lets users answer them directly in Slack. bot keeps track of scores and accuracy too....
|
1793991018.989807
|
1794077418.989807
|
|
14762
|
Theory Machine by @yo | Stardance
|
yo
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T09:52:08Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What if gravity was stronger or light traveled slower? Theory Machine lets you create entirely new universes by tweaking the laws of physics and exploring the consequences.", "repo": "https://github.com/focused-asshu/Theory-Machine", "demo": "https://theory-machine.vercel.app/"}]...
|
[{"post_id": 6378, "ts": "2026 [{"post_id": 6378, "ts": "2026-06-10T18:54:32Z", "hours": 0.3469, "text": "made the basic structure and deployed it"}]...
|
Title: Theory Machine by @yo | Stardance
Devlogs: Title: Theory Machine by @yo | Stardance
Devlogs:
made the basic structure and deployed it
Ships:
What if gravity was stronger or light traveled slower? Theory Machine lets you create entirely new universes by tweaking the laws of physics and exploring the consequences....
|
1794012587.0765355
|
1794098987.0765355
|
|
57934
|
energy drink tracker by @Pery | Stardance
|
Pery
|
1
|
6.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T19:08:00Z", "hours": 6.0, "multiplier": 2.89, "payout": 18, "blessing": "neutral", "text": "DONE.", "repo": "https://github.com/davidperyro-stack/energy-drink-tracker", "demo": "https://davidperyro-stack.github.io/energy-drink-tracker/"}]...
|
[{"post_id": 63777, "ts": "202 [{"post_id": 63777, "ts": "2026-09-07T18:51:35Z", "hours": 0.5408, "text": "devlog 8# I can finally say that… the first ship is finally done! ive finally added the pictures!! now i only have the readme.md, setup github pages and im all done!"}, {"post_id": 63708, "ts": "2026-09-07T17:22:21Z", "hours": 0.4089, "text": "devlog 7# Well… i kinda broke it while im trying to add them. BUT HEY good news that ive installed everything what is need! (from all monsters to redbulls. I dont know if there are all the flavours because where i live is kinda limited of few flavours)"}, {"post_id": 63129, "ts": "2026-09-06T19:14:23Z", "hours": 1.3781, "text": "devlog 6# FINALLY THIS IS OVER!!!!!!!!!! ive finally finished the major update (well 90% cuz i need to put the pictures of the cans there). with a little help with claude, THIS IS OVER!!!!!!!"}, {"post_id": 62872, "ts": "2026-09-06T12:20:29Z", "hours": 1.0986, "text": "devlog 5# Soooooooo major update incoming, ive removed the selection list and the new idea will come alive soon! before it was just a list with no pictures, now there will be a popout with all the drinks with a photo of them (check out my artistic drawing to know what im talking about)"}, {"post_id": 61831, "ts": "2026-09-04T22:48:43Z", "hours": 1.3536, "text": "devlog 4# NEW UPDATE Finally decided what color pallate should i use. i had choices from green with grayish colors, simple gray and black and purple with violet and more purple related colors. I think i have problems with violet and purple, BUT WHATEVER. also finally designed the site and made it be compatible with phone too, added EVERY FLAVOUR OF MONSTER AND REDBULL FROM THE ENTIRE EXISTING (please tell me what brand should i add next). LETS NOT FORGET THE MESSAGES BASED ON HOW MUCH CAFFEINE YOU HAD IN TODAY SECTION. (i wont spoiler,either you see on repo or wait until the project is shipped) You might think that the project is finally done. WRONG . i still have to process with what ideas should i do next BUT im thinking in the place where you select the drink you had, it should have info about it and a picture of it, something like this but i hope i can do it, most importanly is the picture one rather than the info about the drink cuz the caffeine amount is enough. (Edit) Forgot to mention that ive used Claude to make a list of every flavour and how much caffeine it has. STAY TUNED FOR MORE UPDATES, BE SURE TO FOLLOW TO PROJECT IF YOU WANT 54000 YEARS OF LUCK"}, {"post_id": 61457, "ts": "2026-09-04T11:57:46Z", "hours": 0.4817, "text": "devlog 3# New stuff here, ive added a button that deletes the drink in the list!"}, {"post_id": 61393, "ts": "2026-09-04T08:58:26Z", "hours": 0.6247, "text": "devlog 2# CAME BACK WITH A NEW UPDATE! Ive removed the stuff from what ive did in devlog 1# because it was stupid. BUT NEW STUFF right now it has a list with monsters and redbulls, what im thinking right now is, YOU (yes you AND YOU if you see this say in the comments what energy drink and the flavour that i should add. YES I WILL USE FORCE IF YOU DONT SAY.) lets leave the jokes apart (or am i not joking ) and focus on project. ive added a list where it has almost every monster flavour and redbulls and right now we have a working counter along side with caffeine in total!"}, {"post_id": 61104, "ts": "2026-09-03T20:33:02Z", "hours": 0.2967, "text": "devlog 1# Im making a energy drink counter. right now it looks like this BUT. in future i will try to add: Choose what energy drink you had (monster strawberry cloud dream, ultra white, etc.) Automatically adds how much caffeine did that energy drink had BEAUTIFUL DESIGN (of course) and counts in total how much energy drink/caffeine you had in a day, a week,a month and in total (in total i mean like since you started tracking it on this site) maybe some messages depending how much caffeine you had in a day (of course some funny stuff cuz, you know im funny? Or am i ) STAY TUNED FOR MORE UPDATES THIS PROJECT WILL BE PERFECT, BETTER THAN PEOPLE WHO MADE AIRFRYIERS (no offense for airfryiers users and creators)"}]...
|
Title: energy drink tracker by @Pery | Stardance
Title: energy drink tracker by @Pery | Stardance
Devlogs:
devlog 1# Im making a energy drink counter. right now it looks like this BUT. in future i will try to add: Choose what energy drink you had (monster strawberry cloud dream, ultra white, etc.) Automatically adds how much caffeine did that energy drink had BEAUTIFUL DESIGN (of course) and counts in total how much energy drink/caffeine you had in a day, a week,a month and in total (in total i mean like since you started tracking it on this site) maybe some messages depending how much caffeine you had in a day (of course some funny stuff cuz, you know im funny? Or am i ) STAY TUNED FOR MORE UPDATES THIS PROJECT WILL BE PERFECT, BETTER THAN PEOPLE WHO MADE AIRFRYIERS (no offense for airfryiers users and creators)
devlog 2# CAME BACK WITH A NEW UPDATE! Ive removed the stuff from what ive did in devlog 1# because it was stupid. BUT NEW STUFF right now it has a list with monsters and redbulls, what im thinking right now is, YOU (yes you AND YOU if you see this say in the comments what energy drink and the flavour that i should add. YES I WILL USE FORCE IF YOU DONT SAY.) lets leave the jokes apart (or am i not joking ) and focus on project. ive added a list where it has almost every monster flavour and redbulls and right now we have a working counter along side with caffeine in total!
devlog 3# New stuff here, ive added a button that deletes the drink in the list!
devlog 4# NEW UPDATE Finally decided what color pallate should i use. i had choices from green with grayish colors, simple gray and black and purple with violet and more purple related colors. I think i have problems with violet and purple, BUT WHATEVER. also finally designed the site and made it be compatible with phone too, added EVERY FLAVOUR OF MONSTER AND REDBULL FROM THE ENTIRE EXISTING (please tell me what brand should i add next). LETS NOT FORGET THE MESSAGES BASED ON HOW MUCH CAFFEINE YOU HAD IN TODAY SECTION. (i wont spoiler,either you see on repo or wait until the project is shipped) You might think that the project is finally done. WRONG . i still have to process with what ideas should i do next BUT im thinking in the place where you select the drink you had, it should have info about it and a picture of it, something like this but i hope i can do it, most importanly is the picture one rather than the info about the drink cuz the caffeine amount is enough. (Edit) Forgot to mention that ive used Claude to make a list of every flavour and how much caffeine it has. STAY TUNED FOR MORE UPDATES, BE SURE TO FOLLOW TO PROJECT IF YOU WANT 54000 YEARS OF LUCK
devlog 5# Soooooooo major update incoming, ive removed the selection list and the new idea will come alive soon! before it was just a list with no pictures, now there will be a popout with all the drinks with a photo of them (check out my artistic drawing to know what im talking about)
devlog 6# FINALLY THIS IS OVER!!!!!!!!!! ive finally finished the major update (well 90% cuz i need to put the pictures of the cans there). with a little help with claude, THIS IS OVER!!!!!!!
devlog 7# Well… i kinda broke it while im trying to add them. BUT HEY good news that ive installed everything what is need! (from all monsters to redbulls. I dont know if there are all the flavours because where i live is kinda limited of few flavours)
devlog 8# I can finally say that… the first ship is finally done! ive finally added the pictures!! now i only have the readme.md, setup github pages and im all done!
Ships:
DONE....
|
1793965830.177098
|
1794052230.177098
|
|
59396
|
Unknown-Bot by @Rafey | Stardance
|
Rafey
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T20:21:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built an amazing Slack bot called “Unknown Bot”, using Python and Flask. It has three custom slash commands: /unknown-ping checks if the bot is online, /unknown-joke to send you a random joke, and /unknown-time to show the server time. I deployed the bot online and then connected it to Slack.", "repo": "https://github.com/Rafey47/unknown-slack-bot", "demo": "https://app.slack.com/client/T0C08J4BYSY/C0C08J5ETJQ"}]...
|
[{"post_id": 63772, "ts": "202 [{"post_id": 63772, "ts": "2026-09-07T18:47:26Z", "hours": 0.3633, "text": "Building Unknown, My First Slack Bot. So, I started building a Slack bot called Unknown using Python and Flask. I have set up the project in VS Code, installed the required Python packages, and also created the first working version of the bot. I created three custom Slack slash commands: /unknown-ping, /unknown-joke, and /unknown-time. The local server is working, and the next step is deploying the bot so it can stay online 24/7."}]...
|
Title: Unknown-Bot by @Rafey | Stardance
Devlogs: Title: Unknown-Bot by @Rafey | Stardance
Devlogs:
Building Unknown, My First Slack Bot. So, I started building a Slack bot called Unknown using Python and Flask. I have set up the project in VS Code, installed the required Python packages, and also created the first working version of the bot. I created three custom Slack slash commands: /unknown-ping, /unknown-joke, and /unknown-time. The local server is working, and the next step is deploying the bot so it can stay online 24/7.
Ships:
I built an amazing Slack bot called “Unknown Bot”, using Python and Flask. It has three custom slash commands: /unknown-ping checks if the bot is online, /unknown-joke to send you a random joke, and /unknown-time to show the server time. I deployed the bot online and then connected it to Slack....
|
1793965855.9332068
|
1794052255.9332068
|
|
54696
|
mochi_robot_project by @lakshaykhatri780 | Stardan mochi_robot_project by @lakshaykhatri780 | Stardance...
|
lakshaykhatri780
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T20:28:58Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am building Mochi, an interactive companion desk robot! So far, I have engineered the core non-blocking state machine framework and custom anime-style blinking expressions on the 0.96” OLED display using an ESP32. The biggest challenge was designing the multi-axis motion and transistor sound circuits without having all the hardware components yet. I am shipping this now to unlock project grant funding so I can buy the dual servo motors, ultrasonic sensor, and speaker modules needed to finish the physical PVC pipe body assembly!", "repo": "https://github.com/lakshaykhatri780-tech/mochi_robot_project", "demo": ""}]...
|
[{"post_id": 63770, "ts": "202 [{"post_id": 63770, "ts": "2026-09-07T18:46:22Z", "hours": 1.0558, "text": "Finally mochi shows expressions"}, {"post_id": 63494, "ts": "2026-09-07T11:50:31Z", "hours": 0.95, "text": "Wiring all my components on prefboard"}, {"post_id": 63428, "ts": "2026-09-07T08:36:10Z", "hours": 0.805, "text": "Making a custom circuit for my mochi"}, {"post_id": 62144, "ts": "2026-09-05T12:15:01Z", "hours": 2.0981, "text": "writting the codes for my mochi expressions"}]...
|
Title: mochi_robot_project by @lakshaykhatri780 | Title: mochi_robot_project by @lakshaykhatri780 | Stardance
Devlogs:
writting the codes for my mochi expressions
Making a custom circuit for my mochi
Wiring all my components on prefboard
Finally mochi shows expressions
Ships:
I am building Mochi, an interactive companion desk robot! So far, I have engineered the core non-blocking state machine framework and custom anime-style blinking expressions on the 0.96” OLED display using an ESP32. The biggest challenge was designing the multi-axis motion and transistor sound circuits without having all the hardware components yet. I am shipping this now to unlock project grant funding so I can buy the dual servo motors, ultrasonic sensor, and speaker modules needed to finish the physical PVC pipe body assembly!...
|
1793987483.9990568
|
1794073883.9990568
|
|
32292
|
Cozy cafè demo by @dragoncat404 | Stardance
|
dragoncat404
|
2
|
69.0
|
623
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T20:10:23Z", "hours": 34.0, "multiplier": 5.4, "payout": 183, "blessing": "neutral", "text": "Hi, this is the second ship for my game cozy cafe. This version adds a lot of features, and bug fixes, altough it’s more boring compared to the last one because of some drastic changes I made that will benefit the game in the next version. The most challenging thing in this version was making the shift system that makes the player able to play the game for an undefined amount of time. The most time consuming thing to do was the new drink since the way I made drinks work sucks, it’s very unnecessary complicated. The thing I’m very proud of is the end of shift summary sequence and the drawing, I can’t even describe with words how much I’m proud of it (especially the drawing) Before you play the project and rate it you should know that I’m aware that the game-loop is boring, in the next version I’m gonna change the game loop so that your view is from behing the counter and change a lot of things (kinda like in great pizza good pizza). If you would like to leave feedback of any kind like what you would like to see in the next version, suggestion on new drinks or upgrades feel free to tell them I’ll try to implement all of them as best as I can. In the next version I’m gonna try to also do a tutorial but I can’t promise anything. I don’t have any screenshots that can represent the project in action, so here you go the GIF from github and a picture of cozy, the games mascot", "repo": "https://github.com/Dragon-cat98/Cozy-cafe-demo", "demo": "https://dragoncat420.itch.io/cozy-cafe-demo"}, {"ship_num": 2, "ts": "2026-08-04T18:54:08Z", "hours": 35.0, "multiplier": 12.47, "payout": 440, "blessing": "neutral", "text": "I made a cozy game where you manage a coffe shop in the forest. The most challenging part of making the game was the coffe making mechanic and everything related to it, because there was a lot of problems and there weren’t many tutorials that were useful, so I had to think of ideas and re-think those ideas when they didn’t work. The thing I’m the most proud of is the game art since I’m not the best at drawing, and I think it turned out really well, but the main menu Background is my favourite that I made. This game is a demo and has a really short gameplay(10 min), for the next version I have a lot of things I want to add they’re all written in my notebook, and since the core mechanics are already made adding new features is gonna be easier. The project can be both played in browser on itch.io and be downloaded on itch.io(the instructions on how to install are both on itch and the github readme). Since the controls are mouse and click it can be kinda played on mobile, just that the resolution isn’t made for mobile, but it’s playable", "repo": "https://github.com/Dragon-cat98/Cozy-cafe-demo", "demo": "https://dragoncat420.itch.io/cozy-cafe-demo"}]...
