|
17962
|
My first slack bot! by @rhenisam2008 | Stardance
|
rhenisam2008
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T18:26:04Z", "hours": 1.0, "multiplier": 2.98, "payout": 2, "blessing": "neutral", "text": "I made a bot for fun and relaxing who have less than 5 minutes. Pushing and pulling the file with git is challenging for me. I am proud that this is my first completed project.", "repo": "https://github.com/rhenisam2008-max/Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8P5DRDB3"}]...
|
[{"post_id": 8213, "ts": "2026 [{"post_id": 8213, "ts": "2026-06-13T17:39:43Z", "hours": 0.7911, "text": "JARVIS — A Fun ASCII Art Slack Bot We spend most of our workday inside Slack, and sometimes you just want something in your workspace that makes you smile. That’s the only reason JARVIS exists. No overthinking it, no big grand purpose — just a fun little bot that does cool things with text. JARVIS is a lightweight Slack bot built with Node.js and the Slack Bolt framework. It runs in socket mode and responds to slash commands. That’s it. It doesn’t manage your tasks, it doesn’t send you reminders, it doesn’t ping you about deadlines. It just does one thing really well — it makes text look awesome inside Slack. What It Actually Does Type /jarvis-shape and give it a shape name and a size — it draws a 3D ASCII cube, pyramid, prism, cylinder, diamond, or cone right inside a code block. The shapes are built character by character using pure JavaScript math, no libraries involved. They look surprisingly good in Slack’s monospace font. Type /jarvis-text with any name or word and it blows it up into giant 3D ASCII letters. Every letter from A to Z is hand-designed as a 4-row character glyph. You can pick from three styles — block, shadow, or banner. Type your name and suddenly you feel important. Type /jarvis-fun and pick from eight pre-built ASCII art pieces — a rocket, trophy, castle, robot, fire, crown, sword, or shield. It just drops it into the chat. No reason needed. And then there’s /jarvis-ping to check if the bot is alive, /jarvis-catfact for random cat facts, /jarvis-joke for a two-part joke from a live API, and /jarvis-help to list everything. Why We Built It Honestly? To learn. Building JARVIS gave us real hands-on experience with the Slack Bolt framework, slash command handling, socket mode setup, live API integration, and structuring a Node.js project properly with environment variables and a clean codebase. It’s a small project but it covers a lot of real ground. And beyond the learning — it’s just genuinely fun to type /jarvis-text with your name and see it explode into giant letters in your team channel. Built With Node.js · Slack Bolt · Socket Mode · Axios · dotenv · catfact.ninja API · Official Joke API"}]...
|
Title: My first slack bot! by @rhenisam2008 | Star Title: My first slack bot! by @rhenisam2008 | Stardance
Devlogs:
JARVIS — A Fun ASCII Art Slack Bot We spend most of our workday inside Slack, and sometimes you just want something in your workspace that makes you smile. That’s the only reason JARVIS exists. No overthinking it, no big grand purpose — just a fun little bot that does cool things with text. JARVIS is a lightweight Slack bot built with Node.js and the Slack Bolt framework. It runs in socket mode and responds to slash commands. That’s it. It doesn’t manage your tasks, it doesn’t send you reminders, it doesn’t ping you about deadlines. It just does one thing really well — it makes text look awesome inside Slack. What It Actually Does Type /jarvis-shape and give it a shape name and a size — it draws a 3D ASCII cube, pyramid, prism, cylinder, diamond, or cone right inside a code block. The shapes are built character by character using pure JavaScript math, no libraries involved. They look surprisingly good in Slack’s monospace font. Type /jarvis-text with any name or word and it blows it up into giant 3D ASCII letters. Every letter from A to Z is hand-designed as a 4-row character glyph. You can pick from three styles — block, shadow, or banner. Type your name and suddenly you feel important. Type /jarvis-fun and pick from eight pre-built ASCII art pieces — a rocket, trophy, castle, robot, fire, crown, sword, or shield. It just drops it into the chat. No reason needed. And then there’s /jarvis-ping to check if the bot is alive, /jarvis-catfact for random cat facts, /jarvis-joke for a two-part joke from a live API, and /jarvis-help to list everything. Why We Built It Honestly? To learn. Building JARVIS gave us real hands-on experience with the Slack Bolt framework, slash command handling, socket mode setup, live API integration, and structuring a Node.js project properly with environment variables and a clean codebase. It’s a small project but it covers a lot of real ground. And beyond the learning — it’s just genuinely fun to type /jarvis-text with your name and see it explode into giant letters in your team channel. Built With Node.js · Slack Bolt · Socket Mode · Axios · dotenv · catfact.ninja API · Official Joke API
Ships:
I made a bot for fun and relaxing who have less than 5 minutes. Pushing and pulling the file with git is challenging for me. I am proud that this is my first completed project....
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1793083770.4245317
|
1793170170.4245317
|
|
70567
|
Quiz by @syedakhter | Stardance
|
syedakhter
|
2
|
3.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T14:48:00Z", "hours": 2.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "i ADDED MORE QUESTIONS", "repo": "https://github.com/8051987-eng/quiz", "demo": "https://8051987-eng.github.io/quiz/"}, {"ship_num": 2, "ts": "2026-10-21T01:53:20Z", "hours": 1.0, "multiplier": 1.0, "payout": 1, "blessing": "neutral", "text": "This project is a quiz", "repo": "https://github.com/8051987-eng/quiz", "demo": "https://8051987-eng.github.io/quiz/"}]...
|
[{"post_id": 82129, "ts": "202 [{"post_id": 82129, "ts": "2026-10-24T01:21:18Z", "hours": 2.045, "text": "Quiz"}, {"post_id": 81144, "ts": "2026-10-20T02:16:31Z", "hours": 1.0067, "text": "A quiz only spent 1hr on this because im busy"}]...
|
Title: Quiz by @syedakhter | Stardance
Devlogs:
A Title: Quiz by @syedakhter | Stardance
Devlogs:
A quiz only spent 1hr on this because im busy
Quiz
Ships:
This project is a quiz
i ADDED MORE QUESTIONS...
|
1793105313.5576465
|
1793191713.5576465
|
|
70157
|
NewTab by @ellie_wood | Stardance
|
ellie_wood
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T01:45:23Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom new tab page themed around an astronomy aesthetic. The page has a little notes app, ability to add personalised bookmarks, different themes, and a moon showing the current phase. Though I normally have problems with my JS (which I still did have) I was able to use some code from other projects to help me save time with the JS which was nice. I also enjoyed making the the styling for this project and making multiple themes since I hadn’t done that before.", "repo": "https://github.com/elliewoodward2024-ops/NewTab", "demo": "https://elliewoodward2024-ops.github.io/NewTab/"}]...
|
[{"post_id": 82128, "ts": "202 [{"post_id": 82128, "ts": "2026-10-24T01:14:14Z", "hours": 0.5047, "text": "Really just did a couple of last edits before I want to ship. I think I should have everything I need so I should be good. (Photos just show the quick notes feature, and the adding personalised bookmarks.)"}, {"post_id": 81985, "ts": "2026-10-23T10:35:41Z", "hours": 1.7422, "text": "Got the personalised bookmarks made and working. Otherwise just did some styling."}, {"post_id": 81781, "ts": "2026-10-22T13:44:19Z", "hours": 2.4061, "text": "Well I was actually able to use a lot of JS that I had used in the past to help with some of this project which was really nice (so so much time saved). Though took some help and a while to get the moon phase tracker working. Well I think it is mostly working now but I will have to see."}, {"post_id": 81432, "ts": "2026-10-21T08:19:11Z", "hours": 2.5864, "text": "I started the page and got down the base. Don’t have a full plan of what I am gonna do yet but thats later me problems. Have the search working along with some simple themes to start with."}]...
|
Title: NewTab by @ellie_wood | Stardance
Devlogs: Title: NewTab by @ellie_wood | Stardance
Devlogs:
I started the page and got down the base. Don’t have a full plan of what I am gonna do yet but thats later me problems. Have the search working along with some simple themes to start with.
Well I was actually able to use a lot of JS that I had used in the past to help with some of this project which was really nice (so so much time saved). Though took some help and a while to get the moon phase tracker working. Well I think it is mostly working now but I will have to see.
Got the personalised bookmarks made and working. Otherwise just did some styling.
Really just did a couple of last edits before I want to ship. I think I should have everything I need so I should be good. (Photos just show the quick notes feature, and the adding personalised bookmarks.)
Ships:
I made a custom new tab page themed around an astronomy aesthetic. The page has a little notes app, ability to add personalised bookmarks, different themes, and a moon showing the current phase. Though I normally have problems with my JS (which I still did have) I was able to use some code from other projects to help me save time with the JS which was nice. I also enjoyed making the the styling for this project and making multiple themes since I hadn’t done that before....
|
1793199168.8593512
|
1793285568.8593512
|
|
68005
|
Roblox Blox Hook game by @DaintyDust | Stardance
|
DaintyDust
|
1
|
37.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T01:28:16Z", "hours": 37.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a game thats hugely inspired by “Stickman Hook” by Madbox. I always played this when i was younger, so i tried to make it in roblox. Even with 3-4 years of experience making roblox games, the swinging and bouncing where hard to get right. The physics didn’t feel like the original, but after some trial and error i finally got it right. And for a while the player kept sticking to walls and bounce pads. After I figured that out it went pretty smooth, just a few bugs here and there. Sadly roblox only allows games to be published for under 16 once your game reaches 250 visits (or you pay 50k robux), so thats why some people can’t sadly test the game (yet?). For the people who can’t i uploaded a demo video on youtube. Blox Hook gameplay video on youtube Or play it here: https://www.roblox.com/games/115240211962865/Blox-Hook", "repo": "https://github.com/DaintyDust/Blox-Hook", "demo": "https://www.roblox.com/games/115240211962865/Blox-Hook"}]...
|
[{"post_id": 82127, "ts": "202 [{"post_id": 82127, "ts": "2026-10-24T01:04:52Z", "hours": 7.2353, "text": "My last post before shipping. I did alot of bug fixes, such as sticking to a wall of floor when swinging. and a really annoying bug which took me ages to find out. apparently roblox only allows 30 highlight in the same game, otherwise they won’t be rendered. i didn’t know this so i was troubleshooting alot why it didn’t work. I solved it by only adding the highlights to the levels that where currently loaded. I added sound effects to make the game sound more alive."}, {"post_id": 80217, "ts": "2026-10-16T19:32:45Z", "hours": 5.0892, "text": "Added IkControls, these allow you to control the movement of the arms and legs, but keep the natural movement of the joints. so a arm can only move in a way a arm can normally move. This makes it look like the player is actually grabbing the string. instead of floating in the air."}, {"post_id": 79645, "ts": "2026-10-14T20:25:57Z", "hours": 4.8022, "text": "added 20 levels, and made the UI fit on smaller screens like phones. (even in verticial mode)"}, {"post_id": 78882, "ts": "2026-10-11T21:10:10Z", "hours": 1.6183, "text": "added a way to pauze the game. in the beginning it was quite tricky because when you where already swining the momentum carried on even when your body was anchored. so that caused the camera to still move in circles."}, {"post_id": 78347, "ts": "2026-10-10T14:56:01Z", "hours": 4.3861, "text": "updated the level loader to be more reliable. sometimes it bugged and caused nothing to load, that has been resolved. now you can only play levels that you have unlocked, you can unlock a level by completing the previous one. also added data saving and loading, you can now join and leave the gaming with your data being saved. i also display it in the playerlist"}, {"post_id": 77943, "ts": "2026-10-08T21:50:49Z", "hours": 1.7217, "text": "I added functionality to the menu. You can now select a level and play, you can also continue to the next level when finishing."}, {"post_id": 77889, "ts": "2026-10-08T17:44:58Z", "hours": 3.2558, "text": "Added death detection when falling to low or going to high in the map. Also added the finish. it slows you down and gives you options to restart or go to the menu. (the buttons don’t work yet) also designed the UI for the main menu"}, {"post_id": 77403, "ts": "2026-10-06T20:01:53Z", "hours": 2.1008, "text": "I made the bouncers work! I wanted a bounce animation for the bouncer. but instead of just changing the size i decided to use the editable mesh. A editable mesh is basically a mesh that can have “bones” and those bones can move individually to control how the part moves. So i added a bone that moves up and down to make a little bounce animation."}, {"post_id": 77303, "ts": "2026-10-06T14:15:35Z", "hours": 2.6031, "text": "added the first level. the bouncer in the beginning and the finish don’t work yet."}, {"post_id": 77169, "ts": "2026-10-05T21:44:24Z", "hours": 0.7639, "text": "added a target ring so you can see what the nearest hook point is that your gonne hook onto next."}, {"post_id": 77162, "ts": "2026-10-05T20:50:35Z", "hours": 3.2211, "text": "I began with adding a 2D camera, and disabling movement in the Z direction. after that i began with the actual grappling system. I did this by checking which hook point is the closest to you and then creating a attachment. then with some math (sin and cos) i added a swinging animation"}]...
|
Title: Roblox Blox Hook game by @DaintyDust | Star Title: Roblox Blox Hook game by @DaintyDust | Stardance
Devlogs:
I began with adding a 2D camera, and disabling movement in the Z direction. after that i began with the actual grappling system. I did this by checking which hook point is the closest to you and then creating a attachment. then with some math (sin and cos) i added a swinging animation
added a target ring so you can see what the nearest hook point is that your gonne hook onto next.
added the first level. the bouncer in the beginning and the finish don’t work yet.
I made the bouncers work! I wanted a bounce animation for the bouncer. but instead of just changing the size i decided to use the editable mesh. A editable mesh is basically a mesh that can have “bones” and those bones can move individually to control how the part moves. So i added a bone that moves up and down to make a little bounce animation.
Added death detection when falling to low or going to high in the map. Also added the finish. it slows you down and gives you options to restart or go to the menu. (the buttons don’t work yet) also designed the UI for the main menu
I added functionality to the menu. You can now select a level and play, you can also continue to the next level when finishing.
updated the level loader to be more reliable. sometimes it bugged and caused nothing to load, that has been resolved. now you can only play levels that you have unlocked, you can unlock a level by completing the previous one. also added data saving and loading, you can now join and leave the gaming with your data being saved. i also display it in the playerlist
added a way to pauze the game. in the beginning it was quite tricky because when you where already swining the momentum carried on even when your body was anchored. so that caused the camera to still move in circles.
added 20 levels, and made the UI fit on smaller screens like phones. (even in verticial mode)
Added IkControls, these allow you to control the movement of the arms and legs, but keep the natural movement of the joints. so a arm can only move in a way a arm can normally move. This makes it look like the player is actually grabbing the string. instead of floating in the air.
My last post before shipping. I did alot of bug fixes, such as sticking to a wall of floor when swinging. and a really annoying bug which took me ages to find out. apparently roblox only allows 30 highlight in the same game, otherwise they won’t be rendered. i didn’t know this so i was troubleshooting alot why it didn’t work. I solved it by only adding the highlights to the levels that where currently loaded. I added sound effects to make the game sound more alive.
Ships:
I created a game thats hugely inspired by “Stickman Hook” by Madbox. I always played this when i was younger, so i tried to make it in roblox. Even with 3-4 years of experience making roblox games, the swinging and bouncing where hard to get right. The physics didn’t feel like the original, but after some trial and error i finally got it right. And for a while the player kept sticking to walls and bounce pads. After I figured that out it went pretty smooth, just a few bugs here and there. Sadly roblox only allows games to be published for under 16 once your game reaches 250 visits (or you pay 50k robux), so thats why some people can’t sadly test the game (yet?). For the people who can’t i uploaded a demo video on youtube. Blox Hook gameplay video on youtube Or play it here: https://www.roblox.com/games/115240211962865/Blox-Hook...
|
1793116333.9844177
|
1793202733.9844177
|
|
29599
|
Holy Moley by @GeorgeSun | Stardance
|
GeorgeSun
|
3
|
96.74
|
1613
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T23:43:28Z", "hours": 65.0, "multiplier": 19.59, "payout": 1513, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are 14 different levels, an inventory system, main menu, health system, map/quick travel system, shop system, and four different items. There are also two bossfights that multiple different attacks and are quite challenging. The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. There has been many changes since the last ship which I feel make the game a lot more complete such as the mole village where there are NPC moles for you to talk to. The game has side quests for you to accomplish now which give you exclusive unlocks that help you along your adventure. Click try project below to play on web or on PC!", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}, {"ship_num": 2, "ts": "2026-09-03T22:02:25Z", "hours": 2.0, "multiplier": 12.89, "payout": 24, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. I am also proud of the fact that this is now available on mobile and can be played on Andriod and Iphone! (although not available on the app store. You can play my project with the demo link! The Android version is downloadable, you just have to give it permissions. IOS needs an apple developer license however so it will take a while.", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}, {"ship_num": 3, "ts": "2026-07-10T14:24:37Z", "hours": 12.0, "multiplier": 12.93, "payout": 76, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. You can play my project with the demo link!", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}]...
|
[{"post_id": 82122, "ts": "202 [{"post_id": 82122, "ts": "2026-10-24T00:29:19Z", "hours": 9.1569, "text": "I created a level editor so that everyone can make their own levels. You can create blocks, enemies, checkpoints, chests, items, decorations, and spawnpoints! You can even change the background, music, and VFX! After you have created your level, you can upload your levels to the public server so that everyone can play your level. You can also sort levels by date, likes, downloads, and keywords!"}, {"post_id": 80043, "ts": "2026-10-16T01:49:13Z", "hours": 8.5842, "text": "I polished the map menu to be more consistent to the rest of the menus in the game. I also added more selection to the shop where now you can also sell things in the shop. There are also two new weapons which is the miner’s pickaxe and the wizard’s staff which is the first ranged weapon. I also am currently working on a multiplayer battle mode."}, {"post_id": 77696, "ts": "2026-10-07T23:19:00Z", "hours": 3.3469, "text": "I made my final bugfixes and a few optimizations for web, I think you guys will really enjoy the game!"}, {"post_id": 77189, "ts": "2026-10-06T00:18:02Z", "hours": 10.3744, "text": "This will probably be the final devlog as the game is super close to being finished! I added houses that the mole can enter and also added an extra phase to the corrupted snail boss. There are also new quests for you to partipate in and there are more points for you to quick travel from. I also added in some more music and sound effects and more polishing. You can also now save and erase game data"}, {"post_id": 75730, "ts": "2026-09-30T21:36:11Z", "hours": 9.2133, "text": "I created a new boss called the corrupted snail which will be the final boss and also reworked the corrupted heart as well. I also added some extra story and dialogue and added a new map with quick travel so that you can travel from mole village to the shopkeeper"}, {"post_id": 73767, "ts": "2026-09-25T21:55:35Z", "hours": 7.4275, "text": "I added extra polishing to the arena such as a new enemy spawning animation, and reworked the hornets which is the new enemy that dashes into you. I also added some story and dialogue."}, {"post_id": 72415, "ts": "2026-09-22T21:35:48Z", "hours": 10.3656, "text": "I changed the colours to make the visuals more aesthetic. I also added mole village where you can talk to other moles. I also revamped the tutorial so that the player learns the controls better"}, {"post_id": 70715, "ts": "2026-09-19T17:16:05Z", "hours": 8.8269, "text": "There are now new enemies such as hornets and I have been working on a lot of new levels for my open world 2d platformer called Holy Moly!"}, {"post_id": 69410, "ts": "2026-09-17T00:24:37Z", "hours": 7.6839, "text": "I want to make this an Open World 2D Platformer Game so I have it so that you can travel between levels freely without select screen. I also changed the lighting and added various QOL features"}, {"post_id": 68317, "ts": "2026-09-14T22:37:20Z", "hours": 5.8411, "text": "Made a new shop UI, cave system, and a dynamic camera. I also changed the block breaking physics so that the dirt particles have physics and also added ranged weapons and a grappling hook"}, {"post_id": 64521, "ts": "2026-09-09T00:01:03Z", "hours": 2.0364, "text": "I created a world system where are the levels are connected and also added a damage indicator when hitting enemies and how much damage you inflicted. I also tweaked the combat system so now there is an aerial attack when you attack in the air which is faster than ground attacking"}, {"post_id": 52028, "ts": "2026-08-22T02:07:00Z", "hours": 1.5547, "text": "I ported my Game onto Android and Apple phones and added mobile support!"}, {"post_id": 23539, "ts": "2026-07-06T15:49:12Z", "hours": 10.8819, "text": "Finished the game with 9 levels, end screen, win screen, and boss at the end. You can play the game right now!"}, {"post_id": 20425, "ts": "2026-07-02T00:51:13Z", "hours": 0.8114, "text": "Added a cave parallax background, the player sprite animations and the health indicator"}]...
|
Title: Holy Moley by @GeorgeSun | Stardance
Devlo Title: Holy Moley by @GeorgeSun | Stardance
Devlogs:
Added a cave parallax background, the player sprite animations and the health indicator
Finished the game with 9 levels, end screen, win screen, and boss at the end. You can play the game right now!
I ported my Game onto Android and Apple phones and added mobile support!
I created a world system where are the levels are connected and also added a damage indicator when hitting enemies and how much damage you inflicted. I also tweaked the combat system so now there is an aerial attack when you attack in the air which is faster than ground attacking
Made a new shop UI, cave system, and a dynamic camera. I also changed the block breaking physics so that the dirt particles have physics and also added ranged weapons and a grappling hook
I want to make this an Open World 2D Platformer Game so I have it so that you can travel between levels freely without select screen. I also changed the lighting and added various QOL features
There are now new enemies such as hornets and I have been working on a lot of new levels for my open world 2d platformer called Holy Moly!
I changed the colours to make the visuals more aesthetic. I also added mole village where you can talk to other moles. I also revamped the tutorial so that the player learns the controls better
I added extra polishing to the arena such as a new enemy spawning animation, and reworked the hornets which is the new enemy that dashes into you. I also added some story and dialogue.
I created a new boss called the corrupted snail which will be the final boss and also reworked the corrupted heart as well. I also added some extra story and dialogue and added a new map with quick travel so that you can travel from mole village to the shopkeeper
This will probably be the final devlog as the game is super close to being finished! I added houses that the mole can enter and also added an extra phase to the corrupted snail boss. There are also new quests for you to partipate in and there are more points for you to quick travel from. I also added in some more music and sound effects and more polishing. You can also now save and erase game data
I made my final bugfixes and a few optimizations for web, I think you guys will really enjoy the game!
I polished the map menu to be more consistent to the rest of the menus in the game. I also added more selection to the shop where now you can also sell things in the shop. There are also two new weapons which is the miner’s pickaxe and the wizard’s staff which is the first ranged weapon. I also am currently working on a multiplayer battle mode.
I created a level editor so that everyone can make their own levels. You can create blocks, enemies, checkpoints, chests, items, decorations, and spawnpoints! You can even change the background, music, and VFX! After you have created your level, you can upload your levels to the public server so that everyone can play your level. You can also sort levels by date, likes, downloads, and keywords!
Ships:
Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. You can play my project with the demo link!
Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. I am also proud of the fact that this is now available on mobile and can be played on Andriod and Iphone! (although not available on the app store. You can play my project with the demo link! The Android version is downloadable, you just have to give it permissions. IOS needs an apple developer license however so it will take a while.
Me and my friends made a game about a little mole that fights demons! There are 14 different levels, an inventory system, main menu, health system, map/quick travel system, shop system, and four different items. There are also two bossfights that multiple different attacks and are quite challenging. The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. There has been many changes since the last ship which I feel make the game a lot more complete such as the mole village where there are NPC moles for you to talk to. The game has side quests for you to accomplish now which give you exclusive unlocks that help you along your adventure. Click try project below to play on web or on PC!...
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1793069394.3579435
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1793155794.3579435
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71097
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Cat Camera by @euanripper2 | Stardance
|
euanripper2
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 82121, "ts": "202 [{"post_id": 82121, "ts": "2026-10-24T00:25:31Z", "hours": 1.0778, "text": "Dissasemble the cat printer :/ to start i took apart my cat printer and found that a lot of the casing is empty space, its just a few parts! so then i modelled the basic shapes of each part including the important points like where wires need to access ports. In cad i rearranged the main parts working out how my camera should fit together"}]...
|
Title: Cat Camera by @euanripper2 | Stardance
Dev Title: Cat Camera by @euanripper2 | Stardance
Devlogs:
Dissasemble the cat printer :/ to start i took apart my cat printer and found that a lot of the casing is empty space, its just a few parts! so then i modelled the basic shapes of each part including the important points like where wires need to access ports. In cad i rearranged the main parts working out how my camera should fit together...
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1792802833.1805048
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1793407633.1805048
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|
67698
|
Mini Dance-Dance-Revolution by @Evanthecat | Stard Mini Dance-Dance-Revolution by @Evanthecat | Stardance...
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Evanthecat
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0
|
21.54
|
0
|
[]
|
[{"post_id": 82120, "ts": "202 [{"post_id": 82120, "ts": "2026-10-24T00:18:26Z", "hours": 2.7589, "text": "Added screw holes to CAD, added better animations to firmware, and updated production files. I added holes to the HackPad case to fit the heatset inserts and modeled a simple placeholder part to act as a heatset insert in my CAD (to fix the problem of the screws being too short). I also added fillets to some edges and removed the holes on the cover plate (the plate would be held to the case by the heatset inserts). Since I wanted the OLED to be responsive to key presses, I decided to redesign the firmware to have each key fill in when pressed. To do this, I separated each sprite into individual animations and drew each animation separately on the screen by moving the origin, checking key presses to display different key animations."}, {"post_id": 80847, "ts": "2026-10-19T00:27:01Z", "hours": 4.4925, "text": "Made animation for OLED and finished firmware. After creating a simple sprite animation in Krita and writing the QMK firmware (it took me hours to realize that the pin labels were GPIO numbers and match everything), my keymap.c file somehow deleted itself, skipping past the recycling bin, so I had to code it twice. I also stayed up until 11:30pm and used the next morning to debug the various causes of compiler errors. Many of them were just typos like missing a comma or forgetting a semicolon after an enum, but I had to just test which function actually worked for layer switching because all the others gave the error “this statement is not necessary” somewhere in the QMK code. As I was working on the GitHub repository, I realized that the screws were too short to go through my entire case, so I’ll have to redesign it next time."}, {"post_id": 79455, "ts": "2026-10-14T03:06:22Z", "hours": 1.2028, "text": "Rewired part of PCB and worked on firmware. While looking at XIAO RP2040 diagrams, I realized that the SDA and SCL pins were not connected to the right spot. I swapped the connections for those pins and row 0 and row 1. I swapped out the switches in my CAD for the .STEP files in the official resources and spent some time defining the pins in the firmware."}, {"post_id": 79391, "ts": "2026-10-13T19:45:52Z", "hours": 3.3419, "text": "Realigned components on the PCB and finished most of the CAD. While trying to align the switches on the PCB to the grid, I realized that the footprints were snapping to weird increments. Eventually, I decided to use the position values in the sidebar to manually set the x and y coordinates of the switches. I also moved the XIAO RP2040 to the right and the diodes further down for more room in the CAD. After finishing the cover plate, I modeled a simple knob for the rotary encoder."}, {"post_id": 78911, "ts": "2026-10-12T00:45:25Z", "hours": 2.4681, "text": "Fixed small measurement errors, realigned the components, and worked on the cover piece. While I was working on the cover piece, I noticed a small piece sticking out, a sign of a slightly mismatched measurement. It turns out that most of my plates had small measurement errors (from slightly unconstrainted rectangles made while shortening one of the sides). While realigning my components, I learned that my PCB model had misplaced holes, which meant that I couldn’t trust it for measurements. I also lowered my rotary encoder so it wouldn’t clip into the top panel."}, {"post_id": 78501, "ts": "2026-10-11T00:19:59Z", "hours": 2.1903, "text": "Aligned keycaps/OLED and edited case to better fit components. After working on the top plate for a while, I realized that a lot of my parts were clipping (e.g. diodes and microcontroller), so I cut away parts of the plate to make things fit. I improved my method for aligning components after having the align the keycaps on the switches (I spent a long time trying to align the original keycap to the origin before just calculating the displacement to where I needed it to be). After putting on the top plate, I raised part of the bottom plate to make a cutout for the USB-A port and raised the OLED screen. I also started working on the decorative top plate that’ll go onto top of everything."}, {"post_id": 78210, "ts": "2026-10-09T23:38:37Z", "hours": 5.0825, "text": "Created PCB and started work on assembling in CAD. I had to scale down the amount of keys and remove the LEDs because there weren’t enough pins. I spent way too long searching for OLED and Rotary Encoder symbols while making the schematic before I realized that they just need the footprints paired with generic symbols from the default library. While routing the PCB, I learned that the red and blue wires are for different layers and assigned footprints to the diodes so they would show up (I forgot to do that while working on the schematic). After aligning most of the parts in Fusion, I realized that one of the switches and the rotary encoder were overlapping and that I could just export the PCB as a .step file from KiCad."}]...
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Title: Mini Dance-Dance-Revolution by @Evanthecat Title: Mini Dance-Dance-Revolution by @Evanthecat | Stardance
Devlogs:
Created PCB and started work on assembling in CAD. I had to scale down the amount of keys and remove the LEDs because there weren’t enough pins. I spent way too long searching for OLED and Rotary Encoder symbols while making the schematic before I realized that they just need the footprints paired with generic symbols from the default library. While routing the PCB, I learned that the red and blue wires are for different layers and assigned footprints to the diodes so they would show up (I forgot to do that while working on the schematic). After aligning most of the parts in Fusion, I realized that one of the switches and the rotary encoder were overlapping and that I could just export the PCB as a .step file from KiCad.
Aligned keycaps/OLED and edited case to better fit components. After working on the top plate for a while, I realized that a lot of my parts were clipping (e.g. diodes and microcontroller), so I cut away parts of the plate to make things fit. I improved my method for aligning components after having the align the keycaps on the switches (I spent a long time trying to align the original keycap to the origin before just calculating the displacement to where I needed it to be). After putting on the top plate, I raised part of the bottom plate to make a cutout for the USB-A port and raised the OLED screen. I also started working on the decorative top plate that’ll go onto top of everything.
Fixed small measurement errors, realigned the components, and worked on the cover piece. While I was working on the cover piece, I noticed a small piece sticking out, a sign of a slightly mismatched measurement. It turns out that most of my plates had small measurement errors (from slightly unconstrainted rectangles made while shortening one of the sides). While realigning my components, I learned that my PCB model had misplaced holes, which meant that I couldn’t trust it for measurements. I also lowered my rotary encoder so it wouldn’t clip into the top panel.
Realigned components on the PCB and finished most of the CAD. While trying to align the switches on the PCB to the grid, I realized that the footprints were snapping to weird increments. Eventually, I decided to use the position values in the sidebar to manually set the x and y coordinates of the switches. I also moved the XIAO RP2040 to the right and the diodes further down for more room in the CAD. After finishing the cover plate, I modeled a simple knob for the rotary encoder.
Rewired part of PCB and worked on firmware. While looking at XIAO RP2040 diagrams, I realized that the SDA and SCL pins were not connected to the right spot. I swapped the connections for those pins and row 0 and row 1. I swapped out the switches in my CAD for the .STEP files in the official resources and spent some time defining the pins in the firmware.
Made animation for OLED and finished firmware. After creating a simple sprite animation in Krita and writing the QMK firmware (it took me hours to realize that the pin labels were GPIO numbers and match everything), my keymap.c file somehow deleted itself, skipping past the recycling bin, so I had to code it twice. I also stayed up until 11:30pm and used the next morning to debug the various causes of compiler errors. Many of them were just typos like missing a comma or forgetting a semicolon after an enum, but I had to just test which function actually worked for layer switching because all the others gave the error “this statement is not necessary” somewhere in the QMK code. As I was working on the GitHub repository, I realized that the screws were too short to go through my entire case, so I’ll have to redesign it next time.
Added screw holes to CAD, added better animations to firmware, and updated production files. I added holes to the HackPad case to fit the heatset inserts and modeled a simple placeholder part to act as a heatset insert in my CAD (to fix the problem of the screws being too short). I also added fillets to some edges and removed the holes on the cover plate (the plate would be held to the case by the heatset inserts). Since I wanted the OLED to be responsive to key presses, I decided to redesign the firmware to have each key fill in when pressed. To do this, I separated each sprite into individual animations and drew each animation separately on the screen by moving the origin, checking key presses to display different key animations....
|
1793112818.2012324
|
1793717618.2012324
|
|
69376
|
K2 Polyphonic Sampler by @KibbTheFox | Stardance
|
KibbTheFox
|
0
|
7.71
|
0
|
[]
|
[{"post_id": 82117, "ts": "202 [{"post_id": 82117, "ts": "2026-10-23T23:29:53Z", "hours": 1.2003, "text": "Polyphonic Sampler Devlog 11 I THOUGHT THIS DAY WOULD NEVER COME I FINALLY FIXED POLYPHONY My idea yesterday worked!!!!! I fixed the ordering and then I went and added the same code but tweaked to the keyboard input code!! Also fixed the notes lighting up, so now you can see what you are playing :D Now I need to tweak control with the mouse, fix audio uploading, and fix the clipping and then I can be done!!!!!!"}, {"post_id": 81916, "ts": "2026-10-23T01:36:40Z", "hours": 0.4428, "text": "Polyphonic Sampler Devlog 10 I tried working on ordering but failed </3 Ordering is harder than anticipated. Need to track the order of played notes to figure out which voice to use when all voices are being used. the problem is how its currently coded. every time a note is played, its position in line is set to the number of notes played. There is nothing else to the system though, which lets numbers repeat. I might switch out the system by not limiting the number in the arrays and just have it count up forever. And then the first note will be determined by the lowest number"}, {"post_id": 81660, "ts": "2026-10-21T23:04:31Z", "hours": 1.1253, "text": "Polyphonic Sampler Devlog 9 I am so tired rn Tried fixing the same problem AGAIN failed AGAIN resorted to AI AI failed and just didnt listen to me </3 Thought Thought more I eventually decided to have one script activate each voice. This actually fixed the problem and took 20 minutes of mostly copying and pasting already written code of mine in the right place So the bug I was having is technically fixed now. Now I need to fix the rest of polyphony functions, fix keyboard controls, fix mouse controls, and make keys light up."}, {"post_id": 81383, "ts": "2026-10-21T02:45:42Z", "hours": 0.7228, "text": "Polyphonic Sampler Devlog 8 more headaches…. i STILL cant figure this out for some reason, it doesn’t register that a note is already playing and sometimes it doesnt add a note to the array that is meant to track notes </3 i genuinely dont know what to do atp"}, {"post_id": 81113, "ts": "2026-10-19T22:36:04Z", "hours": 0.7244, "text": "Polyphonic Sampler Devlog 7 The system is still really broken, though I have made progress. I had to learn a new Godot thingy: .filter(func(n): return n != 0).size() I worked on finding the order notes are played in I then worked on trying to find notes that are already being played but its lowk WAYYY harder than you think and its kind of broken rn </3 I’m praying I can fix this system next devlog"}, {"post_id": 80790, "ts": "2026-10-18T19:56:04Z", "hours": 0.6656, "text": "Polyphonic Sampler Devlog 6 I got polyphony on the keyboard to work :D Though you’ll never guessed what it is!!!! Broken!!!! I moved the code that chooses which audio player to use to one script to fix the keyboard. I realized that instruments dont play the same note twice over each other so that means I need to create code to check if the note that has just been played is already being played by a voice and then make that voice retrigger that note. Then if then it needs to check the next voice that isn’t being played and if there is none then it needs to find the first note that was played and use that voice on the newest voice. As you can probably could’ve guessed, I couldnt figure out how to code this in 20 minutes. (Behold the screenshot of my failed attempt that I cut short) Hopefully I can fix this polyphony next devlog :3"}, {"post_id": 80495, "ts": "2026-10-17T21:10:42Z", "hours": 0.5889, "text": "Polyphonic Sampler Devlog 5 Didn’t make much progress… Fixed ADSR for polyphony :D Tried adding polyphony with keyboard input Failed miserably When there is keyboard input, all the voices play the same note at once. I tried fixing this but failed so many times. I am going to try to move the voice calculating script to a single script instead of all to try and fix this. Audio clipping is still a problem… If you are a reviewer and see a big commit, know it was from copy and pasted code from one script into another to start trying to fix this next devlog."}, {"post_id": 80276, "ts": "2026-10-17T02:37:56Z", "hours": 0.5444, "text": "Polyphonic Sampler Devlog 4 Added polyphony!!!! (Ignore that the polyphony is really broken </3) Added polyphony I had to make the script track which voice/audio player’s turn it was to play the audio. It kept playing the 1st and 2nd at the same time so I just added an extra one that was muted so it doesnt double up a note. Independent release times are working Independent attack, sustain, and decay are not working The audio is clipping a ton. I first tried to change the master bus be lower and added a limiter, but that did nothing. I then tried to make a volume variable to set the audio players to but then it broke the ADSR and didn’t work either </3 Next devlog hopefully I fix the clipping and start working on fixing the rest of the ADSR."}, {"post_id": 80010, "ts": "2026-10-15T23:27:59Z", "hours": 0.4222, "text": "Polyphonic Sampler Devlog 3 I was adding a bunch of audio related stuff and code to start adding polyphony!! There is 8 audio stream players, one for each voice. There is a new ‘audio’ code. Instead of the audio being activated in the scene node, it will be activated by audio players themselves. This new script will be attached to each audio player and will take advantage of arrays Made a release helper variable an array for each voice. The same will happen to other ASDR soon but first I need to make sure that the 8 voices work with varying release functions."}, {"post_id": 79605, "ts": "2026-10-14T17:59:25Z", "hours": 0.5694, "text": "Polyphonic Sampler Devlog 2 I basically just optimized piano-key code When I first made this project, I made 2 scripts for each key (24) for a total of 48 scripts with the only difference between all of them being the value of two numbers I made an array to condense the code into 2 scripts that all the keys would share. Each key was renamed to 1, 2, 3, etc. and the code would choose one value from the array based on the name of the sprite/key. 1410 lines of code removed </3 I also removed the WakaTime README and like 2 unused scripts"}, {"post_id": 79384, "ts": "2026-10-13T19:19:54Z", "hours": 0.6989, "text": "Poly Sampler Devlog 1!!! This project is a continuation of the project I shipped to Horizons, the K1 Monophonic Sampler. This updated version will include optimized code, volume control, and polyphony :3 Additions: I optimized code for the BG theme option, and removed the gray theme. Now purple is the default. The images on the README were broken so I got rid of two and updated the others to make them work again! Accidentally included a folder named ‘delete.’ I had never deleted it but never commited it since there were a few dependencies in there. I accidentally commited it so decided to finally get rid of all the uesless files. There was an error about ‘uid://dcqu25b1nmdmr’ is missing so I had to open up the export settings file and delete that text from the code. Tho now on export it displays a weird error"}]...
|
Title: K2 Polyphonic Sampler by @KibbTheFox | Star Title: K2 Polyphonic Sampler by @KibbTheFox | Stardance
Devlogs:
Poly Sampler Devlog 1!!! This project is a continuation of the project I shipped to Horizons, the K1 Monophonic Sampler. This updated version will include optimized code, volume control, and polyphony :3 Additions: I optimized code for the BG theme option, and removed the gray theme. Now purple is the default. The images on the README were broken so I got rid of two and updated the others to make them work again! Accidentally included a folder named ‘delete.’ I had never deleted it but never commited it since there were a few dependencies in there. I accidentally commited it so decided to finally get rid of all the uesless files. There was an error about ‘uid://dcqu25b1nmdmr’ is missing so I had to open up the export settings file and delete that text from the code. Tho now on export it displays a weird error
Polyphonic Sampler Devlog 2 I basically just optimized piano-key code When I first made this project, I made 2 scripts for each key (24) for a total of 48 scripts with the only difference between all of them being the value of two numbers I made an array to condense the code into 2 scripts that all the keys would share. Each key was renamed to 1, 2, 3, etc. and the code would choose one value from the array based on the name of the sprite/key. 1410 lines of code removed </3 I also removed the WakaTime README and like 2 unused scripts
Polyphonic Sampler Devlog 3 I was adding a bunch of audio related stuff and code to start adding polyphony!! There is 8 audio stream players, one for each voice. There is a new ‘audio’ code. Instead of the audio being activated in the scene node, it will be activated by audio players themselves. This new script will be attached to each audio player and will take advantage of arrays Made a release helper variable an array for each voice. The same will happen to other ASDR soon but first I need to make sure that the 8 voices work with varying release functions.
Polyphonic Sampler Devlog 4 Added polyphony!!!! (Ignore that the polyphony is really broken </3) Added polyphony I had to make the script track which voice/audio player’s turn it was to play the audio. It kept playing the 1st and 2nd at the same time so I just added an extra one that was muted so it doesnt double up a note. Independent release times are working Independent attack, sustain, and decay are not working The audio is clipping a ton. I first tried to change the master bus be lower and added a limiter, but that did nothing. I then tried to make a volume variable to set the audio players to but then it broke the ADSR and didn’t work either </3 Next devlog hopefully I fix the clipping and start working on fixing the rest of the ADSR.
Polyphonic Sampler Devlog 5 Didn’t make much progress… Fixed ADSR for polyphony :D Tried adding polyphony with keyboard input Failed miserably When there is keyboard input, all the voices play the same note at once. I tried fixing this but failed so many times. I am going to try to move the voice calculating script to a single script instead of all to try and fix this. Audio clipping is still a problem… If you are a reviewer and see a big commit, know it was from copy and pasted code from one script into another to start trying to fix this next devlog.
Polyphonic Sampler Devlog 6 I got polyphony on the keyboard to work :D Though you’ll never guessed what it is!!!! Broken!!!! I moved the code that chooses which audio player to use to one script to fix the keyboard. I realized that instruments dont play the same note twice over each other so that means I need to create code to check if the note that has just been played is already being played by a voice and then make that voice retrigger that note. Then if then it needs to check the next voice that isn’t being played and if there is none then it needs to find the first note that was played and use that voice on the newest voice. As you can probably could’ve guessed, I couldnt figure out how to code this in 20 minutes. (Behold the screenshot of my failed attempt that I cut short) Hopefully I can fix this polyphony next devlog :3
Polyphonic Sampler Devlog 7 The system is still really broken, though I have made progress. I had to learn a new Godot thingy: .filter(func(n): return n != 0).size() I worked on finding the order notes are played in I then worked on trying to find notes that are already being played but its lowk WAYYY harder than you think and its kind of broken rn </3 I’m praying I can fix this system next devlog
Polyphonic Sampler Devlog 8 more headaches…. i STILL cant figure this out for some reason, it doesn’t register that a note is already playing and sometimes it doesnt add a note to the array that is meant to track notes </3 i genuinely dont know what to do atp
Polyphonic Sampler Devlog 9 I am so tired rn Tried fixing the same problem AGAIN failed AGAIN resorted to AI AI failed and just didnt listen to me </3 Thought Thought more I eventually decided to have one script activate each voice. This actually fixed the problem and took 20 minutes of mostly copying and pasting already written code of mine in the right place So the bug I was having is technically fixed now. Now I need to fix the rest of polyphony functions, fix keyboard controls, fix mouse controls, and make keys light up.
Polyphonic Sampler Devlog 10 I tried working on ordering but failed </3 Ordering is harder than anticipated. Need to track the order of played notes to figure out which voice to use when all voices are being used. the problem is how its currently coded. every time a note is played, its position in line is set to the number of notes played. There is nothing else to the system though, which lets numbers repeat. I might switch out the system by not limiting the number in the arrays and just have it count up forever. And then the first note will be determined by the lowest number
Polyphonic Sampler Devlog 11 I THOUGHT THIS DAY WOULD NEVER COME I FINALLY FIXED POLYPHONY My idea yesterday worked!!!!! I fixed the ordering and then I went and added the same code but tweaked to the keyboard input code!! Also fixed the notes lighting up, so now you can see what you are playing :D Now I need to tweak control with the mouse, fix audio uploading, and fix the clipping and then I can be done!!!!!!...
|
1792810308.5189862
|
1793415108.5189862
|
|
69764
|
Flight Controller by @reyansh_saindane | Stardance
|
reyansh_saindane
|
0
|
11.34
|
0
|
[]
|
[{"post_id": 82115, "ts": "202 [{"post_id": 82115, "ts": "2026-10-23T23:15:11Z", "hours": 2.105, "text": "Started Wiring MCU I started on the MCU wiring, including adding in the buttons and crystals needed for it. I also added in the jst connecters for the ESC and camera (I decided to add it in)."}, {"post_id": 81655, "ts": "2026-10-21T22:29:02Z", "hours": 1.6125, "text": "Connected MCU I connected the MCU to all of my peripherals, not wired yet though. I decided to only use one DIO pin from LoRa, I might use more later but for now only 1. Now, I have to wire this in KiCad along with the remaining few components."}, {"post_id": 80775, "ts": "2026-10-18T19:05:10Z", "hours": 1.1106, "text": "Wired GPS I finished wiring the GPS component, including adding in a connection for an active antenna, which the GPS needs. Next, I will either wire the MCU or LoRa module. I still have to figure out weather I want this to be able to use a camera."}, {"post_id": 80732, "ts": "2026-10-18T17:15:28Z", "hours": 1.1161, "text": "Finished wiring MicroSD and Magnetometer I finished wiring two more important components of the flight controller. Now, it’s time to work on the bigger components like GPS, LoRa, and MCU."}, {"post_id": 80447, "ts": "2026-10-17T17:24:55Z", "hours": 1.2597, "text": "Finished wiring more components I finally finished all of the power components with the wiring of the 3.3V buck. I also started out on wiring the sensors by wiring the barometer and IMU. Next, I’ll finish wiring all of the sensors and wok a little bit on LoRa and GPS."}, {"post_id": 80285, "ts": "2026-10-17T03:43:42Z", "hours": 1.0483, "text": "Finished wiring 5V buck-boost I finished the wiring for the next part, which is the 5V buck-boost. I also added in the correct parts for the inductors because they needed different models."}, {"post_id": 80006, "ts": "2026-10-15T23:02:06Z", "hours": 1.3125, "text": "Finished wiring I finished the wiring for the battery charger and I completed my research on ESC’s and how to integrate them into my current design. Next, I will wire the remaining components as fast as possible because I want to move on."}, {"post_id": 79675, "ts": "2026-10-15T01:10:41Z", "hours": 1.7739, "text": "First steps I started out on planning the flight controller, I got the basic parts but I still need to plan out the whole architecture a little bit more. I also started out wiring a few of the parts."}]...
|
Title: Flight Controller by @reyansh_saindane | St Title: Flight Controller by @reyansh_saindane | Stardance
Devlogs:
First steps I started out on planning the flight controller, I got the basic parts but I still need to plan out the whole architecture a little bit more. I also started out wiring a few of the parts.
Finished wiring I finished the wiring for the battery charger and I completed my research on ESC’s and how to integrate them into my current design. Next, I will wire the remaining components as fast as possible because I want to move on.
Finished wiring 5V buck-boost I finished the wiring for the next part, which is the 5V buck-boost. I also added in the correct parts for the inductors because they needed different models.
Finished wiring more components I finally finished all of the power components with the wiring of the 3.3V buck. I also started out on wiring the sensors by wiring the barometer and IMU. Next, I’ll finish wiring all of the sensors and wok a little bit on LoRa and GPS.
Finished wiring MicroSD and Magnetometer I finished wiring two more important components of the flight controller. Now, it’s time to work on the bigger components like GPS, LoRa, and MCU.
Wired GPS I finished wiring the GPS component, including adding in a connection for an active antenna, which the GPS needs. Next, I will either wire the MCU or LoRa module. I still have to figure out weather I want this to be able to use a camera.
Connected MCU I connected the MCU to all of my peripherals, not wired yet though. I decided to only use one DIO pin from LoRa, I might use more later but for now only 1. Now, I have to wire this in KiCad along with the remaining few components.
Started Wiring MCU I started on the MCU wiring, including adding in the buttons and crystals needed for it. I also added in the jst connecters for the ESC and camera (I decided to add it in)....
|
1792857365.3303962
|
1793462165.3303962
|
|
71093
|
MausSite by @dahmaus | Stardance
|
dahmaus
|
0
|
2.46
|
0
|
[]
|
[{"post_id": 82110, "ts": "202 [{"post_id": 82110, "ts": "2026-10-23T22:46:36Z", "hours": 2.4625, "text": "MausSite is my own personal site :D First and last devlog lol check it out :^"}]...
|
Title: MausSite by @dahmaus | Stardance
Devlogs:
Title: MausSite by @dahmaus | Stardance
Devlogs:
MausSite is my own personal site :D First and last devlog lol check it out :^...
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1792795635.00457
|
1793400435.00457
|
|
71092
|
Slack Onboarding by @Eternal | Stardance
|
Eternal
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 82104, "ts": "202 [{"post_id": 82104, "ts": "2026-10-23T22:16:31Z", "hours": 1.0808, "text": "Cyn reached out to me asking for help in polishing his Slack Onboarding project that teaches people unfamiliar with Slack. His goal was to shorten the amount of text the reader has to read and make the experiences as easy as possible for the user to get through. I removed the eyebrow text and the hint because the site already highlights what it wants the user to click, and the “your task” section already states what the user should do. There’s no need for a “need a hint” section. This cleans up the modal so that it’s easier for the user to parse and recognize what they should pay attention to. The site also keeps track of what lessons have already been completed, so when you refresh the page, it doesn’t restart from scratch. I removed that feature so that in the future, people can come back to do the Slack tutorial again."}]...
|
Title: Slack Onboarding by @Eternal | Stardance
D Title: Slack Onboarding by @Eternal | Stardance
Devlogs:
Cyn reached out to me asking for help in polishing his Slack Onboarding project that teaches people unfamiliar with Slack. His goal was to shorten the amount of text the reader has to read and make the experiences as easy as possible for the user to get through. I removed the eyebrow text and the hint because the site already highlights what it wants the user to click, and the “your task” section already states what the user should do. There’s no need for a “need a hint” section. This cleans up the modal so that it’s easier for the user to parse and recognize what they should pay attention to. The site also keeps track of what lessons have already been completed, so when you refresh the page, it doesn’t restart from scratch. I removed that feature so that in the future, people can come back to do the Slack tutorial again....
|
1792795633.5165355
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1793400433.5165355
|
|
18107
|
Vi Encrypt by @violetdoesntexist | Stardance
|
violetdoesntexist
|
1
|
2.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T18:23:31Z", "hours": 2.0, "multiplier": 1.46, "payout": 3, "blessing": "neutral", "text": "i shipped vi encrypt a small tool i made to encrypt text in a pretty unsafe way, i randomly had the idea and tried to build it. you can test it yourself by running it locally or installing via pipx pipx install viencrypt", "repo": "https://github.com/violetdoesntexist/vi-encrypt", "demo": "https://github.com/violetdoesntexist/vi-encrypt/releases/tag/viencrypt"}]...
|
[{"post_id": 8210, "ts": "2026 [{"post_id": 8210, "ts": "2026-06-13T17:37:03Z", "hours": 2.2092, "text": "i made the tool!! i added encryption and decryption and did a lot of fixing to get it to actually work and now it fully does!!"}]...
|
Title: Vi Encrypt by @violetdoesntexist | Stardanc Title: Vi Encrypt by @violetdoesntexist | Stardance
Devlogs:
i made the tool!! i added encryption and decryption and did a lot of fixing to get it to actually work and now it fully does!!
Ships:
i shipped vi encrypt a small tool i made to encrypt text in a pretty unsafe way, i randomly had the idea and tried to build it. you can test it yourself by running it locally or installing via pipx pipx install viencrypt...
|
1793065666.569634
|
1793152066.569634
|
|
70414
|
CosmoSpark by @MasterCoder | Stardance
|
MasterCoder
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T01:22:48Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a very safe space-themed web browser. The most challenging parts were adding the glassmorphism effects and connecting the backend.", "repo": "https://github.com/MasterCoder360/cosmospark", "demo": "https://cosmospark.org"}]...
|
[{"post_id": 82099, "ts": "202 [{"post_id": 82099, "ts": "2026-10-23T21:50:26Z", "hours": 1.3667, "text": "Let’s goooo, my website is complete, I used ScraperAPI for allowing the backend to scrape the results of DuckDuckGo and return REAL and WORKING RESULTS! I am extremely proud of myself for NOT using AI!!!!! Nope, I didn’t even touch it. So, what is this project? It is a space-themed safe web browser that doesn’t track you IP address for searching since it gets website from a backend that scrapes DuckDuckGo. If you really liked this project, please go to my GitHub source and star my project:)"}, {"post_id": 81369, "ts": "2026-10-21T00:40:08Z", "hours": 0.45, "text": "After some fixing and debugging, my site is live(but not complete) it now actually gets web search results from Wikipedia API and styles it in my preferred glassmorphism theme. Since I am using Render for the backend, it might take 50 secs due to inactivity. But that’s that. I still need to add the background and other features. The only problem is that the site all redirect to Wikipedia but I am actively trying to fix it.And please don’t copy this anyone, this is all my hard work. And guess what? I didn’t still use AI yet, it is attempting with all the bugs, but I’ll try my best."}, {"post_id": 81347, "ts": "2026-10-20T22:10:41Z", "hours": 0.8383, "text": "After some more coding, I added my favorite glassmorphism styling and a search bar, but there are a few bugs, I want this to go through my own backend but as you see in the video it is clearly NOT working. I will continue to try to fix this problem WITHOUT using AI since my goal is to not use AI. Instead I will look at similar problems in StackOverflow and other open-source web browsers"}, {"post_id": 81122, "ts": "2026-10-19T23:46:09Z", "hours": 0.6742, "text": "After 40 minutes of coding with the help of the guide, I created a site that fetches the image, explanation and title for today, but that’s just the beginning, it is now time to take over the galaxy, mwahahaha, just joking:) It is now time to upgrade the website into a complete new tab browser"}]...
|
Title: CosmoSpark by @MasterCoder | Stardance
Dev Title: CosmoSpark by @MasterCoder | Stardance
Devlogs:
After 40 minutes of coding with the help of the guide, I created a site that fetches the image, explanation and title for today, but that’s just the beginning, it is now time to take over the galaxy, mwahahaha, just joking:) It is now time to upgrade the website into a complete new tab browser
After some more coding, I added my favorite glassmorphism styling and a search bar, but there are a few bugs, I want this to go through my own backend but as you see in the video it is clearly NOT working. I will continue to try to fix this problem WITHOUT using AI since my goal is to not use AI. Instead I will look at similar problems in StackOverflow and other open-source web browsers
After some fixing and debugging, my site is live(but not complete) it now actually gets web search results from Wikipedia API and styles it in my preferred glassmorphism theme. Since I am using Render for the backend, it might take 50 secs due to inactivity. But that’s that. I still need to add the background and other features. The only problem is that the site all redirect to Wikipedia but I am actively trying to fix it.And please don’t copy this anyone, this is all my hard work. And guess what? I didn’t still use AI yet, it is attempting with all the bugs, but I’ll try my best.
Let’s goooo, my website is complete, I used ScraperAPI for allowing the backend to scrape the results of DuckDuckGo and return REAL and WORKING RESULTS! I am extremely proud of myself for NOT using AI!!!!! Nope, I didn’t even touch it. So, what is this project? It is a space-themed safe web browser that doesn’t track you IP address for searching since it gets website from a backend that scrapes DuckDuckGo. If you really liked this project, please go to my GitHub source and star my project:)
Ships:
I made a very safe space-themed web browser. The most challenging parts were adding the glassmorphism effects and connecting the backend....
|
1793156095.3819258
|
1793242495.3819258
|
|
66379
|
Longshot by @Kerolous | Stardance
|
Kerolous
|
0
|
0.88
|
0
|
[]
|
[{"post_id": 82098, "ts": "202 [{"post_id": 82098, "ts": "2026-10-23T21:20:11Z", "hours": 0.8769, "text": "First use of blender!"}]...
|
Title: Longshot by @Kerolous | Stardance
Devlogs: Title: Longshot by @Kerolous | Stardance
Devlogs:
First use of blender!...
|
1793098283.102542
|
1793703083.102542
|
|
3491
|
Playlist Analizer by @ReidS28 | Stardance
|
ReidS28
|
0
|
28.09
|
0
|
[]
|
[{"post_id": 8209, "ts": "2026 [{"post_id": 8209, "ts": "2026-06-13T17:36:22Z", "hours": 20.6417, "text": "Added an advanced sorting menu to be able to have more control of how the tracks are ordered. It allows sorting using multiple traits about the track, for example sort first by artist name, then date added for tracks with the same artist."}, {"post_id": 1539, "ts": "2026-06-03T16:53:00Z", "hours": 7.4511, "text": "A website that can show your Spotify playlists (using the Spotify API) and sort them. Currently most of the information can be seen in Spotify, except for sorting by length."}]...
|
Title: Playlist Analizer by @ReidS28 | Stardance
Title: Playlist Analizer by @ReidS28 | Stardance
Devlogs:
A website that can show your Spotify playlists (using the Spotify API) and sort them. Currently most of the information can be seen in Spotify, except for sorting by length.
Added an advanced sorting menu to be able to have more control of how the tracks are ordered. It allows sorting using multiple traits about the track, for example sort first by artist name, then date added for tracks with the same artist....
|
1792626656.0470796
|
1793231456.0470796
|
|
70620
|
DasadappleOS by @HostApple | Stardance
|
HostApple
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T16:20:06Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome to “DasadappleOS” . DasadappleOS is a WebOS that is working with draggable windows and apps like notes , about me , working terminal with commands , settings , Spotify playlist and many more . The WebOS has its own clean and minimal loading screen and interactive dock . it has a working clock . it also offers a FOLDER CREATION feature . I also added a working map that uses google maps . and a working browser inside the WEBOS . I am having alot of fun making this and I will try to improve more in WebOS 2 . Thank you.", "repo": "https://github.com/HostApple/DasadappleOS", "demo": "https://hostapple.github.io/DasadappleOS/"}]...
|
[{"post_id": 82080, "ts": "202 [{"post_id": 82080, "ts": "2026-10-23T19:38:30Z", "hours": 0.5867, "text": "adding a new maps feature"}, {"post_id": 82056, "ts": "2026-10-23T16:53:35Z", "hours": 0.5733, "text": "a folder mechanic that kinda works . Ill try to improve these in the WebOS 2 mission"}, {"post_id": 81745, "ts": "2026-10-22T10:12:57Z", "hours": 0.7289, "text": "its finished BUT not polished . still has a alot of bugs but those are very hard to fix for me rn"}, {"post_id": 81444, "ts": "2026-10-21T09:33:46Z", "hours": 0.2831, "text": "hmmm"}, {"post_id": 81420, "ts": "2026-10-21T06:59:18Z", "hours": 0.3683, "text": "General structure done"}]...
|
Title: DasadappleOS by @HostApple | Stardance
Dev Title: DasadappleOS by @HostApple | Stardance
Devlogs:
General structure done
hmmm
its finished BUT not polished . still has a alot of bugs but those are very hard to fix for me rn
a folder mechanic that kinda works . Ill try to improve these in the WebOS 2 mission
adding a new maps feature
Ships:
Welcome to “DasadappleOS” . DasadappleOS is a WebOS that is working with draggable windows and apps like notes , about me , working terminal with commands , settings , Spotify playlist and many more . The WebOS has its own clean and minimal loading screen and interactive dock . it has a working clock . it also offers a FOLDER CREATION feature . I also added a working map that uses google maps . and a working browser inside the WEBOS . I am having alot of fun making this and I will try to improve more in WebOS 2 . Thank you....
|
1793162882.3854773
|
1793249282.3854773
|
|
69693
|
Stardust Incremental by @craicrat | Stardance
|
craicrat
|
0
|
9.28
|
0
|
[]
|
[{"post_id": 82077, "ts": "202 [{"post_id": 82077, "ts": "2026-10-23T19:09:00Z", "hours": 3.4603, "text": "FOURTH DEVLOG wow the time keeps getting larger in each devlog! Changes: (first screenshot at 50percent zoom btw) (second one is a snippet) Total Prestige counter : Counts total prestiges done Super Stars (pls dont copywrite strike me): a ** prestige currency**, gained everytime you prestige, used to buy prestige upgrades the word “upgrades” in all capitals and an exclamation mark, right under Super Stars counter…thingy… FIVE prestige upgrades, out of which THREE have been set and are working as intended Working on the last 2 prestige upgrades, a way to add a “,” to seperate units, hundred, thousands a whole lot other things(surprise surprise) yap(can skip) im so happy with what ive done so far, i think ive unlocked a new hobby!: staring at code trying to figure out what to do next. I do want to spend some dedicated time stylizing the game, since…currently its not so eye catchy, and Ive had a lot of reviews on other projects about people saying to make presentation better using smth called ReactJS nodeJS, which ill have to learn… but WHO HAS TIME FOR THAT? I bet i can make something prettier without that…right?"}, {"post_id": 81544, "ts": "2026-10-21T17:06:46Z", "hours": 2.9656, "text": "Third Devlog! wow first time going 2h+ before doing a devlog Changes: added CSS; Stardance-like background color, Ship-project Rocket ship(for the click to get stardust button), other visible changes using JavaScript to control CSS properties , to slowly reveal certain upgrades as you progress through the game. wow CSS takes a lot of time, especially paired with all the testing and decidings Working on… Prestige system and Prestige upgrades !! current version released to github is broken (tons of stardust at start because i was playtesting) but if you are still interested here it is! https://syedumerasim.github.io/Stardust-Incremental-1.0/"}, {"post_id": 80200, "ts": "2026-10-16T18:15:54Z", "hours": 2.2483, "text": "Second Devlog!! 2 days since my last devlog, ALREADY??, woah time flies. Changes! THREE NEW UPGRADES. Buy Helpers , the first one being yourself(help yourself…get it?) each helper multiplies Stardust gain by 2x! coffee chug some coffee down, watch your helpers do the same, and experience a further 2x Stardust gain! get Blessed?? ( stardance reference? ) Make the team at Hackclub VERY happy, get a 1.2x multiplier ontop of everything else! Working on! i want numbers to look more neater, will look into how to get big numbers to get smaller, using scientific notation, along with commas seperating for smaller but bigger numbers (e.g: 1,000,000) a PRESTIGE system, which i gen1ly have no idea how im gonna implement… a bit of CSS: although ive planned no CSS until game almost complete so i dont run into alignment and format kinda issues."}, {"post_id": 79624, "ts": "2026-10-14T18:57:56Z", "hours": 0.6033, "text": "My First Game!!! I have been an incremental type games fan for a long while, and now I’ve finally decided to make my OWN game. The idea: a Stardance Themed text based, browser based incremental game. Since its my first ever incremental game(AND first ever game), i want to keep it simple. so far, ive made a simple counter 0 stardust that goes up everytime you click upload project button , and a small upgrade system, to get more stardust perclick after reaching the required stardust threshold. FRICTION??! I do NOT know how to to Javascript, and its a pretty big long language, I asked for help in a discord server of the popular incremental game website “Galaxy.click” where the OWNER HIMSELF(yhvr) sent me his tutorial on how to make an incremental game. heres the link: https://www.reddit.com/r/incremental_games/comments/ahf6nx/how_to_make_an_incremental_game/ Please Read I read through the tutorial, and made the outline of my own game, I learnt through it how everything works and did my best not to copy it entirely. However im sure the rest of my game is now completely up to me, my knowledge, and my own shenanigans. Not so important, just some context, can skip you may be wondering, how did a complete beginner write all that big code in 36minutes and claim he didnt copy? well my Friend, that is because i had to make this project 2 EXTRA TIMES earlier. because in one of them, i cant remember but something went wrong with my page alignment and made me crashout and delete everything, the second time…my hackatime logged my 3 HOURS of work put into this, into the old file that i THOUGHT i deleted. sooo..then i made a third file, and typed my code and everything again."}]...
|
Title: Stardust Incremental by @craicrat | Stardan Title: Stardust Incremental by @craicrat | Stardance
Devlogs:
My First Game!!! I have been an incremental type games fan for a long while, and now I’ve finally decided to make my OWN game. The idea: a Stardance Themed text based, browser based incremental game. Since its my first ever incremental game(AND first ever game), i want to keep it simple. so far, ive made a simple counter 0 stardust that goes up everytime you click upload project button , and a small upgrade system, to get more stardust perclick after reaching the required stardust threshold. FRICTION??! I do NOT know how to to Javascript, and its a pretty big long language, I asked for help in a discord server of the popular incremental game website “Galaxy.click” where the OWNER HIMSELF(yhvr) sent me his tutorial on how to make an incremental game. heres the link: https://www.reddit.com/r/incremental_games/comments/ahf6nx/how_to_make_an_incremental_game/ Please Read I read through the tutorial, and made the outline of my own game, I learnt through it how everything works and did my best not to copy it entirely. However im sure the rest of my game is now completely up to me, my knowledge, and my own shenanigans. Not so important, just some context, can skip you may be wondering, how did a complete beginner write all that big code in 36minutes and claim he didnt copy? well my Friend, that is because i had to make this project 2 EXTRA TIMES earlier. because in one of them, i cant remember but something went wrong with my page alignment and made me crashout and delete everything, the second time…my hackatime logged my 3 HOURS of work put into this, into the old file that i THOUGHT i deleted. sooo..then i made a third file, and typed my code and everything again.
Second Devlog!! 2 days since my last devlog, ALREADY??, woah time flies. Changes! THREE NEW UPGRADES. Buy Helpers , the first one being yourself(help yourself…get it?) each helper multiplies Stardust gain by 2x! coffee chug some coffee down, watch your helpers do the same, and experience a further 2x Stardust gain! get Blessed?? ( stardance reference? ) Make the team at Hackclub VERY happy, get a 1.2x multiplier ontop of everything else! Working on! i want numbers to look more neater, will look into how to get big numbers to get smaller, using scientific notation, along with commas seperating for smaller but bigger numbers (e.g: 1,000,000) a PRESTIGE system, which i gen1ly have no idea how im gonna implement… a bit of CSS: although ive planned no CSS until game almost complete so i dont run into alignment and format kinda issues.