|
[{"post_id": 63765, "ts": "202 [{"post_id": 63765, "ts": "2026-09-07T18:42:17Z", "hours": 3.6419, "text": "Hey everyone, this is the last devlog before shipping the project for the second time. Since last time I’ve done some touch ups like Making some art for the game like the lock so that people understand that it’s locked behind the completion of day 2 Changing the “¥” symbol with a custom made icon Adding the description to the Items in the shop ecc. fixed a bug where the fade in and out effect for starting a new shift would be way too long fixed all the minor bugs that we’re making the playing the uncomfortable had to disable the custom cursor because it would look giant in the actual build of the game And that should be it, I may have forgot something but please forgive me, I finished my notebook where I would write down all the stuff I did Thanks everyone for the support, I can’t wait to rebuild the new gameloop"}, {"post_id": 62376, "ts": "2026-09-05T18:21:25Z", "hours": 9.6569, "text": "Hey Everyone! you might already hev guessed it, The 10 hour limit is very close so I’m making a devlog. things done since last one finished making the shift system in it’s entirety(even if it’s still a bit buggy) the shift system also resets the customers position I’m adding a shop for after the shift where you can buy the drinks and upgrades upgrades and drink upgrades have been moved to the shop (I know it’s a drastic decision but I’ll explain why at the end) I made the art for the end of the shift summary, I’m super proud of it it looks way too good I locked the Orange juice behind the completition of day 2 made the start new shift system I’ve also fixed some leftover bugs from the time system of the shift system done the fade in fade out effect, that I need to tweeak because in some areas it takes too much time explanations I’ve moved the upgrades to the new shop area because after I ship the new version I’ll rework completely the gameplay, if anyone has ever played good pizza, great pizza is going to be familiar with the gameplay, I’ll change the look of it so that you see behing the counter, this is going to make the game way easier to manage and more fun, since this way the customer are going to be a lot easier to implement, and the drink making process is going to be more fun. Hope you’ll understand my decision, I’ve spoken to my friend that also does game dev and he said it’s a good idea. Now the gameplay is more boring? sure but in the next ship it’s going to be (hopefully) a completely different game P.S. the videos aren’t everything I added."}, {"post_id": 58834, "ts": "2026-08-31T12:42:53Z", "hours": 9.4953, "text": "Hey everybody, Sorry if I again went on radio silence but I was partecipating in the brackey game jam 2026.2 with jame gam. Anyways as always I’m being forced to post because of the 10 hour limit so some things are WIP what I’ve done I’ve read the feedback from the ship and a lot of people wanted a tutorial at the start, for now I can’t do that since the game is still in rough shape , but I added a tooltip so that people hopefully understand better how to play Now I’ve got some bad news, in this version I won’t be able to add the custom music changer I talked about in the last devlog, simply because it’s very hard and I couldn’t find any useful tutorials, hopefully in the next version I’ll be able to add it, I’ve like spent 3 hours searching ways to do it but I can’t figure it out I’m adding a shift system where you complete the day and it gives you all the statistics of the day, and maybe I’ll re-work the upgrade feature so that you can upgrade only after the shift ends and maybe add something like rush hour at certain hours, but to do that I’ll need to rework hoe the customers work thanks for the feedback I want to say thank you to all the people that gave feedback to the game I’ll try implementing your feedback, and also thanks for all the comoliments for the game I appreciate it very much Now I’m going back to work see you in the next devlog"}, {"post_id": 45382, "ts": "2026-08-11T19:59:49Z", "hours": 2.2286, "text": "After the last devlog I’ve finished the new drink feature and done some other things, so here’s what Changed: I’ve finished the New drink feature and implemented it with the game I’ve finished the menu where you have to purchase the drinks before having the option to make them, when I’ll add new drinks I’ll put having purchased the previous drink as a requirement to unlock the next one I’ve added a custom cursor I’ve solved the bug where when you dragged an object the object would’nt follow the cursor exactly and would just fly forward, turns out the canvas that was being used was changing into the wrong one since it was manually put in, I’ve changed it to automatically assign the canvas now at the start the kitchen is empty and by purchasing the coffe drink that makes appear the utensils to make coffe Now the next thing to implement is more SFX and other kinds of tracks , I’ll be adding something cool to change the music that’s playing and give the option to import songs to play, this will be the next feature along with some UI improvements like some animations for the menus . I won’t tell yet what the thing to change the music is, because first I want to see if it’s doable Anyways I wont’t be able to work on the game for a few days, because I’ll be away from home and won’t have internet access, but I’ll be doing some redesigns of the game art on my sketchbook during the time being and also researching if the feature can be done."}, {"post_id": 45114, "ts": "2026-08-11T12:13:00Z", "hours": 8.9111, "text": "I’m being forced to post because of the 10h limit this is still work in progress For now since the last post I’ve done: The new drink with all the filling and serving functions Added the new drink as a possible order for the customer added a menu where you purchase the new drinks added a dropdown to select the drink you want to make As I expected adding the new features with the core game logic already done is much easier, I stilll run into bugs but I fix them way more easily, after finishing implementing the drink feature I think I’ll improve the UI, but after that I have to decide on what to do since I do have an idea but I don’t know how long it will take to add and if it’s even worth it, anyway I’ll go back to finishing the new feature"}, {"post_id": 40854, "ts": "2026-08-04T17:20:31Z", "hours": 4.6403, "text": "Hey everyone this is the last devlog of the demo for cozy cafe because the demo version is finished. The last things that I’ve done before finishing it were: -solving some leftover minor bugs -Fixed the random customer skin change because the one customer would have the same skin as the other customer -I’ve made the main menu for the game -I’ve added music to the game -I’ve adde an SFX for when the customers pay For the next version of the game I’ve got a lot of ideas wrote in my notebook, and since the core logic of the game has already been made, these additions should be easy to add, since most of them are visual changes and adding features to already existing mechanics"}, {"post_id": 36471, "ts": "2026-07-28T16:36:15Z", "hours": 9.8586, "text": "Hi everyone, sorry for the radio silence but I was perticipating in the GMTK2026. I’m being forced to post because of the 10h limit, I’ve done a lot of things since the last devlog. I’ve: -Done the core game mechanic of preparing the coffes -Done a LOT of game art, I think I finished all the art for now -I fixed the leftover bugs, now the current version is bug free (I think), they were a lot and many were time consuming -I implemented a random skin change for the customer so that the customer doesn’t feel repetitive I know I’ve said I’ve done a lot of things, but the great majority of the things done were bug fixes and it would take a lot to list them all"}, {"post_id": 30247, "ts": "2026-07-17T17:48:45Z", "hours": 9.6956, "text": "In the last few days I focused on Adding one of the core features of the game and also solving problems about UI and code not collaborating: -I added the new feature that I’ll be expanding in the next few days, for now you prepare the coffes by clicking the button then take the coffes and drag them with the mouse to the white square that sends them to the shelf and increases the counter, by using the third upgrade you can increase the amount of coffes you can make and have on the shelf at the same time, in the next days I’ll be focusing on making art for the game -I drew and added the new coffe shop art -I added a drag&drop system for the kitchen panel -Added the third upgrade with it’s related info, and added real time upgrade prices in the info panel -While making the kitchen panel feature I ran in a logic problem that afer a lot of hours spent trying many ways to fix it, I had to ask claude to help me fix it, the AI actually came up with a genius solution to the problem since my logic for the bool variable was a total mess that I don’t even know how it got so messy -I fixed a bug where if both customers where near the shop you could only serve the one on the right, it was a simple fix, the two canvas where only overlapping eachother -I had to give up the idea of the coffes directly moving on the shelf after preparing them because of transform issues, and use a coffe counter that’s displayed on the shelf, however I like how it turned out -I changed the font to one that Augie from jame gam made, I think it turned out great -It might look like I didn’t do much for having 9h for this devlog, but I swear the problems where mainly caused by addding the new features because the UI just wouldn’t collaborate I geniuenely spent half of the logged time triying to make it work,in the end I asked claude for help and he came up with a genius solution(in my opinion). As I said earlier, I also spent a lot of time triying to make the phisical coffes appear on the shelf but I think the solution i found withe the counetr is better."}, {"post_id": 26822, "ts": "2026-07-11T20:43:58Z", "hours": 2.5356, "text": "Hi everyone, Today I again focused on the UI: -I gave text to the upgrade buttons by giving information on what levek they where, I also made (in my opinion) a pretty good sistem for changingthe level etxt as you upgarde -I added a button that gives information about what each upgrade does, in the future I want show the information by just hovering over the upgrade button -I implemented a feature that my friend suggested, when customers are leaving, above their heads gets displayed how much they’ve payed, this feature wasn’t too easy to program, because I again had to find a way for the game to know when the customer was leaving, but I always haev fun programming these things because I learn a lot of ways, like the fact that if you use a while() loop in the update function, when you press play unity freezes, anyway that wasn’t the real issue, the real issue is that while wanting to delete a gameobject taht I didn’t need, I accidentally deleted the SCRIPTS FOLDER, I panicked when I saw the message and I clicked “cancel” but it was too late, after failing at trying to save the files that I had in VS code, I was about to go retrieve my github code and lose hours of todays progress + hours setting up again the scripts, but then I remembered that if you delete something in unity on windows, the thing doesn’t get totally deleted but goes to the trash bin, so I went to the trash bin with hope and succeded, I restored the folder and magically in unity everything went back to it’s original position, I think I lost 10 years of life by this problem -On the good side I found a super cool font made by Augie from hackclub, she’s the one that runs tha jame gam on slack"}, {"post_id": 26194, "ts": "2026-07-10T21:06:53Z", "hours": 2.7431, "text": "Today i focused on improving the games UI: -I fixed the problem of the ballon by using a UI image and changing it’s sprite(before i has the ballon sprite like a normal game object, to be honest it didn’t take as much as I thought it would to fix this) -The most time was spent making the second upgrade work, because it was a pain understanding the logic to implement the upgrade, wich shortens the time of customers arriving, but it was actually very fun implementig this upgrade bevause I had to think of workarounds around the problems that were coming up -quick side note: in the first devlog i was saying how cool it was VS code autocompletition, quick update it’s starting to piss me off because it’s suggestions aren’t very helpful when i’m implementing totally new features -I added a pause button, wich wasn’t really simple but it’s because I kept getting distracted when setting it up in the UI -added a window that opens and shows a red panel, tomorrow I’ll tell what’s it for -lastly I sent my friend a quick demo to playtest so he can give me some ideas, best decison ever, he gave me some amazing suggestions and gave me inspiration for some other ideas, I did it because I didn’t know what else to add, I hope tomorrow I’ll be able to add some of the ideas"}, {"post_id": 25508, "ts": "2026-07-09T20:30:43Z", "hours": 3.6728, "text": "Today I: -added UI that displays the amount of money you have -Added a very simple ballon that displays a button wich makes you serve the customer -Added one upgrade that increases the money you get from selling, when adding this the panel behind the button kept disappearing when serving the customers, and then I freaked out because the customers weren’t moving after the order, i spent something like 45-50 minutes trying to understand why, in the end somehow the panel of the upgrade somehow ended up in the gamemanagers code, where it should have been the customers ballon panel -added a limit to the amount you could upgrade the shop -then I spent like 30 minutes trying to make a second customer, using the same script as the first one, in the and I made a new script because the previous script was connected to the other scripts and it would have taken too long to do rather than a new script(wich still took long to setup with the other logic in the game), but in the future I hope to find a way to optimize creating new customers by making it easier -after like an hour of me starting todays work when setting up the ballons and trying them by running some playtests, I ran into the most timewasting problem I’ve encountered for now, wich was so stupid but at the same time so frustrating, during the playtests when changing the game window size evrything going out of place especially the buttons and the ballon, I spent most of the time trying what was the problem then I realized that I didn’t change the canvas scale mode to “scale eith screen size”, it doesn’t need to eb said that I felt very dumb after that(I still don’t know why but the ballon + the button still give me problems) -in the next devlog I hope to: fix the ballon problem and to improve it, complete the upgrade list by adding at least 2/3 upgrades"}, {"post_id": 24863, "ts": "2026-07-08T18:30:08Z", "hours": 2.1375, "text": "-Did basic customer logic -Spent 30 minutes trying to understand why the collision trigger didn’t work, discovered that i also needed at least 1 rigidbody 2D -Discovered better ways to exchange data between scripts -Was surprised about how accurate is Visual Studio code auto completition -Unfortunately I only did only the customer basic logic(very basic) because of the time it took to fix all the errors and functions -Next devlog I hope to add a UI that displays Data and implement the game loop by adding upgrades"}]...
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Title: Cozy cafè demo by @dragoncat404 | Stardance Title: Cozy cafè demo by @dragoncat404 | Stardance
Devlogs:
-Did basic customer logic -Spent 30 minutes trying to understand why the collision trigger didn’t work, discovered that i also needed at least 1 rigidbody 2D -Discovered better ways to exchange data between scripts -Was surprised about how accurate is Visual Studio code auto completition -Unfortunately I only did only the customer basic logic(very basic) because of the time it took to fix all the errors and functions -Next devlog I hope to add a UI that displays Data and implement the game loop by adding upgrades
Today I: -added UI that displays the amount of money you have -Added a very simple ballon that displays a button wich makes you serve the customer -Added one upgrade that increases the money you get from selling, when adding this the panel behind the button kept disappearing when serving the customers, and then I freaked out because the customers weren’t moving after the order, i spent something like 45-50 minutes trying to understand why, in the end somehow the panel of the upgrade somehow ended up in the gamemanagers code, where it should have been the customers ballon panel -added a limit to the amount you could upgrade the shop -then I spent like 30 minutes trying to make a second customer, using the same script as the first one, in the and I made a new script because the previous script was connected to the other scripts and it would have taken too long to do rather than a new script(wich still took long to setup with the other logic in the game), but in the future I hope to find a way to optimize creating new customers by making it easier -after like an hour of me starting todays work when setting up the ballons and trying them by running some playtests, I ran into the most timewasting problem I’ve encountered for now, wich was so stupid but at the same time so frustrating, during the playtests when changing the game window size evrything going out of place especially the buttons and the ballon, I spent most of the time trying what was the problem then I realized that I didn’t change the canvas scale mode to “scale eith screen size”, it doesn’t need to eb said that I felt very dumb after that(I still don’t know why but the ballon + the button still give me problems) -in the next devlog I hope to: fix the ballon problem and to improve it, complete the upgrade list by adding at least 2/3 upgrades
Today i focused on improving the games UI: -I fixed the problem of the ballon by using a UI image and changing it’s sprite(before i has the ballon sprite like a normal game object, to be honest it didn’t take as much as I thought it would to fix this) -The most time was spent making the second upgrade work, because it was a pain understanding the logic to implement the upgrade, wich shortens the time of customers arriving, but it was actually very fun implementig this upgrade bevause I had to think of workarounds around the problems that were coming up -quick side note: in the first devlog i was saying how cool it was VS code autocompletition, quick update it’s starting to piss me off because it’s suggestions aren’t very helpful when i’m implementing totally new features -I added a pause button, wich wasn’t really simple but it’s because I kept getting distracted when setting it up in the UI -added a window that opens and shows a red panel, tomorrow I’ll tell what’s it for -lastly I sent my friend a quick demo to playtest so he can give me some ideas, best decison ever, he gave me some amazing suggestions and gave me inspiration for some other ideas, I did it because I didn’t know what else to add, I hope tomorrow I’ll be able to add some of the ideas
Hi everyone, Today I again focused on the UI: -I gave text to the upgrade buttons by giving information on what levek they where, I also made (in my opinion) a pretty good sistem for changingthe level etxt as you upgarde -I added a button that gives information about what each upgrade does, in the future I want show the information by just hovering over the upgrade button -I implemented a feature that my friend suggested, when customers are leaving, above their heads gets displayed how much they’ve payed, this feature wasn’t too easy to program, because I again had to find a way for the game to know when the customer was leaving, but I always haev fun programming these things because I learn a lot of ways, like the fact that if you use a while() loop in the update function, when you press play unity freezes, anyway that wasn’t the real issue, the real issue is that while wanting to delete a gameobject taht I didn’t need, I accidentally deleted the SCRIPTS FOLDER, I panicked when I saw the message and I clicked “cancel” but it was too late, after failing at trying to save the files that I had in VS code, I was about to go retrieve my github code and lose hours of todays progress + hours setting up again the scripts, but then I remembered that if you delete something in unity on windows, the thing doesn’t get totally deleted but goes to the trash bin, so I went to the trash bin with hope and succeded, I restored the folder and magically in unity everything went back to it’s original position, I think I lost 10 years of life by this problem -On the good side I found a super cool font made by Augie from hackclub, she’s the one that runs tha jame gam on slack
In the last few days I focused on Adding one of the core features of the game and also solving problems about UI and code not collaborating: -I added the new feature that I’ll be expanding in the next few days, for now you prepare the coffes by clicking the button then take the coffes and drag them with the mouse to the white square that sends them to the shelf and increases the counter, by using the third upgrade you can increase the amount of coffes you can make and have on the shelf at the same time, in the next days I’ll be focusing on making art for the game -I drew and added the new coffe shop art -I added a drag&drop system for the kitchen panel -Added the third upgrade with it’s related info, and added real time upgrade prices in the info panel -While making the kitchen panel feature I ran in a logic problem that afer a lot of hours spent trying many ways to fix it, I had to ask claude to help me fix it, the AI actually came up with a genius solution to the problem since my logic for the bool variable was a total mess that I don’t even know how it got so messy -I fixed a bug where if both customers where near the shop you could only serve the one on the right, it was a simple fix, the two canvas where only overlapping eachother -I had to give up the idea of the coffes directly moving on the shelf after preparing them because of transform issues, and use a coffe counter that’s displayed on the shelf, however I like how it turned out -I changed the font to one that Augie from jame gam made, I think it turned out great -It might look like I didn’t do much for having 9h for this devlog, but I swear the problems where mainly caused by addding the new features because the UI just wouldn’t collaborate I geniuenely spent half of the logged time triying to make it work,in the end I asked claude for help and he came up with a genius solution(in my opinion). As I said earlier, I also spent a lot of time triying to make the phisical coffes appear on the shelf but I think the solution i found withe the counetr is better.
Hi everyone, sorry for the radio silence but I was perticipating in the GMTK2026. I’m being forced to post because of the 10h limit, I’ve done a lot of things since the last devlog. I’ve: -Done the core game mechanic of preparing the coffes -Done a LOT of game art, I think I finished all the art for now -I fixed the leftover bugs, now the current version is bug free (I think), they were a lot and many were time consuming -I implemented a random skin change for the customer so that the customer doesn’t feel repetitive I know I’ve said I’ve done a lot of things, but the great majority of the things done were bug fixes and it would take a lot to list them all
Hey everyone this is the last devlog of the demo for cozy cafe because the demo version is finished. The last things that I’ve done before finishing it were: -solving some leftover minor bugs -Fixed the random customer skin change because the one customer would have the same skin as the other customer -I’ve made the main menu for the game -I’ve added music to the game -I’ve adde an SFX for when the customers pay For the next version of the game I’ve got a lot of ideas wrote in my notebook, and since the core logic of the game has already been made, these additions should be easy to add, since most of them are visual changes and adding features to already existing mechanics
I’m being forced to post because of the 10h limit this is still work in progress For now since the last post I’ve done: The new drink with all the filling and serving functions Added the new drink as a possible order for the customer added a menu where you purchase the new drinks added a dropdown to select the drink you want to make As I expected adding the new features with the core game logic already done is much easier, I stilll run into bugs but I fix them way more easily, after finishing implementing the drink feature I think I’ll improve the UI, but after that I have to decide on what to do since I do have an idea but I don’t know how long it will take to add and if it’s even worth it, anyway I’ll go back to finishing the new feature
After the last devlog I’ve finished the new drink feature and done some other things, so here’s what Changed: I’ve finished the New drink feature and implemented it with the game I’ve finished the menu where you have to purchase the drinks before having the option to make them, when I’ll add new drinks I’ll put having purchased the previous drink as a requirement to unlock the next one I’ve added a custom cursor I’ve solved the bug where when you dragged an object the object would’nt follow the cursor exactly and would just fly forward, turns out the canvas that was being used was changing into the wrong one since it was manually put in, I’ve changed it to automatically assign the canvas now at the start the kitchen is empty and by purchasing the coffe drink that makes appear the utensils to make coffe Now the next thing to implement is more SFX and other kinds of tracks , I’ll be adding something cool to change the music that’s playing and give the option to import songs to play, this will be the next feature along with some UI improvements like some animations for the menus . I won’t tell yet what the thing to change the music is, because first I want to see if it’s doable Anyways I wont’t be able to work on the game for a few days, because I’ll be away from home and won’t have internet access, but I’ll be doing some redesigns of the game art on my sketchbook during the time being and also researching if the feature can be done.
Hey everybody, Sorry if I again went on radio silence but I was partecipating in the brackey game jam 2026.2 with jame gam. Anyways as always I’m being forced to post because of the 10 hour limit so some things are WIP what I’ve done I’ve read the feedback from the ship and a lot of people wanted a tutorial at the start, for now I can’t do that since the game is still in rough shape , but I added a tooltip so that people hopefully understand better how to play Now I’ve got some bad news, in this version I won’t be able to add the custom music changer I talked about in the last devlog, simply because it’s very hard and I couldn’t find any useful tutorials, hopefully in the next version I’ll be able to add it, I’ve like spent 3 hours searching ways to do it but I can’t figure it out I’m adding a shift system where you complete the day and it gives you all the statistics of the day, and maybe I’ll re-work the upgrade feature so that you can upgrade only after the shift ends and maybe add something like rush hour at certain hours, but to do that I’ll need to rework hoe the customers work thanks for the feedback I want to say thank you to all the people that gave feedback to the game I’ll try implementing your feedback, and also thanks for all the comoliments for the game I appreciate it very much Now I’m going back to work see you in the next devlog
Hey Everyone! you might already hev guessed it, The 10 hour limit is very close so I’m making a devlog. things done since last one finished making the shift system in it’s entirety(even if it’s still a bit buggy) the shift system also resets the customers position I’m adding a shop for after the shift where you can buy the drinks and upgrades upgrades and drink upgrades have been moved to the shop (I know it’s a drastic decision but I’ll explain why at the end) I made the art for the end of the shift summary, I’m super proud of it it looks way too good I locked the Orange juice behind the completition of day 2 made the start new shift system I’ve also fixed some leftover bugs from the time system of the shift system done the fade in fade out effect, that I need to tweeak because in some areas it takes too much time explanations I’ve moved the upgrades to the new shop area because after I ship the new version I’ll rework completely the gameplay, if anyone has ever played good pizza, great pizza is going to be familiar with the gameplay, I’ll change the look of it so that you see behing the counter, this is going to make the game way easier to manage and more fun, since this way the customer are going to be a lot easier to implement, and the drink making process is going to be more fun. Hope you’ll understand my decision, I’ve spoken to my friend that also does game dev and he said it’s a good idea. Now the gameplay is more boring? sure but in the next ship it’s going to be (hopefully) a completely different game P.S. the videos aren’t everything I added.
Hey everyone, this is the last devlog before shipping the project for the second time. Since last time I’ve done some touch ups like Making some art for the game like the lock so that people understand that it’s locked behind the completion of day 2 Changing the “¥” symbol with a custom made icon Adding the description to the Items in the shop ecc. fixed a bug where the fade in and out effect for starting a new shift would be way too long fixed all the minor bugs that we’re making the playing the uncomfortable had to disable the custom cursor because it would look giant in the actual build of the game And that should be it, I may have forgot something but please forgive me, I finished my notebook where I would write down all the stuff I did Thanks everyone for the support, I can’t wait to rebuild the new gameloop
Ships:
I made a cozy game where you manage a coffe shop in the forest. The most challenging part of making the game was the coffe making mechanic and everything related to it, because there was a lot of problems and there weren’t many tutorials that were useful, so I had to think of ideas and re-think those ideas when they didn’t work. The thing I’m the most proud of is the game art since I’m not the best at drawing, and I think it turned out really well, but the main menu Background is my favourite that I made. This game is a demo and has a really short gameplay(10 min), for the next version I have a lot of things I want to add they’re all written in my notebook, and since the core mechanics are already made adding new features is gonna be easier. The project can be both played in browser on itch.io and be downloaded on itch.io(the instructions on how to install are both on itch and the github readme). Since the controls are mouse and click it can be kinda played on mobile, just that the resolution isn’t made for mobile, but it’s playable
Hi, this is the second ship for my game cozy cafe. This version adds a lot of features, and bug fixes, altough it’s more boring compared to the last one because of some drastic changes I made that will benefit the game in the next version. The most challenging thing in this version was making the shift system that makes the player able to play the game for an undefined amount of time. The most time consuming thing to do was the new drink since the way I made drinks work sucks, it’s very unnecessary complicated. The thing I’m very proud of is the end of shift summary sequence and the drawing, I can’t even describe with words how much I’m proud of it (especially the drawing) Before you play the project and rate it you should know that I’m aware that the game-loop is boring, in the next version I’m gonna change the game loop so that your view is from behing the counter and change a lot of things (kinda like in great pizza good pizza). If you would like to leave feedback of any kind like what you would like to see in the next version, suggestion on new drinks or upgrades feel free to tell them I’ll try to implement all of them as best as I can. In the next version I’m gonna try to also do a tutorial but I can’t promise anything. I don’t have any screenshots that can represent the project in action, so here you go the GIF from github and a picture of cozy, the games mascot...
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The Grey Thief by @aashvik | Stardance
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aashvik
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9.39
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0
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[]
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[{"post_id": 63760, "ts": "202 [{"post_id": 63760, "ts": "2026-09-07T18:36:01Z", "hours": 9.3903, "text": "The Gray Thief Devlog Started working on my new project… The Gray Thief!!! The idea is a grayscale stealth game where you play as a thief that steals light from the world. The more light you steal, the brighter you get, which also makes you easier for guards to see. So far I’ve: Made the Godot project Added basic WASD movement Added walls and collisions Made the player have a light value Made the player visually get brighter/darker Made walls store light Added light transfer between the player and walls Added a bounce effect when hitting walls Added particles when hitting walls Made the particles match the player’s brightness Drew and added the sucker/vacuum Made the sucker follow and rotate toward the mouse Made the sucker change brightness with the player Fixed some blurry pixel art issues Rounded the player slightly without using a shader Right now I’m working on making the sucker actually interact with walls instead of just going straight through them. Still a LOT to do, but im happy with it so far, it feels like something i can make"}]...
|
Title: The Grey Thief by @aashvik | Stardance
Dev Title: The Grey Thief by @aashvik | Stardance
Devlogs:
The Gray Thief Devlog Started working on my new project… The Gray Thief!!! The idea is a grayscale stealth game where you play as a thief that steals light from the world. The more light you steal, the brighter you get, which also makes you easier for guards to see. So far I’ve: Made the Godot project Added basic WASD movement Added walls and collisions Made the player have a light value Made the player visually get brighter/darker Made walls store light Added light transfer between the player and walls Added a bounce effect when hitting walls Added particles when hitting walls Made the particles match the player’s brightness Drew and added the sucker/vacuum Made the sucker follow and rotate toward the mouse Made the sucker change brightness with the player Fixed some blurry pixel art issues Rounded the player slightly without using a shader Right now I’m working on making the sucker actually interact with walls instead of just going straight through them. Still a LOT to do, but im happy with it so far, it feels like something i can make...
|
1793458298.4913752
|
1794063098.4913752
|
|
59183
|
Boidstacle by @Tomatofu | Stardance
|
Tomatofu
|
0
|
6.95
|
0
|
[]
|
[{"post_id": 63756, "ts": "202 [{"post_id": 63756, "ts": "2026-09-07T18:31:37Z", "hours": 6.9483, "text": "I added basic Boids with rollover on screen edge support."}]...
|
Title: Boidstacle by @Tomatofu | Stardance
Devlog Title: Boidstacle by @Tomatofu | Stardance
Devlogs:
I added basic Boids with rollover on screen edge support....
|
1793537349.3616316
|
1794142149.3616316
|
|
58733
|
My mousetrap by @Amanojaku | Stardance
|
Amanojaku
|
0
|
0.61
|
0
|
[]
|
[{"post_id": 63747, "ts": "202 [{"post_id": 63747, "ts": "2026-09-07T18:21:47Z", "hours": 0.3333, "text": "I added an image of cheese as bait for the mouse. The mouse will be lured in and trigger the distance sensor, which will move the servo and cut the mouse in half."}, {"post_id": 62593, "ts": "2026-09-06T01:54:32Z", "hours": 0.275, "text": "Una vez estaba sacando la basura y cuando prendi el luz del patio vi un gato negro y se corrio. Ahora, cada vez que voy al patio en el noche busco por el gato pero nunca lo encuentro"}]...
|
Title: My mousetrap by @Amanojaku | Stardance
Dev Title: My mousetrap by @Amanojaku | Stardance
Devlogs:
Una vez estaba sacando la basura y cuando prendi el luz del patio vi un gato negro y se corrio. Ahora, cada vez que voy al patio en el noche busco por el gato pero nunca lo encuentro
I added an image of cheese as bait for the mouse. The mouse will be lured in and trigger the distance sensor, which will move the servo and cut the mouse in half....
|
1793509042.1225173
|
1794113842.1225173
|
|
57564
|
BOAT by @Bishow | Stardance
|
Bishow
|
0
|
4.0
|
0
|
[]
|
[{"post_id": 63741, "ts": "202 [{"post_id": 63741, "ts": "2026-09-07T18:09:07Z", "hours": 1.0761, "text": "I downloaded precise, detailed CAD models of my actual electronics from GrabCAD. I imported the exact dimensions of the motor, the LiPo battery, the servo, the receiver. I then meticulously mated them into the hull to ensure everything physically fits together. Then I noticed that I can change the design of my boat and add a propeller in it so I designed this propeller and mounted in the motor. The motor is connected to the servo motor which will help to change the direction of the BOAT."}, {"post_id": 60291, "ts": "2026-09-02T15:47:43Z", "hours": 2.9286, "text": "finally finished the hull design using onshape. started with rectangle sketch on top plane, 6x6 inches with equal sides. added circles at corners and trimmed them for the bow shape - took a few tries bc the tangent relations were being picky. extruded to 2 inches and it looked like a real boat. then I made a lid with offset for overhang and added a handle. lowkey proud of this model ngl."}]...
|
Title: BOAT by @Bishow | Stardance
Devlogs:
final Title: BOAT by @Bishow | Stardance
Devlogs:
finally finished the hull design using onshape. started with rectangle sketch on top plane, 6x6 inches with equal sides. added circles at corners and trimmed them for the bow shape - took a few tries bc the tangent relations were being picky. extruded to 2 inches and it looked like a real boat. then I made a lid with offset for overhang and added a handle. lowkey proud of this model ngl.