Third Devlog! wow first time going 2h+ before doing a devlog Changes: added CSS; Stardance-like background color, Ship-project Rocket ship(for the click to get stardust button), other visible changes using JavaScript to control CSS properties , to slowly reveal certain upgrades as you progress through the game. wow CSS takes a lot of time, especially paired with all the testing and decidings Working on… Prestige system and Prestige upgrades !! current version released to github is broken (tons of stardust at start because i was playtesting) but if you are still interested here it is! https://syedumerasim.github.io/Stardust-Incremental-1.0/
FOURTH DEVLOG wow the time keeps getting larger in each devlog! Changes: (first screenshot at 50percent zoom btw) (second one is a snippet) Total Prestige counter : Counts total prestiges done Super Stars (pls dont copywrite strike me): a ** prestige currency**, gained everytime you prestige, used to buy prestige upgrades the word “upgrades” in all capitals and an exclamation mark, right under Super Stars counter…thingy… FIVE prestige upgrades, out of which THREE have been set and are working as intended Working on the last 2 prestige upgrades, a way to add a “,” to seperate units, hundred, thousands a whole lot other things(surprise surprise) yap(can skip) im so happy with what ive done so far, i think ive unlocked a new hobby!: staring at code trying to figure out what to do next. I do want to spend some dedicated time stylizing the game, since…currently its not so eye catchy, and Ive had a lot of reviews on other projects about people saying to make presentation better using smth called ReactJS nodeJS, which ill have to learn… but WHO HAS TIME FOR THAT? I bet i can make something prettier without that…right?...
|
1792857326.4292798
|
1793462126.4292798
|
|
70067
|
Shifter Converter by @Djayden | Stardance
|
Djayden
|
0
|
5.43
|
0
|
[]
|
[{"post_id": 82067, "ts": "202 [{"post_id": 82067, "ts": "2026-10-23T18:06:53Z", "hours": 3.4069, "text": "Decided to simplify the idea Originally I was planning on making the program connect with your Google account to make it automatically upload the calendar. But since Stardance is almost ending and I have a lot of other projects I also want to finish I decided on just turning the file into an .ics and just manually uploading the file to Google Calendar. Below you can see I have already made the program parse the .Shifter into a list of standard classes, so turning that into an .ics file is easy as cake."}, {"post_id": 80197, "ts": "2026-10-16T17:39:12Z", "hours": 2.0281, "text": "Finished importing shifts from file The file that I am trying to convert has a . Shifter file extension, but is just an SQLite3 database file. So it should be pretty easy to work with, except for the fact that all tables and columns are in Spanish and have no documentation whatsoever. So I made a demo file and used Google Translate to convert all the names, and with some context it is pretty easy to understand the data. I have already made the code that gathers all the shifts from the file. I should probably explain what this file even is. It is from a program called Shifter from LHRSoft, its goal is to inventarise all your work shifts. My parents use this program as the family calendar, but the problem is that there is no easy way to upload the full calendar to Google Calendar (atleast none that is quick and easy to understand). And that is why I am making this project; to make it possible to easily upload the . Shifter to Google Calendar"}]...
|
Title: Shifter Converter by @Djayden | Stardance
Title: Shifter Converter by @Djayden | Stardance
Devlogs:
Finished importing shifts from file The file that I am trying to convert has a . Shifter file extension, but is just an SQLite3 database file. So it should be pretty easy to work with, except for the fact that all tables and columns are in Spanish and have no documentation whatsoever. So I made a demo file and used Google Translate to convert all the names, and with some context it is pretty easy to understand the data. I have already made the code that gathers all the shifts from the file. I should probably explain what this file even is. It is from a program called Shifter from LHRSoft, its goal is to inventarise all your work shifts. My parents use this program as the family calendar, but the problem is that there is no easy way to upload the full calendar to Google Calendar (atleast none that is quick and easy to understand). And that is why I am making this project; to make it possible to easily upload the . Shifter to Google Calendar
Decided to simplify the idea Originally I was planning on making the program connect with your Google account to make it automatically upload the calendar. But since Stardance is almost ending and I have a lot of other projects I also want to finish I decided on just turning the file into an .ics and just manually uploading the file to Google Calendar. Below you can see I have already made the program parse the .Shifter into a list of standard classes, so turning that into an .ics file is easy as cake....
|
1792958008.7058918
|
1793562808.7058918
|
|
43129
|
Aetherion by @animesh_varma | Stardance
|
animesh_varma
|
0
|
9.96
|
0
|
[]
|
[{"post_id": 82064, "ts": "202 [{"post_id": 82064, "ts": "2026-10-23T17:56:54Z", "hours": 1.5108, "text": "Well I am back after a long time and to no ones surprise, nothing works :( I now have ahead to me: To find a new to way to intercept instagrams traffic Make a serviceable prototype/PoC before StarDance ends (in just 6 days :() Reimplement and clean up the android app AAAAA, it will take soo longgg :( [BTW I got login working 2 months ago but it does’t wok anymore, instagram just refracted their backend :(]"}, {"post_id": 45854, "ts": "2026-08-12T16:04:51Z", "hours": 8.4467, "text": "AAAAAAAA!!! I am basicly forced to write this devlog as it has been around 8 hours without one… I thought that I would not make a devlog until I at least make the login work consistently, but here we are… Anywho, this will be my first devlog, till now I just have created a rough app for testing out calls and responses to the instagram endpoints, a majority of the time was spent trying to break Instagrams SSL pinning (No I wont be telling you how I did it, or will I [cue vsauce music]). Anyway, I wont be telling you much now, I am stuck between by class 12, SAT and my project, I just hope it turns out well… As for what Aetherion does, ill be sure to explain it in the next devlog!"}]...
|
Title: Aetherion by @animesh_varma | Stardance
De Title: Aetherion by @animesh_varma | Stardance
Devlogs:
AAAAAAAA!!! I am basicly forced to write this devlog as it has been around 8 hours without one… I thought that I would not make a devlog until I at least make the login work consistently, but here we are… Anywho, this will be my first devlog, till now I just have created a rough app for testing out calls and responses to the instagram endpoints, a majority of the time was spent trying to break Instagrams SSL pinning (No I wont be telling you how I did it, or will I [cue vsauce music]). Anyway, I wont be telling you much now, I am stuck between by class 12, SAT and my project, I just hope it turns out well… As for what Aetherion does, ill be sure to explain it in the next devlog!
Well I am back after a long time and to no ones surprise, nothing works :( I now have ahead to me: To find a new to way to intercept instagrams traffic Make a serviceable prototype/PoC before StarDance ends (in just 6 days :() Reimplement and clean up the android app AAAAA, it will take soo longgg :( [BTW I got login working 2 months ago but it does’t wok anymore, instagram just refracted their backend :(]...
|
1793203012.3894856
|
1793807812.3894856
|
|
64871
|
My awesome macropad! by @florian | Stardance
|
florian
|
0
|
0.27
|
0
|
[]
|
[{"post_id": 82058, "ts": "202 [{"post_id": 82058, "ts": "2026-10-23T17:08:12Z", "hours": 0.2731, "text": "Yeah so I think I have completed everything and hope it will get approved :) <3"}]...
|
Title: My awesome macropad! by @florian | Stardanc Title: My awesome macropad! by @florian | Stardance
Devlogs:
Yeah so I think I have completed everything and hope it will get approved :) <3...
|
1793069304.5270534
|
1793674104.5270534
|
|
54643
|
GeastureClick by @MoonRock | Stardance
|
MoonRock
|
0
|
15.45
|
0
|
[]
|
[{"post_id": 82055, "ts": "202 [{"post_id": 82055, "ts": "2026-10-23T16:53:25Z", "hours": 1.5764, "text": "devog #21:: finally completed the normalisation process after such a long time. rotational invarience was a real pain."}, {"post_id": 80472, "ts": "2026-10-17T19:28:20Z", "hours": 0.7881, "text": "devlog #20:: completed scale_normalisation ."}, {"post_id": 79961, "ts": "2026-10-15T18:13:31Z", "hours": 0.8292, "text": "Devlog 19: Got back on track and am locking in from today. I’ve finally organised my thoughts and set up my workspace on my laptop. I won’t miss a day from now on."}, {"post_id": 76774, "ts": "2026-10-04T15:16:28Z", "hours": 0.3453, "text": "DEYLOG #18 :: setup on other laptop and basic normalisation configuration"}, {"post_id": 76402, "ts": "2026-10-03T13:02:41Z", "hours": 1.2678, "text": "devlog#17:: Finally some progress. Started with normalisation . in simple terms: i selected a reference value and found of the measure of each landmarks from this value.thus making the entire system independent from other variables."}, {"post_id": 76170, "ts": "2026-10-02T15:47:50Z", "hours": 0.7189, "text": "devlog #16: finally exams are over and i can again my project.today i just settled in and studied the code for a bit"}, {"post_id": 66495, "ts": "2026-09-12T10:27:59Z", "hours": 0.5492, "text": "devlog#15::started the normalization process."}, {"post_id": 65469, "ts": "2026-09-10T16:58:03Z", "hours": 0.8347, "text": "devlog#14:: feed the ai with a data base ,organised the training data and created a loop for the program to be feed."}, {"post_id": 64311, "ts": "2026-09-08T16:29:28Z", "hours": 0.2811, "text": "devlog #13 :: my exams are starting from next week so i couldn’t work more today anyways got a basic training set and made some tweeks"}, {"post_id": 63707, "ts": "2026-09-07T17:14:36Z", "hours": 0.3817, "text": "devlog#12::basic clean up and final touchup for the file"}, {"post_id": 63042, "ts": "2026-09-06T16:44:08Z", "hours": 0.8858, "text": "devlog#11::finally finished the 2 intermediate file.now i can analyise images for gestures and get required prediction . i have also added a function to display it using a cv window"}, {"post_id": 62314, "ts": "2026-09-05T16:52:05Z", "hours": 0.6514, "text": "devlog#10 ::added the visuallisation function(temporary).i can only work for 3 days more as my exams are coming -_-"}, {"post_id": 61616, "ts": "2026-09-04T16:27:58Z", "hours": 0.7956, "text": "devlog#9:: finally created the 2 file , still there are some problems and i need to do some debugging but the pace is good. i have my exams from tommorrow though :("}, {"post_id": 60954, "ts": "2026-09-03T17:12:06Z", "hours": 0.5889, "text": "devlog #8 :: consistency persists . I have now got everything completed for the media_pipe model. From here, now to pathstraightforwardward"}, {"post_id": 60310, "ts": "2026-09-02T16:22:42Z", "hours": 0.5897, "text": "devlog#7 : my exams are coming and hence i can only work for 30 mins a day. i installed the model and have set it up.only need to create the class"}, {"post_id": 59572, "ts": "2026-09-01T13:54:27Z", "hours": 0.5661, "text": "devlog#6 : furnished the framework and clearly specified the pipeline ;did little work on the 2 component but the clarity i have gained is well worth of ."}, {"post_id": 59044, "ts": "2026-08-31T17:07:21Z", "hours": 0.5864, "text": "devlog#5!! research work is more tiring then programming ; if only i could record those. i have completed 1component ,the camera-feed part and have started with gesture-landmark."}, {"post_id": 57982, "ts": "2026-08-30T09:59:10Z", "hours": 0.9319, "text": "devlog#4 . almost there to reach my time threshold but had to go somewhere. i have kinda completed my main camera-feed class ;with some quirks to tinkle yet but still i am good on my schedule."}, {"post_id": 57465, "ts": "2026-08-29T16:49:28Z", "hours": 1.12, "text": "Devlog #3, worked for an hour and am close to complete one part of my project. Completed half of the CV class and will soon start working on the main Neural Network"}, {"post_id": 56726, "ts": "2026-08-28T16:25:29Z", "hours": 0.6461, "text": "Getting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for nowGetting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for now"}, {"post_id": 55681, "ts": "2026-08-27T17:24:08Z", "hours": 0.5167, "text": "gathered my shit together and had a start on what i suppose would take me afar. Started with the basics made the folders and the files ,organised stuff ;filled the readme and made a mission statement"}]...
|
Title: GeastureClick by @MoonRock | Stardance
Dev Title: GeastureClick by @MoonRock | Stardance
Devlogs:
gathered my shit together and had a start on what i suppose would take me afar. Started with the basics made the folders and the files ,organised stuff ;filled the readme and made a mission statement
Getting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for nowGetting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for now
Devlog #3, worked for an hour and am close to complete one part of my project. Completed half of the CV class and will soon start working on the main Neural Network
devlog#4 . almost there to reach my time threshold but had to go somewhere. i have kinda completed my main camera-feed class ;with some quirks to tinkle yet but still i am good on my schedule.
devlog#5!! research work is more tiring then programming ; if only i could record those. i have completed 1component ,the camera-feed part and have started with gesture-landmark.
devlog#6 : furnished the framework and clearly specified the pipeline ;did little work on the 2 component but the clarity i have gained is well worth of .
devlog#7 : my exams are coming and hence i can only work for 30 mins a day. i installed the model and have set it up.only need to create the class
devlog #8 :: consistency persists . I have now got everything completed for the media_pipe model. From here, now to pathstraightforwardward
devlog#9:: finally created the 2 file , still there are some problems and i need to do some debugging but the pace is good. i have my exams from tommorrow though :(
devlog#10 ::added the visuallisation function(temporary).i can only work for 3 days more as my exams are coming -_-
devlog#11::finally finished the 2 intermediate file.now i can analyise images for gestures and get required prediction . i have also added a function to display it using a cv window
devlog#12::basic clean up and final touchup for the file
devlog #13 :: my exams are starting from next week so i couldn’t work more today anyways got a basic training set and made some tweeks
devlog#14:: feed the ai with a data base ,organised the training data and created a loop for the program to be feed.
devlog#15::started the normalization process.
devlog #16: finally exams are over and i can again my project.today i just settled in and studied the code for a bit
devlog#17:: Finally some progress. Started with normalisation . in simple terms: i selected a reference value and found of the measure of each landmarks from this value.thus making the entire system independent from other variables.
DEYLOG #18 :: setup on other laptop and basic normalisation configuration
Devlog 19: Got back on track and am locking in from today. I’ve finally organised my thoughts and set up my workspace on my laptop. I won’t miss a day from now on.
devlog #20:: completed scale_normalisation .
devog #21:: finally completed the normalisation process after such a long time. rotational invarience was a real pain....
|
1792799247.8951142
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1793404047.8951142
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42693
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An Adventurous Metal Cutter by @umut4kova | Starda An Adventurous Metal Cutter by @umut4kova | Stardance...
|
umut4kova
|
0
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18.08
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0
|
[]
|
[{"post_id": 82042, "ts": "202 [{"post_id": 82042, "ts": "2026-10-23T15:25:27Z", "hours": 7.8228, "text": "Debugging & Fixing Problems I’ve spent the past ~8 hours to fix problems occuring on the machine. First of all, the circuit breaker on the electrical side of the machine, turns out it cannot keep all the electricity away from the circuit when it is turned off, so I got some “buzzing” while working on it. Also I learned that for the fixed end of the ball screws, it is needed to install a nut to fix the ballscrew to its place. Because of the lack of it, The Spindle couldn’t move all the way through its mechanical movement range. Also after testing different accelerations for movement of axes, I saw that the carts on the rails do not move very smootly. I did some research and found out that an amount of grease should be applied via a grease pump inside of the carts, in addition to lubricating the rails, which I did with Superlube lube oil. While testing movement on axes, X-Axis had a problem where when it approached the fixed side the stepper motor stalls after it is approx. 100mm far from the mechanical range of it. After inspecting the problem further, I found out that length of the ballscrew was actually shorter than the distance between ballscrew bearing on gantry plates. It resulted as the ballscrew getting out of the floating side when it approaches the fixed bearing side. To solve this problem, I’ve made a revision on right gantry piece, to shorten the distance between bearings to where the ballscrew stays completely locked axially, after installation. To conclude, in order to solve these problems; I ordered nuts for the ballscrews, I will buy WAGO 221-413 connectors to organize the electrical layout and establish a safer system A 2 Phase 16A circuit breaker (Instead of an arduino O-I switch which I was using until now)-I chose a 2 Phase breaker because it controls the ac electricity coming, interrupting only one side may result as the live wire continuing to all the electrical circuit even if the switch is at off position. I will switch to C19/C20 power cable and socket instead of C13/14, for security, because the takeoff current of vfd when spindle starts may exceed the rated capacity of C13/14 standard cable and socket, so I want to be on the safe side. I will buy a DIN Rail to mount these electrical components Not as significant as others, but I will buy M3 bolts in correct sizes, because right now all of the stepper motors shake a little because of too long bolt usage. Also I revised the 3D printed parts on the front and back side of the router for mostly esthetic reasons, but also to prevent sawdusts(shavings) to get inside of the sigma profiles. I will work on the machine after these parts arrive and the new gantry piece is printed. A photo of the machine’s latest status in design is attached. Stay Tuned!"}, {"post_id": 47781, "ts": "2026-08-15T23:13:12Z", "hours": 3.7233, "text": "I can’t tell how excited I am right now. The machine’s all 3 axes and the spindle works perfectly fine. The chassis is rigid, and all motors move the system smoothly. Since the last devlog, as you can see from my timelapses, I spent 4 hours: Assembled the remaining parts of Z axis, and successfully mounted the Spindle Extending the Step motor cables Mounting Step motors Assembling the cable chain and trying to fit the spindle’s power cables + 2 step motor cables to a 15x15cm cable channel(that was a nightmare) Designing&Printing new mounts for X and Y axes Wiring the SpindleAssembling and wiring the Electrical Control Box, which includes the VFD and 12V power supply. Also burnt one 5A cartridge fuse by miscalculating VFD’s input current:/ There is the video of machine jogging in 3 axes and the spindle spinning at a low speed, in below. I am looking forward to either buy a solid Aluminum plate to use as fixture plate or buy a pre-drilled fixture plate, and buy some MDF wood to put over the fixture plate to make fixing the stock piece easier. Stay tuned:)"}, {"post_id": 43178, "ts": "2026-08-08T09:22:08Z", "hours": 4.2908, "text": "Got a great progress in the assembly, with the arrival of some missing size bolts, I was able to assemble the “cutting zone” profiles to the chassis, and it made it even more rigid. Mounted all of the ball nuts to X,Y,Z axes. There is just the holder plate for spindle that is not assembled and after that the main assembly is done besides the electrical box. While working I spent approx. 50 mins just to make a ball screw fit a screw bed, which I still don’t know why it was very hard to. Also because I don’t have enough M4 bolts, I had to drill&expand mounting holes of the ball screw beds and used M5 bolts instead, and it was pretty hard to do without damaging the internal system of them, especially without a vise I had to hold it with pliers:) At the moment Y axis parts and mechanisms are all done, X just the same, and Z axis near completion. It seems like all the ball screws are rigid enough and it excites me to build the machine and see the tolerances. The thing I’m waiting for to complete is that I couldn’t find the right couplers to fix the NEMA17’s shaft to the ball screws so I ordered online and probably it will arrive on 10th or 11th of August. After that, there is the electrical part like mounting and wiring the VFD, 12V PSU, and an input socket. I’ll do my best to publish the progress, and to update the CAD parts at github."}, {"post_id": 39368, "ts": "2026-08-02T09:39:47Z", "hours": 2.2475, "text": "Started the assembly of the machine, the gantry is assembled. When started to assemble the side support parts for the gantry movement, I accidentally hit one of them and it broke, so the assembly got delayed 1 day for me to print that part again. At the moment gantry slides smoothly. Please note that the gantry will have to be removed tomorrow, because the ball screws will going to be lathed tomorrow and also one of the side parts have incorrect positioning for the mounting holes of the ball screw nut."}]...
|
Title: An Adventurous Metal Cutter by @umut4kova | Title: An Adventurous Metal Cutter by @umut4kova | Stardance
Devlogs:
Started the assembly of the machine, the gantry is assembled. When started to assemble the side support parts for the gantry movement, I accidentally hit one of them and it broke, so the assembly got delayed 1 day for me to print that part again. At the moment gantry slides smoothly. Please note that the gantry will have to be removed tomorrow, because the ball screws will going to be lathed tomorrow and also one of the side parts have incorrect positioning for the mounting holes of the ball screw nut.
Got a great progress in the assembly, with the arrival of some missing size bolts, I was able to assemble the “cutting zone” profiles to the chassis, and it made it even more rigid. Mounted all of the ball nuts to X,Y,Z axes. There is just the holder plate for spindle that is not assembled and after that the main assembly is done besides the electrical box. While working I spent approx. 50 mins just to make a ball screw fit a screw bed, which I still don’t know why it was very hard to. Also because I don’t have enough M4 bolts, I had to drill&expand mounting holes of the ball screw beds and used M5 bolts instead, and it was pretty hard to do without damaging the internal system of them, especially without a vise I had to hold it with pliers:) At the moment Y axis parts and mechanisms are all done, X just the same, and Z axis near completion. It seems like all the ball screws are rigid enough and it excites me to build the machine and see the tolerances. The thing I’m waiting for to complete is that I couldn’t find the right couplers to fix the NEMA17’s shaft to the ball screws so I ordered online and probably it will arrive on 10th or 11th of August. After that, there is the electrical part like mounting and wiring the VFD, 12V PSU, and an input socket. I’ll do my best to publish the progress, and to update the CAD parts at github.
I can’t tell how excited I am right now. The machine’s all 3 axes and the spindle works perfectly fine. The chassis is rigid, and all motors move the system smoothly. Since the last devlog, as you can see from my timelapses, I spent 4 hours: Assembled the remaining parts of Z axis, and successfully mounted the Spindle Extending the Step motor cables Mounting Step motors Assembling the cable chain and trying to fit the spindle’s power cables + 2 step motor cables to a 15x15cm cable channel(that was a nightmare) Designing&Printing new mounts for X and Y axes Wiring the SpindleAssembling and wiring the Electrical Control Box, which includes the VFD and 12V power supply. Also burnt one 5A cartridge fuse by miscalculating VFD’s input current:/ There is the video of machine jogging in 3 axes and the spindle spinning at a low speed, in below. I am looking forward to either buy a solid Aluminum plate to use as fixture plate or buy a pre-drilled fixture plate, and buy some MDF wood to put over the fixture plate to make fixing the stock piece easier. Stay tuned:)
Debugging & Fixing Problems I’ve spent the past ~8 hours to fix problems occuring on the machine. First of all, the circuit breaker on the electrical side of the machine, turns out it cannot keep all the electricity away from the circuit when it is turned off, so I got some “buzzing” while working on it. Also I learned that for the fixed end of the ball screws, it is needed to install a nut to fix the ballscrew to its place. Because of the lack of it, The Spindle couldn’t move all the way through its mechanical movement range. Also after testing different accelerations for movement of axes, I saw that the carts on the rails do not move very smootly. I did some research and found out that an amount of grease should be applied via a grease pump inside of the carts, in addition to lubricating the rails, which I did with Superlube lube oil. While testing movement on axes, X-Axis had a problem where when it approached the fixed side the stepper motor stalls after it is approx. 100mm far from the mechanical range of it. After inspecting the problem further, I found out that length of the ballscrew was actually shorter than the distance between ballscrew bearing on gantry plates. It resulted as the ballscrew getting out of the floating side when it approaches the fixed bearing side. To solve this problem, I’ve made a revision on right gantry piece, to shorten the distance between bearings to where the ballscrew stays completely locked axially, after installation. To conclude, in order to solve these problems; I ordered nuts for the ballscrews, I will buy WAGO 221-413 connectors to organize the electrical layout and establish a safer system A 2 Phase 16A circuit breaker (Instead of an arduino O-I switch which I was using until now)-I chose a 2 Phase breaker because it controls the ac electricity coming, interrupting only one side may result as the live wire continuing to all the electrical circuit even if the switch is at off position. I will switch to C19/C20 power cable and socket instead of C13/14, for security, because the takeoff current of vfd when spindle starts may exceed the rated capacity of C13/14 standard cable and socket, so I want to be on the safe side. I will buy a DIN Rail to mount these electrical components Not as significant as others, but I will buy M3 bolts in correct sizes, because right now all of the stepper motors shake a little because of too long bolt usage. Also I revised the 3D printed parts on the front and back side of the router for mostly esthetic reasons, but also to prevent sawdusts(shavings) to get inside of the sigma profiles. I will work on the machine after these parts arrive and the new gantry piece is printed. A photo of the machine’s latest status in design is attached. Stay Tuned!...
|
1793184795.419813
|
1793789595.419813
|
|
70076
|
My first slack bot! by @bahan_hime | Stardance
|
bahan_hime
|
0
|
2.76
|
0
|
[]
|
[{"post_id": 82041, "ts": "202 [{"post_id": 82041, "ts": "2026-10-23T15:25:19Z", "hours": 2.7583, "text": "Almost done! Waiting for my nest application to get approved"}]...
|
Title: My first slack bot! by @bahan_hime | Starda Title: My first slack bot! by @bahan_hime | Stardance
Devlogs:
Almost done! Waiting for my nest application to get approved...
|
1792958015.4646301
|
1793562815.4646301
|
|
65226
|
webos by @darbens | Stardance
|
darbens
|
1
|
33.84
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T22:02:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "at first i js made a ai named Ella but after that i flashed a laptop with windows and they have a ai helper that walks u through the steps so i decided what not make my own OS and code my ai into it. so orbit is a webOS that will house my AI Ella in the feature join me on this journey of experimenting creating a debugging. Thankss!!", "repo": "https://github.com/airshift1/OrbitOS", "demo": "https://orbit-os-drab.vercel.app/"}]...
|
[{"post_id": 82034, "ts": "202 [{"post_id": 82034, "ts": "2026-10-23T15:09:18Z", "hours": 29.0625, "text": "I’ve continued working on OrbitOS and making progress on my project. I’ve been focusing on improving the experience and building toward my vision of a customizable operating system that can run on different devices. What I’ve been working on Continuing development of OrbitOS. Working on the interface and user experience. Exploring ideas for more customization and features. Testing and improving existing functionality. Planning future improvements and fixes. What’s next My next steps are to continue developing features, fix any remaining bugs, and improve the overall stability and usability of OrbitOS. I’m excited to keep building OrbitOS and turn more of my ideas into working features! Project: OrbitOS Status: In active development"}, {"post_id": 73742, "ts": "2026-09-25T20:20:07Z", "hours": 1.0478, "text": "tryed to get Bluetooth working but no success yet"}, {"post_id": 73578, "ts": "2026-09-25T12:55:42Z", "hours": 1.1044, "text": "td i js updated read.me"}, {"post_id": 73338, "ts": "2026-09-24T22:25:26Z", "hours": 0.6283, "text": "OrbitOS Settings & PersonalizationWhat’s New?I worked on the OrbitOS Settings experience and continued improving the overall look of the WebOS interface.Settings gives users a central place to control and personalize their OrbitOS experience instead of having system options spread across different applications.I also started adding more color throughout the interface while keeping the OrbitOS design consistent. I focused on areas such as windows, menus, buttons, taskbar elements, system controls, and selected states.What Was Challenging?The biggest challenge was adding more personality and color without making the interface feel messy.I wanted OrbitOS to have its own visual identity while still keeping the interface easy to read and navigate.I also had to make sure the changes worked across the different applications instead of only changing one screen.What I LearnedI learned that a consistent theme system is important when building an operating-system-style interface. Small changes to colors, buttons, windows, and menus can affect the entire user experience.Current StatusThe WebOS version is the main playable version and is being prepared for public testing.The downloadable computer software is still unfinished and under development. I am continuing to build the desktop version separately from the WebOS account system."}, {"post_id": 72865, "ts": "2026-09-23T21:52:19Z", "hours": 1.9808, "text": "Devlog 1 — OrbitOS Login ScreenWhat’s New?I worked on the OrbitOS WebOS login screen and the startup experience.The goal was to make OrbitOS feel like an actual operating system from the moment it opens instead of immediately dropping the user onto the desktop.The login experience gives WebOS its own identity and creates a clear starting point before entering the operating system.What Was Challenging?I had to make the login system work with the rest of the WebOS interface while keeping the account features separate from the future downloadable computer version.ResultOrbitOS now has a dedicated WebOS login/startup experience that leads into the operating system.The desktop/computer version is still unfinished and is being developed separately."}]...
|
Title: webos by @darbens | Stardance
Devlogs:
Dev Title: webos by @darbens | Stardance
Devlogs:
Devlog 1 — OrbitOS Login ScreenWhat’s New?I worked on the OrbitOS WebOS login screen and the startup experience.The goal was to make OrbitOS feel like an actual operating system from the moment it opens instead of immediately dropping the user onto the desktop.The login experience gives WebOS its own identity and creates a clear starting point before entering the operating system.What Was Challenging?I had to make the login system work with the rest of the WebOS interface while keeping the account features separate from the future downloadable computer version.ResultOrbitOS now has a dedicated WebOS login/startup experience that leads into the operating system.The desktop/computer version is still unfinished and is being developed separately.
OrbitOS Settings & PersonalizationWhat’s New?I worked on the OrbitOS Settings experience and continued improving the overall look of the WebOS interface.Settings gives users a central place to control and personalize their OrbitOS experience instead of having system options spread across different applications.I also started adding more color throughout the interface while keeping the OrbitOS design consistent. I focused on areas such as windows, menus, buttons, taskbar elements, system controls, and selected states.What Was Challenging?The biggest challenge was adding more personality and color without making the interface feel messy.I wanted OrbitOS to have its own visual identity while still keeping the interface easy to read and navigate.I also had to make sure the changes worked across the different applications instead of only changing one screen.What I LearnedI learned that a consistent theme system is important when building an operating-system-style interface. Small changes to colors, buttons, windows, and menus can affect the entire user experience.Current StatusThe WebOS version is the main playable version and is being prepared for public testing.The downloadable computer software is still unfinished and under development. I am continuing to build the desktop version separately from the WebOS account system.
td i js updated read.me
tryed to get Bluetooth working but no success yet
I’ve continued working on OrbitOS and making progress on my project. I’ve been focusing on improving the experience and building toward my vision of a customizable operating system that can run on different devices. What I’ve been working on Continuing development of OrbitOS. Working on the interface and user experience. Exploring ideas for more customization and features. Testing and improving existing functionality. Planning future improvements and fixes. What’s next My next steps are to continue developing features, fix any remaining bugs, and improve the overall stability and usability of OrbitOS. I’m excited to keep building OrbitOS and turn more of my ideas into working features! Project: OrbitOS Status: In active development
Ships:
at first i js made a ai named Ella but after that i flashed a laptop with windows and they have a ai helper that walks u through the steps so i decided what not make my own OS and code my ai into it. so orbit is a webOS that will house my AI Ella in the feature join me on this journey of experimenting creating a debugging. Thankss!!...
|
1792965145.4127357
|
1793829145.4127357
|
|
70488
|
Billie by @Yousuff | Stardance
|
Yousuff
|
1
|
8.42
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T08:01:10Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Meet Billie, a little pixel-art cat who lives on your desktop! Built with Godot, Billie is a small desktop pet designed to bring a bit of life to your screen. She wanders around, changes direction when she reaches the screen edges, takes occasional breaks, and reacts when you interact with her. What Billie can do: Walk around your desktop automatically. Change direction when she reaches the edge of the screen. Play her turn_around animation during idle moments. Stop walking when you single-click her. Resume walking when you click her again. Meow when you double-click her. Do a little jump reaction when clicked. Billie is still a work in progress, and this is just the beginning. More cat-like behaviors, including sleeping, waking up, and additional interactions, are planned as development continues. She’s not here to do your work for you. She’s just here to keep you company while you do it.", "repo": "https://github.com/YousufProjs-exe/Billie/", "demo": "https://1M8ANANA.itch.io/billie"}]...
|
[{"post_id": 82028, "ts": "202 [{"post_id": 82028, "ts": "2026-10-23T14:42:08Z", "hours": 1.6614, "text": "Billie !! SHe now can be picked Up !!!!!!!!!!!!!! and ive smoothen all the animations too check got Billie and play with her on your Windows at https://1m8anana.itch.io/billie"}, {"post_id": 81782, "ts": "2026-10-22T13:44:27Z", "hours": 1.0003, "text": "Fixed Billies moments she getting stuck into the wall sleeping and waking up immediately to sleeps and wakes up only if the user interact with her ! smoothen waling animations !!!"}, {"post_id": 81752, "ts": "2026-10-22T11:21:01Z", "hours": 1.1156, "text": "Billie now listens you !! Single tab - Billie ‘meow’ Double tab - she ‘spins’ Triple tab - she sleeps"}, {"post_id": 81739, "ts": "2026-10-22T09:49:40Z", "hours": 1.6408, "text": "Billie now walks on floor ! fixed her broken walk animation and removed sleep to add again as - that too got broke :: but Billie is here !!!!"}, {"post_id": 81339, "ts": "2026-10-20T21:43:28Z", "hours": 0.6222, "text": "Billie - she spins ! she stops when you click one her she meow at you when you double tap her !"}, {"post_id": 81327, "ts": "2026-10-20T20:51:43Z", "hours": 0.5358, "text": "Billie now says Meow!!"}, {"post_id": 81309, "ts": "2026-10-20T19:28:06Z", "hours": 0.4783, "text": "Billie 😭 whts happening ! she got stuck!!!!"}, {"post_id": 81299, "ts": "2026-10-20T18:31:54Z", "hours": 1.1236, "text": "Billie can Move !!!!! but the animation is lil off ill fix it soon !"}, {"post_id": 81261, "ts": "2026-10-20T14:45:25Z", "hours": 0.3678, "text": "Billie is ready ! - finished the Godot setup and Billie design! - part 2 of the guide is done."}]...
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Title: Billie by @Yousuff | Stardance
Devlogs:
Bi Title: Billie by @Yousuff | Stardance
Devlogs:
Billie is ready ! - finished the Godot setup and Billie design! - part 2 of the guide is done.
Billie can Move !!!!! but the animation is lil off ill fix it soon !
Billie 😭 whts happening ! she got stuck!!!!
Billie now says Meow!!
Billie - she spins ! she stops when you click one her she meow at you when you double tap her !
Billie now walks on floor ! fixed her broken walk animation and removed sleep to add again as - that too got broke :: but Billie is here !!!!
Billie now listens you !! Single tab - Billie ‘meow’ Double tab - she ‘spins’ Triple tab - she sleeps
Fixed Billies moments she getting stuck into the wall sleeping and waking up immediately to sleeps and wakes up only if the user interact with her ! smoothen waling animations !!!
Billie !! SHe now can be picked Up !!!!!!!!!!!!!! and ive smoothen all the animations too check got Billie and play with her on your Windows at https://1m8anana.itch.io/billie
Ships:
Meet Billie, a little pixel-art cat who lives on your desktop! Built with Godot, Billie is a small desktop pet designed to bring a bit of life to your screen. She wanders around, changes direction when she reaches the screen edges, takes occasional breaks, and reacts when you interact with her. What Billie can do: Walk around your desktop automatically. Change direction when she reaches the edge of the screen. Play her turn_around animation during idle moments. Stop walking when you single-click her. Resume walking when you click her again. Meow when you double-click her. Do a little jump reaction when clicked. Billie is still a work in progress, and this is just the beginning. More cat-like behaviors, including sleeping, waking up, and additional interactions, are planned as development continues. She’s not here to do your work for you. She’s just here to keep you company while you do it....