I downloaded precise, detailed CAD models of my actual electronics from GrabCAD. I imported the exact dimensions of the motor, the LiPo battery, the servo, the receiver. I then meticulously mated them into the hull to ensure everything physically fits together. Then I noticed that I can change the design of my boat and add a propeller in it so I designed this propeller and mounted in the motor. The motor is connected to the servo motor which will help to change the direction of the BOAT....
|
1793444093.9662426
|
1794048893.9662426
|
|
59519
|
SHILPIN ARM CONTROLLER by @Sparsh01 | Stardance
|
Sparsh01
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T18:36:32Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "a python file which control the robotic arm in blender i have used pyserial library to connect python in blender also added arduino ide file to see arm is working or not used claude to find bugs make the movement smooth and convert whole file in .zip file", "repo": "https://github.com/Sparsh230/Shilpin-Robotic-Arm", "demo": "https://drive.google.com/file/d/13zbtRFRpEtjRWoOhVLJjb8KEwAN-hVRs/view?usp=sharing"}]...
|
[{"post_id": 63738, "ts": "202 [{"post_id": 63738, "ts": "2026-09-07T18:06:28Z", "hours": 0.3767, "text": "1st devlog- finnaly wrote the code and the programm is working succesfully on blender after many hours it is workinggg"}]...
|
Title: SHILPIN ARM CONTROLLER by @Sparsh01 | Stard Title: SHILPIN ARM CONTROLLER by @Sparsh01 | Stardance
Devlogs:
1st devlog- finnaly wrote the code and the programm is working succesfully on blender after many hours it is workinggg
Ships:
a python file which control the robotic arm in blender i have used pyserial library to connect python in blender also added arduino ide file to see arm is working or not used claude to find bugs make the movement smooth and convert whole file in .zip file...
|
1794001787.5616548
|
1794088187.5616548
|
|
47939
|
Arjun's Asset Hub by @ar-bh | Stardance
|
ar-bh
|
2
|
43.0
|
629
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T18:07:54Z", "hours": 14.0, "multiplier": 6.56, "payout": 93, "blessing": "neutral", "text": "Arjun’s Asset Hub!! v2.0 — Bigger Store Updates and Quality-of-Life Improvements I’m Arjun, and I’m 14 years old! 👋 Hi everybody! I love game development and animation, so I created a free asset website for myself and other creators like me. 3D Godot 4 Advanced Physics Simulator — A first-person playground where you can grab, throw, push, and destroy physics objects. 🧱 Basic FPS Controller — A beginner-friendly controller with walking, sprinting, jumping, mouse look, and a graybox map. 3D Platformer — A Mario-inspired controller with animated movement, jumping, and an orbital camera. Marble Run Controller — A physics-based marble that rolls around different courses. 3D Bear Controller — An animated bear that can walk and run around a colorful 3D map. 🐻 2D Godot 4 Basic 2D Platformer — A beginner-friendly pixel platformer with sprinting, coyote time, animations, and a Kenney playground. 🕹️ LEGO Blender 🧱 LEGO Arjun — A private LEGO version of me wearing my purple hoodie. LEGO Crying Castle Crasher — An unofficial LEGO-style Blue Knight with rendered scenes and a downloadable Blender file. LEGO Crying Guy — A custom green LEGO character originally created for one of my games. LEGO Person — Another custom character that is still being developed. Fonts Augie Pixel — The downloadable pixel font created by Augie that is used throughout this website. What’s new in v2.0? New 2D and 3D projects Search bars 🔎 Featured stars and orange glows 🌟 Automatic GitHub ZIP downloads Copyable Git clone commands Videos and screenshot galleries 🎥 Better phone and Chromebook scaling Lots of overlap and layout fixes I also recorded demonstration videos, created screenshots, wrote documentation, tested downloads, and published separate open-source repositories. My Basic FPS Controller was accepted onto the official Godot Asset Library ! 🎉 super cool :) I’ve been working all summer for my first gaming console—an XBOX! This is my second and final Asset Hub ship for Stardance, so please try the website and leave an honest review! If everyone gives this an honest review, I’ll have more than enough for the big box! Thank you all SO MUCH for the support!! ❤️", "repo": "https://github.com/ar-bh/arjuns-asset-hub", "demo": "https://ar-bh.github.io/arjuns-asset-hub/"}, {"ship_num": 2, "ts": "2026-08-28T17:15:48Z", "hours": 29.0, "multiplier": 17.64, "payout": 536, "blessing": "neutral", "text": "Arjun’s Asset Hub!! hi everybody, I’m Arjun, I’m 14 years old, and this is my project. I have a deep passion for game-dev and animation so I decided to make this website as a tool for myself, and other people like me too! godot 4 I always make my games in Godot so for my asset store, I added a category called Godot 4 (obviously :) ) So far, this has Simple 3D FPS Controller Mario-like 3D Platformer Marble Run controller and much more to come! i don’t really want to go that in-depth for the lego one because as of right now, it only has 1 asset that is only for me :( but I will be adding more soon!! guys, I’ve been working the entire summer for my first gaming console, an XBOX , and school is starting soon so this is my last ship! if everyone gives this a good review, then I’ll be set! please give me a good review so I can get an xbox, but don’t forget feedback as well! thank you guys SO MUCH for the support!!", "repo": "https://github.com/ar-bh/arjuns-asset-hub", "demo": "https://ar-bh.github.io/arjuns-asset-hub/"}]...
|
[{"post_id": 63734, "ts": "202 [{"post_id": 63734, "ts": "2026-09-07T18:00:28Z", "hours": 0.3167, "text": "if you are a ship reviewer, please give me a good review so I can get an xbox actual devlog below though mostly just updated the readme, before it was only for the previous ship. it had no where as much information and was only suitable for when there were only 2 3d projects and 2 categories. now there are 4 categories and my guess is almost 7 projects in total (averaging about 3 hours each) I really hope this will be my last devlog as in I will have enough points for the big box. One last time, thank you everybody for the support! ive had an amazing summer with this program, learned a lot, yea bye"}, {"post_id": 63716, "ts": "2026-09-07T17:30:49Z", "hours": 5.7436, "text": "SUPER COOL NEW ASSET!! 🔥 ADVANCED PHYSICS ENGINE! watch demo here its super cool it has minions and visit website here finally implemented minions! i think this is the final project of arjun’s asset hub FOR NOW so I wanted to make it huge and revolutionary (especially the video, u should watch it its super cool) so here is the list of what i did obviously made the whole asset of advanced physics simulator tbh its not really a simulator but the name fits kinda so who cares made it featured and also moved my less relevant projects like the bear 🐻 out of the featured section made a super cool demo video, linked above fixed some ui bugs here’s what you can do with this asset! throw around minions pick up and drop stuff (throw by flinging mouse and letting go) throw blocks into walls or the ground to destroy them and make them explode smash minions heads into things or fling them off the map crush minions with the big giant block move around and stuff using my first asset’s basic locomotion customize EVERYTHING toggle on/off debug mode guess that’s about it. gonna ship soon, THANKS EVERYBODY FOR THE SUPPORT!!!!!"}, {"post_id": 62278, "ts": "2026-09-05T15:57:22Z", "hours": 2.8056, "text": "brand new asset! basic 2d platformer! and more changes below these 2 hours were actually pretty fun here are the changes obviously added the new basic 2d platformer asset (made it featured too) split godot 4 category into 2D godot 4 and 3D godot 4 this will allow things to be neater and easier to find stuff for users next time added a better way to distinguish featured projects when not in the home tab by adding a star and an orange glow. you will be able to tell if a project is featured by actually looking through the assets in the store instead of visiting the featured projects page to do make a search thing probably make experience better for phones and weird screens like chromebooks, etc. that’s all, thanks!"}, {"post_id": 61187, "ts": "2026-09-04T00:12:02Z", "hours": 0.5772, "text": "officially added the bear 🐻 asset! this devlog mostly comprised of writing the detailed README.md like I do for all my assets it takes a while because I put a lot of effort it also includes the git commit to make it actually show on the website cool thanks!"}, {"post_id": 60523, "ts": "2026-09-02T22:21:27Z", "hours": 0.3153, "text": "think I’m done, ready to move on (sorry that previous video is corrupted)"}, {"post_id": 59201, "ts": "2026-08-31T21:10:21Z", "hours": 1.7831, "text": "bear sim is proving challenging (feedback pls 🙏) so the only problem rn is that animations are a bit hard to use. I’ve never done code for animations at this level so at least I’m learning I’m starting to think that I should have published this as its own project and maybe I shouldn’t make it under a MIT license bc of how hard I’m working. but it doesnt really matter bc either way im getting an xbox 👏 (Probably hopefully theoretically practically) – ok so yeah give me feedback tell me what you think thanks!"}, {"post_id": 59029, "ts": "2026-08-31T16:44:58Z", "hours": 1.8611, "text": "working on my next asset, a bear sim! 🐻 before I start, let me just express my gratitude. I’m only 134 stardust away from my xbox!! thank you guys so much for the good reviews and great feedback! i can nearly guarantee that I can get it now because of all of you! actual devlog now the next asset is a bear simulator its very unique imo i got a great model from sketchfab that I am so excited to implement properly so I think the end result will be really great! this is definitely going to be on the featured list if it turns out nice thanks for reading and supporting!"}, {"post_id": 56954, "ts": "2026-08-28T23:58:30Z", "hours": 0.8514, "text": "for those reviewing, pls give me a good review so I can get xbox actual devlog below though added new blender lego assets! this includes lego crying castle crasher and lego crying guy (they use the same face) both of these are projects from a while ago but it didn’t take time to add them and there’s also no harm so I just decided to add them bc y not added the website’s font! this font called augie pixel comes from Jame gam which is something you guys should do btw and is hosted by @augie . they made it themselves and I’m really gratefu that it’s free to use that’s all, pls give me good review if your rating btw 🙏"}, {"post_id": 56733, "ts": "2026-08-28T16:35:54Z", "hours": 0.2736, "text": "pre-devlog ship! wish me luck!! still a devlog though so I should probably say what I spent 15m doing love this emoji thing ok so I obviously added the readme! the readme contains: the title (obviously) the logo (obviously #2) what you can find inside this website (the Godot and Blender packs) each feature how to get an asset, basically tutorials a bit more about the actual website credits (me and I talked about how the rest are in each asset’s README) that’s it, wish me luck!"}, {"post_id": 56255, "ts": "2026-08-27T22:55:02Z", "hours": 0.3103, "text": "added the marble controller to my website! I Got lots of support from my fps one so I thought that I would try to mimic its theme and style and stuff using the graybox background. I will admit though that this is not one of my favorite projects so it is definitely not getting the featured tag (you can find the projects that are featured by scrolling down on the home page) I also found that lots of my hackatime projects are not being counted correctly so I had to add them. thanks for the support!"}, {"post_id": 56229, "ts": "2026-08-27T22:05:51Z", "hours": 1.2081, "text": "marble run! new asset for my asset library! this asset uses advanced physics using RigidBody3D i think it’s jupiter, not really sure what the marble texture is not really a fan of the quality of this project so I probably will not be submitting to asset library stay tuned though!"}, {"post_id": 56184, "ts": "2026-08-27T20:24:47Z", "hours": 1.5231, "text": "a few changes NEW CATEGORY! i made the home screen a little less boring by adding a preview of my demo videos as a playlist in the back, kinda faded out. i don’t think it looks that good so I wil probably remove it later and put something else the next category is lego blender! i started this with a lego version of me that I made a while back using mecabricks, will upload new custom self-made minifigs soon stay tuned!"}, {"post_id": 55727, "ts": "2026-08-27T18:18:34Z", "hours": 6.7719, "text": "created the 2nd project for my asest hub! simple 3d platformer you can try it now! the source code is here and the demo video is here Features orbital camera wasd movement with jump and gravity amazingly integrated gdquest model and animations have fun!"}, {"post_id": 53343, "ts": "2026-08-23T20:35:53Z", "hours": 3.2794, "text": "Working website! (prototype) so obviously, there’s the home page then theres the actual store which is like the main part of the project, and then source which is a link to the websites github and then donate which ill probably delete. so far I’ve only added godot 4 as a category and in godot 4 there is my * Basic fps controller which you can see in the last devlog websites turning out pretty good os far, I was thinking of adding animation related categories like lego models (bc I used to make lego animations so it could be fun and helpful) anyway that’s all, thanks for the support!"}, {"post_id": 53098, "ts": "2026-08-23T15:07:58Z", "hours": 7.0828, "text": "created the first project for my asset hub! It’s a basic FPS controller template for Godot 4 access it here and watch the demo video here . Enjoy!"}, {"post_id": 50387, "ts": "2026-08-19T15:35:54Z", "hours": 8.6053, "text": "created my project! and got lots of progress towards my website and my first asset!! got lots of work on the basic fps controller (look at future devlogs for more details because as of now, still in works!) started the website; I’m going for an orange theme like one of my old projects magic chainsaw because I liked how it looks i also made my logo by changing the colors of Godot logo to the colors of the blender logo so it represents the overlap between both (bc both will be present in the free store) don’t forget to smash that like button, thanks!"}]...
|
Title: Arjun's Asset Hub by @ar-bh | Stardance Title: Arjun's Asset Hub by @ar-bh | Stardance
Devlogs:
created my project! and got lots of progress towards my website and my first asset!! got lots of work on the basic fps controller (look at future devlogs for more details because as of now, still in works!) started the website; I’m going for an orange theme like one of my old projects magic chainsaw because I liked how it looks i also made my logo by changing the colors of Godot logo to the colors of the blender logo so it represents the overlap between both (bc both will be present in the free store) don’t forget to smash that like button, thanks!
created the first project for my asset hub! It’s a basic FPS controller template for Godot 4 access it here and watch the demo video here . Enjoy!
Working website! (prototype) so obviously, there’s the home page then theres the actual store which is like the main part of the project, and then source which is a link to the websites github and then donate which ill probably delete. so far I’ve only added godot 4 as a category and in godot 4 there is my * Basic fps controller which you can see in the last devlog websites turning out pretty good os far, I was thinking of adding animation related categories like lego models (bc I used to make lego animations so it could be fun and helpful) anyway that’s all, thanks for the support!
created the 2nd project for my asest hub! simple 3d platformer you can try it now! the source code is here and the demo video is here Features orbital camera wasd movement with jump and gravity amazingly integrated gdquest model and animations have fun!
a few changes NEW CATEGORY! i made the home screen a little less boring by adding a preview of my demo videos as a playlist in the back, kinda faded out. i don’t think it looks that good so I wil probably remove it later and put something else the next category is lego blender! i started this with a lego version of me that I made a while back using mecabricks, will upload new custom self-made minifigs soon stay tuned!
marble run! new asset for my asset library! this asset uses advanced physics using RigidBody3D i think it’s jupiter, not really sure what the marble texture is not really a fan of the quality of this project so I probably will not be submitting to asset library stay tuned though!
added the marble controller to my website! I Got lots of support from my fps one so I thought that I would try to mimic its theme and style and stuff using the graybox background. I will admit though that this is not one of my favorite projects so it is definitely not getting the featured tag (you can find the projects that are featured by scrolling down on the home page) I also found that lots of my hackatime projects are not being counted correctly so I had to add them. thanks for the support!
pre-devlog ship! wish me luck!! still a devlog though so I should probably say what I spent 15m doing love this emoji thing ok so I obviously added the readme! the readme contains: the title (obviously) the logo (obviously #2) what you can find inside this website (the Godot and Blender packs) each feature how to get an asset, basically tutorials a bit more about the actual website credits (me and I talked about how the rest are in each asset’s README) that’s it, wish me luck!
for those reviewing, pls give me a good review so I can get xbox actual devlog below though added new blender lego assets! this includes lego crying castle crasher and lego crying guy (they use the same face) both of these are projects from a while ago but it didn’t take time to add them and there’s also no harm so I just decided to add them bc y not added the website’s font! this font called augie pixel comes from Jame gam which is something you guys should do btw and is hosted by @augie . they made it themselves and I’m really gratefu that it’s free to use that’s all, pls give me good review if your rating btw 🙏
working on my next asset, a bear sim! 🐻 before I start, let me just express my gratitude. I’m only 134 stardust away from my xbox!! thank you guys so much for the good reviews and great feedback! i can nearly guarantee that I can get it now because of all of you! actual devlog now the next asset is a bear simulator its very unique imo i got a great model from sketchfab that I am so excited to implement properly so I think the end result will be really great! this is definitely going to be on the featured list if it turns out nice thanks for reading and supporting!
bear sim is proving challenging (feedback pls 🙏) so the only problem rn is that animations are a bit hard to use. I’ve never done code for animations at this level so at least I’m learning I’m starting to think that I should have published this as its own project and maybe I shouldn’t make it under a MIT license bc of how hard I’m working. but it doesnt really matter bc either way im getting an xbox 👏 (Probably hopefully theoretically practically) – ok so yeah give me feedback tell me what you think thanks!
think I’m done, ready to move on (sorry that previous video is corrupted)
officially added the bear 🐻 asset! this devlog mostly comprised of writing the detailed README.md like I do for all my assets it takes a while because I put a lot of effort it also includes the git commit to make it actually show on the website cool thanks!
brand new asset! basic 2d platformer! and more changes below these 2 hours were actually pretty fun here are the changes obviously added the new basic 2d platformer asset (made it featured too) split godot 4 category into 2D godot 4 and 3D godot 4 this will allow things to be neater and easier to find stuff for users next time added a better way to distinguish featured projects when not in the home tab by adding a star and an orange glow. you will be able to tell if a project is featured by actually looking through the assets in the store instead of visiting the featured projects page to do make a search thing probably make experience better for phones and weird screens like chromebooks, etc. that’s all, thanks!
SUPER COOL NEW ASSET!! 🔥 ADVANCED PHYSICS ENGINE! watch demo here its super cool it has minions and visit website here finally implemented minions! i think this is the final project of arjun’s asset hub FOR NOW so I wanted to make it huge and revolutionary (especially the video, u should watch it its super cool) so here is the list of what i did obviously made the whole asset of advanced physics simulator tbh its not really a simulator but the name fits kinda so who cares made it featured and also moved my less relevant projects like the bear 🐻 out of the featured section made a super cool demo video, linked above fixed some ui bugs here’s what you can do with this asset! throw around minions pick up and drop stuff (throw by flinging mouse and letting go) throw blocks into walls or the ground to destroy them and make them explode smash minions heads into things or fling them off the map crush minions with the big giant block move around and stuff using my first asset’s basic locomotion customize EVERYTHING toggle on/off debug mode guess that’s about it. gonna ship soon, THANKS EVERYBODY FOR THE SUPPORT!!!!!
if you are a ship reviewer, please give me a good review so I can get an xbox actual devlog below though mostly just updated the readme, before it was only for the previous ship. it had no where as much information and was only suitable for when there were only 2 3d projects and 2 categories. now there are 4 categories and my guess is almost 7 projects in total (averaging about 3 hours each) I really hope this will be my last devlog as in I will have enough points for the big box. One last time, thank you everybody for the support! ive had an amazing summer with this program, learned a lot, yea bye
Ships:
Arjun’s Asset Hub!! hi everybody, I’m Arjun, I’m 14 years old, and this is my project. I have a deep passion for game-dev and animation so I decided to make this website as a tool for myself, and other people like me too! godot 4 I always make my games in Godot so for my asset store, I added a category called Godot 4 (obviously :) ) So far, this has Simple 3D FPS Controller Mario-like 3D Platformer Marble Run controller and much more to come! i don’t really want to go that in-depth for the lego one because as of right now, it only has 1 asset that is only for me :( but I will be adding more soon!! guys, I’ve been working the entire summer for my first gaming console, an XBOX , and school is starting soon so this is my last ship! if everyone gives this a good review, then I’ll be set! please give me a good review so I can get an xbox, but don’t forget feedback as well! thank you guys SO MUCH for the support!!
Arjun’s Asset Hub!! v2.0 — Bigger Store Updates and Quality-of-Life Improvements I’m Arjun, and I’m 14 years old! 👋 Hi everybody! I love game development and animation, so I created a free asset website for myself and other creators like me. 3D Godot 4 Advanced Physics Simulator — A first-person playground where you can grab, throw, push, and destroy physics objects. 🧱 Basic FPS Controller — A beginner-friendly controller with walking, sprinting, jumping, mouse look, and a graybox map. 3D Platformer — A Mario-inspired controller with animated movement, jumping, and an orbital camera. Marble Run Controller — A physics-based marble that rolls around different courses. 3D Bear Controller — An animated bear that can walk and run around a colorful 3D map. 🐻 2D Godot 4 Basic 2D Platformer — A beginner-friendly pixel platformer with sprinting, coyote time, animations, and a Kenney playground. 🕹️ LEGO Blender 🧱 LEGO Arjun — A private LEGO version of me wearing my purple hoodie. LEGO Crying Castle Crasher — An unofficial LEGO-style Blue Knight with rendered scenes and a downloadable Blender file. LEGO Crying Guy — A custom green LEGO character originally created for one of my games. LEGO Person — Another custom character that is still being developed. Fonts Augie Pixel — The downloadable pixel font created by Augie that is used throughout this website. What’s new in v2.0? New 2D and 3D projects Search bars 🔎 Featured stars and orange glows 🌟 Automatic GitHub ZIP downloads Copyable Git clone commands Videos and screenshot galleries 🎥 Better phone and Chromebook scaling Lots of overlap and layout fixes I also recorded demonstration videos, created screenshots, wrote documentation, tested downloads, and published separate open-source repositories. My Basic FPS Controller was accepted onto the official Godot Asset Library ! 🎉 super cool :) I’ve been working all summer for my first gaming console—an XBOX! This is my second and final Asset Hub ship for Stardance, so please try the website and leave an honest review! If everyone gives this an honest review, I’ll have more than enough for the big box! Thank you all SO MUCH for the support!! ❤️...
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1794102544.9438794
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1794188944.9438794
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59446
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STM32 Pager by @purpletue | Stardance
|
purpletue
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0
|
1.08
|
0
|
[]
|
[{"post_id": 63731, "ts": "202 [{"post_id": 63731, "ts": "2026-09-07T17:50:09Z", "hours": 1.0753, "text": "I am making an STM32 pager for me and my homies to talk without relying on our phones to undigitize our lives. we all have a big phone addiction and this might help us get off the damn phone. this thing has a whole built in keyboard, 5 mechanical keys, an E-Paper screen, and uses LoRa for long range communication. its got a battery JST connector (not in screenshot sorry) and a charging circuit. this thing is packed with QoL features. gonna learn onshape for this case."}]...
|
Title: STM32 Pager by @purpletue | Stardance
Devl Title: STM32 Pager by @purpletue | Stardance
Devlogs:
I am making an STM32 pager for me and my homies to talk without relying on our phones to undigitize our lives. we all have a big phone addiction and this might help us get off the damn phone. this thing has a whole built in keyboard, 5 mechanical keys, an E-Paper screen, and uses LoRa for long range communication. its got a battery JST connector (not in screenshot sorry) and a charging circuit. this thing is packed with QoL features. gonna learn onshape for this case....
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1793559209.3384523
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1794164009.3384523
|
|
59497
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Noctalia Battery Graph by @FraI3mega | Stardance
|
FraI3mega
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T17:28:15Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The project was a a nice and (relatively) quick solution to my problem. The README link that stardance shows is wrong, the correct one is in in the plugin folder, although I it a bit lacking to fit the PR requirements. If you use Noctalia you can easily test it by adding it in the settings", "repo": "https://github.com/FraI3mega/community-plugins/tree/battery-graph/battery-graph", "demo": "https://noctalia.dev/plugins/community/battery-graph"}]...
|
[{"post_id": 63709, "ts": "202 [{"post_id": 63709, "ts": "2026-09-07T17:24:26Z", "hours": 6.79, "text": "Noctalia Battery Graph This project was originally made for Anvil, so please excuse the lack of devlogs. The plugin uses upowerd to read the historic battery charge (in a period set by the user) and then displays it with a set granularity (also given by the user)"}]...
|
Title: Noctalia Battery Graph by @FraI3mega | Star Title: Noctalia Battery Graph by @FraI3mega | Stardance
Devlogs:
Noctalia Battery Graph This project was originally made for Anvil, so please excuse the lack of devlogs. The plugin uses upowerd to read the historic battery charge (in a period set by the user) and then displays it with a set granularity (also given by the user)
Ships:
The project was a a nice and (relatively) quick solution to my problem. The README link that stardance shows is wrong, the correct one is in in the plugin folder, although I it a bit lacking to fit the PR requirements. If you use Noctalia you can easily test it by adding it in the settings...
|
1793991029.8421583
|
1794077429.8421583
|
|
59491
|
randomtogettoshop by @aryanscode | Stardance
|
aryanscode
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 63694, "ts": "202 [{"post_id": 63694, "ts": "2026-09-07T17:04:16Z", "hours": 1.0836, "text": "this is a random ai project im logging to unlock shop"}]...
|
Title: randomtogettoshop by @aryanscode | Stardanc Title: randomtogettoshop by @aryanscode | Stardance
Devlogs:
this is a random ai project im logging to unlock shop...
|
1793559597.8062944
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1794164397.8062944
|
|
32634
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BrickOS by @shashank_sd | Stardance
|
shashank_sd
|
2
|
15.98
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T14:09:27Z", "hours": 6.0, "multiplier": 3.44, "payout": 19, "blessing": "neutral", "text": "Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. Calendar There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor. ========================================= Desktop Apps - New snake game which is fully playable with a green square that grows (snake) and a red square (apple). There is score tracking, including a saved high score, and a game-over and a way to restart by clicking the board and pressing any key. ======================================= Windows - There is a new resizable window where if you drag on the bottom right corner, you can make the window bigger until the screen size it met but does not overlap with the taskbar. It has the size limits so that it doesn’t spill off of the screen. Windows can also not be clicked to be shown on top of the other window. By clicking a window of an app that is under another app window, the window clicked will show up on top. ======================================== Images App - I added an image uploading feature to the Images app where you can add images from your computer by uploading it or you can take a picture with your camera and upload it there and get saved in the app. Along with this, there is also a feature to delete the images if you don’t want it there, asking you for confirmation to delete the picture in case it was by accident. ======================================== Window Minimization - Apps can now be minimized instead of fully closed where if you minimize the app, it will stay in the taskbar but dim out to show that the app is open but not visibly on the screen and can be reopened by clicking the app again or clicking the app on the taskbar.", "repo": "https://github.com/WieghtedTuna473/OS-Project", "demo": "https://wieghtedtuna473.github.io/OS-Project/"}, {"ship_num": 2, "ts": "2026-07-15T16:14:24Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. Calendar (My Extra Feature) There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor.", "repo": "https://github.com/WieghtedTuna473/OS-Project", "demo": "https://wieghtedtuna473.github.io/OS-Project/"}]...
|
[{"post_id": 63690, "ts": "202 [{"post_id": 63690, "ts": "2026-09-07T16:59:52Z", "hours": 1.2847, "text": "Terminal App - This app lets you see what each app is about including the calendar app. You can also see you notes and what are in them through this app. Typing help gives the list of commands that you could use as well! Setting App Update - The settings app not has multiple different features including changing your color scheme. You can also change the clock from 23 hours to the 12 hours version and also switch on and off sound for the future music app. Finally, you can also reset all your settings if you want a fresh start."}, {"post_id": 44278, "ts": "2026-08-09T22:31:47Z", "hours": 1.6944, "text": "I added 2 new apps: The settings app - This app allows you change your background by choosing one of the default backgrounds already available or you can also just upload your own image and use that as a background. I will add more things as part of the settings, but i made the base of the app today. Calculator App- This app follows the theme and does actually work. You can put in math problems and it will solve it. Obviously it’s not a graphing calculator and is just a basic calculator. Both these apps can be resized and will be shown in the taskbar. Right now, these apps have a placeholder icon and that will change after I create my other apps that I am planning. These apps include the Terminal app, music app, and lego fun facts app, and maybe more!"}, {"post_id": 40090, "ts": "2026-08-03T14:04:31Z", "hours": 5.6325, "text": "Desktop Apps - New snake game which is fully playable with a green square that grows (snake) and a red square (apple). There is score tracking, including a saved high score, and a game-over and a way to restart by clicking the board and pressing any key. ======================================= Windows - There is a new resizable window where if you drag on the bottom right corner, you can make the window bigger until the screen size it met but does not overlap with the taskbar. It has the size limits so that it doesn’t spill off of the screen. Windows can also not be clicked to be shown on top of the other window. By clicking a window of an app that is under another app window, the window clicked will show up on top. ======================================== Images App - I added an image uploading feature to the Images app where you can add images from your computer by uploading it or you can take a picture with your camera and upload it there and get saved in the app. Along with this, there is also a feature to delete the images if you don’t want it there, asking you for confirmation to delete the picture in case it was by accident. ======================================== Window Minimization - Apps can now be minimized instead of fully closed where if you minimize the app, it will stay in the taskbar but dim out to show that the app is open but not visibly on the screen and can be reopened by clicking the app again or clicking the app on the taskbar."}, {"post_id": 28963, "ts": "2026-07-15T16:09:30Z", "hours": 3.3767, "text": "Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. ======================================== Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. ======================================== Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. ======================================== Calendar There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. ======================================== Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor."}, {"post_id": 27409, "ts": "2026-07-12T23:27:09Z", "hours": 0.61, "text": "I added a new OS.css where now all the CSS styling is moved to to this file instead of being cramped in the HTML page. Along with this there was a problem where when I wanted to close out of a window, where I could close the window anywhere in between the top in between and and X of the window which interfered with the dragging of the window, since if I dragged on that side it would drag and as soon as I let go, it would close out of that window. I was trying to change th4e JavaScript to see if it was the problem, but I saw that in the CSS, there was an element to make the X flex: 1, so as soon as I took that out, it started working. Overall, I fixed a crucial error in the OS making it work properly and better and made the code more readable by adding a CSS page."}, {"post_id": 26848, "ts": "2026-07-11T21:27:19Z", "hours": 1.06, "text": "I made BrickOS start to feel more like an operating system by adding a new features such as window dragging. I made the welcome screen more like a window by changing the colors a little to make it look better by adding a title bar, a close button, a border, and a shadow as well. I also added draggable windows where the welcome window can be clicked and dragged around by the title bar using mouse functions to track where the mouse is going and also update the windows position. Clicking the X button hides the window and clicking the BrickOS on the bottom taskbar brings it back. I also added a new OSscript.js to make the JavaScript loof better instead of making it all be in the HTML. Overall, now it is starting to function more like a OS with windows that can move and can be gotten out of, with now the goal in mind being adding applications that can be clicked."}, {"post_id": 26598, "ts": "2026-07-11T14:56:48Z", "hours": 1.0622, "text": "I continued to develop the welcome home screen for my BrickOS by making it look more like an interface of an operating system instead of just making it look like a webpage. I added a simple taskbar to the bottom of my screen with the OS name and a date and time that works. I also improved the layout by centering the welcome window which is a basic information screen about the OS. I also added a background image from the LEGO movie that fits my OS. I wrote my first JavaScript function for the project, helping me create a live clock using Date() and setInterval(). I overall improved the desktop to look more like a desktop instead of just a webpage and learned to have more dynamic elements such as the time."}, {"post_id": 26190, "ts": "2026-07-10T20:58:05Z", "hours": 0.3922, "text": "I built the welcome screen for my operating system, BrickOS, which is inspired by my passion for LEGO’s. I created a basic HTML structure for the homepage and added heading, paragraphs, images, and a link to the official LEGO website. I also added a list of my favorite type of LEGO’s to build to make the ppage more personalized towards me. Then I learned to style the elements with inline CSS. I just started by trying to match the LEGO themes by adding a font and a background color along with a red “Welcome to BrickOS.”"}]...
|
Title: BrickOS by @shashank_sd | Stardance
Devlog Title: BrickOS by @shashank_sd | Stardance
Devlogs:
I built the welcome screen for my operating system, BrickOS, which is inspired by my passion for LEGO’s. I created a basic HTML structure for the homepage and added heading, paragraphs, images, and a link to the official LEGO website. I also added a list of my favorite type of LEGO’s to build to make the ppage more personalized towards me. Then I learned to style the elements with inline CSS. I just started by trying to match the LEGO themes by adding a font and a background color along with a red “Welcome to BrickOS.”
I continued to develop the welcome home screen for my BrickOS by making it look more like an interface of an operating system instead of just making it look like a webpage. I added a simple taskbar to the bottom of my screen with the OS name and a date and time that works. I also improved the layout by centering the welcome window which is a basic information screen about the OS. I also added a background image from the LEGO movie that fits my OS. I wrote my first JavaScript function for the project, helping me create a live clock using Date() and setInterval(). I overall improved the desktop to look more like a desktop instead of just a webpage and learned to have more dynamic elements such as the time.