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1793170099.075746
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1793256499.075746
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43488
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Argo by @Pollo | Stardance
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Pollo
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1
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1.05
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T21:16:26Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria", "repo": "https://github.com/gismondisimone/Argo", "demo": ""}]...
|
[{"post_id": 82018, "ts": "202 [{"post_id": 82018, "ts": "2026-10-23T13:55:41Z", "hours": 1.0536, "text": "doing the thanks post"}, {"post_id": 80721, "ts": "2026-10-18T16:42:22Z", "hours": 2.8975, "text": "Classified #9 in the competition! thanks to anyone who followed the project ❤️"}, {"post_id": 79539, "ts": "2026-10-14T14:50:41Z", "hours": 4.0636, "text": "Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me"}, {"post_id": 79102, "ts": "2026-10-12T17:52:02Z", "hours": 3.4464, "text": "tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality"}, {"post_id": 78072, "ts": "2026-10-09T14:01:41Z", "hours": 1.2258, "text": "Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start."}, {"post_id": 77809, "ts": "2026-10-08T11:43:09Z", "hours": 1.2964, "text": "Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset."}, {"post_id": 77404, "ts": "2026-10-06T20:03:04Z", "hours": 1.5575, "text": "Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…"}, {"post_id": 77152, "ts": "2026-10-05T19:54:11Z", "hours": 1.18, "text": "Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty"}, {"post_id": 77026, "ts": "2026-10-05T12:30:40Z", "hours": 2.6292, "text": "how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!"}, {"post_id": 76401, "ts": "2026-10-03T13:01:14Z", "hours": 2.6433, "text": "hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D"}, {"post_id": 73263, "ts": "2026-09-24T18:16:01Z", "hours": 0.3972, "text": "Had to reflash the rpi cause of some fuckups i did"}, {"post_id": 70206, "ts": "2026-09-18T18:16:54Z", "hours": 1.3425, "text": "lowk don’t even wanna talk about it"}, {"post_id": 64848, "ts": "2026-09-09T15:22:48Z", "hours": 1.3528, "text": "I hate this save me pls"}, {"post_id": 61635, "ts": "2026-09-04T17:02:36Z", "hours": 0.6653, "text": "Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0."}, {"post_id": 61555, "ts": "2026-09-04T15:05:45Z", "hours": 1.1333, "text": "ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic"}, {"post_id": 61494, "ts": "2026-09-04T13:14:26Z", "hours": 1.295, "text": "Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp."}, {"post_id": 58746, "ts": "2026-08-31T09:38:18Z", "hours": 0.32, "text": "Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem."}, {"post_id": 57962, "ts": "2026-08-30T09:26:45Z", "hours": 0.6394, "text": "It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time"}, {"post_id": 57407, "ts": "2026-08-29T15:29:57Z", "hours": 0.3722, "text": "It can drive."}, {"post_id": 56686, "ts": "2026-08-28T15:26:09Z", "hours": 1.0306, "text": "Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)"}, {"post_id": 56619, "ts": "2026-08-28T13:33:08Z", "hours": 1.0058, "text": "UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)"}, {"post_id": 53656, "ts": "2026-08-24T09:53:14Z", "hours": 0.3256, "text": "YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes"}, {"post_id": 42019, "ts": "2026-08-06T15:48:41Z", "hours": 0.2678, "text": "just keeping the streak today, still waiting for the boards"}, {"post_id": 41373, "ts": "2026-08-05T15:24:22Z", "hours": 0.4139, "text": "I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this."}, {"post_id": 40701, "ts": "2026-08-04T12:08:28Z", "hours": 0.2756, "text": "My back hurts"}, {"post_id": 40623, "ts": "2026-08-04T09:07:29Z", "hours": 0.2739, "text": "Still debating if it would be worth it to put an arduino into the picture, probably not"}, {"post_id": 40615, "ts": "2026-08-04T08:41:14Z", "hours": 0.3669, "text": "Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive"}, {"post_id": 40263, "ts": "2026-08-03T17:51:53Z", "hours": 0.4942, "text": "this is gonna be so hard help"}, {"post_id": 40207, "ts": "2026-08-03T16:48:20Z", "hours": 0.3653, "text": "Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them."}]...
|
Title: Argo by @Pollo | Stardance
Devlogs:
Finall Title: Argo by @Pollo | Stardance
Devlogs:
Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them.
this is gonna be so hard help
Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive
Still debating if it would be worth it to put an arduino into the picture, probably not
My back hurts
I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this.
just keeping the streak today, still waiting for the boards
YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes
UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)
Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)
It can drive.
It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time
Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem.
Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp.
ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic
Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0.
I hate this save me pls
lowk don’t even wanna talk about it
Had to reflash the rpi cause of some fuckups i did
hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D
how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!
Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty
Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…
Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset.
Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start.
tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality
Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me
Classified #9 in the competition! thanks to anyone who followed the project ❤️
doing the thanks post
Ships:
Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria...
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1793155991.7456098
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1793242391.7456098
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69200
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PDFTools by @itzdeep2 | Stardance
|
itzdeep2
|
4
|
23.0
|
252
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T13:57:40Z", "hours": 10.0, "multiplier": 10.9, "payout": 106, "blessing": "neutral", "text": "🚢 Shipped: PDFTools & OpenDesign (100% Client-Side Privacy Suite) — I just launched PDFTools, a completely offline, browser-based utility suite featuring the OpenDesign Studio for visual canvas editing and document signing, along with local PDF merging, splitting, OCR text extraction, structure compression, and client-side format conversion. The core philosophy here is zero-knowledge privacy: not a single byte ever leaves your machine, ensuring sensitive documents are never uploaded to remote third-party servers. While certain experimental features like large media transcoding and heavy AI background removal push browser memory limits and may not function as seamlessly as they would on dedicated cloud farms, relying strictly on client-side WebAssembly was an intentional, non-negotiable architectural decision to protect your data sovereignty and guarantee absolute privacy.", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "https://allpdfmultitools.netlify.app/"}, {"ship_num": 2, "ts": "2026-10-18T17:20:17Z", "hours": 8.0, "multiplier": 15.48, "payout": 123, "blessing": "neutral", "text": "this ship is not a major change but somebody said the most people think about something is the attention to detail/ the small thing and changes..!! still i tried my best to add the details i can add, everything i know that feels missing. some may recomend me that add some images but the actual problem is i want to make the site as light weight as i can so i used emojis instead of images..!! and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "https://allpdfmultitools.netlify.app/"}, {"ship_num": 3, "ts": "2026-10-13T15:36:01Z", "hours": 3.0, "multiplier": 4.22, "payout": 16, "blessing": "neutral", "text": "I made PDFTools to do basic PDF tasks in one place. You can merge and split PDFs, convert them to images, add text, and use OCR to read text from images. The hardest part was getting the different tools to work properly in the browser. I’m proud that the files are processed on the user’s device instead of being uploaded to my server. I also added separate pages and emoji buttons to make it easier to use. You can try it using the project link!", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "https://allpdfmultitools.netlify.app/"}, {"ship_num": 4, "ts": "2026-10-12T14:18:16Z", "hours": 2.0, "multiplier": 2.82, "payout": 7, "blessing": "neutral", "text": "Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed.", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "https://allpdfmultitools.netlify.app/"}]...
|
[{"post_id": 82017, "ts": "202 [{"post_id": 82017, "ts": "2026-10-23T13:55:08Z", "hours": 2.3939, "text": "fixed all the errors and things which i could still many thing to go Remember that this is a all offine local tool some of the function is not working as intended (as some of the processing require large servers) { using server would ruin the project as it is made by keeping privacy in mind} still tried to fix…!!"}, {"post_id": 81747, "ts": "2026-10-22T10:30:09Z", "hours": 2.49, "text": "The open design and remove bg has some bugs so its currently not working i am trying to fix it…… and added a new feature rotate pdf and also universal convert only works with images/pdfs files not videos i will implement the video feature soon so stay tuned…!!!!"}, {"post_id": 81508, "ts": "2026-10-21T15:11:08Z", "hours": 2.1814, "text": "added remove background and clean audio (noise remover) but its not working i am trying to fix it but i am not getting much time as i am working somewhere else so pls don’t mind the delay..!!"}, {"post_id": 81427, "ts": "2026-10-21T07:21:04Z", "hours": 0.8461, "text": "Add the universal convert it will auto detect the file uploaded and ask the format accordingly which we want to convert…!!! Still its Pending because the download function is not working so i have to fix it… STAY TUNED…!!!"}, {"post_id": 81221, "ts": "2026-10-20T10:49:54Z", "hours": 1.855, "text": "added different colour themes and also added a universal convert which is currently in progress…!!! stay tuned..!!"}, {"post_id": 80733, "ts": "2026-10-18T17:18:34Z", "hours": 1.5733, "text": "added a opendesign like canva still i dont wanna higlight it as its under construction and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)"}, {"post_id": 80663, "ts": "2026-10-18T13:05:08Z", "hours": 0.6958, "text": "the most usable thing and the most difficult and challenging thing is to add the all direction resize pull tabs (before it can be done only using the bottom right tab) many things i had to delete and more than 100+ insertation to add and also thanks to AI for sorting out the confusing thing and helping me add the all direction resize tab without confusing the script.js which direction the user is pulling…!!!"}, {"post_id": 80651, "ts": "2026-10-18T12:09:11Z", "hours": 2.2322, "text": "tbh really frustrated with the edit pdf option rest everything didn’t took so much time. but this is causing so much error and i have to add a remove many things thanks to my computer teacher who helped a lot to edit and improve the design like the whitout had a border which i removed and also the delete option disappeared real quick so i had to fix it…!! hope you like it many more changes and features to add i am thinking to add a canva type thing locally so stay tuned…!!!!"}, {"post_id": 80355, "ts": "2026-10-17T11:51:43Z", "hours": 3.4286, "text": "in edit pdf i have added different fonts and,size and colour..!!! also added whiteout which you can whiteout anything you don’t want and also added the image adding but there is some changes to make like image crop option and size option rest everything good…!!! but still sign option is not working so i am trying to add it. REMEMBER THIS IS A LOCAL TOOL (RUNS ON YOUR BROWSER) YOUR DATA NEVER LEAVES YOU DEVICE. everything is processed in your browser so it might have some bugs depending on your device specs i am trying to fix it but i need help if anybody can help pls dm me..!!! if any more suggesstion you have pls comment"}, {"post_id": 79332, "ts": "2026-10-13T15:27:28Z", "hours": 3.0969, "text": "As many of the people in review has told about my flaws and what i can improve, i want to thank them for this honest review. I added the interactive buttons with emoji and also added indivisual pages for every action. some of you also compared my project to ILovePdf for them i want to say that in my project everything stays in your device everything is processed in your browser unlike this companies which upload your pdf to server. it gives some advantages to my project ie. safe, private, secure, fast."}, {"post_id": 78789, "ts": "2026-10-11T16:39:18Z", "hours": 2.0847, "text": "Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed."}]...
|
Title: PDFTools by @itzdeep2 | Stardance
Devlogs: Title: PDFTools by @itzdeep2 | Stardance
Devlogs:
Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed.
As many of the people in review has told about my flaws and what i can improve, i want to thank them for this honest review. I added the interactive buttons with emoji and also added indivisual pages for every action. some of you also compared my project to ILovePdf for them i want to say that in my project everything stays in your device everything is processed in your browser unlike this companies which upload your pdf to server. it gives some advantages to my project ie. safe, private, secure, fast.
in edit pdf i have added different fonts and,size and colour..!!! also added whiteout which you can whiteout anything you don’t want and also added the image adding but there is some changes to make like image crop option and size option rest everything good…!!! but still sign option is not working so i am trying to add it. REMEMBER THIS IS A LOCAL TOOL (RUNS ON YOUR BROWSER) YOUR DATA NEVER LEAVES YOU DEVICE. everything is processed in your browser so it might have some bugs depending on your device specs i am trying to fix it but i need help if anybody can help pls dm me..!!! if any more suggesstion you have pls comment
tbh really frustrated with the edit pdf option rest everything didn’t took so much time. but this is causing so much error and i have to add a remove many things thanks to my computer teacher who helped a lot to edit and improve the design like the whitout had a border which i removed and also the delete option disappeared real quick so i had to fix it…!! hope you like it many more changes and features to add i am thinking to add a canva type thing locally so stay tuned…!!!!
the most usable thing and the most difficult and challenging thing is to add the all direction resize pull tabs (before it can be done only using the bottom right tab) many things i had to delete and more than 100+ insertation to add and also thanks to AI for sorting out the confusing thing and helping me add the all direction resize tab without confusing the script.js which direction the user is pulling…!!!
added a opendesign like canva still i dont wanna higlight it as its under construction and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)
added different colour themes and also added a universal convert which is currently in progress…!!! stay tuned..!!
Add the universal convert it will auto detect the file uploaded and ask the format accordingly which we want to convert…!!! Still its Pending because the download function is not working so i have to fix it… STAY TUNED…!!!
added remove background and clean audio (noise remover) but its not working i am trying to fix it but i am not getting much time as i am working somewhere else so pls don’t mind the delay..!!
The open design and remove bg has some bugs so its currently not working i am trying to fix it…… and added a new feature rotate pdf and also universal convert only works with images/pdfs files not videos i will implement the video feature soon so stay tuned…!!!!
fixed all the errors and things which i could still many thing to go Remember that this is a all offine local tool some of the function is not working as intended (as some of the processing require large servers) { using server would ruin the project as it is made by keeping privacy in mind} still tried to fix…!!
Ships:
Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed.
I made PDFTools to do basic PDF tasks in one place. You can merge and split PDFs, convert them to images, add text, and use OCR to read text from images. The hardest part was getting the different tools to work properly in the browser. I’m proud that the files are processed on the user’s device instead of being uploaded to my server. I also added separate pages and emoji buttons to make it easier to use. You can try it using the project link!
this ship is not a major change but somebody said the most people think about something is the attention to detail/ the small thing and changes..!! still i tried my best to add the details i can add, everything i know that feels missing. some may recomend me that add some images but the actual problem is i want to make the site as light weight as i can so i used emojis instead of images..!! and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)
🚢 Shipped: PDFTools & OpenDesign (100% Client-Side Privacy Suite) — I just launched PDFTools, a completely offline, browser-based utility suite featuring the OpenDesign Studio for visual canvas editing and document signing, along with local PDF merging, splitting, OCR text extraction, structure compression, and client-side format conversion. The core philosophy here is zero-knowledge privacy: not a single byte ever leaves your machine, ensuring sensitive documents are never uploaded to remote third-party servers. While certain experimental features like large media transcoding and heavy AI background removal push browser memory limits and may not function as seamlessly as they would on dedicated cloud farms, relying strictly on client-side WebAssembly was an intentional, non-negotiable architectural decision to protect your data sovereignty and guarantee absolute privacy....
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1793062389.0722203
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1793148789.0722203
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43941
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MY GOAT WEBSITE by @shouryasharan27 | Stardance
|
shouryasharan27
|
1
|
66.56
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T17:54:46Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "my own portfolio website", "repo": "https://github.com/shouryasharan7-netizen/shourya-portfolio", "demo": "https://www.shouryasharan.xyz"}]...
|
[{"post_id": 82011, "ts": "202 [{"post_id": 82011, "ts": "2026-10-23T13:19:36Z", "hours": 14.2069, "text": "I completely changed the whole thing now. Every word is now authentic and me and I finally can say its me afterall. And yeah tbh I took a lot of time debugging issues"}, {"post_id": 74428, "ts": "2026-09-27T11:16:59Z", "hours": 16.81, "text": "i completely revamped the website"}, {"post_id": 69133, "ts": "2026-09-16T13:24:23Z", "hours": 25.5425, "text": "hi changed over the overall design"}, {"post_id": 41849, "ts": "2026-08-06T10:04:07Z", "hours": 9.7272, "text": "I made a website showcasing everything I have done like achievements, work experience etc"}]...
|
Title: MY GOAT WEBSITE by @shouryasharan27 | Stard Title: MY GOAT WEBSITE by @shouryasharan27 | Stardance
Devlogs:
I made a website showcasing everything I have done like achievements, work experience etc
hi changed over the overall design
i completely revamped the website
I completely changed the whole thing now. Every word is now authentic and me and I finally can say its me afterall. And yeah tbh I took a lot of time debugging issues
Ships:
my own portfolio website...
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1793134274.1804683
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1793220674.1804683
|
|
931
|
RISC-V 32bit CPU by @captaintriton10 | Stardance
|
captaintriton10
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T20:41:40Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was my second attempt at making a working RISC-V CPU, I’m really happy with where the project is currently. The most difficult part so far has been trying to debug it when it isn’t working, but I’ve managed to get assembly to run on it with video output, and also keyboard input. Next, I think I want to work on adding more extensions to the base ISA and writing more complex programs for it.", "repo": "https://github.com/CaptainTriton10/risc-v_v2", "demo": ""}]...
|
[{"post_id": 8201, "ts": "2026 [{"post_id": 8201, "ts": "2026-06-13T17:18:13Z", "hours": 1.6106, "text": "Worked some more on other typical features of a VGA text mode, such as highlighted text and blinking."}, {"post_id": 7699, "ts": "2026-06-12T21:05:48Z", "hours": 5.1781, "text": "As you can see below, I got keyboard input to work, so now I can write programs that use keyboard input. New features: Character colours UART input (keyboard input) It’s pretty cool that I can also write the devlog on the CPU with the custom assembly code I wrote!"}, {"post_id": 5201, "ts": "2026-06-08T21:59:22Z", "hours": 1.5792, "text": "I finally fixed the branch logic, and proved that it works with this simple counter that uses the conditional BGE (branch if greater than or equal) instruction."}, {"post_id": 4881, "ts": "2026-06-08T13:22:18Z", "hours": 5.6975, "text": "Currently working on debugging conditional branch instructions, as the wrong branch address is being targetted. Fortunately, I managed to fix the JAL and JALR jump instructions."}, {"post_id": 2053, "ts": "2026-06-04T10:47:06Z", "hours": 2.4369, "text": "This is a project I’ve been working on already a fair bit, trying to make a half-decent RISC-V CPU for use on the icepi-zero FPGA board (that I got from the previous Flavourtown event :D). This is a testbench I’m running, currently trying to debug jump and branch instructions not working. My next step is adding keyboard input through the UART protocol (universal asynchronous receiver-transmitter)"}]...
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Title: RISC-V 32bit CPU by @captaintriton10 | Star Title: RISC-V 32bit CPU by @captaintriton10 | Stardance
Devlogs:
This is a project I’ve been working on already a fair bit, trying to make a half-decent RISC-V CPU for use on the icepi-zero FPGA board (that I got from the previous Flavourtown event :D). This is a testbench I’m running, currently trying to debug jump and branch instructions not working. My next step is adding keyboard input through the UART protocol (universal asynchronous receiver-transmitter)
Currently working on debugging conditional branch instructions, as the wrong branch address is being targetted. Fortunately, I managed to fix the JAL and JALR jump instructions.
I finally fixed the branch logic, and proved that it works with this simple counter that uses the conditional BGE (branch if greater than or equal) instruction.
As you can see below, I got keyboard input to work, so now I can write programs that use keyboard input. New features: Character colours UART input (keyboard input) It’s pretty cool that I can also write the devlog on the CPU with the custom assembly code I wrote!
Worked some more on other typical features of a VGA text mode, such as highlighted text and blinking.
Ships:
This was my second attempt at making a working RISC-V CPU, I’m really happy with where the project is currently. The most difficult part so far has been trying to debug it when it isn’t working, but I’ve managed to get assembly to run on it with video output, and also keyboard input. Next, I think I want to work on adding more extensions to the base ISA and writing more complex programs for it....
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1793138086.1521528
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1793224486.1521528
|
|
68073
|
Rc Garbage Cleaning Boat by @yaj_09 | Stardance
|
yaj_09
|
0
|
7.47
|
0
|
[]
|
[{"post_id": 82008, "ts": "202 [{"post_id": 82008, "ts": "2026-10-23T13:03:28Z", "hours": 3.0839, "text": "boat model decided and watched some coding videos."}, {"post_id": 80906, "ts": "2026-10-19T06:41:06Z", "hours": 4.3864, "text": "I am working on a rc trash cleaning boat. Today I saw videos for coding. And made some connections."}]...
|
Title: Rc Garbage Cleaning Boat by @yaj_09 | Stard Title: Rc Garbage Cleaning Boat by @yaj_09 | Stardance
Devlogs:
I am working on a rc trash cleaning boat. Today I saw videos for coding. And made some connections.
boat model decided and watched some coding videos....
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1793116421.5319602
|
1793721221.5319602
|
|
66486
|
Nullscape OS by @Dotty | Stardance
|
Dotty
|
0
|
12.04
|
0
|
[]
|
[{"post_id": 82001, "ts": "202 [{"post_id": 82001, "ts": "2026-10-23T12:06:37Z", "hours": 9.3458, "text": "Devlog 3, The welcome window can now be dragged, opened, and closed"}, {"post_id": 75275, "ts": "2026-09-29T16:52:00Z", "hours": 1.9219, "text": "Added background and some description today"}, {"post_id": 74930, "ts": "2026-09-28T16:46:56Z", "hours": 0.7756, "text": "I didn’t get much done today but it was pretty fun, I will be definitely back again tommorrow it’s almost midnight now"}]...
|
Title: Nullscape OS by @Dotty | Stardance
Devlogs Title: Nullscape OS by @Dotty | Stardance
Devlogs:
I didn’t get much done today but it was pretty fun, I will be definitely back again tommorrow it’s almost midnight now
Added background and some description today
Devlog 3, The welcome window can now be dragged, opened, and closed...
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1793098445.4071414
|
1793703245.4071414
|
|
4723
|
melodyguesser by @divya | Stardance
|
divya
|
0
|
2.07
|
0
|
[]
|
[{"post_id": 820, "ts": "2026- [{"post_id": 820, "ts": "2026-06-02T14:36:51Z", "hours": 0.3422, "text": "messed up the project working on bringing back the updates"}, {"post_id": 772, "ts": "2026-06-02T13:10:09Z", "hours": 0.4181, "text": "working on the frontend part the ui looks pretty much dull iam still polishing and making changes iam thinking of deploying backend some other website the current website has low latency and will work on implementing feautres once frontend part finishes"}, {"post_id": 760, "ts": "2026-06-02T12:21:21Z", "hours": 1.3125, "text": "astro glide , it is an app where we can explore different songs from corners of the world you have to guess the name of the song ,a piece of an audio clipwhich will be played in real time we are also implementing such as artificial intelligent models in to this coming soon…"}]...
|
Title: melodyguesser by @divya | Stardance
Devlog Title: melodyguesser by @divya | Stardance
Devlogs:
astro glide , it is an app where we can explore different songs from corners of the world you have to guess the name of the song ,a piece of an audio clipwhich will be played in real time we are also implementing such as artificial intelligent models in to this coming soon…
working on the frontend part the ui looks pretty much dull iam still polishing and making changes iam thinking of deploying backend some other website the current website has low latency and will work on implementing feautres once frontend part finishes
messed up the project working on bringing back the updates...
|
1793166808.4515643
|
1793771608.4515643
|
|
68262
|
shuvabihani by @thebiraj_hkr | Stardance
|
thebiraj_hkr
|
0
|
12.4
|
0
|
[]
|
[{"post_id": 81997, "ts": "202 [{"post_id": 81997, "ts": "2026-10-23T11:55:58Z", "hours": 3.5867, "text": "today i almost finished the cad model. also i havent fully followed the guide as my pcb was slightly different than the original one. i have made teh case in such a way that pb can be attached in the backside and the screen in the front side of the enclosure. also all things are fully assembled and also i have made 2 lids in the system the front lid uses screen to mount in the main base and extruded the middle of base so that jumper wires can easily pass through it…l"}, {"post_id": 80414, "ts": "2026-10-17T15:50:00Z", "hours": 8.1053, "text": "In this devlog i fully finished the pcb and schematic fully. Also i started making the CAD for the pcb and adjusted the pcb into the enclosure. Also added the screw mounts in it and some m3 screws in it. Then created the initial base fkr the front part of the clock. Thats it!!!!!!!"}, {"post_id": 77608, "ts": "2026-10-07T16:40:26Z", "hours": 0.7114, "text": "TODAY I WORKED ON MY INITIAL SCHEMATIC WHERE I UNDERTOOD HOW THE SYSTEM WORKS AND WHAT ARE THE COMPONENTS AND MADE A COOL SCHEMATIC FOR SHUVABIHANI"}]...
|
Title: shuvabihani by @thebiraj_hkr | Stardance
D Title: shuvabihani by @thebiraj_hkr | Stardance
Devlogs:
TODAY I WORKED ON MY INITIAL SCHEMATIC WHERE I UNDERTOOD HOW THE SYSTEM WORKS AND WHAT ARE THE COMPONENTS AND MADE A COOL SCHEMATIC FOR SHUVABIHANI
In this devlog i fully finished the pcb and schematic fully. Also i started making the CAD for the pcb and adjusted the pcb into the enclosure. Also added the screw mounts in it and some m3 screws in it. Then created the initial base fkr the front part of the clock. Thats it!!!!!!!
today i almost finished the cad model. also i havent fully followed the guide as my pcb was slightly different than the original one. i have made teh case in such a way that pb can be attached in the backside and the screen in the front side of the enclosure. also all things are fully assembled and also i have made 2 lids in the system the front lid uses screen to mount in the main base and extruded the middle of base so that jumper wires can easily pass through it…l...
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1793119879.4731877
|
1793724679.4731877
|
|
62770
|
Home Alone game by @Kinza | Stardance
|
Kinza
|
3
|
20.0
|
78
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T11:29:18Z", "hours": 4.0, "multiplier": 2.33, "payout": 10, "blessing": "neutral", "text": "I make riddle based game. It has 3 levels and the story is when Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!", "repo": "https://github.com/KinzaSyedHussain/Home-Alone", "demo": "https://kinzasyedhussain.github.io/Home-Alone/"}, {"ship_num": 2, "ts": "2026-10-20T11:10:33Z", "hours": 7.0, "multiplier": 6.21, "payout": 42, "blessing": "neutral", "text": "I make riddle based game. When Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!", "repo": "https://github.com/KinzaSyedHussain/Home-Alone", "demo": "https://kinzasyedhussain.github.io/Home-Alone/"}, {"ship_num": 3, "ts": "2026-09-19T16:30:09Z", "hours": 9.0, "multiplier": 2.84, "payout": 26, "blessing": "neutral", "text": "I make a scenario puzzle game! It’s about a banana family where the boy’s parents leave his son home alone. Stranger came to his house and now, boy need to decide to open the door or not with help of clues in the house.", "repo": "https://github.com/KinzaSyedHussain/Home-Alone", "demo": "https://kinzasyedhussain.github.io/Home-Alone/"}]...
|
[{"post_id": 81993, "ts": "202 [{"post_id": 81993, "ts": "2026-10-23T11:23:55Z", "hours": 3.4161, "text": "Yahoo! Level 3 is completed!! But this time, the level is tricky, and I am sure you will be confused. Also, one more room is open, so don’t forget to check that room. It takes too much time to make. I thought it would be easy. However, I am very happy to make it."}, {"post_id": 81612, "ts": "2026-10-21T19:23:47Z", "hours": 0.7736, "text": "I am currently working on Level 3! This level will introduce new characters and unlock an additional room, adding a twist to the gameplay. This time, I plan to make it a bit harder since Level 2 was quite easy. I can simply copy the code from Level 2 to create Level 3 and then make the necessary changes and adjustments for the new room. Since this process doesn’t take too much time, I am excited to enhance the level!"}, {"post_id": 81222, "ts": "2026-10-20T10:52:50Z", "hours": 3.5461, "text": "Woohoo! Level 2 is ready!!! Once again, it wasn’t easy. It took hours of hard work, but now you can go to the hall to solve the puzzle. This time, the story is different and more challenging than before, and future puzzles will continue to increase in difficulty. I know that even after this, many of you will request additional levels. Rest assured, I am already working on plans and ideas for more content. If you have any suggestions for Level 3, please feel free to share them; I will certainly consider them. For now, I am going to ship this version to see how people rate it and gather feedback. See ya!"}, {"post_id": 79323, "ts": "2026-10-13T15:02:50Z", "hours": 3.2119, "text": "Making Level 2! Many people mentioned that the game is too small and suggested that I should add more levels. To be honest, I recognized this issue, so I am finally adding more levels. Each level will have its own story and unique challenges. Whether these challenges arise from the game development process or the gameplay itself, they are definitely increasing. I have just started working on this, and I’m not entirely sure how it will turn out, but I have a solid plan in mind. Planning is the first step! Anyway, I’ve begun making the new content, so let’s see how Level 2 goes!"}, {"post_id": 70691, "ts": "2026-09-19T16:25:53Z", "hours": 1.1692, "text": "Woohoo! I’ve completed the first level! It definitely wasn’t easy at all. It took hours to bring it to life. From collecting and generating background images to drawing banana characters and coding everything, I faced many challenges along the way. Now it’s time to ship it! And yes, more levels are coming soon. If you have any suggestions, feel free to share them here."}, {"post_id": 69568, "ts": "2026-09-17T10:13:15Z", "hours": 7.8775, "text": "Alright, so I have finally decided what I am going to make, and every plan needs to be mapped somewhere. I just used a simple whiteboard to plan my game, and as you can see, this planning is just for Level 1. I am making a banana and gumball-based theme game where different guests arrive, and you either open the door or not, depending on the statements and situations. I plan to make more levels, but for now I will start implementing this and will see what I can do later on. So excited for this!"}]...
|
Title: Home Alone game by @Kinza | Stardance
Devl Title: Home Alone game by @Kinza | Stardance
Devlogs:
Alright, so I have finally decided what I am going to make, and every plan needs to be mapped somewhere. I just used a simple whiteboard to plan my game, and as you can see, this planning is just for Level 1. I am making a banana and gumball-based theme game where different guests arrive, and you either open the door or not, depending on the statements and situations. I plan to make more levels, but for now I will start implementing this and will see what I can do later on. So excited for this!
Woohoo! I’ve completed the first level! It definitely wasn’t easy at all. It took hours to bring it to life. From collecting and generating background images to drawing banana characters and coding everything, I faced many challenges along the way. Now it’s time to ship it! And yes, more levels are coming soon. If you have any suggestions, feel free to share them here.
Making Level 2! Many people mentioned that the game is too small and suggested that I should add more levels. To be honest, I recognized this issue, so I am finally adding more levels. Each level will have its own story and unique challenges. Whether these challenges arise from the game development process or the gameplay itself, they are definitely increasing. I have just started working on this, and I’m not entirely sure how it will turn out, but I have a solid plan in mind. Planning is the first step! Anyway, I’ve begun making the new content, so let’s see how Level 2 goes!
Woohoo! Level 2 is ready!!! Once again, it wasn’t easy. It took hours of hard work, but now you can go to the hall to solve the puzzle. This time, the story is different and more challenging than before, and future puzzles will continue to increase in difficulty. I know that even after this, many of you will request additional levels. Rest assured, I am already working on plans and ideas for more content. If you have any suggestions for Level 3, please feel free to share them; I will certainly consider them. For now, I am going to ship this version to see how people rate it and gather feedback. See ya!
I am currently working on Level 3! This level will introduce new characters and unlock an additional room, adding a twist to the gameplay. This time, I plan to make it a bit harder since Level 2 was quite easy. I can simply copy the code from Level 2 to create Level 3 and then make the necessary changes and adjustments for the new room. Since this process doesn’t take too much time, I am excited to enhance the level!
Yahoo! Level 3 is completed!! But this time, the level is tricky, and I am sure you will be confused. Also, one more room is open, so don’t forget to check that room. It takes too much time to make. I thought it would be easy. However, I am very happy to make it.
Ships:
I make a scenario puzzle game! It’s about a banana family where the boy’s parents leave his son home alone. Stranger came to his house and now, boy need to decide to open the door or not with help of clues in the house.
I make riddle based game. When Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!
I make riddle based game. It has 3 levels and the story is when Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!...
|
1793058652.954149
|
1793145052.954149
|
|
46541
|
The most epic minigame game ever made by @Tyo | St The most epic minigame game ever made by @Tyo | Stardance...
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Tyo
|
4
|
40.0
|
440
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T10:58:37Z", "hours": 3.0, "multiplier": 13.36, "payout": 34, "blessing": "neutral", "text": "WOAH, I’M BACK HERE ALREADY??!? Honestly, the feedback this time around was insane and gave me some great pointers so I just had to add it in for that satisfaction (also 40 hours looks beautiful!~ Hehe~) So here are the changes!!: FONTSS: Added a brand new custom font to match the artstyle SFX: MORE SOUND EFFECTS for all the minigames OPTIMIZE: Added more optimizations so that there would be no random lag spikes from some of the games TIMER ANIMATIONS: The timer now also has sound effects and animations that becomes faster and faster when time is about to finish so that the player have a visual and sound cue of their time running out. I think…. that’s all…..? (genuinely IDK cuz sometimes the feedback is just too good to not do it :p)", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 2, "ts": "2026-10-20T03:19:05Z", "hours": 14.0, "multiplier": 12.17, "payout": 175, "blessing": "neutral", "text": "The Most Epic Minigame Game Ever! Version 3 is out!~ The reason I came back to this is cuz I wanted to fix the stuff from the feedback and also add something I wanted to add for a while~. So here are all the changes!~: Reworks!: -The first minigame I made has been reworked to be collecting planets with your airship instead of walking and jumping around! -The button minigame has the artwork changed to match the other minigames more! -The timer is now more visual instead of a number! Additions! <3: New minigames, gamemode and difficulties!; Added 3 new minigames and along with it their gamemode, hide out! Also beating a gamemode now unlocks a harder difficulty for that gamemode and beating that introduces the HARDEST gamemode!~~ SHOPPPPP: now every minigame played will award you with a coin that you can spend in the shop~ to make your life easier~ Welp, I think that’s all. See you guys!~ (Will I update this game more? Maybe, maybe not~ Hehe~)", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 3, "ts": "2026-08-20T14:18:55Z", "hours": 16.0, "multiplier": 14.05, "payout": 231, "blessing": "neutral", "text": "The Most Epic Minigame Game Ever!!! Is a project I been wanting to make for ages, a frenzy minigame where time and control is against you and the only person you can blame is truly yourself. I want this game to not just be a really good game to play and beat your own high score but to also incorporate a story that can be understood even with the almost to none language said. Overall, I really enjoyed making this game! And I can now finally said I use BOTH Unity and Godot game engine!~", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 4, "ts": "2026-08-12T09:19:48Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WarioWare! is one of those games that you definitely have seen before or a parody of it. It’s a series of minigames that a person has to do in quick succession, every success increases the hype and decreases the time on the clock My version is thanks to the stardance warioware challenge and it’s entirely based on a random story I got in my sleep so far there’s only 2 minigames, catch the planets and find the aliens(very good names I know </3) This was the first time I’ve ever tried using Godot (previously I used unity) but other than the tricky animation handling (actually took me hours to figure it out), it was all smooth sailing and I’m happy to say I have a new game engine under my belt!", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}]...
|
[{"post_id": 81988, "ts": "202 [{"post_id": 81988, "ts": "2026-10-23T10:58:15Z", "hours": 0.2833, "text": "Made the poster for my game!! And I think that’s it! SOOOOO see you guys in my ship 4~"}, {"post_id": 81984, "ts": "2026-10-23T10:21:13Z", "hours": 1.0364, "text": "Sound effects!!!! I COMPLETELY forgot I wanted to add this so thanks to the feedback I got, it’s been added! Also the timer is more dynamic now (got a lil bit more charm >_<) I think I’ll have a think a thonk about adding stuff I want before I full send it and ship it again (I only worked on it for 2 hours so I’m not sure If i want to but I also don’t have alot of stuff to do :-;)"}, {"post_id": 81795, "ts": "2026-10-22T15:31:39Z", "hours": 1.2072, "text": "Woah! I’m back quicker than expected! And I’m here for new fonts! The feedback was honestly great! So I guess I’m back to working on this!~ (I mean might as well, stardance is ending soon gotta end with a bang!) So… see you soon!~"}, {"post_id": 81123, "ts": "2026-10-19T23:47:54Z", "hours": 4.8461, "text": "The final update before ship #3! The main reason I came back to update this game has finally been added!~ Powerups!!!! Three right now~ A skip, a time freeze and a heart return! This turned out looking better than I thought it would so I’m satisfied!~ >_<. Anyways, for me, I don’t think there’s anymore additions I would add for this game~ but there might be after the ship, hehe~ (oh and all other minigames got a difficulty adjustor now so have fun!~)"}, {"post_id": 79830, "ts": "2026-10-15T15:47:09Z", "hours": 3.2686, "text": "Another new gamemode!!! So this probably is gonna be the last gamemode for now cuz I wanna get into the other stuff like add difficulty!!~~ Only the prologue has the difficulty added but I’ll prepare the rest soon!~ Til then bai bai"}, {"post_id": 79294, "ts": "2026-10-13T11:14:51Z", "hours": 2.3611, "text": "2 new minigame! ANDDD a hugeee UI update for the playtesting area!~ Man I should have playtesting long ago cuz I can playtest my minigames so much easier now, so I gotta thank whoever rated my project to give me that idea!~ (I will never know who you are ;-;) Anyways, back to working~"}, {"post_id": 78680, "ts": "2026-10-11T09:00:13Z", "hours": 1.2086, "text": "Playtesting!!! From the feedback I got from my ship, I added a lil playtest area where you can train and figure out how to play each minigame!!!! Hehe~"}, {"post_id": 78641, "ts": "2026-10-11T04:56:17Z", "hours": 1.9064, "text": "Overhaul! Three things got changed this update~ The first is the traveler’s walking animation, the button minigame and the collecting planets minigame! Also added more ways to move around other than arrow keys! Now you can use WASD arrow keys ctrl and space bar for up and down also up arrow keys and W key allows you to jump now!~ Okieee that’s all~ PS there’s still errors in that overhaul of the first minigame I ever made, I’ll fix it uhhhh soon >:3"}, {"post_id": 60038, "ts": "2026-09-02T04:36:58Z", "hours": 0.7608, "text": "Woah! I’m back! It’s been a while!~ I had so many new ideas for this game but I think the first think I wanna change is the timer, it’s weird that it’s a text instead of a visual cue so I changed it! I probably have to change it again someday but for now, it’s looking pretty cool!~"}, {"post_id": 50984, "ts": "2026-08-20T13:57:32Z", "hours": 1.3917, "text": "Refined mode getting the love! Two minigames added just for refined mode! And this will be the last devlog I’ll be doing in a while since I’ll be going out and therefore I think It’s finally time for ship #2!!!! Refined mode has 3 minigames, 2 brand new ones and 1 returning~. I’ll keep this short, I’ll continue to update the game for as long as I have the ideas and as long as I wish to continue, the minigames will not stop flowing!~~"}, {"post_id": 50343, "ts": "2026-08-19T14:53:15Z", "hours": 3.3358, "text": "Hello! More, MORE, MORE!!!! Another minigame has been added!~ and not just that, infinity gamemode has been made as well!!! It’s unlocked by having more than 25 minigames played (which can be checked in the achievements tab, told you I was gonna use it :3) with a resounding total of 10 minigames currently, infinity mode is actually pretty fun!~ Now onto the next step on polishing this game!!(or adding more minigames, depending on which one sounds more fun at that time >:3) (oh and I added sounds and music to it too cuz it started to be a bit weird with none, credits all in the readme :p) (another note~ Infinity does go on infinitely, I just wanted it to stop at 10 instead of slowly waiting for all 5 lives to be lost, sowwyyy)"}, {"post_id": 49270, "ts": "2026-08-17T23:43:00Z", "hours": 4.0203, "text": "Minigame! Minigame! Minigame! 3 (YES THREE) new minigames have been added to the stranded gamemode and!! The win and lose screen for stranded has been implemented as well!~ I’m starting to get the hang of how godot is handled and honestly, It’s doing pretty good~ what else am I missing….. OH YEAH! Achievements! A save system was added so that I can record your progress in terms of minigames played!! I wanted to do this so there’s an easier way for me to implement special gamemodes in the future!~~"}, {"post_id": 47888, "ts": "2026-08-16T04:44:16Z", "hours": 2.145, "text": "Another devlog, another minigame! Today is a little bit special because I have added gamemodes!!!! (wooo <3). My plan is that when you achieved something special, a new gamemode will appear and you can play more minigames and have that feeling of adrenaline when you go finding secrets. There isn’t a lot planned yet but hopefully I’ll make at least 4 gamemodes, currently only 2 are available, prologue and stranded! Prologue is the gamemode everyone starts with and stranded is obtained by losing the game for the first time but for now it’s unlocked for everybody!! <3 be warned tho, there’s only one minigame there, levers! (Scaryyyy~) ps. the ending is supposed to be different by I haven’t thought of anything yet so it’s a WIP :p"}, {"post_id": 47347, "ts": "2026-08-15T07:14:06Z", "hours": 3.9703, "text": "Another minigame appears! With some cool transitions with it! The infamous memory game has now been added into the game! Now bringing the total to 4 minigames, I had to redesign almost every single minigame to make the transitions work but man, I think it was worth it! I’m slowing getting the hang of Godot (especially Tweening, man I want that in Unity ;-;)"}, {"post_id": 46659, "ts": "2026-08-14T02:44:35Z", "hours": 1.5992, "text": "New title! New minigame! New fixes! With my knowledge of unity, I wanted to see how far I can go without any tutorials whatsoever (I did read the documentations provided tho) and man a lot of my ability was able to be transferred to Godot too, the biggest impact was definitely instantiate which I already used on the second minigame but it’s used even more in minigame 3, dodging meteors!"}, {"post_id": 45662, "ts": "2026-08-12T09:18:14Z", "hours": 6.8956, "text": "A new chapter begins! I’ve been using unity all my life and I now, I’ll conquer a new sea; Godot!~ Time to rally myself and set sail on making the best minigame game ever!!!!!! (Yea I have no idea what I’m doing but hey here’s the main character. Their name is Kount)"}]...
|
Title: The most epic minigame game ever made by @T Title: The most epic minigame game ever made by @Tyo | Stardance
Devlogs:
A new chapter begins! I’ve been using unity all my life and I now, I’ll conquer a new sea; Godot!~ Time to rally myself and set sail on making the best minigame game ever!!!!!! (Yea I have no idea what I’m doing but hey here’s the main character. Their name is Kount)
New title! New minigame! New fixes! With my knowledge of unity, I wanted to see how far I can go without any tutorials whatsoever (I did read the documentations provided tho) and man a lot of my ability was able to be transferred to Godot too, the biggest impact was definitely instantiate which I already used on the second minigame but it’s used even more in minigame 3, dodging meteors!
Another minigame appears! With some cool transitions with it! The infamous memory game has now been added into the game! Now bringing the total to 4 minigames, I had to redesign almost every single minigame to make the transitions work but man, I think it was worth it! I’m slowing getting the hang of Godot (especially Tweening, man I want that in Unity ;-;)
Another devlog, another minigame! Today is a little bit special because I have added gamemodes!!!! (wooo <3). My plan is that when you achieved something special, a new gamemode will appear and you can play more minigames and have that feeling of adrenaline when you go finding secrets. There isn’t a lot planned yet but hopefully I’ll make at least 4 gamemodes, currently only 2 are available, prologue and stranded! Prologue is the gamemode everyone starts with and stranded is obtained by losing the game for the first time but for now it’s unlocked for everybody!! <3 be warned tho, there’s only one minigame there, levers! (Scaryyyy~) ps. the ending is supposed to be different by I haven’t thought of anything yet so it’s a WIP :p
Minigame! Minigame! Minigame! 3 (YES THREE) new minigames have been added to the stranded gamemode and!! The win and lose screen for stranded has been implemented as well!~ I’m starting to get the hang of how godot is handled and honestly, It’s doing pretty good~ what else am I missing….. OH YEAH! Achievements! A save system was added so that I can record your progress in terms of minigames played!! I wanted to do this so there’s an easier way for me to implement special gamemodes in the future!~~
Hello! More, MORE, MORE!!!! Another minigame has been added!~ and not just that, infinity gamemode has been made as well!!! It’s unlocked by having more than 25 minigames played (which can be checked in the achievements tab, told you I was gonna use it :3) with a resounding total of 10 minigames currently, infinity mode is actually pretty fun!~ Now onto the next step on polishing this game!!(or adding more minigames, depending on which one sounds more fun at that time >:3) (oh and I added sounds and music to it too cuz it started to be a bit weird with none, credits all in the readme :p) (another note~ Infinity does go on infinitely, I just wanted it to stop at 10 instead of slowly waiting for all 5 lives to be lost, sowwyyy)
Refined mode getting the love! Two minigames added just for refined mode! And this will be the last devlog I’ll be doing in a while since I’ll be going out and therefore I think It’s finally time for ship #2!!!! Refined mode has 3 minigames, 2 brand new ones and 1 returning~. I’ll keep this short, I’ll continue to update the game for as long as I have the ideas and as long as I wish to continue, the minigames will not stop flowing!~~
Woah! I’m back! It’s been a while!~ I had so many new ideas for this game but I think the first think I wanna change is the timer, it’s weird that it’s a text instead of a visual cue so I changed it! I probably have to change it again someday but for now, it’s looking pretty cool!~
Overhaul! Three things got changed this update~ The first is the traveler’s walking animation, the button minigame and the collecting planets minigame! Also added more ways to move around other than arrow keys! Now you can use WASD arrow keys ctrl and space bar for up and down also up arrow keys and W key allows you to jump now!~ Okieee that’s all~ PS there’s still errors in that overhaul of the first minigame I ever made, I’ll fix it uhhhh soon >:3
Playtesting!!! From the feedback I got from my ship, I added a lil playtest area where you can train and figure out how to play each minigame!!!! Hehe~
2 new minigame! ANDDD a hugeee UI update for the playtesting area!~ Man I should have playtesting long ago cuz I can playtest my minigames so much easier now, so I gotta thank whoever rated my project to give me that idea!~ (I will never know who you are ;-;) Anyways, back to working~
Another new gamemode!!! So this probably is gonna be the last gamemode for now cuz I wanna get into the other stuff like add difficulty!!~~ Only the prologue has the difficulty added but I’ll prepare the rest soon!~ Til then bai bai
The final update before ship #3! The main reason I came back to update this game has finally been added!~ Powerups!!!! Three right now~ A skip, a time freeze and a heart return! This turned out looking better than I thought it would so I’m satisfied!~ >_<. Anyways, for me, I don’t think there’s anymore additions I would add for this game~ but there might be after the ship, hehe~ (oh and all other minigames got a difficulty adjustor now so have fun!~)
Woah! I’m back quicker than expected! And I’m here for new fonts! The feedback was honestly great! So I guess I’m back to working on this!~ (I mean might as well, stardance is ending soon gotta end with a bang!) So… see you soon!~
Sound effects!!!! I COMPLETELY forgot I wanted to add this so thanks to the feedback I got, it’s been added! Also the timer is more dynamic now (got a lil bit more charm >_<) I think I’ll have a think a thonk about adding stuff I want before I full send it and ship it again (I only worked on it for 2 hours so I’m not sure If i want to but I also don’t have alot of stuff to do :-;)
Made the poster for my game!! And I think that’s it! SOOOOO see you guys in my ship 4~
Ships:
WarioWare! is one of those games that you definitely have seen before or a parody of it. It’s a series of minigames that a person has to do in quick succession, every success increases the hype and decreases the time on the clock My version is thanks to the stardance warioware challenge and it’s entirely based on a random story I got in my sleep so far there’s only 2 minigames, catch the planets and find the aliens(very good names I know </3) This was the first time I’ve ever tried using Godot (previously I used unity) but other than the tricky animation handling (actually took me hours to figure it out), it was all smooth sailing and I’m happy to say I have a new game engine under my belt!
The Most Epic Minigame Game Ever!!! Is a project I been wanting to make for ages, a frenzy minigame where time and control is against you and the only person you can blame is truly yourself. I want this game to not just be a really good game to play and beat your own high score but to also incorporate a story that can be understood even with the almost to none language said. Overall, I really enjoyed making this game! And I can now finally said I use BOTH Unity and Godot game engine!~
The Most Epic Minigame Game Ever! Version 3 is out!~ The reason I came back to this is cuz I wanted to fix the stuff from the feedback and also add something I wanted to add for a while~. So here are all the changes!~: Reworks!: -The first minigame I made has been reworked to be collecting planets with your airship instead of walking and jumping around! -The button minigame has the artwork changed to match the other minigames more! -The timer is now more visual instead of a number! Additions! <3: New minigames, gamemode and difficulties!; Added 3 new minigames and along with it their gamemode, hide out! Also beating a gamemode now unlocks a harder difficulty for that gamemode and beating that introduces the HARDEST gamemode!~~ SHOPPPPP: now every minigame played will award you with a coin that you can spend in the shop~ to make your life easier~ Welp, I think that’s all. See you guys!~ (Will I update this game more? Maybe, maybe not~ Hehe~)
WOAH, I’M BACK HERE ALREADY??!? Honestly, the feedback this time around was insane and gave me some great pointers so I just had to add it in for that satisfaction (also 40 hours looks beautiful!~ Hehe~) So here are the changes!!: FONTSS: Added a brand new custom font to match the artstyle SFX: MORE SOUND EFFECTS for all the minigames OPTIMIZE: Added more optimizations so that there would be no random lag spikes from some of the games TIMER ANIMATIONS: The timer now also has sound effects and animations that becomes faster and faster when time is about to finish so that the player have a visual and sound cue of their time running out. I think…. that’s all…..? (genuinely IDK cuz sometimes the feedback is just too good to not do it :p)...
|
1793123430.8658633
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1793209830.8658633
|
|
63594
|
Retro Pad by @Sanadofe | Stardance
|
Sanadofe
|
0
|
12.88
|
0
|
[]
|
[{"post_id": 81983, "ts": "202 [{"post_id": 81983, "ts": "2026-10-23T10:15:27Z", "hours": 0.9667, "text": "Just finished soldering. Not perfect but everything works"}, {"post_id": 72582, "ts": "2026-09-23T08:52:16Z", "hours": 1.1464, "text": "Made a start on the firmware, using KMK. Also recoloured the keycaps for a vintage-retro look instead of a kids toy 😅"}, {"post_id": 72102, "ts": "2026-09-22T05:25:44Z", "hours": 0.6944, "text": "Added The keycaps and knob on fusion. Could improve the colours. Knob should be orange, but 🤷♂️"}, {"post_id": 71679, "ts": "2026-09-21T09:22:53Z", "hours": 1.1147, "text": "Final touches to the RetroPad"}, {"post_id": 71078, "ts": "2026-09-20T08:40:33Z", "hours": 3.9119, "text": "Finished Making the case."}, {"post_id": 70918, "ts": "2026-09-20T01:11:23Z", "hours": 0.5275, "text": "Reworked The PCB,🥲 . Forgot about the mounting holes and switch distancing"}, {"post_id": 70540, "ts": "2026-09-19T10:26:00Z", "hours": 0.7706, "text": "Started Making the case. Going for a Retro Tech look"}, {"post_id": 70506, "ts": "2026-09-19T09:18:13Z", "hours": 0.7819, "text": "Finished off the PCB"}, {"post_id": 70465, "ts": "2026-09-19T07:49:05Z", "hours": 2.2189, "text": "Updated Schematics for Macro-pad. Is this decent?"}, {"post_id": 70383, "ts": "2026-09-19T02:47:24Z", "hours": 0.7447, "text": "Currently Working on the Schematics for my Macro-pad, kinda lost tbh. Also I think everything i’ve done is wrong :("}]...
|
Title: Retro Pad by @Sanadofe | Stardance
Devlogs Title: Retro Pad by @Sanadofe | Stardance
Devlogs:
Currently Working on the Schematics for my Macro-pad, kinda lost tbh. Also I think everything i’ve done is wrong :(
Updated Schematics for Macro-pad. Is this decent?
Finished off the PCB
Started Making the case. Going for a Retro Tech look
Reworked The PCB,🥲 . Forgot about the mounting holes and switch distancing
Finished Making the case.
Final touches to the RetroPad
Added The keycaps and knob on fusion. Could improve the colours. Knob should be orange, but 🤷♂️
Made a start on the firmware, using KMK. Also recoloured the keycaps for a vintage-retro look instead of a kids toy 😅
Just finished soldering. Not perfect but everything works...
|
1793051636.4135938
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1793656436.4135938
|
|
47571
|
My own site! by @natnaelkedir | Stardance
|
natnaelkedir
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T07:41:49Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal website showcasing the projects I’ve built, who I am briefly, and my experience. It has a fully functional contact section that allows you to contact me directly using formspree. I like the minimalist look it has and the consistent monospace font a lot, which is why the whole page uses it. It took a lot of time to implement the dark and light theme functionality, but I finally had it working.", "repo": "https://github.com/natiked/personal", "demo": "https://natiked.vercel.app/"}]...
|
[{"post_id": 81980, "ts": "202 [{"post_id": 81980, "ts": "2026-10-23T10:10:55Z", "hours": 4.0864, "text": "I’ve finally finished my portfolio website. I used formspree to make the contact form work. And everything else is just tailwindcss and react. I used vercel to deploy the final version of the website. It’s very minimalist and a replica of the design I had in mind. Feel free to check it out and give your opinion : https://natiked.vercel.app/"}, {"post_id": 78983, "ts": "2026-10-12T07:59:56Z", "hours": 1.4508, "text": "I’m working on a minimalist portfolio website. I have designed finished design the UI and now I’m working on building the website itself using React and TailwindCss. It will have the following sections : An about section A projects section showing projects I’ve built Experience section A contact section"}]...
|
Title: My own site! by @natnaelkedir | Stardance
Title: My own site! by @natnaelkedir | Stardance
Devlogs:
I’m working on a minimalist portfolio website. I have designed finished design the UI and now I’m working on building the website itself using React and TailwindCss. It will have the following sections : An about section A projects section showing projects I’ve built Experience section A contact section
I’ve finally finished my portfolio website. I used formspree to make the contact form work. And everything else is just tailwindcss and react. I used vercel to deploy the final version of the website. It’s very minimalist and a replica of the design I had in mind. Feel free to check it out and give your opinion : https://natiked.vercel.app/
Ships:
This is my personal website showcasing the projects I’ve built, who I am briefly, and my experience. It has a fully functional contact section that allows you to contact me directly using formspree. I like the minimalist look it has and the consistent monospace font a lot, which is why the whole page uses it. It took a lot of time to implement the dark and light theme functionality, but I finally had it working....
|
1793188173.1698112
|
1793274573.1698112
|
|
71015
|
Coffee-Clicker by @rehankasim | Stardance
|
rehankasim
|
0
|
11.57
|
0
|
[]
|
[{"post_id": 81979, "ts": "202 [{"post_id": 81979, "ts": "2026-10-23T10:08:26Z", "hours": 11.5672, "text": "Almost Everything IS Done Some little Bugs ANd More Easter Eggs This project is Very SMal SO I added Easter Eggs to Spend MOre TIme in this And also I am LEaring JS and use this A side project that why it took me 11 hours in the next update I will finish all the bugs and add some Easter eggs and ship and get stardust yeeaahhhh features it got dark mode and light mode , and story also a lot features it have I forgot how many I have"}]...
|
Title: Coffee-Clicker by @rehankasim | Stardance
Title: Coffee-Clicker by @rehankasim | Stardance
Devlogs:
Almost Everything IS Done Some little Bugs ANd More Easter Eggs This project is Very SMal SO I added Easter Eggs to Spend MOre TIme in this And also I am LEaring JS and use this A side project that why it took me 11 hours in the next update I will finish all the bugs and add some Easter eggs and ship and get stardust yeeaahhhh features it got dark mode and light mode , and story also a lot features it have I forgot how many I have...
|
1792752431.1925008
|
1793357231.1925008
|
|
67047
|
What_to_e@T by @VeD_18 | Stardance
|
VeD_18
|
0
|
0.26
|
0
|
[]
|
[{"post_id": 81975, "ts": "202 [{"post_id": 81975, "ts": "2026-10-23T09:26:21Z", "hours": 0.2611, "text": "Hi. This is my fist ever devloggg"}]...
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Title: What_to_e@T by @VeD_18 | Stardance
Devlogs Title: What_to_e@T by @VeD_18 | Stardance
Devlogs:
Hi. This is my fist ever devloggg...
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1793105598.9362702
|
1793710398.9362702
|
|
17968
|
Pokédex CLI by @nightswamp | Stardance
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nightswamp
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0
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1.27
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0
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[]
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[{"post_id": 8197, "ts": "2026 [{"post_id": 8197, "ts": "2026-06-13T17:17:51Z", "hours": 1.2672, "text": "Many of us have grown up watching Pokémon. It holds a special place in our childhood memories. To celebrate that memory, I’m building a REPL-based Pokédex CLI. For those of you who aren’t familiar with REPL, it stands for read-eval-print loop. It is an interactive shell environment that continuously reads your input, evaluates the command, and prints the result right back to you. So far, I’ve implemented two primary commands: Help: which displays the information and usage details for all available CLI commands. Exit: safely exits the CLI Soon I will be integrating the official Pokedex API to fetch and display live data, stats, and entries for specific Pokemon"}]...
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Title: Pokédex CLI by @nightswamp | Stardance
Dev Title: Pokédex CLI by @nightswamp | Stardance
Devlogs:
Many of us have grown up watching Pokémon. It holds a special place in our childhood memories. To celebrate that memory, I’m building a REPL-based Pokédex CLI. For those of you who aren’t familiar with REPL, it stands for read-eval-print loop. It is an interactive shell environment that continuously reads your input, evaluates the command, and prints the result right back to you. So far, I’ve implemented two primary commands: Help: which displays the information and usage details for all available CLI commands. Exit: safely exits the CLI Soon I will be integrating the official Pokedex API to fetch and display live data, stats, and entries for specific Pokemon...
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1792727505.3024874
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1793332305.3024874
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61635
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15919ify+ by @sox123 | Stardance
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sox123
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2
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24.17
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242
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T18:12:52Z", "hours": 12.0, "multiplier": 9.68, "payout": 117, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}, {"ship_num": 2, "ts": "2026-09-28T12:28:21Z", "hours": 11.0, "multiplier": 11.03, "payout": 125, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}]...
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[{"post_id": 81968, "ts": "202 [{"post_id": 81968, "ts": "2026-10-23T07:35:53Z", "hours": 0.5181, "text": "Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.)."}, {"post_id": 81304, "ts": "2026-10-20T19:17:24Z", "hours": 0.6564, "text": "Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc."}, {"post_id": 81050, "ts": "2026-10-19T17:39:25Z", "hours": 1.1714, "text": "Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers"}, {"post_id": 80369, "ts": "2026-10-17T12:54:19Z", "hours": 1.5278, "text": "Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay."}, {"post_id": 78363, "ts": "2026-10-10T15:44:18Z", "hours": 0.5742, "text": "Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge."}, {"post_id": 78125, "ts": "2026-10-09T17:07:49Z", "hours": 1.51, "text": "So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives."}, {"post_id": 77095, "ts": "2026-10-05T16:57:18Z", "hours": 0.365, "text": "Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)"}, {"post_id": 77071, "ts": "2026-10-05T15:31:32Z", "hours": 0.8778, "text": "Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion."}, {"post_id": 76451, "ts": "2026-10-03T15:48:32Z", "hours": 1.2714, "text": "So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls."}, {"post_id": 76174, "ts": "2026-10-02T16:06:26Z", "hours": 1.6156, "text": "Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good"}, {"post_id": 75868, "ts": "2026-10-01T12:38:30Z", "hours": 1.8589, "text": "So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console."}, {"post_id": 75818, "ts": "2026-10-01T07:50:40Z", "hours": 0.5394, "text": "Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js"}, {"post_id": 75583, "ts": "2026-09-30T14:12:09Z", "hours": 0.5403, "text": "Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)"}, {"post_id": 75165, "ts": "2026-09-29T10:59:05Z", "hours": 0.2714, "text": "I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory."}, {"post_id": 74831, "ts": "2026-09-28T12:07:43Z", "hours": 0.7611, "text": "finalised everything for the shipping"}, {"post_id": 74737, "ts": "2026-09-28T03:07:29Z", "hours": 0.3892, "text": "attempt at learning kannada logic"}, {"post_id": 74323, "ts": "2026-09-27T05:28:36Z", "hours": 1.4225, "text": "added a ton of shi"}, {"post_id": 72636, "ts": "2026-09-23T12:29:39Z", "hours": 0.5022, "text": "Rewrote CSS and added fonts, icons to make site look better."}, {"post_id": 72296, "ts": "2026-09-22T16:33:29Z", "hours": 1.3769, "text": "cooked up a good enough css for the site."}, {"post_id": 72236, "ts": "2026-09-22T14:42:46Z", "hours": 0.9306, "text": "update readme to add instructions."}, {"post_id": 71060, "ts": "2026-09-20T07:58:10Z", "hours": 0.7111, "text": "Added proper chillu support, and fixed example html bugs."}, {"post_id": 70675, "ts": "2026-09-19T15:56:05Z", "hours": 2.1819, "text": "Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l])."}, {"post_id": 69682, "ts": "2026-09-17T16:00:09Z", "hours": 1.0994, "text": "made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try."}, {"post_id": 67192, "ts": "2026-09-13T07:55:46Z", "hours": 1.2806, "text": "Rewrite most of the stuff, it was stupid."}, {"post_id": 67133, "ts": "2026-09-13T06:09:19Z", "hours": 0.6619, "text": "Start of the code, setting up dicts"}]...
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Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Start of the code, setting up dicts
Rewrite most of the stuff, it was stupid.
made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try.
Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l]).
Added proper chillu support, and fixed example html bugs.
update readme to add instructions.
cooked up a good enough css for the site.
Rewrote CSS and added fonts, icons to make site look better.
added a ton of shi
attempt at learning kannada logic
finalised everything for the shipping
I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory.
Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)
Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js
So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console.
Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good
So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls.
Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion.
Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)
So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives.
Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge.
Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay.
Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers
Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc.
Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.).
Ships:
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;...
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1793058439.9745483
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1793144839.9745483
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7333
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Website by @robopugo | Stardance
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robopugo
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0
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14.94
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0
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[]
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[{"post_id": 8196, "ts": "2026 [{"post_id": 8196, "ts": "2026-06-13T17:16:50Z", "hours": 0.7256, "text": "Did some debugging And some styling"}, {"post_id": 7534, "ts": "2026-06-12T16:08:45Z", "hours": 1.1167, "text": "added ability to upload imgs as bgs and made contrast theme work better."}, {"post_id": 6995, "ts": "2026-06-11T19:02:03Z", "hours": 0.745, "text": "added a scrollbar and the option for no img when selecting a bg."}, {"post_id": 6966, "ts": "2026-06-11T17:59:32Z", "hours": 1.5217, "text": "added a BG selector and a clock"}, {"post_id": 6879, "ts": "2026-06-11T15:13:42Z", "hours": 1.0558, "text": "added a sidebar."}, {"post_id": 6579, "ts": "2026-06-11T01:43:51Z", "hours": 2.9075, "text": "Added custom Bg’s, also did a lot of bug fixing and organization."}, {"post_id": 5671, "ts": "2026-06-09T15:29:36Z", "hours": 2.0917, "text": "Added more settings, and way to change birb colors and a way to asses my web-os."}, {"post_id": 2511, "ts": "2026-06-05T01:18:38Z", "hours": 1.555, "text": "added custom color themes, with a color picker, also add a button to hide the main part and just see the birds."}, {"post_id": 2427, "ts": "2026-06-04T22:07:37Z", "hours": 3.2222, "text": "finished making the bird logic, looks a lot cooler on the site, were they move. The main thing was adding bias so they can switch movement and fly in patterens."}]...
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Title: Website by @robopugo | Stardance
Devlogs:
Title: Website by @robopugo | Stardance
Devlogs:
finished making the bird logic, looks a lot cooler on the site, were they move. The main thing was adding bias so they can switch movement and fly in patterens.
added custom color themes, with a color picker, also add a button to hide the main part and just see the birds.
Added more settings, and way to change birb colors and a way to asses my web-os.
Added custom Bg’s, also did a lot of bug fixing and organization.
added a sidebar.
added a BG selector and a clock
added a scrollbar and the option for no img when selecting a bg.
added ability to upload imgs as bgs and made contrast theme work better.
Did some debugging And some styling...
|
1792792413.814371
|
1793397213.814371
|
|
70265
|
Tandoori Restaurant by @Ankit_7 | Stardance
|
Ankit_7
|
1
|
15.66
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T03:50:15Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a modern website for Tandoori Restaurant with a menu for both veg and non-veg dishes, dish customization, a shopping cart, a QR code menu, and an English/Nepali language switcher. One of the challenges was making all the features work together while keeping the design clean and easy to use. I’m proud to have brought the project together into a complete website. You can explore the menu, customize dishes, add items to the cart, scan the QR menu, and switch languages to try out the features!", "repo": "https://github.com/Ankit-dev-7/Restaurant", "demo": "https://ankit-dev-7.github.io/Restaurant/"}]...
|
[{"post_id": 81958, "ts": "202 [{"post_id": 81958, "ts": "2026-10-23T05:28:21Z", "hours": 0.6622, "text": "Bug fix"}, {"post_id": 81457, "ts": "2026-10-21T10:48:03Z", "hours": 0.5578, "text": "Project Complete"}, {"post_id": 81438, "ts": "2026-10-21T09:16:17Z", "hours": 1.1678, "text": "QR Added and language translation Complete"}, {"post_id": 81430, "ts": "2026-10-21T07:59:07Z", "hours": 1.6897, "text": "Working on Language Translation"}, {"post_id": 81184, "ts": "2026-10-20T06:57:05Z", "hours": 2.8411, "text": "Just completed by adding Menu PDF download and Dish Customization."}, {"post_id": 80981, "ts": "2026-10-19T14:33:04Z", "hours": 1.1519, "text": "Just completed by adding offers section"}, {"post_id": 80965, "ts": "2026-10-19T12:30:30Z", "hours": 2.5581, "text": "Just completed my adding a new feature Cart System .It is only to show as i donot use any backend. Can select food directly from Menu ."}, {"post_id": 80916, "ts": "2026-10-19T07:37:50Z", "hours": 1.3347, "text": "Reviews in the webpage were added"}, {"post_id": 80684, "ts": "2026-10-18T14:39:11Z", "hours": 1.7081, "text": "Feature Update : Signature Dishes were added and Location& Contact"}, {"post_id": 80579, "ts": "2026-10-18T06:03:53Z", "hours": 0.5794, "text": "Home Page complete and Menu was added"}, {"post_id": 80547, "ts": "2026-10-18T04:09:00Z", "hours": 1.185, "text": "I’m building a professional website for Tandoori Restaurant, a real restaurant. The website will feature a premium dark design, beautiful food photography, an interactive food menu, signature dishes, a photo gallery, customer reviews, special offers, and restaurant location and contact information. I’ll use React, TypeScript, Vite, and Tailwind CSS, with GitHub Pages for deployment. The design will feature a consistent food background with naan, paneer, curries, and tandoori dishes, representing both vegetarian and non-vegetarian customers. My goal is to create a polished, responsive, and user-friendly website that showcases the restaurant and makes it easy for customers to explore its menu and find the restaurant. Till now some of the work is done"}]...
|
Title: Tandoori Restaurant by @Ankit_7 | Stardance Title: Tandoori Restaurant by @Ankit_7 | Stardance
Devlogs:
I’m building a professional website for Tandoori Restaurant, a real restaurant. The website will feature a premium dark design, beautiful food photography, an interactive food menu, signature dishes, a photo gallery, customer reviews, special offers, and restaurant location and contact information. I’ll use React, TypeScript, Vite, and Tailwind CSS, with GitHub Pages for deployment. The design will feature a consistent food background with naan, paneer, curries, and tandoori dishes, representing both vegetarian and non-vegetarian customers. My goal is to create a polished, responsive, and user-friendly website that showcases the restaurant and makes it easy for customers to explore its menu and find the restaurant. Till now some of the work is done
Home Page complete and Menu was added
Feature Update : Signature Dishes were added and Location& Contact
Reviews in the webpage were added
Just completed my adding a new feature Cart System .It is only to show as i donot use any backend. Can select food directly from Menu .