I made BrickOS start to feel more like an operating system by adding a new features such as window dragging. I made the welcome screen more like a window by changing the colors a little to make it look better by adding a title bar, a close button, a border, and a shadow as well. I also added draggable windows where the welcome window can be clicked and dragged around by the title bar using mouse functions to track where the mouse is going and also update the windows position. Clicking the X button hides the window and clicking the BrickOS on the bottom taskbar brings it back. I also added a new OSscript.js to make the JavaScript loof better instead of making it all be in the HTML. Overall, now it is starting to function more like a OS with windows that can move and can be gotten out of, with now the goal in mind being adding applications that can be clicked.
I added a new OS.css where now all the CSS styling is moved to to this file instead of being cramped in the HTML page. Along with this there was a problem where when I wanted to close out of a window, where I could close the window anywhere in between the top in between and and X of the window which interfered with the dragging of the window, since if I dragged on that side it would drag and as soon as I let go, it would close out of that window. I was trying to change th4e JavaScript to see if it was the problem, but I saw that in the CSS, there was an element to make the X flex: 1, so as soon as I took that out, it started working. Overall, I fixed a crucial error in the OS making it work properly and better and made the code more readable by adding a CSS page.
Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. ======================================== Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. ======================================== Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. ======================================== Calendar There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. ======================================== Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor.
Desktop Apps - New snake game which is fully playable with a green square that grows (snake) and a red square (apple). There is score tracking, including a saved high score, and a game-over and a way to restart by clicking the board and pressing any key. ======================================= Windows - There is a new resizable window where if you drag on the bottom right corner, you can make the window bigger until the screen size it met but does not overlap with the taskbar. It has the size limits so that it doesn’t spill off of the screen. Windows can also not be clicked to be shown on top of the other window. By clicking a window of an app that is under another app window, the window clicked will show up on top. ======================================== Images App - I added an image uploading feature to the Images app where you can add images from your computer by uploading it or you can take a picture with your camera and upload it there and get saved in the app. Along with this, there is also a feature to delete the images if you don’t want it there, asking you for confirmation to delete the picture in case it was by accident. ======================================== Window Minimization - Apps can now be minimized instead of fully closed where if you minimize the app, it will stay in the taskbar but dim out to show that the app is open but not visibly on the screen and can be reopened by clicking the app again or clicking the app on the taskbar.
I added 2 new apps: The settings app - This app allows you change your background by choosing one of the default backgrounds already available or you can also just upload your own image and use that as a background. I will add more things as part of the settings, but i made the base of the app today. Calculator App- This app follows the theme and does actually work. You can put in math problems and it will solve it. Obviously it’s not a graphing calculator and is just a basic calculator. Both these apps can be resized and will be shown in the taskbar. Right now, these apps have a placeholder icon and that will change after I create my other apps that I am planning. These apps include the Terminal app, music app, and lego fun facts app, and maybe more!
Terminal App - This app lets you see what each app is about including the calendar app. You can also see you notes and what are in them through this app. Typing help gives the list of commands that you could use as well! Setting App Update - The settings app not has multiple different features including changing your color scheme. You can also change the clock from 23 hours to the 12 hours version and also switch on and off sound for the future music app. Finally, you can also reset all your settings if you want a fresh start.
Ships:
Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. Calendar (My Extra Feature) There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor.
Windows - Starting here, I made the windows more block shaped to fit the LEGO themes instead of having rounded corners. They now have a better looking design with the Images Window having a custom scrolling wheel and a clean darker line separating the header and actual content instead of a black line. Images App I added this new app with a a similar design to the Welcome Window but the content is completely different. This app has 3 images and a custom scroll wheel to fit the LEGO theme. Notes App This new notes app has a clean sidebar as well with all the notes that a user can create. A add new note button is created where when you click it, a popup will come and will ask for the name of the new note. Everything on the notes content side is editable and is saved to local storage. Calendar There is a new Calendar that pops up in the bottom right corner when the date/time is clocked. This calendar shows the month and year on the top and shows the days of the money with the days at the top as well as highlights todays date. Desktop Icons Finally the desktop icons have a clean image layout and design. When you hover over the apps, they will outline a faint yellow to show you are hovering over them and will turn to the pointer cursor. ========================================= Desktop Apps - New snake game which is fully playable with a green square that grows (snake) and a red square (apple). There is score tracking, including a saved high score, and a game-over and a way to restart by clicking the board and pressing any key. ======================================= Windows - There is a new resizable window where if you drag on the bottom right corner, you can make the window bigger until the screen size it met but does not overlap with the taskbar. It has the size limits so that it doesn’t spill off of the screen. Windows can also not be clicked to be shown on top of the other window. By clicking a window of an app that is under another app window, the window clicked will show up on top. ======================================== Images App - I added an image uploading feature to the Images app where you can add images from your computer by uploading it or you can take a picture with your camera and upload it there and get saved in the app. Along with this, there is also a feature to delete the images if you don’t want it there, asking you for confirmation to delete the picture in case it was by accident. ======================================== Window Minimization - Apps can now be minimized instead of fully closed where if you minimize the app, it will stay in the taskbar but dim out to show that the app is open but not visibly on the screen and can be reopened by clicking the app again or clicking the app on the taskbar....
|
1794009162.8335993
|
1794095562.8335993
|
|
58516
|
Spaghetti Coders Website by @silvonik | Stardance
|
silvonik
|
0
|
2.17
|
0
|
[]
|
[{"post_id": 63689, "ts": "202 [{"post_id": 63689, "ts": "2026-09-07T16:54:10Z", "hours": 2.1708, "text": "#Devlog 0: This is the first devlog of my project that is a website for my hack club I’m setting up. The devlog was pretty hard because the CSS kept breaking and I’m not the best at it and it was super hard to make it responsive for mobile and at least look good on pc, anyways I think the header is pretty much good, let me know if its bad or any recommendations to change it!"}]...
|
Title: Spaghetti Coders Website by @silvonik | Sta Title: Spaghetti Coders Website by @silvonik | Stardance
Devlogs:
#Devlog 0: This is the first devlog of my project that is a website for my hack club I’m setting up. The devlog was pretty hard because the CSS kept breaking and I’m not the best at it and it was super hard to make it responsive for mobile and at least look good on pc, anyways I think the header is pretty much good, let me know if its bad or any recommendations to change it!...
|
1793908406.5208619
|
1794772406.5208619
|
|
55854
|
My Art Portfolio by @Etilia | Stardance
|
Etilia
|
0
|
1.31
|
0
|
[]
|
[{"post_id": 63683, "ts": "202 [{"post_id": 63683, "ts": "2026-09-07T16:49:12Z", "hours": 0.8992, "text": "Did the styling for the website. I tried my best to make it responsive but those images just refuse to shrink for some reason so im giving up in order to not have more hours on this project than necessary."}, {"post_id": 57460, "ts": "2026-08-29T16:40:12Z", "hours": 0.4092, "text": "Uploaded all the images and did most of the html (except for the buttons, forgot those lol) to get everything ready for styling and js! This was easy, no issues at all."}]...
|
Title: My Art Portfolio by @Etilia | Stardance
De Title: My Art Portfolio by @Etilia | Stardance
Devlogs:
Uploaded all the images and did most of the html (except for the buttons, forgot those lol) to get everything ready for styling and js! This was easy, no issues at all.
Did the styling for the website. I tried my best to make it responsive but those images just refuse to shrink for some reason so im giving up in order to not have more hours on this project than necessary....
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1794091896.4845319
|
1794696696.4845319
|
|
58723
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Motorsport Alarm-Reflex Tester by @F1_ms | Stardan Motorsport Alarm-Reflex Tester by @F1_ms | Stardance...
|
F1_ms
|
0
|
2.02
|
0
|
[]
|
[{"post_id": 63681, "ts": "202 [{"post_id": 63681, "ts": "2026-09-07T16:44:09Z", "hours": 1.1503, "text": "I imported all components into fusion for my F1 themed Alarm (It took me way too long haha)"}, {"post_id": 63146, "ts": "2026-09-06T19:48:40Z", "hours": 0.8669, "text": "Today I finished the Platine for the alarm and exported the files to continue working on the case."}]...
|
Title: Motorsport Alarm-Reflex Tester by @F1_ms | Title: Motorsport Alarm-Reflex Tester by @F1_ms | Stardance
Devlogs:
Today I finished the Platine for the alarm and exported the files to continue working on the case.
I imported all components into fusion for my F1 themed Alarm (It took me way too long haha)...
|
1793509013.505554
|
1794113813.505554
|
|
55337
|
My own site! by @deadbeef404 | Stardance
|
deadbeef404
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T17:00:22Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal site I made. It honestly came out really good. I didn’t really expect it would turn out this good. I really like it and I also hope that you as well like it :)", "repo": "https://github.com/Loml-1989/ps-site", "demo": "https://tuxotaku.tech/"}]...
|
[{"post_id": 63675, "ts": "202 [{"post_id": 63675, "ts": "2026-09-07T16:36:20Z", "hours": 4.6356, "text": "oh I actually didn’t know that I had to do this TT Idk I’m sorry I genuinely didn’t know that I had to post logs TT"}]...
|
Title: My own site! by @deadbeef404 | Stardance
D Title: My own site! by @deadbeef404 | Stardance
Devlogs:
oh I actually didn’t know that I had to do this TT Idk I’m sorry I genuinely didn’t know that I had to post logs TT
Ships:
This is my personal site I made. It honestly came out really good. I didn’t really expect it would turn out this good. I really like it and I also hope that you as well like it :)...
|
1794012972.1083403
|
1794099372.1083403
|
|
32841
|
Rest Time by @heitordecarvalhopessoa | Stardance
|
heitordecarvalhopessoa
|
3
|
29.09
|
402
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T01:34:44Z", "hours": 9.0, "multiplier": 16.54, "payout": 145, "blessing": "neutral", "text": "NEW 1.12 FULL VERSION NEW - Clear all particles system NEW - Shortcuts menu NEW - Tutorial NEW - Hud NEW - typescript datastorage system", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}, {"ship_num": 2, "ts": "2026-07-22T20:38:52Z", "hours": 10.0, "multiplier": 19.15, "payout": 199, "blessing": "neutral", "text": "Version 9 New - Meteor Brush New - Rain Brush New - BlackHole New - ShortCuts: - Tab: Palette Menu - Shift: Eraser - Ctrl: Pause - B: BlackHole Update - Hud Update - Layout system Update - Brush system Update - Particles system New full version – Notes: New systems and updates to existing ones; Feedback will help improve the game; Ideas will be great for making the game better for our users;", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}, {"ship_num": 3, "ts": "2026-07-15T22:52:21Z", "hours": 7.0, "multiplier": 9.01, "payout": 58, "blessing": "neutral", "text": "New version 4 NEW Time system NEW Size system NEW Speed system NEW Forms system Hud update Data Storage update New particles updates", "repo": "https://github.com/heitordecarvalhopessoa-debug/Rest-Time", "demo": "https://heitordecarvalhopessoa-debug.github.io/Rest-Time/"}]...
|
[{"post_id": 63672, "ts": "202 [{"post_id": 63672, "ts": "2026-09-07T16:33:57Z", "hours": 0.9844, "text": "A small update to fix bugs and improve stability."}, {"post_id": 39773, "ts": "2026-08-02T23:25:05Z", "hours": 2.1072, "text": "NEW 1.0.0 LEADERBOARD UPDATE NEW Leaderboard NEW Account system UPDATE HUD UPDATE Buttons"}, {"post_id": 36137, "ts": "2026-07-28T01:11:43Z", "hours": 0.9122, "text": "version 12.2 Tutorial update NEW Tutorial UPDATE Hud UPDATE Music system UPDATE Shortcuts Bugs Fixed"}, {"post_id": 35884, "ts": "2026-07-27T16:37:46Z", "hours": 0.9775, "text": "version 12.1 little update NEW Clear particles (C) NEW Shortcuts Menu (w) Shortcuts: 1-6 »» Brushes Shift »» Eraser Ctrl »» Pause / resume B »» Black hole C »» Clear particles Tab »» Palette Menu H »» Zen mode (hide ui) S »» Screenshot W »» Shortcuts menu UPDATE Hud UPDATE Color system UPDATE Data storage system"}, {"post_id": 35385, "ts": "2026-07-26T19:05:28Z", "hours": 1.5828, "text": "Version 12 Brush optimization Update NEW Shortcut (1-6) NEW Web brush UPDATE Brush system UPDATE Hud UPDATE Paint system UPDATE Shorcuts system Youtube chanel: https://www.youtube.com/@HeitorCPessoa/featured"}, {"post_id": 34864, "ts": "2026-07-25T22:29:55Z", "hours": 1.5786, "text": "Version 11 Options Update NEW Screenshot system NEW Hide UI system UPDATE Hud UPDATE javascript functions UPDATE Brushs systems UPDATE Shortcuts keys I’ve just planned out the next three versions of the game. Here’s what will be added: Tutorial Walls with collision Screen-edge collision (optional) Wind system Screen recording (10s – 2 min) New brush with connected particles Any feedback would be helpful for adding or modifying features."}, {"post_id": 33766, "ts": "2026-07-23T23:03:49Z", "hours": 1.4, "text": "Version 10 Music glow UPDATE NEW glow system NEW background efect system UPDATE ui UPDATE music system UPDATE background UPDATE color + gradient system UPDATE optimization Additional ideas and comments helped shape the project to ensure it is accessible and easy to use."}, {"post_id": 33464, "ts": "2026-07-23T13:14:27Z", "hours": 2.3908, "text": "Version 9.1 BUG FIX UPDATE Blackhole error bug » FIXED Gradient error bug » FIXED Layouts error bug » FIXED Lose Dara bug » FIXED NEW loading screen NEW web icon"}, {"post_id": 32366, "ts": "2026-07-21T14:30:08Z", "hours": 2.3961, "text": "Version 8 BRUSH UPDATE NEW Random Brush NEW Explode Brush NEW Brush Size system UPDATE Hud UPDATE Brush/Paint system UPDATE Sliders"}, {"post_id": 31970, "ts": "2026-07-20T19:59:50Z", "hours": 1.7744, "text": "Mini Update Version 7.1 NEW Layout system NEW FPS system UPDATE Hud UPDATE Gradient system UPDATE Css structure I changed the projects CSS to make it simpler. I split the CSS into three files. This way it is easier to make changes when I need to. I do not have to look for things in a file with, over 400 lines of code. I also added a display that shows the FPS. This helps me check for stuttering or lag in the game. I plan to release an update to make the game run better. The update will fully optimize the game."}, {"post_id": 31874, "ts": "2026-07-20T16:52:40Z", "hours": 1.6367, "text": "New version 7 NEW Pause system NEW Eraser system NEW Change name system UPDATE Hud UPDATE Music system"}, {"post_id": 31480, "ts": "2026-07-19T21:38:22Z", "hours": 1.1442, "text": "New version 6 New Opacity system UPDATE Hud UPDATE Music system UPDATE Color system I’ve finally settled on a HUD design that looks good and fits the project well; feedback on the HUD, features, and systems would be greatly appreciated to help make the project excellent and ensure it appeals to users."}, {"post_id": 30928, "ts": "2026-07-18T22:32:12Z", "hours": 1.7525, "text": "New version 5 NEW Gradient system UPDATE Music system UPDATE Color system UPDATE Particules system Hud changes Data Storage update Important The game is still undergoing updates and changes. Feedback will be useful for improvements and modifications to the project. Ideas can be added."}, {"post_id": 30412, "ts": "2026-07-17T22:26:42Z", "hours": 1.7842, "text": "New version 4.1 New music box HUD change Data storage and account system update"}, {"post_id": 26700, "ts": "2026-07-11T17:17:27Z", "hours": 0.8711, "text": "Version 3.1 A minor update, and I need to talk about the project’s future: A chat system might be added to the project, but with moderation A layout system is now more likely to be included Interface changes will be made to improve the user experience New Stars count system Hud Changes"}, {"post_id": 26644, "ts": "2026-07-11T16:07:44Z", "hours": 1.9558, "text": "Version 3 UPDATE Color system NEW “Stars” LiveTime Bugs Fixed"}, {"post_id": 26209, "ts": "2026-07-10T21:28:49Z", "hours": 1.2519, "text": "Version 2 New color system New data storage system using TypeScript New HUD changes Bug-fix related systems The site includes additional features, such as: Potential additions Alternative painting methods Color system improvements Custom shape creation system “Layout” system Room for improvement Chat system July 10, 2026"}, {"post_id": 25026, "ts": "2026-07-08T23:27:03Z", "hours": 2.4397, "text": "Version 1 Features: Enter your name Rest time Data storage Paint 07/08/2026"}]...
|
Title: Rest Time by @heitordecarvalhopessoa | Star Title: Rest Time by @heitordecarvalhopessoa | Stardance
Devlogs:
Version 1 Features: Enter your name Rest time Data storage Paint 07/08/2026
Version 2 New color system New data storage system using TypeScript New HUD changes Bug-fix related systems The site includes additional features, such as: Potential additions Alternative painting methods Color system improvements Custom shape creation system “Layout” system Room for improvement Chat system July 10, 2026
Version 3 UPDATE Color system NEW “Stars” LiveTime Bugs Fixed
Version 3.1 A minor update, and I need to talk about the project’s future: A chat system might be added to the project, but with moderation A layout system is now more likely to be included Interface changes will be made to improve the user experience New Stars count system Hud Changes
New version 4.1 New music box HUD change Data storage and account system update
New version 5 NEW Gradient system UPDATE Music system UPDATE Color system UPDATE Particules system Hud changes Data Storage update Important The game is still undergoing updates and changes. Feedback will be useful for improvements and modifications to the project. Ideas can be added.
New version 6 New Opacity system UPDATE Hud UPDATE Music system UPDATE Color system I’ve finally settled on a HUD design that looks good and fits the project well; feedback on the HUD, features, and systems would be greatly appreciated to help make the project excellent and ensure it appeals to users.
New version 7 NEW Pause system NEW Eraser system NEW Change name system UPDATE Hud UPDATE Music system
Mini Update Version 7.1 NEW Layout system NEW FPS system UPDATE Hud UPDATE Gradient system UPDATE Css structure I changed the projects CSS to make it simpler. I split the CSS into three files. This way it is easier to make changes when I need to. I do not have to look for things in a file with, over 400 lines of code. I also added a display that shows the FPS. This helps me check for stuttering or lag in the game. I plan to release an update to make the game run better. The update will fully optimize the game.
Version 8 BRUSH UPDATE NEW Random Brush NEW Explode Brush NEW Brush Size system UPDATE Hud UPDATE Brush/Paint system UPDATE Sliders
Version 9.1 BUG FIX UPDATE Blackhole error bug » FIXED Gradient error bug » FIXED Layouts error bug » FIXED Lose Dara bug » FIXED NEW loading screen NEW web icon
Version 10 Music glow UPDATE NEW glow system NEW background efect system UPDATE ui UPDATE music system UPDATE background UPDATE color + gradient system UPDATE optimization Additional ideas and comments helped shape the project to ensure it is accessible and easy to use.
Version 11 Options Update NEW Screenshot system NEW Hide UI system UPDATE Hud UPDATE javascript functions UPDATE Brushs systems UPDATE Shortcuts keys I’ve just planned out the next three versions of the game. Here’s what will be added: Tutorial Walls with collision Screen-edge collision (optional) Wind system Screen recording (10s – 2 min) New brush with connected particles Any feedback would be helpful for adding or modifying features.
Version 12 Brush optimization Update NEW Shortcut (1-6) NEW Web brush UPDATE Brush system UPDATE Hud UPDATE Paint system UPDATE Shorcuts system Youtube chanel: https://www.youtube.com/@HeitorCPessoa/featured
version 12.1 little update NEW Clear particles (C) NEW Shortcuts Menu (w) Shortcuts: 1-6 »» Brushes Shift »» Eraser Ctrl »» Pause / resume B »» Black hole C »» Clear particles Tab »» Palette Menu H »» Zen mode (hide ui) S »» Screenshot W »» Shortcuts menu UPDATE Hud UPDATE Color system UPDATE Data storage system
version 12.2 Tutorial update NEW Tutorial UPDATE Hud UPDATE Music system UPDATE Shortcuts Bugs Fixed
NEW 1.0.0 LEADERBOARD UPDATE NEW Leaderboard NEW Account system UPDATE HUD UPDATE Buttons
A small update to fix bugs and improve stability.
Ships:
New version 4 NEW Time system NEW Size system NEW Speed system NEW Forms system Hud update Data Storage update New particles updates
Version 9 New - Meteor Brush New - Rain Brush New - BlackHole New - ShortCuts: - Tab: Palette Menu - Shift: Eraser - Ctrl: Pause - B: BlackHole Update - Hud Update - Layout system Update - Brush system Update - Particles system New full version – Notes: New systems and updates to existing ones; Feedback will help improve the game; Ideas will be great for making the game better for our users;
NEW 1.12 FULL VERSION NEW - Clear all particles system NEW - Shortcuts menu NEW - Tutorial NEW - Hud NEW - typescript datastorage system...
|
1794012476.4300172
|
1794098876.4300172
|
|
56811
|
Temperature Management Unit (TMU) by @denisgrigori Temperature Management Unit (TMU) by @denisgrigoriev6 | Stardance...
|
denisgrigoriev6
|
0
|
2.4
|
0
|
[]
|
[{"post_id": 63667, "ts": "202 [{"post_id": 63667, "ts": "2026-09-07T16:31:12Z", "hours": 0.3336, "text": "Researched PID control algorithms for precise thermal regulation. Switched to a new MOSFET to better handle power delivery, and drafted the initial firmware to run the temperature loop."}, {"post_id": 62398, "ts": "2026-09-05T18:53:38Z", "hours": 0.9003, "text": "Looked at different mosfets to turn on the heating film - using PWM i can vary the temperature. i’ve also completed my schematic"}, {"post_id": 59141, "ts": "2026-08-31T19:24:27Z", "hours": 1.1669, "text": "This is my initial research into temperature sensors, mossfets and microcontrollers that i’m going to be using in this project. i found the TMP117 digital temperature sensor to best fit my project needs as it can run on low voltages which is important as i would be using AA or AAA batteries to run this board. For my microcontroller i found the ATTiny85 to also run on low voltages, which is also easy to use."}]...
|
Title: Temperature Management Unit (TMU) by @denis Title: Temperature Management Unit (TMU) by @denisgrigoriev6 | Stardance
Devlogs:
This is my initial research into temperature sensors, mossfets and microcontrollers that i’m going to be using in this project. i found the TMP117 digital temperature sensor to best fit my project needs as it can run on low voltages which is important as i would be using AA or AAA batteries to run this board. For my microcontroller i found the ATTiny85 to also run on low voltages, which is also easy to use.
Looked at different mosfets to turn on the heating film - using PWM i can vary the temperature. i’ve also completed my schematic
Researched PID control algorithms for precise thermal regulation. Switched to a new MOSFET to better handle power delivery, and drafted the initial firmware to run the temperature loop....
|
1793400842.5508523
|
1794005642.5508523
|
|
55267
|
Portfolio Website by @ibrahimthegoat | Stardance
|
ibrahimthegoat
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T16:33:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a personal portfolio website to showcase my elder brother’s video editing work in one place. The most challenging part was setting up custom CMS bindings for my editing showcase, getting the embedded video players to load smoothly without layout shifts, and fixing the responsive layout issues on different screens.", "repo": "https://github.com/ibrahimahsan954-eng/portfolio-website", "demo": "https://editsbyebad.freebuff.app"}]...
|
[{"post_id": 63666, "ts": "202 [{"post_id": 63666, "ts": "2026-09-07T16:30:03Z", "hours": 0.3, "text": "let’s make the typography look premium and rich as 🤑"}, {"post_id": 60126, "ts": "2026-09-02T09:22:39Z", "hours": 0.9611, "text": "Adding Security Features & Video Editing Keywords So The Site Gets More Views"}]...
|
Title: Portfolio Website by @ibrahimthegoat | Star Title: Portfolio Website by @ibrahimthegoat | Stardance
Devlogs:
Adding Security Features & Video Editing Keywords So The Site Gets More Views
let’s make the typography look premium and rich as 🤑
Ships:
I built a personal portfolio website to showcase my elder brother’s video editing work in one place. The most challenging part was setting up custom CMS bindings for my editing showcase, getting the embedded video players to load smoothly without layout shifts, and fixing the responsive layout issues on different screens....
|
1794012954.221489
|
1794099354.221489
|
|
27701
|
Tracer by @carliechao | Stardance
|
carliechao
|
0
|
17.0
|
0
|
[]
|
[{"post_id": 63663, "ts": "202 [{"post_id": 63663, "ts": "2026-09-07T16:21:20Z", "hours": 6.2375, "text": "I added the finishing touches i.e. fixing tolerances and mounts for my electronics. I am ready to submit. I might use the time in between the submission to add mounts for limit switches, but it is only a wish for now."}, {"post_id": 57591, "ts": "2026-08-29T19:45:43Z", "hours": 3.4439, "text": "my old design looked flimsy, so I got some inspiration and changed the assembly of the forearm. I put the arm part onto the base and the electronics. Things went OK, but the my joints and constraints sometimes acted weird and bugged into each other, would anyone know the issue–Thanks."}, {"post_id": 53356, "ts": "2026-08-23T21:27:34Z", "hours": 2.6172, "text": "It’s been a week since I last worked on this project, and I forgot to post a dev-log. I think I was working on the base and laying out the electrical components when I realized I screwed something up so I deleted my progress. This is what I have now."}, {"post_id": 46541, "ts": "2026-08-13T20:46:09Z", "hours": 3.1006, "text": "(nearly) Finished Robotic Arm: When i tried to attach the hand on to the ends links, there were things misaligned in the assembly and I couldn’t attach the end. I spent a miserable amount of time going back trying to find the mistake, finding multiple areas where the measurements were of by fractions of a millimeter. I fixed some things in the end, and it works now, but some of the constraints are still finicky. I don’t think this will matter when its put together; it is just me being picky. One reason why this may have happened was because of my choice to use imperial measurements with parts that used metric measurements, as well as bad 3D modeling. This was a good learning experience though. I am mostly done with the upper assembly, and the only major thing now is that I just have to create the lower portion which will hold all the electronics."}, {"post_id": 45839, "ts": "2026-08-12T15:49:12Z", "hours": 1.6006, "text": "I was working on assembling the parts I made. I constrained the links to slowly remove its degrees of motion until the elbow and shoulder motions were correct. It was really nice to sit back and look back on it. I still need to work on the gripper of the robot as well as its base. P.S. I didn’t know how recordings worked and how to submit them so a lot of my progress before this point were erased."}]...
|
Title: Tracer by @carliechao | Stardance
Devlogs: Title: Tracer by @carliechao | Stardance
Devlogs:
I was working on assembling the parts I made. I constrained the links to slowly remove its degrees of motion until the elbow and shoulder motions were correct. It was really nice to sit back and look back on it. I still need to work on the gripper of the robot as well as its base. P.S. I didn’t know how recordings worked and how to submit them so a lot of my progress before this point were erased.
(nearly) Finished Robotic Arm: When i tried to attach the hand on to the ends links, there were things misaligned in the assembly and I couldn’t attach the end. I spent a miserable amount of time going back trying to find the mistake, finding multiple areas where the measurements were of by fractions of a millimeter. I fixed some things in the end, and it works now, but some of the constraints are still finicky. I don’t think this will matter when its put together; it is just me being picky. One reason why this may have happened was because of my choice to use imperial measurements with parts that used metric measurements, as well as bad 3D modeling. This was a good learning experience though. I am mostly done with the upper assembly, and the only major thing now is that I just have to create the lower portion which will hold all the electronics.
It’s been a week since I last worked on this project, and I forgot to post a dev-log. I think I was working on the base and laying out the electrical components when I realized I screwed something up so I deleted my progress. This is what I have now.
my old design looked flimsy, so I got some inspiration and changed the assembly of the forearm. I put the arm part onto the base and the electronics. Things went OK, but the my joints and constraints sometimes acted weird and bugged into each other, would anyone know the issue–Thanks.
I added the finishing touches i.e. fixing tolerances and mounts for my electronics. I am ready to submit. I might use the time in between the submission to add mounts for limit switches, but it is only a wish for now....
|
1793951347.8991196
|
1794556147.8991196
|
|
59346
|
AutoWater by @xacobema | Stardance
|
xacobema
|
0
|
0.43
|
0
|
[]
|
[{"post_id": 63660, "ts": "202 [{"post_id": 63660, "ts": "2026-09-07T16:15:58Z", "hours": 0.4336, "text": "I think I am done with the first iteration of the schematic and PCB layout, altough it isn’t wired yet, so it will probably change (Maybe I didn’t timelapse everything…) I searched different chips for the functions like battery charging and 3.3v regulator, maybe it is too overcomplicated for what it does. Since school is starting very very soon I will code a very bare-bones android app to configure he ESP32 and, of course, the ESP32 firmware itself"}]...
|
Title: AutoWater by @xacobema | Stardance
Devlogs Title: AutoWater by @xacobema | Stardance
Devlogs:
I think I am done with the first iteration of the schematic and PCB layout, altough it isn’t wired yet, so it will probably change (Maybe I didn’t timelapse everything…) I searched different chips for the functions like battery charging and 3.3v regulator, maybe it is too overcomplicated for what it does. Since school is starting very very soon I will code a very bare-bones android app to configure he ESP32 and, of course, the ESP32 firmware itself...
|
1793548061.395125
|
1794152861.395125
|
|
55276
|
Notes-but it got features by @Freaked | Stardance
|
Freaked
|
2
|
17.1
|
49
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T02:59:56Z", "hours": 9.0, "multiplier": 5.39, "payout": 46, "blessing": "neutral", "text": "i made a notes website but flooded with feature so that people can use it for anything they want and this will be the most featured and i am proud i made it", "repo": "https://github.com/15freaker/Anims-notes", "demo": "https://15freaker.github.io/Anims-notes/"}, {"ship_num": 2, "ts": "2026-08-28T14:30:54Z", "hours": 3.0, "multiplier": 2.02, "payout": 3, "blessing": "neutral", "text": "i made a note taking website with many features there were lot of bugs but everything went okay", "repo": "https://github.com/15freaker/Anims-notes", "demo": "https://15freaker.github.io/Anims-notes/"}]...