Just completed by adding offers section
Just completed by adding Menu PDF download and Dish Customization.
Working on Language Translation
QR Added and language translation Complete
Project Complete
Bug fix
Ships:
I built a modern website for Tandoori Restaurant with a menu for both veg and non-veg dishes, dish customization, a shopping cart, a QR code menu, and an English/Nepali language switcher. One of the challenges was making all the features work together while keeping the design clean and easy to use. I’m proud to have brought the project together into a complete website. You can explore the menu, customize dishes, add items to the cart, scan the QR menu, and switch languages to try out the features!...
|
1793206161.8993871
|
1793292561.8993871
|
|
59229
|
AnnoyingClock by @StarCoder | Stardance
|
StarCoder
|
0
|
6.39
|
0
|
[]
|
[{"post_id": 81955, "ts": "202 [{"post_id": 81955, "ts": "2026-10-23T05:18:33Z", "hours": 3.3725, "text": "Blare Project Devlog 2 What I did Ok, so most of the time logged was working on the CAD. I’m going to keep my CAD pretty basic for now, since I’m not completely comfortable with Onshape to do any meaningful changes. Once I get the kit, however, I’ll probably make a better case, and if I want to, I’ll make another one in Blender. I know Blender’s not recommended, but I’ve been using it for so long, it’ll be much easier for me to make changes so it looks better. But that’s for later. I don’t really know what else to write in the Devlog. I’ve literally lapsed all my CAD, and now I’m starting with the firmware. Probably going to only do some basic firmware until I get the kit so I can actually test stuff out. Notes I’ve attached below a screenshot of my case design. Thanks for reading!"}, {"post_id": 75802, "ts": "2026-10-01T05:50:32Z", "hours": 3.0158, "text": "Blare Project Devlog 1 Ok, just a note, I didn’t know I had to devlog even while lapsing everything, so it is a bit later than I would have liked, since I’ve already done 3 hours of work. Overview So I’m following the mission guide to create an alarm clock. I decided to have 6 buttons in mine, which is the main change for the electronic part of it, and I have some ideas for the CAD portion. What I’ve done so far So far, I’ve made the schematic, the pcb, and am starting with the CAD. I am a beginner in electronics, so all of that took me a lot of searching stuff up and figuring things out, but I think it turned out good. Notes I’ve attached below a screenshot of my pcb. I don’t really have much else to say, since I kinda need to go to sleep, so I might edit this later with more info."}]...
|
Title: AnnoyingClock by @StarCoder | Stardance
De Title: AnnoyingClock by @StarCoder | Stardance
Devlogs:
Blare Project Devlog 1 Ok, just a note, I didn’t know I had to devlog even while lapsing everything, so it is a bit later than I would have liked, since I’ve already done 3 hours of work. Overview So I’m following the mission guide to create an alarm clock. I decided to have 6 buttons in mine, which is the main change for the electronic part of it, and I have some ideas for the CAD portion. What I’ve done so far So far, I’ve made the schematic, the pcb, and am starting with the CAD. I am a beginner in electronics, so all of that took me a lot of searching stuff up and figuring things out, but I think it turned out good. Notes I’ve attached below a screenshot of my pcb. I don’t really have much else to say, since I kinda need to go to sleep, so I might edit this later with more info.
Blare Project Devlog 2 What I did Ok, so most of the time logged was working on the CAD. I’m going to keep my CAD pretty basic for now, since I’m not completely comfortable with Onshape to do any meaningful changes. Once I get the kit, however, I’ll probably make a better case, and if I want to, I’ll make another one in Blender. I know Blender’s not recommended, but I’ve been using it for so long, it’ll be much easier for me to make changes so it looks better. But that’s for later. I don’t really know what else to write in the Devlog. I’ve literally lapsed all my CAD, and now I’m starting with the firmware. Probably going to only do some basic firmware until I get the kit so I can actually test stuff out. Notes I’ve attached below a screenshot of my case design. Thanks for reading!...
|
1792788741.9521506
|
1793393541.9521506
|
|
53182
|
Better Bedrock Menus by @xeo | Stardance
|
xeo
|
0
|
5.36
|
0
|
[]
|
[{"post_id": 81954, "ts": "202 [{"post_id": 81954, "ts": "2026-10-23T05:12:21Z", "hours": 0.7397, "text": "BBM 0.6.1 I made update checking async! I also added a little message in the info command that states the latest version so one could easily compare between the two. The rest of the time was me trying to figure out how to package Bstats in with Maven, to little avail"}, {"post_id": 74238, "ts": "2026-09-27T00:58:18Z", "hours": 2.1269, "text": "Async timeeeee! (0.6.1-dev) I’m currently working on re-coding the reading and writing of JSON files in Better Bedrock Menus to be async! Reading and writing files should really always be done asynchronously, so, despite the pretty small impact to actual performance, this is good practice (I think)!"}, {"post_id": 53401, "ts": "2026-08-23T22:50:53Z", "hours": 1.1986, "text": "(BBM Ver. 0.6.0) I added support for sending menus through Skript which allows for people to easily integrate bedrock menus with their pre-existing code!"}, {"post_id": 53211, "ts": "2026-08-23T17:31:40Z", "hours": 1.295, "text": "BBM (Ver. 0.5.5) I stylized the usage messages and added a permission check for self-menus! *I know it was a lot of time for how small the change was, but I spent some time cleaning up code and re-familiarizing myself with the codebase. *"}]...
|
Title: Better Bedrock Menus by @xeo | Stardance
D Title: Better Bedrock Menus by @xeo | Stardance
Devlogs:
BBM (Ver. 0.5.5) I stylized the usage messages and added a permission check for self-menus! *I know it was a lot of time for how small the change was, but I spent some time cleaning up code and re-familiarizing myself with the codebase. *
(BBM Ver. 0.6.0) I added support for sending menus through Skript which allows for people to easily integrate bedrock menus with their pre-existing code!
Async timeeeee! (0.6.1-dev) I’m currently working on re-coding the reading and writing of JSON files in Better Bedrock Menus to be async! Reading and writing files should really always be done asynchronously, so, despite the pretty small impact to actual performance, this is good practice (I think)!
BBM 0.6.1 I made update checking async! I also added a little message in the info command that states the latest version so one could easily compare between the two. The rest of the time was me trying to figure out how to package Bstats in with Maven, to little avail...
|
1792738409.5113766
|
1793343209.5113766
|
|
47691
|
Babel: The Movie by @sjpark01 | Stardance
|
sjpark01
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T05:18:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Minimum Viable Product Babel: the movie is a program which can generate every possible piece of media possible, using advanced probability distributions to Ok, it’s just a fancy noise generator FOR NOW more features planned ;) If it seems a bit unfinished or rushed, that’s because it is. The readme explains it better:", "repo": "https://github.com/Alex-SJuice/Babel-The-Movie", "demo": "https://github.com/Alex-SJuice/Babel-The-Movie/releases/tag/Prototype"}]...
|
[{"post_id": 81953, "ts": "202 [{"post_id": 81953, "ts": "2026-10-23T05:11:56Z", "hours": 0.6839, "text": "Readme updates It was severely lacking in detail, so I added much more in. A picture too!"}, {"post_id": 49420, "ts": "2026-08-18T07:54:44Z", "hours": 1.2164, "text": "Command line arguments now you can control the resolution and framerate at runtime! It runs really slow rn though"}, {"post_id": 49318, "ts": "2026-08-18T02:08:50Z", "hours": 0.6044, "text": "Version 1 pretty much the minimum viable product. just a screen, with random colors every frame but i don’t plan on stopping here >:)"}]...
|
Title: Babel: The Movie by @sjpark01 | Stardance
Title: Babel: The Movie by @sjpark01 | Stardance
Devlogs:
Version 1 pretty much the minimum viable product. just a screen, with random colors every frame but i don’t plan on stopping here >:)
Command line arguments now you can control the resolution and framerate at runtime! It runs really slow rn though
Readme updates It was severely lacking in detail, so I added much more in. A picture too!
Ships:
Minimum Viable Product Babel: the movie is a program which can generate every possible piece of media possible, using advanced probability distributions to Ok, it’s just a fancy noise generator FOR NOW more features planned ;) If it seems a bit unfinished or rushed, that’s because it is. The readme explains it better:...
|
1793191842.8351607
|
1793278242.8351607
|
|
59685
|
Aspera -- Voice Assistant by @Hengtime787 | Starda Aspera -- Voice Assistant by @Hengtime787 | Stardance...
|
Hengtime787
|
1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T05:38:38Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey! I started the creation of an acutally helpful digital voice assistant: Aspera. The name comes from one of my favourite phrases “Ad Astra Per Aspera” (meaning something along the lines of To The Stars through Hardships). I noticed that almost every single voice assistant I’ve ebver uised has been either sluggish or useless. Right now, you have two options, Big corperate ones with lots of integrations, but slow EVERYTHING, or a small scale Llama model that you build yourself and pipe eveyrhting through home assistant. Both of those choices seem super bad for me! I wanted a voiece assistant that had maximum performence, whilenot comprimising on features, integrations, or polish. Enter Aspera. Aspera uses a custom and fully local Intent Engine, to figure out what the user is requesting. This intent engine runs using Fasttext, which infers it’s labels in 0.01ms - 0.5ms. My assistant takes advantage of this, and pipes it to various low-cost-no-comprimise security checks, using native android apis, and then runs the action. Unfortunately, I would have to run an Android Emulator inside of the demo website, so I will just provide an APK. Any android users will be able to instaloy install from it, however unappealing that may seem. NOTE: Aspera right now is VERY MUCH UNFINISHED. There are TONS of bugs and features to work out, and most systems, like the argument parser or device control aren’t even there yet, For now, all it can do is control media, tell you what song’s playing, tell the time, and tell the date. This is the baseline for my next creations, but I thinik it is interestingto see the speed, and how the idea has evolved over time throughout tall of the devlogs. Thanks for reading!", "repo": "https://github.com/Hengtime787/Atlas", "demo": "https://matthew.heng.org/atlas"}]...
|
[{"post_id": 81952, "ts": "202 [{"post_id": 81952, "ts": "2026-10-23T05:09:19Z", "hours": 8.3492, "text": "Big updates on my new voice assistant! Aspera (renamed from Atlas because it sounds better) is actually working. It has been for a while. I just worked out the security systems and some argument engine develpment that will not be done before stardance, so I’m going to ship it. The intent engine needs a little more tuning for requests, but media requestrs seem to work reparkabley well as well as device acontrol requests. Maybe some of you will review it for the ship! Thanks for reading!"}, {"post_id": 71026, "ts": "2026-09-20T07:03:52Z", "hours": 2.4656, "text": "Hi Everyone! Finally decided on a real pipeline for Atlas’ intent engine. I wrote off fasttext before for being unintelligent. Fasttext doesn’t know real language like that audio and sound are related to each other. MiniLM or SnipsNLU might, but they would be so heavy. The end goal of Atlas is to be able to run on not just iOS, Android, and Linux, but also very low end linux devices like a first gen Raspberry Pi Zero. The intent engine stage should not be any source of bottlenecks or slowness. Fasttext is doing quite well. It kept failing, but with more training data, parameters, and random flags in the training step, it’s not half bad! The only major problem that I’ll run into is with arguments. For example, when you say “What’s the time in Tokyo?”, it can figure out that you’re asking what the time is pretty fast. The problem is making sure that it passes along “Tokyo” as an argument (or entity as some call it), or else it will just completely fail. This step is hard, but keywords should be easier to sneak in if I am desparate. Keyword based intent is very very unreliable though, so I’ll have to see and do some more research on fasttext’s potential. For now, it’s quite nice. If you want to use fasttext yourself, you just clone a git repo, compile into a binary, feed it one file with your examples and intents, and watch it fail and fail until it doesn’t. Massive respect to FastText devs (even though it’s Meta eww, it’s open source), and happy coding everyone! Ps– it’s unlikely that an Atlas version will be completed during the duration of stardance, but I’ll try. Thanks for reading!"}, {"post_id": 67892, "ts": "2026-09-14T06:05:00Z", "hours": 1.5683, "text": "Hey everyone! Today, I tried using FastText (a local clasification model) as Atlas’ intent engine. It was pretty awesome seeing it actually kinda work! The setup is super easy, you just clone a repo, make a file, then run that file with a few args to load in your training data in a literal .txt file, and just test it there in the command line in literally under five minutes. FastText was looking like it would become Atlas’ intent engine, but unfortunatly, it’s kinda dumb, and I mean that in a very loving way. FastText doesn’t seem to know enough about language to be very confident or accurate in classifying sentances into back-end hooks. Given enough specifically equal training data (because too much data in one hook will make it be the most confident in that hook. Not exactly useful when “Play music” turns into AIRPLANE_ON), it could definitely work out, but for every single feature that i add in the future it would have to gen a GIANT list of examples, and even then, it woudln’t be great at something unpredictable. So I’m going to try flipping the script to some sort of NLU or LM, like MiniLM to use with some sort of ONNX integration so that I can make it work good on not just Android with Kotlin, but also linux, for a raspberry pi hardware project I’m calling Scout, which will basically be like a baofeng radio with a bunch of extra features (I can only work on that once I get my HAM liscense though.) Anyways, FastText proved that the whole pipeline works, and it might work as a ffallback if things go south and i really need something to ship or something for the end of stardance’s prototype. I also tried updating some app UI stuff, but going from HTML + CSS to Jetpack Compose is a wild ride. Anyhow, thanks for reading! ps– in the android studio screenshot, what am I even doing????"}, {"post_id": 66371, "ts": "2026-09-12T05:13:23Z", "hours": 2.7994, "text": "Hi everyone! Atlas – CLI Version’s framework is finished! Once I add in the actions to actually do things, it will start being useful. It’s really rough, and relies on specific keywords for this prototype, but it’s a good framework concept for later. At this rate, I may be able to finish the full project by the end of October! Because my first time using Android Studio was a few days ago, I messed up a lot of the file structure because there isn’t a clear rename button in Android Studio, so I just started a new project and transferred all of the key files over. Fun stuff. Anyways, thanks for reading, and I’ll hopefully report in tomorrow. Or in a week, who knows."}, {"post_id": 65791, "ts": "2026-09-11T05:13:49Z", "hours": 1.5772, "text": "Hey everyone! Atlas is one step closer to it’s prototype release. Basically, since it’s designed to first roll out as an Android app (then a linux version later with KMP), and I want to get something tangible to ship as a prototype for the end of stardance, I’m making a version of Atlas that doesn’t have a comprehensive or accurate intent engine (for prototype it will just use keywords), doesn’t have any integrations (like Google Maps, Weather, or any APIs). I’ll try to make it shippable as an apk or in some other way where you can try the app without having to download it. It won’t run the wake word detector for the prototype either, it will just be activated by a button, and stt might not even be in place yet, I’ll have to see how much I can get done before Stardance ends. Anyways, on a completely different note, the old wake word detector that I was planning on using (once I actually start working on the not prototype version), called Porcupine apparently is closed source, and has some stupid limits to the custom wake word stuff, like model regeneration. Gross. So my new plan for that will be to take some open source TinyML implementation and modify it to be a wake word detector, to be as efficient as porcupine, but without a company in control. For the final intent engine, SnipsNLU is still probably going to be the plan, even though it’s a bit outdated. Anyhow, hopefully Atlas will have a ready and working CLI style prototype by September 20th ish. As always, thanks for reading my long rambles! PS– jetpack compose is so nice to use! I basically have nothing down for the front end regardless."}, {"post_id": 64624, "ts": "2026-09-09T05:06:26Z", "hours": 0.6369, "text": "Hi Everyone! Today I migrated my workflow from VS Code (Code -OSS) to Android Studio. It makes a lot of the integrations with other things, like the wake word detector a lot easier, for my digital voice assistant, Atlas (hopefully Jarvis level speed and helpfulness). If you are coding with any other code editor right now, and are making an android app, I would strongly advise moving to Android Studio. It has a built in emulator, and while the file structure is extremely complex, at least compared to my old like 4 directories, it’ll be totally worth it, and anyways, to make the apk, you’ll probably have to use gradle, which is built into it anyways. There a little bit of new like AI stuff in it which is like a little annoying, but it has cool stuff like autocomplete in the terminal (past normal bash autocomplete). Anyways, happy coding! ps– made itself a bunch of errors in the code as a bonus : ."}, {"post_id": 64038, "ts": "2026-09-08T05:10:04Z", "hours": 1.4397, "text": "Hi! My Voice Assistant, Atlas is officially underway for Stardance. It’s a late start, due to the fact that I started coding this on vacation, with SPCK editor, on my S21, which sadly, doesn’t support Hackatime. But whatever. Atlas is aimed to be a fast, local, and smart voice assistant. Google Assistant, Bixby, Alexa, and Siri seem to be quite sluggish in my experience, while offering little customisability. I mean it’s 2026, we should have custom wake words for google by now. Anyways, Atlas will have many custom features and integrations with services. Link to the github is here, if you’re interested. https://github.com/Hengtime787/Atlas/blob/main/README.md . It’s not ready yet. I still have to work out the entirity of the Intent Engine, the Personality Engine, TTS, Wake Word Detection, and STT. Atlas likely won’t be finished before the end Stardance, but a small scale prototype (without smart intent) might be integrated into a linux CLI or something just to showcase some features. Thanks for reading! – (Below is the logo concept.) –"}]...
|
Title: Aspera -- Voice Assistant by @Hengtime787 | Title: Aspera -- Voice Assistant by @Hengtime787 | Stardance
Devlogs:
Hi! My Voice Assistant, Atlas is officially underway for Stardance. It’s a late start, due to the fact that I started coding this on vacation, with SPCK editor, on my S21, which sadly, doesn’t support Hackatime. But whatever. Atlas is aimed to be a fast, local, and smart voice assistant. Google Assistant, Bixby, Alexa, and Siri seem to be quite sluggish in my experience, while offering little customisability. I mean it’s 2026, we should have custom wake words for google by now. Anyways, Atlas will have many custom features and integrations with services. Link to the github is here, if you’re interested. https://github.com/Hengtime787/Atlas/blob/main/README.md . It’s not ready yet. I still have to work out the entirity of the Intent Engine, the Personality Engine, TTS, Wake Word Detection, and STT. Atlas likely won’t be finished before the end Stardance, but a small scale prototype (without smart intent) might be integrated into a linux CLI or something just to showcase some features. Thanks for reading! – (Below is the logo concept.) –
Hi Everyone! Today I migrated my workflow from VS Code (Code -OSS) to Android Studio. It makes a lot of the integrations with other things, like the wake word detector a lot easier, for my digital voice assistant, Atlas (hopefully Jarvis level speed and helpfulness). If you are coding with any other code editor right now, and are making an android app, I would strongly advise moving to Android Studio. It has a built in emulator, and while the file structure is extremely complex, at least compared to my old like 4 directories, it’ll be totally worth it, and anyways, to make the apk, you’ll probably have to use gradle, which is built into it anyways. There a little bit of new like AI stuff in it which is like a little annoying, but it has cool stuff like autocomplete in the terminal (past normal bash autocomplete). Anyways, happy coding! ps– made itself a bunch of errors in the code as a bonus : .
Hey everyone! Atlas is one step closer to it’s prototype release. Basically, since it’s designed to first roll out as an Android app (then a linux version later with KMP), and I want to get something tangible to ship as a prototype for the end of stardance, I’m making a version of Atlas that doesn’t have a comprehensive or accurate intent engine (for prototype it will just use keywords), doesn’t have any integrations (like Google Maps, Weather, or any APIs). I’ll try to make it shippable as an apk or in some other way where you can try the app without having to download it. It won’t run the wake word detector for the prototype either, it will just be activated by a button, and stt might not even be in place yet, I’ll have to see how much I can get done before Stardance ends. Anyways, on a completely different note, the old wake word detector that I was planning on using (once I actually start working on the not prototype version), called Porcupine apparently is closed source, and has some stupid limits to the custom wake word stuff, like model regeneration. Gross. So my new plan for that will be to take some open source TinyML implementation and modify it to be a wake word detector, to be as efficient as porcupine, but without a company in control. For the final intent engine, SnipsNLU is still probably going to be the plan, even though it’s a bit outdated. Anyhow, hopefully Atlas will have a ready and working CLI style prototype by September 20th ish. As always, thanks for reading my long rambles! PS– jetpack compose is so nice to use! I basically have nothing down for the front end regardless.
Hi everyone! Atlas – CLI Version’s framework is finished! Once I add in the actions to actually do things, it will start being useful. It’s really rough, and relies on specific keywords for this prototype, but it’s a good framework concept for later. At this rate, I may be able to finish the full project by the end of October! Because my first time using Android Studio was a few days ago, I messed up a lot of the file structure because there isn’t a clear rename button in Android Studio, so I just started a new project and transferred all of the key files over. Fun stuff. Anyways, thanks for reading, and I’ll hopefully report in tomorrow. Or in a week, who knows.
Hey everyone! Today, I tried using FastText (a local clasification model) as Atlas’ intent engine. It was pretty awesome seeing it actually kinda work! The setup is super easy, you just clone a repo, make a file, then run that file with a few args to load in your training data in a literal .txt file, and just test it there in the command line in literally under five minutes. FastText was looking like it would become Atlas’ intent engine, but unfortunatly, it’s kinda dumb, and I mean that in a very loving way. FastText doesn’t seem to know enough about language to be very confident or accurate in classifying sentances into back-end hooks. Given enough specifically equal training data (because too much data in one hook will make it be the most confident in that hook. Not exactly useful when “Play music” turns into AIRPLANE_ON), it could definitely work out, but for every single feature that i add in the future it would have to gen a GIANT list of examples, and even then, it woudln’t be great at something unpredictable. So I’m going to try flipping the script to some sort of NLU or LM, like MiniLM to use with some sort of ONNX integration so that I can make it work good on not just Android with Kotlin, but also linux, for a raspberry pi hardware project I’m calling Scout, which will basically be like a baofeng radio with a bunch of extra features (I can only work on that once I get my HAM liscense though.) Anyways, FastText proved that the whole pipeline works, and it might work as a ffallback if things go south and i really need something to ship or something for the end of stardance’s prototype. I also tried updating some app UI stuff, but going from HTML + CSS to Jetpack Compose is a wild ride. Anyhow, thanks for reading! ps– in the android studio screenshot, what am I even doing????
Hi Everyone! Finally decided on a real pipeline for Atlas’ intent engine. I wrote off fasttext before for being unintelligent. Fasttext doesn’t know real language like that audio and sound are related to each other. MiniLM or SnipsNLU might, but they would be so heavy. The end goal of Atlas is to be able to run on not just iOS, Android, and Linux, but also very low end linux devices like a first gen Raspberry Pi Zero. The intent engine stage should not be any source of bottlenecks or slowness. Fasttext is doing quite well. It kept failing, but with more training data, parameters, and random flags in the training step, it’s not half bad! The only major problem that I’ll run into is with arguments. For example, when you say “What’s the time in Tokyo?”, it can figure out that you’re asking what the time is pretty fast. The problem is making sure that it passes along “Tokyo” as an argument (or entity as some call it), or else it will just completely fail. This step is hard, but keywords should be easier to sneak in if I am desparate. Keyword based intent is very very unreliable though, so I’ll have to see and do some more research on fasttext’s potential. For now, it’s quite nice. If you want to use fasttext yourself, you just clone a git repo, compile into a binary, feed it one file with your examples and intents, and watch it fail and fail until it doesn’t. Massive respect to FastText devs (even though it’s Meta eww, it’s open source), and happy coding everyone! Ps– it’s unlikely that an Atlas version will be completed during the duration of stardance, but I’ll try. Thanks for reading!
Big updates on my new voice assistant! Aspera (renamed from Atlas because it sounds better) is actually working. It has been for a while. I just worked out the security systems and some argument engine develpment that will not be done before stardance, so I’m going to ship it. The intent engine needs a little more tuning for requests, but media requestrs seem to work reparkabley well as well as device acontrol requests. Maybe some of you will review it for the ship! Thanks for reading!
Ships:
Hey! I started the creation of an acutally helpful digital voice assistant: Aspera. The name comes from one of my favourite phrases “Ad Astra Per Aspera” (meaning something along the lines of To The Stars through Hardships). I noticed that almost every single voice assistant I’ve ebver uised has been either sluggish or useless. Right now, you have two options, Big corperate ones with lots of integrations, but slow EVERYTHING, or a small scale Llama model that you build yourself and pipe eveyrhting through home assistant. Both of those choices seem super bad for me! I wanted a voiece assistant that had maximum performence, whilenot comprimising on features, integrations, or polish. Enter Aspera. Aspera uses a custom and fully local Intent Engine, to figure out what the user is requesting. This intent engine runs using Fasttext, which infers it’s labels in 0.01ms - 0.5ms. My assistant takes advantage of this, and pipes it to various low-cost-no-comprimise security checks, using native android apis, and then runs the action. Unfortunately, I would have to run an Android Emulator inside of the demo website, so I will just provide an APK. Any android users will be able to instaloy install from it, however unappealing that may seem. NOTE: Aspera right now is VERY MUCH UNFINISHED. There are TONS of bugs and features to work out, and most systems, like the argument parser or device control aren’t even there yet, For now, all it can do is control media, tell you what song’s playing, tell the time, and tell the date. This is the baseline for my next creations, but I thinik it is interestingto see the speed, and how the idea has evolved over time throughout tall of the devlogs. Thanks for reading!...
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[{"post_id": 81951, "ts": "202 [{"post_id": 81951, "ts": "2026-10-23T04:55:45Z", "hours": 4.4681, "text": "I finished all the code comments. I know. WOW 4 HOURS OF CODE COMMENTS yeah but I was also cleaning some other parts of it up and fixing some of the indentations. anyways that’s done now only a few more things till we get to ship! but also a note to other devs like me… please comment your code while writing it because I have gotten in the habit of not doing that and as seeing here by 4 hours logged of code comments PLEASE JUST DO IT WHILE WRITING IT BECUASE THIS SUCKS"}, {"post_id": 81124, "ts": "2026-10-19T23:48:27Z", "hours": 3.2969, "text": "Not much changed I made an Itch.io for the demo. I also started adding comments to all of my code yeah its hard to remember what does what but I also got the dataset editor done or almost done. then its onto the matcher and then the trajectory maker then we are done there and then onto a tutorial of how to use it then we are done"}, {"post_id": 80294, "ts": "2026-10-17T05:11:06Z", "hours": 4.6256, "text": "OK its fixed now but first test build didn’t go so well (see video) the problem was unity wasn’t saving any of my data running in the background because it wasn’t serialized. I also organized project files plus removing unneeded scripts (I reuse code a lot and sometimes things get replaced and just left there) I also if you can’t tell from the video a dropped frame counter to show matches that where canceled because the current frame was good enough to meet the cost threshold. anyways I think now most of what I have to do it package everything up into… well a package then send it off into the world for you the hack clubbers to mess around with. EDIT: I added a demo for Windows to the github if you want to try it early"}, {"post_id": 79321, "ts": "2026-10-13T14:51:10Z", "hours": 2.2531, "text": "The demo UI has been finished and it works quite well! I have a few more things to add like a looping map so that the Character doesn’t just walk off the end of the world and die plus some more main menu stuff I think too. anyways progress has been fast so far so expect more soon!"}, {"post_id": 78971, "ts": "2026-10-12T06:56:58Z", "hours": 5.7781, "text": "LOTS OF DEBUG UI COMEING YOUR WAY! I have added lots of UI stuff to display internal values such as costs as stuff. I have also added the ability to adjust motion matching settings from in the demo so when I upload it to itch.io all of you can play with the system as much as you want and tell me how bad you broke it. to do wise its a bit more UI (some of it doesn’t work or I want it to look better) and then the data points kinda like the unity gizmo stuff I have been showing you here on star dance. anyways its like 1 AM I should have gone to bed HOURS AGO so I’mma go brush my teeth and work some more tomorrow…. my keyboard is starting to fail :-< Goodnight y’all. or good morning to the folk around the world like in Norway or something"}, {"post_id": 78190, "ts": "2026-10-09T22:29:56Z", "hours": 1.3486, "text": "I finally made a git hub repository. I also made a new unity project and moved everything into it to clean everything up for the demo I am starting to work on. I also made Bone Rotation matching but it doesn’t contribute all that match. I should be ready to ship/ Have a demo ready soon"}, {"post_id": 77746, "ts": "2026-10-08T04:44:35Z", "hours": 6.5831, "text": "OK OK IT WORKS ENOUGH OK DONT TOUCH IT I’m a fraud you guys. I couldn’t figure out the velocity thing so I…. I USED AI! I SWARE I HAVENT BEEN THIS ENTIRE TIME…. ok heres what happened I couldn’t figure it out so I had some AI going through some Motion Matching related thesis stuff and explaining it to me and then I ended up giving it a small chunk of my matcher code use to generate the cost and it pointed out my problems….. so 1. The way I was calculating local position was wrong which is funny because when I do it the other way it also breaks but then that leads into the second part. 2. I was inverting data and that was what was keeping the system working for some reason awhile back and even when I tried removing it a bit ago it broke which was really weird. anyways if you change both of them they fix each other so YAY I guess… sorry for the AI usage. it didn’t re write my code for me though I hand fixed my problem which I can proudly say all of the code is all hand typed…. (other then stuff I copy and pasted and or reused from other code I wrote… TRUST ME I NEVER WANT TO REWRITE UI SYSTEMS please unity fix the uitoolkit its bad)"}, {"post_id": 75040, "ts": "2026-09-28T23:29:30Z", "hours": 4.0911, "text": "Working on velocity matching. its kinda working now better then it was but its really weird that it slows the character down so much but its better then random snapping poses"}, {"post_id": 72963, "ts": "2026-09-24T03:42:38Z", "hours": 3.4628, "text": "HOLY CRAP IT WALKS!!! I can’t believe it. I am so FLIIPING happy ITS MOTION MATCHING! THAT IS ACTAUL REAL MOVEMENT AND NOT JUST WIGGLES!!!!! AAAAAAHHHHHH!!!!!! HECK YEAH!!!!!!! ok so in reality its still not fully working. I had to disable bone velocity matching completely to get it to work but I think I figured out why it doesn’t work. for trajectory matching I realized that the character is scaled to 1.83 instead of just 1 so that will affect the matching and I have to implement an offset (and I did it for the bone positions too but I never did it to the velocities) anyways I think I will fiddle with it till that work epeshly since STARDANCE WAS EXETENDED UNTILL OCTOBER 30TH THANK YOU HACK CLUB!!!! Video is of it working, not working and me playing with settings."}, {"post_id": 70896, "ts": "2026-09-19T23:38:42Z", "hours": 9.4997, "text": "WE HAVE HIT 100 HOURS LOGGED!!!! wow the amount of time I spent on this is CRAZY! anyways we have had little improvements on the matcher I have been trying to get it to give me a full animation but it refuses instead kinda just wiggling its arms up and down pretending to be a bird OR snapping between poses that have NOTHING to do with walking. I have spent the last few hours attempting to calibrate it to work as well as writing a better dataset debug script so then it will be easier to visualize what every frame of animation contains Data-wise so then I can attempt to manually match frames and see what the matcher ranks them vs what it normally matches so the I can maybe weight it or bias it a bit. we only have a week and bit left LET LOCK IN!!!!!!!!!!!!!!!!!!!!"}, {"post_id": 67146, "ts": "2026-09-13T06:34:17Z", "hours": 6.7892, "text": "we have done it! MOTION MATCHING FROM SCRATCH! the last week has been crazy. I have found more data from a unity demo of a long discontinued motion matching asset and I have retargeted the animation in blender and brought it into unity with proper root motion. since this was my first time using more then one animation clip with EVERYTHING I expected bugs and errors AND THAT I GOT. I had to go in and rewrite a really small chunk of how the dataset maker compiles the trajectory data. I had to make the matcher actually handle more then one clip as well as dig into a null reference error it was giving me so I had to dig into it more and learn that the dataset was still flawed and go back and do more to the editor AND THEN ONCE the data was good now the matcher scales the character to like 300% or something and I never even told it to touch scale so now I have to properly set up multi-animation unity playables since before I didn’t know that you couldn’t just set all the blend weights to one and hope for the best. now finally after all of that. it appears to match and hold onto a frame. I have a few last features to implement into it that being velocity matching so then it wont just hold a frame but understand that arms move and swing. as well as debug info for both me while testing as well as for you my dear hackclubbers so when I ship you all can see a bit into the inner workings of it. thank you for coming with me on this journey I never expected it to go this long but it feels good to have at least one person interested in what I’m working on for once and not just get shrugged off. - Ash ❤️ Video is of the matcher working photos are of the scaling issue"}, {"post_id": 63393, "ts": "2026-09-07T06:09:06Z", "hours": 5.9814, "text": "sheesh I’ve done a bit in the last week. So we have added the ability to match bones in the matcher got the matcher to handle multiple animation clips and I guess that’s it… I honestly thought I did more… on paper it doesn’t actually seem like that much.. huh. OH WELL! I also found a MASIVE collection of animation from a unreal engine demo project so I’m probably going to extract that and retarget TONS of that over the next few days because imma say it the problem with the matcher is the lack of good data at this point. Pink/Purple - Animation frame data position Red/green - predicted trajectory"}, {"post_id": 60036, "ts": "2026-09-02T04:33:58Z", "hours": 1.2344, "text": "OK OK OK IT WORKS!!!!! so we got bone positions to work. I’m done for the day. anyways I literally just had to flip my subtraction around… yes… its stupid…. anyways went from this: RootPositions[i][j] - BoneTransform.position to this: BoneTransform.position - RootPositions[i][j]. ok mic drop… I did say I would ship by the end of the month of august and clearly that didn’t happen but it will (hopefully) be this week Pink sphere is the foot pos from data set Blue is the other models foot pos not from dataset then red is root position (Also 2 devlogs in one day! I’m on fire!)"}, {"post_id": 59736, "ts": "2026-09-01T17:45:26Z", "hours": 8.6739, "text": "IM SO CLOSE!!!!!!!!! LIKE LATER TODAY (maybe can’t promise anything or the programing gods will kill me) I WILL HAVE MOTION MATCHING IN A GOOD DEMOABLE STATE FOR ME TO SHIP! I have got the bone data to work and actually spit out something useful by changing my whole approach and instead of sampling curves (which could work I just gotta deal with all the weird problems) I have created a unity scene in memory it spawns in the rig samples all the bone transform.positrons making unity do all the math and hard work before it returns me world positions of all of the bones I told it to track. the only problem I am having now is that I got to convert those world positions back into local position so that they can work anywhere (and yes I just converted them from local position to world position and this might sound counter intuitive but I need to change the parent of the local position) I remember this being easy for trajectory matching but maybe since this is WAYY more sensitive to rotation I need to try a different approach. the final stretch is approaching us dear hack clubbers. I got the rest of today then school starts tomorrow. LETS! LOCK! IN! YEAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!! btw the pink sphere is the foot potion… or what should be the foot position. Blue is the actual foot position. Red is root Position"}, {"post_id": 54275, "ts": "2026-08-25T05:45:45Z", "hours": 8.4231, "text": "Note to self… don’t freehand code… plan everything out on paper because I’m just experiencing Murphey’s law at this point :-< so…. the data that I didn’t know if it was right or not was incorrect… VERY incorrect (kinda) so that data was in local space I need it in world space but to convert it you either need to do the conversion through a transform (which requires a transform to reference) or do what I am doing (since I don’t have a easily accessible transform (unless I’m stupid and don’t know of one)) so I am going up the paths and for each object extracting their position and transforms (in local position) then adding it up until I eventually hit the root which would be in world space so now its converted (I’m doing the same for rotation too with more math) anyways my code for this entire project was never pre planned and I never normally pre plan but this is one of the times where once it works I’m going to figure out how it works (because who am I kidding I don’t really know) then I’m writing all of it down on paper and optimizing the loops and everything before jumping back into the editor to re-write the bake() function from scratch leading to MUCH BETTER READABILTY and hopefully speed because it takes a good 5 seconds from my for loops and brute force. anyways if you cant tell this is VERY BORING WORK and I really just want it to work SO BADLY because once I get everything in world position the next steps should be really easy but I shouldn’t say that because at this point if I do I might jinx myself"}, {"post_id": 46135, "ts": "2026-08-13T04:38:45Z", "hours": 3.9642, "text": "WOW JUST WOW!!! So I toured the Vicon Set-up at my local univercity and it was amazing. I loved every moment of it. they even put markers on me and captured some data (not any I can use for motion matching but still WOW THAT TECH IS COOL) In more on topic news I got the dataset maker to output bone data into the database. is it the correct data… idk but I will figure that out! (Photo of me standing forward is just a general photo with the markers. photo of me looking away from camera with hand in air is me showing off all the retroreflective markers (and EMGs) then there is a photo of the compiled dataset)"}, {"post_id": 43104, "ts": "2026-08-08T06:02:03Z", "hours": 2.9892, "text": "THERE WE GO! finally we can select what bones we want to track from a nested dropdown. now I just need to implement it into the baking logic so I can get a finished dataset out of dataset maker. perfect timing too. I have gotten a few emails back from the university and they are willing to give me a tour of the Vicon system and there may be a chance one day to capture data on it so hopefully everything works out and I can capture on the same tech that AAA game studios use which would be a dream come true and would blow my mind."}, {"post_id": 40564, "ts": "2026-08-04T06:14:32Z", "hours": 3.9083, "text": "There we go. I think I finally got it working. JEEZ UNITY NEEDS BETTER DOCUMENTATION ON THE UI TOOLKIT LIKE WOW ITS THAT BAD…. anyway I got the custom lists working now I just gotta add the actual bone selections then write in the logic to add everything to the datasets. if you look at the photo that’s roughly how it will look to use the dataset maker. not sure if I mentioned this in the last devlog but I finally messaged my local university to see if they will let me either tour or use their vicon system so I’m hoping something comes of that because that would be really cool. anyways its really late I pulled another programmer and stayed up till midnight working. see yall later."}, {"post_id": 38041, "ts": "2026-07-31T06:49:07Z", "hours": 7.1853, "text": "Pretty boring stuff happening right now. I have been working to implement bone positional and velocity tracking into the dataset builder but since I wanted to use a custom class to do it the unity UI Toolkit decided to pick a fight and be really annoying to do it in. if anyone wants to write a custom class in unity and have it show up in a list view use this: link I also am working on processing some mocap data but its not going so well right now and I am getting pretty tired with dealing with these markerless systems so we will see if my local university will let me use or even tour their 10 cam Vicon setup (cross your fingers for me) anyways I still have one mocap session to prosses so I will probably do that tomorrow since I can just let it run while I am doing other things. also I just watched these videos where this guy is building open sourced optical mocap cameras and I think I might just funnel all my hack club hours into pcb credits to build a few of them. part 1 vid: https://youtu.be/kYVqL_DqBis?si=CPKxKiLa8cxf3M1t Part 2 vid: https://youtu.be/WJ13C_1hDIA?si=hMlQ8u5ofEBf-cFS"}, {"post_id": 34122, "ts": "2026-07-24T16:47:29Z", "hours": 8.3331, "text": "#MOTION MATCHING SYSTEM V1 DEVLOG ok its been a few days and we have gotten a few things done including started work on feet and hand bone tracking (the secret sause to motion matching) I finished making the large Charuco Board so I can calibrate FreeMoCap. so its coming along… slowly but that’s ok. the hardest part of all of this is the motion capture though since my setup is really bad (I wish my city had a capture studio somewhere even if it was small)"}, {"post_id": 29976, "ts": "2026-07-17T06:02:22Z", "hours": 10.1758, "text": "sheesh its been awhile since I last posted a devlog. MOTION MATCHING SYSTEM V1 - HIP Better matching Change Log/Updates Matching changed from world space to local space started work on recording motion capture I got more consistent matching now thanks to changing how it store the data in the dataset and how it matches to it. originally the future trajectory positions where stored as world space values in the dataset and the matcher would match it to the players world space values. if you know how transform systems work in game engines or blender you might know that because of that I had to be in the EXACT same position in the world that the data was recorded (you can see this in my last devlog where I kinda wiggle around in a few areas and get flurries of matches) in which… doesn’t work very well for this because if you had to record your self walking forwards backwards and side to side for ever single value in the game world that would take you FOREVER! so I switched it to local space which is basically where you are in the world based off of something. so like instead of 0, 0, 0 being the root of the world it would be where the character is so the trajectory positions are based around the character transform… do you know what I mean? I hope so because I cant think of a better way to explain it at the moment. Right now the biggest thing holding me back is the actual motion capture data that I am feeding into this thing because the recording I downloaded… is really bad. so I have been experimenting with a free open sourced software called FreeMoCap which is a marker less triangulation based motion capture software. I will report back when I get some good results out of it (hopefully soon) TODO hand and feet position and velocity matching 6 to 8 camera motion capture data finish Charuco board for FreeMoCap camera calibration Video is of the new matching in action the red (and 1 green) points are the players future predicted trajectory the pinkish purple points are the animation fames current trajectory. they should be aligned most of the time"}, {"post_id": 19015, "ts": "2026-06-30T05:40:05Z", "hours": 2.9392, "text": "FIRST MATCH!!! WE DID IT! This past week I started working on code to compare and chose a frame to play (the actual matcher) and it works… Kind of? YES IT MACHES… Is it a good match? HECK NO!!!! BUT IT MATCHES!!!! AND THAT JUST MADE 9 MONTHS OF WORK WORTH IT AS I HYPERVENTILATE WATCHING MY MATCHER STUGGLE BADLY LAGING EVERYTHING BUT IT WORKS! now the next step is making it work… properly. the video is of it trying to match. i kinda move around a bit to get it changing data but you can tell when it finds… something because the character will lock onto a frame or start playing the animation."}, {"post_id": 15199, "ts": "2026-06-24T18:20:54Z", "hours": 10.0492, "text": "WE HAVE A WORKING DATASET! Hello hack club! Didja miss me? NO?! WELL TOO BAD!!!!! I now got my motion capture data outputting a dataset with trajectory samples and root positions which is a VERY big step forwards. so as I have mentioned in the past motion matching is literally what MOTION MATCHING is doing. Matching the motion. I have had player predicted trajectory working since before stardance even started but only recently have we started to make progress on the motion capture data that we can MATCH to the players predicted trajectory. the set up I have going on for running the motion data extraction is really cool if I do say so myself. I have a custom editor menu where I can add animation clips and tell it what times in the future I want the trajectory to sampled from then it will compile everything into a scriptable object. plus I also added cool loading bars! anyways we are getting very close to having actual motion matching made from scratch. wow. 9 months this has took so far. its been fun. well… technically not done yet so lets keep up the good work and build the matching algorithm"}, {"post_id": 8844, "ts": "2026-06-14T18:22:33Z", "hours": 7.4806, "text": "DataSet Baker V1 Alpha - HIP is in the works!!!!! Now you might be asking why it’s named HIP, and unless you are from Canada you will most likely not know who I am going to talk about, but the motion matching editor versions are going to be named after Tragically Hip album names (the first one is self titled so HIP). Anyways, in the last week I have gotten a lot done. I started work on actually figuring out the logic to get the trajectory out of the animation (and I don’t remember if I talked about this before but there were 2 ideas I had. 1 is I put the animation’s root motion through a lot more math to get a proper predicted trajectory just like how the input trajectory works. Or just sample the actual future, but then you would get problems like a 90 degree turn where the animation isn’t even anticipating it yet but the trajectory says it should be.) I actually got really confused and stuck so I emailed someone. That someone is Daniel Holden, the creator of Learned Motion Matching (and he runs the website where I learned the first input trajectory math). And WOW!!!! HE RESPONDED: Hi Asher, Sorry for the late reply, I have been travelling the last couple of days. First of all I just wanted to say that it is awesome that you are looking into advanced animation techniques like these already. (email removed for space) (i might put it in the comments if you want to read it) I hope that helps! All the best, Dan LIKE HOLY COW!!! I am talking to a LEGEND!!!! Normal motion matching works as such: you got 2 trajectories, a predicted one from the input then a true trajectory from the animation, then you load all that animation into RAM and use a matcher to play the correct frame. But what he made was use a neural network instead of the matcher and database WHICH SHRUNK RAM USAGE LIKE CRAZY (and I might have to get working on something like that sometime soon because RAM prices don’t appear to be dropping anytime soon). Anyways, in the email he said that my second idea was actually right. The idea that I thought was wrong, but he says is just a sad limitation of it and nobody has figured it out yet (yet…). So that will make life easier because I WILL BE ABLE TO FINISH THE DATASET STUFF HOPEFULLY IN A WEEK!!!!!!! And to make that dataset I started messing around with Unity’s UI Toolkit and custom editors. So now I have several custom drop downs and then you can open the MOTION MATCHING DATASET EDITOR where you can define all of your animation clips and once I write the rest, be able to press the bake button. It will process every frame and then spit out a Scriptable Object or database. Now hopefully writing the rest will be easier than writing the UI code because the UI stuff is powerful but not like normal runtime coding."}, {"post_id": 5233, "ts": "2026-06-08T22:55:23Z", "hours": 1.5761, "text": "HELLO STARDANCE!!!!!! I THINK I FIXED IT!!! Now I am not going to even mention that root motion is working this time because if you have been following along you know that the second “IT WORKS!” comes out of my mouth something breaks. So last devlog I said I thought it was working but… my character was half way in the floor. after a bit of fiddling around and some google I discovered that the problem was that I had put the root bone in the hips of the character. And apparently in unity that’s a big no no. So one hour and eight minutes of blender B.S later I Fixed it (hopefully). I ended up using a blender addon called RootMaker to create a proper root bone at the feet where unity wants it. then I used the addon to transfer all of the root motion data from the hips into the new dedicated root bone. so now hopefully unity will be happy that it has a proper root bone to work with and wont try to shove my character into the earths mantle. The crazy part of all of this is that I have been doing more of blender and fighting animation during Stardance than actually working on the motion matching so if this continues to work I can get to work on what I am supposed to be doing; working on the actual motion matching. since I am the music variety of nerd I spend most of my time coding jamming to music and I think I started measuring my programing time in albums rather then hours XD. Over the course of just this weekend I have listened front to back to: 21st Century Breakdown - Green Day American Idiot - Green Day Back in Black - AC/DC Black Holes and Revelations - Muse The Black Parade - My Chemical Romance and if you add all of the runtimes of those albums up it matches very close to the time logged in Stardance so it might work XD. anyways I am going to go stretch my legs then maybe play some of The Last of Us Part 2 (which is very appropriate since it too uses motion matching as its animation system)"}, {"post_id": 5031, "ts": "2026-06-08T18:06:54Z", "hours": 1.1372, "text": "at this point I should stop saying that I have root motion working because every time I say that I jinx it and something falls apart. so I set everything up wrong (of course) so I need to pull all of the rigs apart once more to fix some errors that I made there and how I set up the root bone (its set at the hips not at the feet). so its been a fun ride (not) plus my laptop keeps trying to update my graphics drivers and every time it crashes unity, blender, plus all of the audio drivers with it. XD. I hope after today I can start work back up on motion matching and not dealing with blender and its shenanigans."}, {"post_id": 4545, "ts": "2026-06-07T21:49:20Z", "hours": 0.8836, "text": "Ok. I may have celebrated a little bit early. but I think I finally got root motion working for real this time. the problem was a combination of blender being blender, transformation offsets, weird scaling and just the names of objects/bones being wrong. though I did get an awesome video from when I was testing and comparing two animations together and root motion sent one of them into the floor so we got a beautiful video of one guy riding the other guys head. anyways lets hope that this keeps working because I just want to get my math mathing and dataset datasetting"}, {"post_id": 4362, "ts": "2026-06-07T17:35:54Z", "hours": 1.3164, "text": "This morning I got root motion finally set up in unity. since that now works I can begin working on a data set for the motion matching. I guess I never really explained how motion matching works in any of my other devlogs so I am going to do that right now: Motion matching is a animating technique where instead of using classic state machines that go if walking play walking animation they go this is your current position, velocity, trajectory, and a lot more and try to MATCH that MOTION to a large database of motion captured animations. so what I will be working on next is building that database/dataset of animations and the code to pull the current position, velocity, trajectory out of the animations then store each frame in a dataset for the matching code to search though to find one that matches what the character is currently doing on screen. its sounds kinda easy but trust me unless you are a big math/physics person (which I am not) its quite difficult to figure out how it al l works (plus you also need to know animations and blender which SUCKSSSS!) Also the video is of root motion NOT WORKING!"}, {"post_id": 1659, "ts": "2026-06-03T19:53:43Z", "hours": 1.2667, "text": "fighting unity and blender animation systems"}, {"post_id": 335, "ts": "2026-06-01T17:11:13Z", "hours": 0.4014, "text": "I got input trajectory working. The reason it wasn’t before was that movement and the prediction where in different update types (one was in fixed update and one was in regular update) so that works really well now. Now I am setting stuff up to make a animation dataset which involve me modifying my trajectory code to make it work with PRE RECORDED animations Devlogs From flavortown: Devlog 1: Lots of research and trial and error. I have spent all this time looking for an algorithm that works to generate a predicted trajectory from an input. I think I found the right one (I haven’t tested it yet) but if not then I know that I am looking in the right place at Daniel Holden’s articles on spring dampers check it out here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 2: I got the Trajectory prediction working!!!! after all of that math, research, and pain. it works! I wish I could truly express in words how happy I am. everything is based off of the work of Daniel Holden you can find it here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 3: Fixed jittering issue by adding a lerp to desired trajectory."}]...
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Title: Unity Motion Matching System by @NintedoAsh Title: Unity Motion Matching System by @NintedoAsh12 | Stardance
Devlogs:
I got input trajectory working. The reason it wasn’t before was that movement and the prediction where in different update types (one was in fixed update and one was in regular update) so that works really well now. Now I am setting stuff up to make a animation dataset which involve me modifying my trajectory code to make it work with PRE RECORDED animations Devlogs From flavortown: Devlog 1: Lots of research and trial and error. I have spent all this time looking for an algorithm that works to generate a predicted trajectory from an input. I think I found the right one (I haven’t tested it yet) but if not then I know that I am looking in the right place at Daniel Holden’s articles on spring dampers check it out here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 2: I got the Trajectory prediction working!!!! after all of that math, research, and pain. it works! I wish I could truly express in words how happy I am. everything is based off of the work of Daniel Holden you can find it here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 3: Fixed jittering issue by adding a lerp to desired trajectory.
fighting unity and blender animation systems
This morning I got root motion finally set up in unity. since that now works I can begin working on a data set for the motion matching. I guess I never really explained how motion matching works in any of my other devlogs so I am going to do that right now: Motion matching is a animating technique where instead of using classic state machines that go if walking play walking animation they go this is your current position, velocity, trajectory, and a lot more and try to MATCH that MOTION to a large database of motion captured animations. so what I will be working on next is building that database/dataset of animations and the code to pull the current position, velocity, trajectory out of the animations then store each frame in a dataset for the matching code to search though to find one that matches what the character is currently doing on screen. its sounds kinda easy but trust me unless you are a big math/physics person (which I am not) its quite difficult to figure out how it al l works (plus you also need to know animations and blender which SUCKSSSS!) Also the video is of root motion NOT WORKING!
Ok. I may have celebrated a little bit early. but I think I finally got root motion working for real this time. the problem was a combination of blender being blender, transformation offsets, weird scaling and just the names of objects/bones being wrong. though I did get an awesome video from when I was testing and comparing two animations together and root motion sent one of them into the floor so we got a beautiful video of one guy riding the other guys head. anyways lets hope that this keeps working because I just want to get my math mathing and dataset datasetting
at this point I should stop saying that I have root motion working because every time I say that I jinx it and something falls apart. so I set everything up wrong (of course) so I need to pull all of the rigs apart once more to fix some errors that I made there and how I set up the root bone (its set at the hips not at the feet). so its been a fun ride (not) plus my laptop keeps trying to update my graphics drivers and every time it crashes unity, blender, plus all of the audio drivers with it. XD. I hope after today I can start work back up on motion matching and not dealing with blender and its shenanigans.
HELLO STARDANCE!!!!!! I THINK I FIXED IT!!! Now I am not going to even mention that root motion is working this time because if you have been following along you know that the second “IT WORKS!” comes out of my mouth something breaks. So last devlog I said I thought it was working but… my character was half way in the floor. after a bit of fiddling around and some google I discovered that the problem was that I had put the root bone in the hips of the character. And apparently in unity that’s a big no no. So one hour and eight minutes of blender B.S later I Fixed it (hopefully). I ended up using a blender addon called RootMaker to create a proper root bone at the feet where unity wants it. then I used the addon to transfer all of the root motion data from the hips into the new dedicated root bone. so now hopefully unity will be happy that it has a proper root bone to work with and wont try to shove my character into the earths mantle. The crazy part of all of this is that I have been doing more of blender and fighting animation during Stardance than actually working on the motion matching so if this continues to work I can get to work on what I am supposed to be doing; working on the actual motion matching. since I am the music variety of nerd I spend most of my time coding jamming to music and I think I started measuring my programing time in albums rather then hours XD. Over the course of just this weekend I have listened front to back to: 21st Century Breakdown - Green Day American Idiot - Green Day Back in Black - AC/DC Black Holes and Revelations - Muse The Black Parade - My Chemical Romance and if you add all of the runtimes of those albums up it matches very close to the time logged in Stardance so it might work XD. anyways I am going to go stretch my legs then maybe play some of The Last of Us Part 2 (which is very appropriate since it too uses motion matching as its animation system)
DataSet Baker V1 Alpha - HIP is in the works!!!!! Now you might be asking why it’s named HIP, and unless you are from Canada you will most likely not know who I am going to talk about, but the motion matching editor versions are going to be named after Tragically Hip album names (the first one is self titled so HIP). Anyways, in the last week I have gotten a lot done. I started work on actually figuring out the logic to get the trajectory out of the animation (and I don’t remember if I talked about this before but there were 2 ideas I had. 1 is I put the animation’s root motion through a lot more math to get a proper predicted trajectory just like how the input trajectory works. Or just sample the actual future, but then you would get problems like a 90 degree turn where the animation isn’t even anticipating it yet but the trajectory says it should be.) I actually got really confused and stuck so I emailed someone. That someone is Daniel Holden, the creator of Learned Motion Matching (and he runs the website where I learned the first input trajectory math). And WOW!!!! HE RESPONDED: Hi Asher, Sorry for the late reply, I have been travelling the last couple of days. First of all I just wanted to say that it is awesome that you are looking into advanced animation techniques like these already. (email removed for space) (i might put it in the comments if you want to read it) I hope that helps! All the best, Dan LIKE HOLY COW!!! I am talking to a LEGEND!!!! Normal motion matching works as such: you got 2 trajectories, a predicted one from the input then a true trajectory from the animation, then you load all that animation into RAM and use a matcher to play the correct frame. But what he made was use a neural network instead of the matcher and database WHICH SHRUNK RAM USAGE LIKE CRAZY (and I might have to get working on something like that sometime soon because RAM prices don’t appear to be dropping anytime soon). Anyways, in the email he said that my second idea was actually right. The idea that I thought was wrong, but he says is just a sad limitation of it and nobody has figured it out yet (yet…). So that will make life easier because I WILL BE ABLE TO FINISH THE DATASET STUFF HOPEFULLY IN A WEEK!!!!!!! And to make that dataset I started messing around with Unity’s UI Toolkit and custom editors. So now I have several custom drop downs and then you can open the MOTION MATCHING DATASET EDITOR where you can define all of your animation clips and once I write the rest, be able to press the bake button. It will process every frame and then spit out a Scriptable Object or database. Now hopefully writing the rest will be easier than writing the UI code because the UI stuff is powerful but not like normal runtime coding.
WE HAVE A WORKING DATASET! Hello hack club! Didja miss me? NO?! WELL TOO BAD!!!!! I now got my motion capture data outputting a dataset with trajectory samples and root positions which is a VERY big step forwards. so as I have mentioned in the past motion matching is literally what MOTION MATCHING is doing. Matching the motion. I have had player predicted trajectory working since before stardance even started but only recently have we started to make progress on the motion capture data that we can MATCH to the players predicted trajectory. the set up I have going on for running the motion data extraction is really cool if I do say so myself. I have a custom editor menu where I can add animation clips and tell it what times in the future I want the trajectory to sampled from then it will compile everything into a scriptable object. plus I also added cool loading bars! anyways we are getting very close to having actual motion matching made from scratch. wow. 9 months this has took so far. its been fun. well… technically not done yet so lets keep up the good work and build the matching algorithm
FIRST MATCH!!! WE DID IT! This past week I started working on code to compare and chose a frame to play (the actual matcher) and it works… Kind of? YES IT MACHES… Is it a good match? HECK NO!!!! BUT IT MATCHES!!!! AND THAT JUST MADE 9 MONTHS OF WORK WORTH IT AS I HYPERVENTILATE WATCHING MY MATCHER STUGGLE BADLY LAGING EVERYTHING BUT IT WORKS! now the next step is making it work… properly. the video is of it trying to match. i kinda move around a bit to get it changing data but you can tell when it finds… something because the character will lock onto a frame or start playing the animation.
sheesh its been awhile since I last posted a devlog. MOTION MATCHING SYSTEM V1 - HIP Better matching Change Log/Updates Matching changed from world space to local space started work on recording motion capture I got more consistent matching now thanks to changing how it store the data in the dataset and how it matches to it. originally the future trajectory positions where stored as world space values in the dataset and the matcher would match it to the players world space values. if you know how transform systems work in game engines or blender you might know that because of that I had to be in the EXACT same position in the world that the data was recorded (you can see this in my last devlog where I kinda wiggle around in a few areas and get flurries of matches) in which… doesn’t work very well for this because if you had to record your self walking forwards backwards and side to side for ever single value in the game world that would take you FOREVER! so I switched it to local space which is basically where you are in the world based off of something. so like instead of 0, 0, 0 being the root of the world it would be where the character is so the trajectory positions are based around the character transform… do you know what I mean? I hope so because I cant think of a better way to explain it at the moment. Right now the biggest thing holding me back is the actual motion capture data that I am feeding into this thing because the recording I downloaded… is really bad. so I have been experimenting with a free open sourced software called FreeMoCap which is a marker less triangulation based motion capture software. I will report back when I get some good results out of it (hopefully soon) TODO hand and feet position and velocity matching 6 to 8 camera motion capture data finish Charuco board for FreeMoCap camera calibration Video is of the new matching in action the red (and 1 green) points are the players future predicted trajectory the pinkish purple points are the animation fames current trajectory. they should be aligned most of the time
#MOTION MATCHING SYSTEM V1 DEVLOG ok its been a few days and we have gotten a few things done including started work on feet and hand bone tracking (the secret sause to motion matching) I finished making the large Charuco Board so I can calibrate FreeMoCap. so its coming along… slowly but that’s ok. the hardest part of all of this is the motion capture though since my setup is really bad (I wish my city had a capture studio somewhere even if it was small)
Pretty boring stuff happening right now. I have been working to implement bone positional and velocity tracking into the dataset builder but since I wanted to use a custom class to do it the unity UI Toolkit decided to pick a fight and be really annoying to do it in. if anyone wants to write a custom class in unity and have it show up in a list view use this: link I also am working on processing some mocap data but its not going so well right now and I am getting pretty tired with dealing with these markerless systems so we will see if my local university will let me use or even tour their 10 cam Vicon setup (cross your fingers for me) anyways I still have one mocap session to prosses so I will probably do that tomorrow since I can just let it run while I am doing other things. also I just watched these videos where this guy is building open sourced optical mocap cameras and I think I might just funnel all my hack club hours into pcb credits to build a few of them. part 1 vid: https://youtu.be/kYVqL_DqBis?si=CPKxKiLa8cxf3M1t Part 2 vid: https://youtu.be/WJ13C_1hDIA?si=hMlQ8u5ofEBf-cFS
There we go. I think I finally got it working. JEEZ UNITY NEEDS BETTER DOCUMENTATION ON THE UI TOOLKIT LIKE WOW ITS THAT BAD…. anyway I got the custom lists working now I just gotta add the actual bone selections then write in the logic to add everything to the datasets. if you look at the photo that’s roughly how it will look to use the dataset maker. not sure if I mentioned this in the last devlog but I finally messaged my local university to see if they will let me either tour or use their vicon system so I’m hoping something comes of that because that would be really cool. anyways its really late I pulled another programmer and stayed up till midnight working. see yall later.
THERE WE GO! finally we can select what bones we want to track from a nested dropdown. now I just need to implement it into the baking logic so I can get a finished dataset out of dataset maker. perfect timing too. I have gotten a few emails back from the university and they are willing to give me a tour of the Vicon system and there may be a chance one day to capture data on it so hopefully everything works out and I can capture on the same tech that AAA game studios use which would be a dream come true and would blow my mind.
WOW JUST WOW!!! So I toured the Vicon Set-up at my local univercity and it was amazing. I loved every moment of it. they even put markers on me and captured some data (not any I can use for motion matching but still WOW THAT TECH IS COOL) In more on topic news I got the dataset maker to output bone data into the database. is it the correct data… idk but I will figure that out! (Photo of me standing forward is just a general photo with the markers. photo of me looking away from camera with hand in air is me showing off all the retroreflective markers (and EMGs) then there is a photo of the compiled dataset)
Note to self… don’t freehand code… plan everything out on paper because I’m just experiencing Murphey’s law at this point :-< so…. the data that I didn’t know if it was right or not was incorrect… VERY incorrect (kinda) so that data was in local space I need it in world space but to convert it you either need to do the conversion through a transform (which requires a transform to reference) or do what I am doing (since I don’t have a easily accessible transform (unless I’m stupid and don’t know of one)) so I am going up the paths and for each object extracting their position and transforms (in local position) then adding it up until I eventually hit the root which would be in world space so now its converted (I’m doing the same for rotation too with more math) anyways my code for this entire project was never pre planned and I never normally pre plan but this is one of the times where once it works I’m going to figure out how it works (because who am I kidding I don’t really know) then I’m writing all of it down on paper and optimizing the loops and everything before jumping back into the editor to re-write the bake() function from scratch leading to MUCH BETTER READABILTY and hopefully speed because it takes a good 5 seconds from my for loops and brute force. anyways if you cant tell this is VERY BORING WORK and I really just want it to work SO BADLY because once I get everything in world position the next steps should be really easy but I shouldn’t say that because at this point if I do I might jinx myself
IM SO CLOSE!!!!!!!!! LIKE LATER TODAY (maybe can’t promise anything or the programing gods will kill me) I WILL HAVE MOTION MATCHING IN A GOOD DEMOABLE STATE FOR ME TO SHIP! I have got the bone data to work and actually spit out something useful by changing my whole approach and instead of sampling curves (which could work I just gotta deal with all the weird problems) I have created a unity scene in memory it spawns in the rig samples all the bone transform.positrons making unity do all the math and hard work before it returns me world positions of all of the bones I told it to track. the only problem I am having now is that I got to convert those world positions back into local position so that they can work anywhere (and yes I just converted them from local position to world position and this might sound counter intuitive but I need to change the parent of the local position) I remember this being easy for trajectory matching but maybe since this is WAYY more sensitive to rotation I need to try a different approach. the final stretch is approaching us dear hack clubbers. I got the rest of today then school starts tomorrow. LETS! LOCK! IN! YEAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!! btw the pink sphere is the foot potion… or what should be the foot position. Blue is the actual foot position. Red is root Position
OK OK OK IT WORKS!!!!! so we got bone positions to work. I’m done for the day. anyways I literally just had to flip my subtraction around… yes… its stupid…. anyways went from this: RootPositions[i][j] - BoneTransform.position to this: BoneTransform.position - RootPositions[i][j]. ok mic drop… I did say I would ship by the end of the month of august and clearly that didn’t happen but it will (hopefully) be this week Pink sphere is the foot pos from data set Blue is the other models foot pos not from dataset then red is root position (Also 2 devlogs in one day! I’m on fire!)
sheesh I’ve done a bit in the last week. So we have added the ability to match bones in the matcher got the matcher to handle multiple animation clips and I guess that’s it… I honestly thought I did more… on paper it doesn’t actually seem like that much.. huh. OH WELL! I also found a MASIVE collection of animation from a unreal engine demo project so I’m probably going to extract that and retarget TONS of that over the next few days because imma say it the problem with the matcher is the lack of good data at this point. Pink/Purple - Animation frame data position Red/green - predicted trajectory
we have done it! MOTION MATCHING FROM SCRATCH! the last week has been crazy. I have found more data from a unity demo of a long discontinued motion matching asset and I have retargeted the animation in blender and brought it into unity with proper root motion. since this was my first time using more then one animation clip with EVERYTHING I expected bugs and errors AND THAT I GOT. I had to go in and rewrite a really small chunk of how the dataset maker compiles the trajectory data. I had to make the matcher actually handle more then one clip as well as dig into a null reference error it was giving me so I had to dig into it more and learn that the dataset was still flawed and go back and do more to the editor AND THEN ONCE the data was good now the matcher scales the character to like 300% or something and I never even told it to touch scale so now I have to properly set up multi-animation unity playables since before I didn’t know that you couldn’t just set all the blend weights to one and hope for the best. now finally after all of that. it appears to match and hold onto a frame. I have a few last features to implement into it that being velocity matching so then it wont just hold a frame but understand that arms move and swing. as well as debug info for both me while testing as well as for you my dear hackclubbers so when I ship you all can see a bit into the inner workings of it. thank you for coming with me on this journey I never expected it to go this long but it feels good to have at least one person interested in what I’m working on for once and not just get shrugged off. - Ash ❤️ Video is of the matcher working photos are of the scaling issue
WE HAVE HIT 100 HOURS LOGGED!!!! wow the amount of time I spent on this is CRAZY! anyways we have had little improvements on the matcher I have been trying to get it to give me a full animation but it refuses instead kinda just wiggling its arms up and down pretending to be a bird OR snapping between poses that have NOTHING to do with walking. I have spent the last few hours attempting to calibrate it to work as well as writing a better dataset debug script so then it will be easier to visualize what every frame of animation contains Data-wise so then I can attempt to manually match frames and see what the matcher ranks them vs what it normally matches so the I can maybe weight it or bias it a bit. we only have a week and bit left LET LOCK IN!!!!!!!!!!!!!!!!!!!!