|
[{"post_id": 63659, "ts": "202 [{"post_id": 63659, "ts": "2026-09-07T16:14:55Z", "hours": 0.4586, "text": "Devlog 10 of 2.0 : finally the theme work and fuctionality is also completed it went smootly i am happy havent seen any bugs TILL YET dont know of future nobody knows where and when bugs come so for now its done and i am happy lets see forward of adding more features (❁´◡`❁)"}, {"post_id": 63624, "ts": "2026-09-07T15:31:28Z", "hours": 1.4569, "text": "Devlog 9 of 2.0 : i have added Quick access and added its fuctionality so it will be easy for people and will be quick to access any files easily without digging into mountain of notes and to do list i am thinking of adding theme fuctionality rn i have only added its button havent added its fuction so now will do that"}, {"post_id": 63525, "ts": "2026-09-07T13:04:16Z", "hours": 1.3192, "text": "Devlog 8 of 2.0 : i have added Favorites section in my notes website where now we can seprate our notes into favorites section also i am working more in it to make it more better but all over i think this is working and i should i leave it and i will see if i see any bug in process of testing i will solve it"}, {"post_id": 63435, "ts": "2026-09-07T08:51:32Z", "hours": 1.8664, "text": "Devlog 7 of 2.0 : i have fixed bugs and the changes it need because it was having some issues in few fields like have to reload everytime we made any change or make any note and then because of note color the text wasnt clear but i fixed the bugs and changed what it need and also i will add more features in it because it needs a lot of thing to fixed and added 🔥🔥"}, {"post_id": 62623, "ts": "2026-09-06T02:52:20Z", "hours": 0.6539, "text": "Devlog 6 of 2.0 : i have fixed all the bugs and not notes website is working perfectly and also i have added more details in readme about all the features and now lets see what will happen i hope everything will go fine ✨✨"}, {"post_id": 62592, "ts": "2026-09-06T01:51:26Z", "hours": 2.44, "text": "Devlog 5 of 2.0 : i have added 2 more feature which are maybe little but i think they will be helpful in first i have completed to make a #tag type where people can easily tag their notes or to do list and then 2nd feature is i added json export option because json files can be easily accessed thats why i added it i hope so everything will go okay it was so much work left have to do 🥀🥀"}, {"post_id": 62508, "ts": "2026-09-05T22:14:50Z", "hours": 1.3294, "text": "Devlog 4 of 2.0 : i have added 3 main features first we can create folder and files inside the folder and then save our notes seprately the we can now attach files with our notes and also we can take notes by drawing also i have added these 3 features becasue normal notes app sont have these types of feature but mine one is different it is filled with features ✨✨"}, {"post_id": 62340, "ts": "2026-09-05T17:42:52Z", "hours": 1.6542, "text": "Devlog 3 of 2.0 : i have added filter option so it will be easy to organize notes and to do list seprately and they wont get mixed up in each other i was thinking of adding more filter option but i think only 3 filter options are enough for this website if in future i will add other thing i will surely add more filter option for more flexibility at last one new feature more added ✨✨"}, {"post_id": 62259, "ts": "2026-09-05T15:20:32Z", "hours": 0.6208, "text": "Devlog 2 of 2.0 : i want to ask y’all is this feature irritating because i added it only in locked notes so that people dont accidently delete their notes and also from my perspective extra layer of protection is better please comment your opinion ✨✨"}, {"post_id": 62233, "ts": "2026-09-05T14:33:37Z", "hours": 1.3114, "text": "Devlog 1 of 2.0 : i have fixed all the bugs and i am restarting this because the older one wasnt working fine and was having a lot of issues and bugs like not able to edit notes color notes not working and appearnce one not changing and all it was really frustrating and irritating so i am adding more features is this new version so at last lets see forward and will do better in 2.0 🔥🔥"}, {"post_id": 57534, "ts": "2026-08-29T18:20:57Z", "hours": 0.255, "text": "color up to do list new feature added"}, {"post_id": 57519, "ts": "2026-08-29T18:02:52Z", "hours": 0.295, "text": "finally added more details"}, {"post_id": 56642, "ts": "2026-08-28T14:14:40Z", "hours": 1.1864, "text": "completed first version of my note taking website"}, {"post_id": 56567, "ts": "2026-08-28T11:32:43Z", "hours": 0.2739, "text": "added dark theme to my note taking website"}, {"post_id": 56551, "ts": "2026-08-28T11:02:02Z", "hours": 0.575, "text": "made another update in notes making it real awesome"}, {"post_id": 56533, "ts": "2026-08-28T10:17:11Z", "hours": 0.5364, "text": "i am working on website to take notes"}]...
|
Title: Notes-but it got features by @Freaked | Sta Title: Notes-but it got features by @Freaked | Stardance
Devlogs:
i am working on website to take notes
made another update in notes making it real awesome
added dark theme to my note taking website
completed first version of my note taking website
finally added more details
color up to do list new feature added
Devlog 1 of 2.0 : i have fixed all the bugs and i am restarting this because the older one wasnt working fine and was having a lot of issues and bugs like not able to edit notes color notes not working and appearnce one not changing and all it was really frustrating and irritating so i am adding more features is this new version so at last lets see forward and will do better in 2.0 🔥🔥
Devlog 2 of 2.0 : i want to ask y’all is this feature irritating because i added it only in locked notes so that people dont accidently delete their notes and also from my perspective extra layer of protection is better please comment your opinion ✨✨
Devlog 3 of 2.0 : i have added filter option so it will be easy to organize notes and to do list seprately and they wont get mixed up in each other i was thinking of adding more filter option but i think only 3 filter options are enough for this website if in future i will add other thing i will surely add more filter option for more flexibility at last one new feature more added ✨✨
Devlog 4 of 2.0 : i have added 3 main features first we can create folder and files inside the folder and then save our notes seprately the we can now attach files with our notes and also we can take notes by drawing also i have added these 3 features becasue normal notes app sont have these types of feature but mine one is different it is filled with features ✨✨
Devlog 5 of 2.0 : i have added 2 more feature which are maybe little but i think they will be helpful in first i have completed to make a #tag type where people can easily tag their notes or to do list and then 2nd feature is i added json export option because json files can be easily accessed thats why i added it i hope so everything will go okay it was so much work left have to do 🥀🥀
Devlog 6 of 2.0 : i have fixed all the bugs and not notes website is working perfectly and also i have added more details in readme about all the features and now lets see what will happen i hope everything will go fine ✨✨
Devlog 7 of 2.0 : i have fixed bugs and the changes it need because it was having some issues in few fields like have to reload everytime we made any change or make any note and then because of note color the text wasnt clear but i fixed the bugs and changed what it need and also i will add more features in it because it needs a lot of thing to fixed and added 🔥🔥
Devlog 8 of 2.0 : i have added Favorites section in my notes website where now we can seprate our notes into favorites section also i am working more in it to make it more better but all over i think this is working and i should i leave it and i will see if i see any bug in process of testing i will solve it
Devlog 9 of 2.0 : i have added Quick access and added its fuctionality so it will be easy for people and will be quick to access any files easily without digging into mountain of notes and to do list i am thinking of adding theme fuctionality rn i have only added its button havent added its fuction so now will do that
Devlog 10 of 2.0 : finally the theme work and fuctionality is also completed it went smootly i am happy havent seen any bugs TILL YET dont know of future nobody knows where and when bugs come so for now its done and i am happy lets see forward of adding more features (❁´◡`❁)
Ships:
i made a note taking website with many features there were lot of bugs but everything went okay
i made a notes website but flooded with feature so that people can use it for anything they want and this will be the most featured and i am proud i made it...
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1793771521.850102
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1794635521.850102
|
|
57906
|
Zerya Foundation Website by @Sanielia | Stardance
|
Sanielia
|
0
|
6.67
|
0
|
[]
|
[{"post_id": 63649, "ts": "202 [{"post_id": 63649, "ts": "2026-09-07T15:58:14Z", "hours": 4.3925, "text": "4 more hours working on the project I have mostly finished general clean up, added CMS system, mostly configured SEO and added beatiful schemaOrg. Also along the way website primary color changed due to Zerya introducing custom colors for its sections and we finally have foundation logo instead of main Zerya one!"}, {"post_id": 61701, "ts": "2026-09-04T18:57:40Z", "hours": 2.2783, "text": "I have finished cleanup of visual implementation of the website. What I will do next is adding actual CSM and integrating it with news and projects pages as well as optimizations like adding Nuxt Image and working on Nuxt SEO config"}]...
|
Title: Zerya Foundation Website by @Sanielia | Sta Title: Zerya Foundation Website by @Sanielia | Stardance
Devlogs:
I have finished cleanup of visual implementation of the website. What I will do next is adding actual CSM and integrating it with news and projects pages as well as optimizations like adding Nuxt Image and working on Nuxt SEO config
4 more hours working on the project I have mostly finished general clean up, added CMS system, mostly configured SEO and added beatiful schemaOrg. Also along the way website primary color changed due to Zerya introducing custom colors for its sections and we finally have foundation logo instead of main Zerya one!...
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1793462098.291021
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1794066898.291021
|
|
59439
|
ShitOS by @StupendousMaker | Stardance
|
StupendousMaker
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T10:05:13Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So this is a web based os called ShitOS. It doesn’t have any purpose except helping me learn styling in html. I don’t even know who would use it and what would they even use it for????", "repo": "https://github.com/samratveer22-boop/ShitOS-GoldenGate", "demo": "https://samratveer22-boop.github.io/ShitOS-GoldenGate/index.html"}]...
|
[{"post_id": 63644, "ts": "202 [{"post_id": 63644, "ts": "2026-09-07T15:51:20Z", "hours": 0.3103, "text": "ShitOS’ Code is shit too!"}]...
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Title: ShitOS by @StupendousMaker | Stardance
Dev Title: ShitOS by @StupendousMaker | Stardance
Devlogs:
ShitOS’ Code is shit too!
Ships:
So this is a web based os called ShitOS. It doesn’t have any purpose except helping me learn styling in html. I don’t even know who would use it and what would they even use it for????...
|
1793984010.752432
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1794070410.752432
|
|
55158
|
Vinyl Record Hooks by @ncHammer | Stardance
|
ncHammer
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T15:37:43Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made 3D printable wall display hooks for collectible items! I focused mainly on vinyl records and comic books, with 5 sizes and types total. They function as a track that lets you slide the item in and out of the hooks. Feel free to print and use yourself!", "repo": "https://github.com/noahcraig029-code/vinylrecordhooks", "demo": "https://www.thingiverse.com/thing:7409559"}]...
|
[{"post_id": 63610, "ts": "202 [{"post_id": 63610, "ts": "2026-09-07T15:14:56Z", "hours": 0.3125, "text": "One last thing before I ship! I wanted to go back over the designs and I decided to tweak the standalone record hook. Now instead of the PLA filament touching the vinyl directly (which ran the risk of scratching it), there’s space to put some sort of buffer! I plan on using a foam sticker to avoid damaging it, but anything works. Happy decorating!"}, {"post_id": 63552, "ts": "2026-09-07T13:57:35Z", "hours": 0.9, "text": "My wall decoration hooks are finished! These are fully 3D printable ‘hook’ type items that can be attached to a wall to display anything from vinyl records to comic books without damaging the collectable item itself! There are 5 different sizes and shapes, so please feel free to open the Onshape and look around, they’re made to be used! Feedback or suggestions are more then welcome! This is just a fun little project I wanted to do to try and manufacture something I can actually ship sooner rather then later lol"}, {"post_id": 63173, "ts": "2026-09-06T20:31:03Z", "hours": 1.2264, "text": "A smaller, personal-convenience project this time! I’m taking a break from my two bigger tasks to model something small. These are 3D printable display hooks! I like to collect vinyl records and comics, but I’m always worried about using tape or poster tack to stick them to my wall for decoration, so I’m going to 3D print these little guys to help out with that! They’re simple hooks that have a back that connects to the wall, and then you can slide your item in through the hook and let it stand on it’s own! Drill them into your wall, use tape, glue, or anything! They come in 5 different sizes, so pick whatever works best for your collectible item. Feel free to use them as you wish! I’m hoping to get the Bambu A1 mini with my stardust so I can print these out, so if they work well let me know! Feedback or ideas always welcome!"}]...
|
Title: Vinyl Record Hooks by @ncHammer | Stardance Title: Vinyl Record Hooks by @ncHammer | Stardance
Devlogs:
A smaller, personal-convenience project this time! I’m taking a break from my two bigger tasks to model something small. These are 3D printable display hooks! I like to collect vinyl records and comics, but I’m always worried about using tape or poster tack to stick them to my wall for decoration, so I’m going to 3D print these little guys to help out with that! They’re simple hooks that have a back that connects to the wall, and then you can slide your item in through the hook and let it stand on it’s own! Drill them into your wall, use tape, glue, or anything! They come in 5 different sizes, so pick whatever works best for your collectible item. Feel free to use them as you wish! I’m hoping to get the Bambu A1 mini with my stardust so I can print these out, so if they work well let me know! Feedback or ideas always welcome!
My wall decoration hooks are finished! These are fully 3D printable ‘hook’ type items that can be attached to a wall to display anything from vinyl records to comic books without damaging the collectable item itself! There are 5 different sizes and shapes, so please feel free to open the Onshape and look around, they’re made to be used! Feedback or suggestions are more then welcome! This is just a fun little project I wanted to do to try and manufacture something I can actually ship sooner rather then later lol
One last thing before I ship! I wanted to go back over the designs and I decided to tweak the standalone record hook. Now instead of the PLA filament touching the vinyl directly (which ran the risk of scratching it), there’s space to put some sort of buffer! I plan on using a foam sticker to avoid damaging it, but anything works. Happy decorating!
Ships:
I made 3D printable wall display hooks for collectible items! I focused mainly on vinyl records and comic books, with 5 sizes and types total. They function as a track that lets you slide the item in and out of the hooks. Feel free to print and use yourself!...
|
1794012921.2904413
|
1794099321.2904413
|
|
6851
|
UE4 Shooter by @Luckmuc | Stardance
|
Luckmuc
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 6361, "ts": "2026 [{"post_id": 6361, "ts": "2026-06-10T18:22:08Z", "hours": 0.0, "text": "I added a kind of ‘fence’ to the map, struggled again with those materials (didn’t solve it this time :c ), I researched and noticed it IS indeed possible to create an UI in Unreal Engine 4, only bad side is: It’s probably harder than Blueprints and I dont even understand those yet. And I also added some pallets, just as starting decoration because Idk what else to add"}, {"post_id": 5803, "ts": "2026-06-09T18:44:22Z", "hours": 0.0, "text": "I created the basic structure of the project (installing Unreal Engine + Extension, setting up world, adding .gitignore & README.md) and I added a starting platform where people spawn when playing the game. I need to research how I can create a Home/Lobby-screen where settings, play game, etc. are located… (does UE even support that lol). I used the first person template for starting, so there’s already a gun but almost nothing is like how i want it. I also got extremely frustrated because I forgot how to change the sizes of tiles and much other Unreal Engine stuff :|. I’ll make a git commit right after this devlog"}]...
|
Title: UE4 Shooter by @Luckmuc | Stardance
Devlog Title: UE4 Shooter by @Luckmuc | Stardance
Devlogs:
I created the basic structure of the project (installing Unreal Engine + Extension, setting up world, adding .gitignore & README.md) and I added a starting platform where people spawn when playing the game. I need to research how I can create a Home/Lobby-screen where settings, play game, etc. are located… (does UE even support that lol). I used the first person template for starting, so there’s already a gun but almost nothing is like how i want it. I also got extremely frustrated because I forgot how to change the sizes of tiles and much other Unreal Engine stuff :|. I’ll make a git commit right after this devlog
I added a kind of ‘fence’ to the map, struggled again with those materials (didn’t solve it this time :c ), I researched and noticed it IS indeed possible to create an UI in Unreal Engine 4, only bad side is: It’s probably harder than Blueprints and I dont even understand those yet. And I also added some pallets, just as starting decoration because Idk what else to add...
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1793922724.3811355
|
1794786724.3811355
|
|
58974
|
Terminator by @Hamzacross100 | Stardance
|
Hamzacross100
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T11:53:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its Done After 2 Weeks", "repo": "https://github.com/Hamzacross/Terminator", "demo": "https://www.hamzacross100.online/projects/terminator"}]...
|
[{"post_id": 63603, "ts": "202 [{"post_id": 63603, "ts": "2026-09-07T15:09:21Z", "hours": 0.7156, "text": "Working On V1.0 The Main Working Version"}]...
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Title: Terminator by @Hamzacross100 | Stardance
D Title: Terminator by @Hamzacross100 | Stardance
Devlogs:
Working On V1.0 The Main Working Version
Ships:
Its Done After 2 Weeks...
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1794027074.3226578
|
1794113474.3226578
|