HOLY CRAP IT WALKS!!! I can’t believe it. I am so FLIIPING happy ITS MOTION MATCHING! THAT IS ACTAUL REAL MOVEMENT AND NOT JUST WIGGLES!!!!! AAAAAAHHHHHH!!!!!! HECK YEAH!!!!!!! ok so in reality its still not fully working. I had to disable bone velocity matching completely to get it to work but I think I figured out why it doesn’t work. for trajectory matching I realized that the character is scaled to 1.83 instead of just 1 so that will affect the matching and I have to implement an offset (and I did it for the bone positions too but I never did it to the velocities) anyways I think I will fiddle with it till that work epeshly since STARDANCE WAS EXETENDED UNTILL OCTOBER 30TH THANK YOU HACK CLUB!!!! Video is of it working, not working and me playing with settings.
Working on velocity matching. its kinda working now better then it was but its really weird that it slows the character down so much but its better then random snapping poses
OK OK IT WORKS ENOUGH OK DONT TOUCH IT I’m a fraud you guys. I couldn’t figure out the velocity thing so I…. I USED AI! I SWARE I HAVENT BEEN THIS ENTIRE TIME…. ok heres what happened I couldn’t figure it out so I had some AI going through some Motion Matching related thesis stuff and explaining it to me and then I ended up giving it a small chunk of my matcher code use to generate the cost and it pointed out my problems….. so 1. The way I was calculating local position was wrong which is funny because when I do it the other way it also breaks but then that leads into the second part. 2. I was inverting data and that was what was keeping the system working for some reason awhile back and even when I tried removing it a bit ago it broke which was really weird. anyways if you change both of them they fix each other so YAY I guess… sorry for the AI usage. it didn’t re write my code for me though I hand fixed my problem which I can proudly say all of the code is all hand typed…. (other then stuff I copy and pasted and or reused from other code I wrote… TRUST ME I NEVER WANT TO REWRITE UI SYSTEMS please unity fix the uitoolkit its bad)
I finally made a git hub repository. I also made a new unity project and moved everything into it to clean everything up for the demo I am starting to work on. I also made Bone Rotation matching but it doesn’t contribute all that match. I should be ready to ship/ Have a demo ready soon
LOTS OF DEBUG UI COMEING YOUR WAY! I have added lots of UI stuff to display internal values such as costs as stuff. I have also added the ability to adjust motion matching settings from in the demo so when I upload it to itch.io all of you can play with the system as much as you want and tell me how bad you broke it. to do wise its a bit more UI (some of it doesn’t work or I want it to look better) and then the data points kinda like the unity gizmo stuff I have been showing you here on star dance. anyways its like 1 AM I should have gone to bed HOURS AGO so I’mma go brush my teeth and work some more tomorrow…. my keyboard is starting to fail :-< Goodnight y’all. or good morning to the folk around the world like in Norway or something
The demo UI has been finished and it works quite well! I have a few more things to add like a looping map so that the Character doesn’t just walk off the end of the world and die plus some more main menu stuff I think too. anyways progress has been fast so far so expect more soon!
OK its fixed now but first test build didn’t go so well (see video) the problem was unity wasn’t saving any of my data running in the background because it wasn’t serialized. I also organized project files plus removing unneeded scripts (I reuse code a lot and sometimes things get replaced and just left there) I also if you can’t tell from the video a dropped frame counter to show matches that where canceled because the current frame was good enough to meet the cost threshold. anyways I think now most of what I have to do it package everything up into… well a package then send it off into the world for you the hack clubbers to mess around with. EDIT: I added a demo for Windows to the github if you want to try it early
Not much changed I made an Itch.io for the demo. I also started adding comments to all of my code yeah its hard to remember what does what but I also got the dataset editor done or almost done. then its onto the matcher and then the trajectory maker then we are done there and then onto a tutorial of how to use it then we are done
I finished all the code comments. I know. WOW 4 HOURS OF CODE COMMENTS yeah but I was also cleaning some other parts of it up and fixing some of the indentations. anyways that’s done now only a few more things till we get to ship! but also a note to other devs like me… please comment your code while writing it because I have gotten in the habit of not doing that and as seeing here by 4 hours logged of code comments PLEASE JUST DO IT WHILE WRITING IT BECUASE THIS SUCKS...
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Kden Desk Companion by @Kiril | Stardance
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Kiril
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5.77
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[]
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[{"post_id": 81945, "ts": "202 [{"post_id": 81945, "ts": "2026-10-23T04:14:33Z", "hours": 3.6833, "text": "Today I worked on the head of the robot and also improved the base. Hopefully I did the right measurements before printing the model."}, {"post_id": 81407, "ts": "2026-10-21T05:07:52Z", "hours": 2.0914, "text": "Hello everyone. I started working on my new project: Robot Desk Companion. I modeled the base and hopefully the measurements are right for electronics."}]...
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Title: Kden Desk Companion by @Kiril | Stardance
Title: Kden Desk Companion by @Kiril | Stardance
Devlogs:
Hello everyone. I started working on my new project: Robot Desk Companion. I modeled the base and hopefully the measurements are right for electronics.
Today I worked on the head of the robot and also improved the base. Hopefully I did the right measurements before printing the model....
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Yahtzee by @BlueCheckmate | Stardance
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BlueCheckmate
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1
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19.03
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T23:30:41Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Back in Flavourtown, I created Yahtzee in the terminal using python. ( https://github.com/checkmateman57/Yahtzee ) That was a learning experience, with some shaky code, and a lot of feedback to create a UI. So, I followed suit and created a web game of Yahtzee using HTML, CSS, and JAVA. Do I really know those language either? Not really, but gotta keep on learning. I knew it somewhat following the WebOS tutorial, and I didn’t want to use a game engine cus I ain’t learning allat right now. But I got to say, while it was a long ride, it was a really fun one when everything worked according to plan. So while it’s ok to be not happy when there’s a bug, just know that there’s always joy at the end when you resolve it. And now I am at the end of my stardance journey. I have enough hours for my certificate, I completed my sticky streak today, and I am ready to get my prizes. Thanks to those following along my journey, thank you Hack Club for this flagship event, and I’ll now be doing Phantom for my next event. Peace Out", "repo": "https://github.com/checkmateman57/Yahtzee-with-UI", "demo": "https://checkmateman57.github.io/Yahtzee-with-UI/"}]...
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[{"post_id": 81944, "ts": "202 [{"post_id": 81944, "ts": "2026-10-23T04:05:35Z", "hours": 2.0292, "text": "First ship got rejected because it wasnt universally sized, Every position was in pixels, so I converted them all to % or vh or vw. This took 2 hours. I was also doing find and replace all. I’m going to tweak. Now the display looks worse, but at this point im too exausted to care and am not altering anymore cus its going to still look weird of different resolutions. I’ll make peace with it. Sympathize with me yall."}, {"post_id": 81354, "ts": "2026-10-20T23:11:17Z", "hours": 0.5653, "text": "ReadME!!!"}, {"post_id": 80869, "ts": "2026-10-19T03:31:38Z", "hours": 0.9897, "text": "WOHOO WE DONEE!!! I made sure that if you switch between modes it resets everything. Had some issues because I stored the 2nd players scores in something that was also an html element, so it didnt work out originally, but a quick fix in adding variables to store score and changing scoring mechanisms was quick and efficient. Then a copius amount of testing to see for bugs. You’ll see one in the video below where it displays who won twice, but thats my fault cus in my code it waits three seconds before running, so if player 2 finishes within 3 seconds of player 1, itll run twice, so quick fix there. Then more testing and I havent encountered bugs in a while so I’m calling it a wrap! Tomorrow and Tuesday is ReadMe work, and Tuesday we shipping."}, {"post_id": 80507, "ts": "2026-10-17T22:00:11Z", "hours": 0.5361, "text": "NO BUGGSS!!! So I spent a grueling amount of time testing and fixing, but the bug fix was like I expected. I know that once a 0 is recorded, it resets the rollcounter to 0, so I made sure you can only add a 0 if rollcounter is greater than 0. That way, the event listerns can run multiple times, but only the first one can do something. After that, I spent a loooong time in testing And I just caught some 3 errors in my code that wasnt too bad. Then I spent some more time testing, the first time where Player 2 tests the upper section on how it handles 0s while Player 2 tests Lower section, and the second game was vice versa, Player 2 test upper section while Player 1 tests lower section. All in all, happy with my work. Tomorrow I make sure it resets everything when you switch between modes, and Monday/Tuesday can be ReadMe, so I can ship and finish Sticky Streak!!!"}, {"post_id": 80286, "ts": "2026-10-17T03:49:09Z", "hours": 1.9294, "text": "I am going to start bashing my head in the wall cus I have an UNBELIEVABLE AMOUNT OF BUGS So I finished the scoring for the lower section in multiplayer, which is fine, and compiled lower score but now the bugs start: Grand Total won’t show - I spent like 20 minutes figuring out why because variable names matched in both html and js, but then I look a little bit more closely and then instead of GrandTotalScore2 = document.querySelector(\"#GrandTotalScore2) its GrandTotalScore = document.querySelector(\"#GrandScore2) Im going to tweak. Sometimes if you record a zero for player 1, it also feels the need to give a 0 to player 2. This is because of too many event listeners nesting, and they never really go away (a previous issue that was fixed with a current checker) so a quick solution for that, or so I thought, it is not the case right now, because I added an if statement that actually means nothing, because If you decline a 0, and then score a 0 for the other players, both columns get a 0. because of… 🥁 I nested the event listeners too much!! and I am NOT rewriting all the code because thats too much and im in too deep. So I think I now the solution right now, because it resets the dice count each time, so I just need to make sure if the dice is reset you cant do it again, but I’m too tired for that. The video below shows the 2nd/3rd bugin effect, and Im not filming something new cus im too tired. The second video shows the 1st bug. Enjoy, sorry for the long devlog but I barely kept sticky streak past couple days so basically no time to devlog."}, {"post_id": 79223, "ts": "2026-10-13T02:48:21Z", "hours": 0.6819, "text": "So some more scoring for the 2s through 6s in multiplayer. Pretty straightforward I though, until during recording I encountered some bugs that I have no clue whats up with that, but Im not touching them today. dont have the energy for that."}, {"post_id": 78917, "ts": "2026-10-12T01:20:18Z", "hours": 0.3247, "text": "So I added started Scoring if there is a 2 player. I spent some time trying to find out the best way to tackle it while adding the least amount as possible, and I believe I did. while It will be a while before I bug test the whole thing, theres 2 situations in which you score the first column, so thats an if ((situation1)||(situation2)){scoring1} and then an else{scoring2} for the second column, so I think it works out nice. So i think it should become easier for the rest. Also a snippet of code if you’re interested"}, {"post_id": 78914, "ts": "2026-10-12T00:55:05Z", "hours": 0.7431, "text": "Ughhh, this is more complicated than I thought. So initially my codespace was buggin out cus stuff wouldnt load, took me some time to make the second chart for scoring, and positioning the circles and Multi/Single player circles to show modes. And now Ive though of how much of a headache this is gonna be to make. But we’ll persevere"}, {"post_id": 78513, "ts": "2026-10-11T01:44:14Z", "hours": 0.5286, "text": "Ok, so now I am done with the basic version, everything should work, touched up the intro stuff, and added one page for how to play and rules, and another for scoring. I also topped up an issue I just had with myself that you can open multiple tabs like how to play and New game that overlay each other, so I made sure that doesnt happen. Also when touching up the intro, I wanted Next page and Close next to each other, but then they didnt have any bottom margin, so I used bottom: 16px that applied only to the visible box and not the whole scrollable thing, so then I had to create a div with display: flex, and do it there, which worked out, but still annoying nonetheless when im just about done. I’ll add a version where you can do 2 player, and then I’ll ship!"}, {"post_id": 78483, "ts": "2026-10-10T22:33:35Z", "hours": 0.3814, "text": "Worked on the New Game button. Just a monolith of a hundred different verifiers getting reset to false, and a bunch of .innerhtml = \"\" Also, fun quirk in my code I figured when I tried to copy all the verifiers. My OneChecker variable was actually OneChekcer, so the ck was a kc, so when I try to copy paste and all of the other checkers arent recognized, I quickly figured it out."}, {"post_id": 78474, "ts": "2026-10-10T21:58:58Z", "hours": 0.8186, "text": "Getting there. So I added the grand total mechanism, then also decided to pop up a window with you’re score and how good of a score that is. And then theres some bugs I encountered, so some general fixes and making sure everything works smoothly. I’m gonna work on new game now, and then the intro"}, {"post_id": 78450, "ts": "2026-10-10T20:28:56Z", "hours": 0.6828, "text": "Almost Done (for the basic version) So I added the things for 3 of a kind, 4 of a kind, and Full house, which is all of them!!! I did a quick optimization because for chance, 3 of a kind, and 4 of a kind, the score is all the dice added. So I did a quick adding function, but then for some reason it wouldn’t work, even though the variable was global, but apparantly i needed to store it, even though I thought I did, so the fix was score = adding() But thats kinda it, everything can get scored now, so I need to make sure it can all get added up to the Lower score, then the grand total, make sure new game works, and I’ll touch up the intro, make it better."}, {"post_id": 78246, "ts": "2026-10-10T03:52:14Z", "hours": 0.7481, "text": "Some complicated work done and learnt some new stuff BY MYSELF!!! So basically, a long straight is all 5 in a row, like 1,2,3,4,5, or 2,3,4,5,6, and its going to be an if statement of doom and despair if I do it like that. SO, I put them in an array, and sort them from least to greatest, so my long straight code looks like this if (Dice[0] + 1 == Dice[1] && Dice[1] + 1 == Dice[2] && Dice[2] + 1 == Dice[3] && Dice[3] + 1 == Dice[4]) and I also remembed to make Dice a global value, so it doesnt exist only in that function, which is what I didnt realize a couple days ago, which is why it was better to start from simple to harder. and I figured this out ALL BY MYSELF, NO AI, JUST PURE LOGIC now for small straight, it was a bit more complicated, cus its only 4 in a row, so there can be duplicates, so theres 4 situtaions in which it can work. I got the first 2 light work, then I realized later I needed the other 2. Now here is where AI got involved, cus Im thinking if I do if (situation1) else if (situation 2) else if (situation 3 ) else if (situation 4) else and repeat the same instructions 4 times, if it can be condensed, and then Gemini told me about if ((situation 1) || (situation2) || (situation3) || (situation4)) and then only one set of instructions. Nice to know that. Happy with my progress here."}, {"post_id": 78240, "ts": "2026-10-10T02:45:56Z", "hours": 0.4528, "text": "So I fixed the previous bug, by making creating a variable that each section has a specific number, so the score 0 can only be applied when the section number matches the variables number at that time. I then also added scoring for chance and yahtzee (which dont require an array) That was pretty simple, just adding em all up for chance, and making sure they all equal each other for yahtzee, which took a long time becuase I limited myself to only 3 rolls Then I had the bright idea to just change the amount of rolls im allowed so I make sure it works. It does."}, {"post_id": 77977, "ts": "2026-10-09T02:52:34Z", "hours": 0.785, "text": "So maybe less visual progres today: I just made sure that if the score is 0, then you gotta confirm that you’re scoring a zero. I’m getting better at recognizing that when I have a lot of repeting code, to start using functions But sadly not for this, because I though that itll do the function, and then just record a zero without waiting for my input, so I added event listeners everywhere, and it worked so I’m not complaining. I caught a bug that if you hit no multiple times, then if you hit yes it logs multiple 0s, but the fix was ___Score.innerhtml = Score instead of ___Score.innerhtml += Score Then there was an issue where the confirmation window vertically stacked Yes and no, which is not what I wanted, but I forgot to add Position: absolute And lastly theres a bug where if you click multiple sections that can be 0, when you eventually click yes on one of them, it logs 0 to all I clicked. But I aint fixing that today, thats a tomorrow problem, so see you all tomorrow."}, {"post_id": 77727, "ts": "2026-10-08T03:10:38Z", "hours": 0.4811, "text": "Perhaps a day with more noticable progress. I finished up the scoring for the upper section, and added the function to check if you get the bonus or not, and making sure that you’ve scored everything before deserving it or not. So a bunch of copy pasting the same code for the 2s-6s, and then some writing for the Bonus function, tomorrow will probably be less work, just confirming that is you’re scoring a 0 you know you’re doing it."}, {"post_id": 77455, "ts": "2026-10-07T02:28:08Z", "hours": 0.6047, "text": "I am continously amazed at how much more work is actually showing itself up rn. I planned to start the 2s, 3s, 4s, 5s, 6s, but I just spent today with rules. I wanted to commit on pop-ups removing everything except the warning so it looks nice, but closing a bunch of windows each time is tedious. Lucky me.. I remembered functions exist!!!! so now I have a closebunch and openbunch functions that close or open a bunch of windows depending on what I want it to do. so nice. and then theres a bunch of things you can do, so instead of each being its own warning, I bunched that into one with just a list of things you cant do should you try, and I called that one function NoNo() I also reset the dice after you score yourself, can’t lock the dice when they’re reset and made sure you can only score yourself in proper conditions, and cant rescore So no bugs now, which is great. Heres some good progress (longer video, more to show off). But hey, I also figured out that this qualifies as making a game in a non-game engine, so if I have 10 hours from now till then I get it so got my work cut out for me."}, {"post_id": 77209, "ts": "2026-10-06T03:05:54Z", "hours": 0.6022, "text": "Man………………… I’ve got a LOT to learn. So I started out with a filter function, just to arrange the dice rolls from greatest to largest, then started an if statement were if any equal 1, then thats the score, and put it into the innerhtml. If only it were that easy right. I dont think a single line of code was right there . I didn’t put the filter function outside of it, so it wasnt even called upon, and basically nothing was right. So I decided to start with basics, if I click this button will it show a number. It does, So then if this die value is 1, add 1 to the tally, and then display the tally score. That doesnt work. It was because the die’s value is locked in a function, so it needs to exist in the main script. easy fix, and now it works . But the code is very simple, it’ll work for 1s-6s, which is nice, but I want a deeper code understanding. I’ll have to use an array, and index it for short/long straight. I’ll have to make sure you can only click it once, verify if your score will be 0, and reset dice rolls to make sure you can roll again. But thats a problem for another day. So adios"}, {"post_id": 76921, "ts": "2026-10-05T02:50:28Z", "hours": 0.4847, "text": "Gotta do something everyday, and today was busy so not much. Before I start the array of doom and despair, I first needed to assign variables to all sections of the table, and then put that over into the javascript. How Fun. So that means 34 variable names I gotta put in the HTML and in the JavaScript. So after all that, I go to make sure my website still runs. Ladies and Gentlemen… The close button on how to play no longer works. So now I gotta look through all variable names to see my error. And it was because SixeScore was supposed to be SixScore, and GrandScore was actually GrandTotalScore. So 2 fixes, not bad, but it still doesnt work. Then the big GPT tells me that I have id 3Kind and 4Kind, instead of ThreeKind and FourKind, which I did change for the scores but not for the original. I changed because javadoesnt like a number as the leading string for a variable so I changed it, but then forgot to change it on the other end of the line. So overall, very fun guys trust. Heres a video of what my UI does so far:"}, {"post_id": 76539, "ts": "2026-10-03T21:25:26Z", "hours": 0.2736, "text": "It’s slowly coming to fruition I added the rest of the tables for scoring and it’s looking good now, less janky when just the left side was there But now I get to the hard part I need to store the dice’s values in an array, and then call on specific values based on what scoring category. While that’s easy for 1s-6s, and chance, it gets harder for more specialized sections. Also I need to make sure you cant score for the same thing. and then add all the values up and make sure you can actually get a bonus…. All in all… its gonna be a learning experience (hopefully a fun one)"}, {"post_id": 76271, "ts": "2026-10-03T00:52:44Z", "hours": 0.4636, "text": "So I’m starting the table of the scoring, and I’m doing that through separate divs and css. Now you might wonder, why dont you use <table> <tr> <td></td></tr></table> ? and thats a completely valid question your answer: I dont want to I find it much easier to copy paste divs with the same border box class and a <p> and do that. I am not you Great, we got that out of the way. Overall light work, looks kinda weird right now but I think when I add the other stuff its gonna look good. also I fixed a thing from last time, in which when you get the roll warning or the how to play, it would keep the dice lock on, and I need that display off, but when you come back, you need it back on. That took some time as well"}, {"post_id": 76014, "ts": "2026-10-02T01:51:25Z", "hours": 0.385, "text": "So I comitted to a sticky streak so I gotta do stuff everyday, and today was lowkey tiring so I didnt do much. Just added some technicalities and made it look a little better cus when the rules open on top the dice it looks terrible so I just made the dice disappear when rules are open, and made sure you can’t roll more than 3 times."}, {"post_id": 75765, "ts": "2026-10-01T01:13:23Z", "hours": 0.6214, "text": "YES IT’S WORKING!!! You can now keep a dice value that you like, and it was surprisingly simple to make if im being honest. First, I added the toggle to show when the die is locked or not (took a bit of time to position properly). Next, I gave an id, and created a true false value to track, and when you click the die, it toggles it on/off. and then I went into the functions that handle the dice roll, and only allow it when the lock is off. Good job, me"}, {"post_id": 75760, "ts": "2026-10-01T00:10:08Z", "hours": 0.5294, "text": "Guys, I’m genuinely getting better at this I created the function that can roll the dice and create random values. Little bit help from W3 school on creating the random number, but I got the comparison right and making sure that the correct dice value is added. Very little debugging. That being said, its SUPER repetitive code and copy+paste gonna come in clutch, so theres definitely going to be a more optimized way, but the lion does not concern himself with optimizations while working on the cloud Anyway, gotta make sure you can keep dice rolls that you like."}, {"post_id": 74204, "ts": "2026-09-26T22:18:35Z", "hours": 1.1225, "text": "I genuinely believe that Fraud Squad gonna reduce my hours on this project 😭 Heres Why: I spend an hour creating dice . While I know how to create dice under NORMAL circumstance (create a box and put pips in them), these are not normal circumstances, because I will need to manipulate their values. The rightmost die might be a 3 this turn, but in a minute it could become a 5, and I need to adjust for that. Therefore, I need CSS, and if you’ve seen my ChessOS project, you know that CSS and me are no bueno for the most part. Dont understand it at all for the most part, and definitely not incorporating multiple CSS into one element. 1st Attempt I tried styling the base box, a dice pip and putting multiple pips in a dice, I got this far: .dice{stuff} .dicepip{stuff} .dice1{ .dice .dicepip} Shocker, CSS doesn’t work that way 2nd Attempt On the main div that’ll display dice, I need to just put multiple classes in, and create a second div that contains the dicepip div <div class=\"dice dice1 dice2> <div class=\"dicepip\"> That worked for die #1, so I thought, lets do it for the other 6, cus monkey see monkey do . That resulted in one pip per dice in one of the correct spots, because as Gemini told me, It can only include 1 pip. So theres some time over there 3rd Attempt So AI directed me over to multiple background images, with positioning, with code radial-gradiant... then background-positioning and I only got a singular centre pip for all dice no matter if the code had more than 1 (image to show this) The answer to this one is that radial-gradient naturally wants to take up all the space so only one can fit in. 4th Attempt radial-gradient(circle at 15% 15%, black 12px, transparent 13px), For all the pips in die, and now it works!!! works, and I can manipulate which dies get which value, which will be hopefully smooth sailing in that aspect"}, {"post_id": 74170, "ts": "2026-09-26T20:31:55Z", "hours": 0.5367, "text": "I’MMMM BAAACKKK!!! After some slight demoralization in the fact I had to do a lot of things in a little amount of time, hearing stardance get extended revived me, as I now have more time, and will do a lot more things. It starts with Yahtzee. I did the rules, and now Im going to start getting into the hard stuff"}, {"post_id": 69949, "ts": "2026-09-18T03:47:10Z", "hours": 0.5142, "text": "I can’t lie, Fraud Squad gonna have a field day with me A whole 30 minutes to create this I’m genuinely fried. But I have a reason behind that: I spent the first 15 or so minutes trying to get the correct background because even though I was doing background-size: cover It would show a blurry-ish image that was not the whole image, it was cut-off, and idk why. So I went with this. Then I spent some trouble with centring yahtzee, then the 2 boxes I needed to be perfect. So yeah, I deeply apologize fraud squad. Also here’s some pictures of the first wallpapers I tried to put."}]...
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Title: Yahtzee by @BlueCheckmate | Stardance
Devl Title: Yahtzee by @BlueCheckmate | Stardance
Devlogs:
I can’t lie, Fraud Squad gonna have a field day with me A whole 30 minutes to create this I’m genuinely fried. But I have a reason behind that: I spent the first 15 or so minutes trying to get the correct background because even though I was doing background-size: cover It would show a blurry-ish image that was not the whole image, it was cut-off, and idk why. So I went with this. Then I spent some trouble with centring yahtzee, then the 2 boxes I needed to be perfect. So yeah, I deeply apologize fraud squad. Also here’s some pictures of the first wallpapers I tried to put.
I’MMMM BAAACKKK!!! After some slight demoralization in the fact I had to do a lot of things in a little amount of time, hearing stardance get extended revived me, as I now have more time, and will do a lot more things. It starts with Yahtzee. I did the rules, and now Im going to start getting into the hard stuff
I genuinely believe that Fraud Squad gonna reduce my hours on this project 😭 Heres Why: I spend an hour creating dice . While I know how to create dice under NORMAL circumstance (create a box and put pips in them), these are not normal circumstances, because I will need to manipulate their values. The rightmost die might be a 3 this turn, but in a minute it could become a 5, and I need to adjust for that. Therefore, I need CSS, and if you’ve seen my ChessOS project, you know that CSS and me are no bueno for the most part. Dont understand it at all for the most part, and definitely not incorporating multiple CSS into one element. 1st Attempt I tried styling the base box, a dice pip and putting multiple pips in a dice, I got this far: .dice{stuff} .dicepip{stuff} .dice1{ .dice .dicepip} Shocker, CSS doesn’t work that way 2nd Attempt On the main div that’ll display dice, I need to just put multiple classes in, and create a second div that contains the dicepip div <div class="dice dice1 dice2> <div class="dicepip"> That worked for die #1, so I thought, lets do it for the other 6, cus monkey see monkey do . That resulted in one pip per dice in one of the correct spots, because as Gemini told me, It can only include 1 pip. So theres some time over there 3rd Attempt So AI directed me over to multiple background images, with positioning, with code radial-gradiant... then background-positioning and I only got a singular centre pip for all dice no matter if the code had more than 1 (image to show this) The answer to this one is that radial-gradient naturally wants to take up all the space so only one can fit in. 4th Attempt radial-gradient(circle at 15% 15%, black 12px, transparent 13px), For all the pips in die, and now it works!!! works, and I can manipulate which dies get which value, which will be hopefully smooth sailing in that aspect
Guys, I’m genuinely getting better at this I created the function that can roll the dice and create random values. Little bit help from W3 school on creating the random number, but I got the comparison right and making sure that the correct dice value is added. Very little debugging. That being said, its SUPER repetitive code and copy+paste gonna come in clutch, so theres definitely going to be a more optimized way, but the lion does not concern himself with optimizations while working on the cloud Anyway, gotta make sure you can keep dice rolls that you like.
YES IT’S WORKING!!! You can now keep a dice value that you like, and it was surprisingly simple to make if im being honest. First, I added the toggle to show when the die is locked or not (took a bit of time to position properly). Next, I gave an id, and created a true false value to track, and when you click the die, it toggles it on/off. and then I went into the functions that handle the dice roll, and only allow it when the lock is off. Good job, me
So I comitted to a sticky streak so I gotta do stuff everyday, and today was lowkey tiring so I didnt do much. Just added some technicalities and made it look a little better cus when the rules open on top the dice it looks terrible so I just made the dice disappear when rules are open, and made sure you can’t roll more than 3 times.
So I’m starting the table of the scoring, and I’m doing that through separate divs and css. Now you might wonder, why dont you use <table> <tr> <td></td></tr></table> ? and thats a completely valid question your answer: I dont want to I find it much easier to copy paste divs with the same border box class and a <p> and do that. I am not you Great, we got that out of the way. Overall light work, looks kinda weird right now but I think when I add the other stuff its gonna look good. also I fixed a thing from last time, in which when you get the roll warning or the how to play, it would keep the dice lock on, and I need that display off, but when you come back, you need it back on. That took some time as well
It’s slowly coming to fruition I added the rest of the tables for scoring and it’s looking good now, less janky when just the left side was there But now I get to the hard part I need to store the dice’s values in an array, and then call on specific values based on what scoring category. While that’s easy for 1s-6s, and chance, it gets harder for more specialized sections. Also I need to make sure you cant score for the same thing. and then add all the values up and make sure you can actually get a bonus…. All in all… its gonna be a learning experience (hopefully a fun one)
Gotta do something everyday, and today was busy so not much. Before I start the array of doom and despair, I first needed to assign variables to all sections of the table, and then put that over into the javascript. How Fun. So that means 34 variable names I gotta put in the HTML and in the JavaScript. So after all that, I go to make sure my website still runs. Ladies and Gentlemen… The close button on how to play no longer works. So now I gotta look through all variable names to see my error. And it was because SixeScore was supposed to be SixScore, and GrandScore was actually GrandTotalScore. So 2 fixes, not bad, but it still doesnt work. Then the big GPT tells me that I have id 3Kind and 4Kind, instead of ThreeKind and FourKind, which I did change for the scores but not for the original. I changed because javadoesnt like a number as the leading string for a variable so I changed it, but then forgot to change it on the other end of the line. So overall, very fun guys trust. Heres a video of what my UI does so far:
Man………………… I’ve got a LOT to learn. So I started out with a filter function, just to arrange the dice rolls from greatest to largest, then started an if statement were if any equal 1, then thats the score, and put it into the innerhtml. If only it were that easy right. I dont think a single line of code was right there . I didn’t put the filter function outside of it, so it wasnt even called upon, and basically nothing was right. So I decided to start with basics, if I click this button will it show a number. It does, So then if this die value is 1, add 1 to the tally, and then display the tally score. That doesnt work. It was because the die’s value is locked in a function, so it needs to exist in the main script. easy fix, and now it works . But the code is very simple, it’ll work for 1s-6s, which is nice, but I want a deeper code understanding. I’ll have to use an array, and index it for short/long straight. I’ll have to make sure you can only click it once, verify if your score will be 0, and reset dice rolls to make sure you can roll again. But thats a problem for another day. So adios
I am continously amazed at how much more work is actually showing itself up rn. I planned to start the 2s, 3s, 4s, 5s, 6s, but I just spent today with rules. I wanted to commit on pop-ups removing everything except the warning so it looks nice, but closing a bunch of windows each time is tedious. Lucky me.. I remembered functions exist!!!! so now I have a closebunch and openbunch functions that close or open a bunch of windows depending on what I want it to do. so nice. and then theres a bunch of things you can do, so instead of each being its own warning, I bunched that into one with just a list of things you cant do should you try, and I called that one function NoNo() I also reset the dice after you score yourself, can’t lock the dice when they’re reset and made sure you can only score yourself in proper conditions, and cant rescore So no bugs now, which is great. Heres some good progress (longer video, more to show off). But hey, I also figured out that this qualifies as making a game in a non-game engine, so if I have 10 hours from now till then I get it so got my work cut out for me.
Perhaps a day with more noticable progress. I finished up the scoring for the upper section, and added the function to check if you get the bonus or not, and making sure that you’ve scored everything before deserving it or not. So a bunch of copy pasting the same code for the 2s-6s, and then some writing for the Bonus function, tomorrow will probably be less work, just confirming that is you’re scoring a 0 you know you’re doing it.
So maybe less visual progres today: I just made sure that if the score is 0, then you gotta confirm that you’re scoring a zero. I’m getting better at recognizing that when I have a lot of repeting code, to start using functions But sadly not for this, because I though that itll do the function, and then just record a zero without waiting for my input, so I added event listeners everywhere, and it worked so I’m not complaining. I caught a bug that if you hit no multiple times, then if you hit yes it logs multiple 0s, but the fix was ___Score.innerhtml = Score instead of ___Score.innerhtml += Score Then there was an issue where the confirmation window vertically stacked Yes and no, which is not what I wanted, but I forgot to add Position: absolute And lastly theres a bug where if you click multiple sections that can be 0, when you eventually click yes on one of them, it logs 0 to all I clicked. But I aint fixing that today, thats a tomorrow problem, so see you all tomorrow.
So I fixed the previous bug, by making creating a variable that each section has a specific number, so the score 0 can only be applied when the section number matches the variables number at that time. I then also added scoring for chance and yahtzee (which dont require an array) That was pretty simple, just adding em all up for chance, and making sure they all equal each other for yahtzee, which took a long time becuase I limited myself to only 3 rolls Then I had the bright idea to just change the amount of rolls im allowed so I make sure it works. It does.
Some complicated work done and learnt some new stuff BY MYSELF!!! So basically, a long straight is all 5 in a row, like 1,2,3,4,5, or 2,3,4,5,6, and its going to be an if statement of doom and despair if I do it like that. SO, I put them in an array, and sort them from least to greatest, so my long straight code looks like this if (Dice[0] + 1 == Dice[1] && Dice[1] + 1 == Dice[2] && Dice[2] + 1 == Dice[3] && Dice[3] + 1 == Dice[4]) and I also remembed to make Dice a global value, so it doesnt exist only in that function, which is what I didnt realize a couple days ago, which is why it was better to start from simple to harder. and I figured this out ALL BY MYSELF, NO AI, JUST PURE LOGIC now for small straight, it was a bit more complicated, cus its only 4 in a row, so there can be duplicates, so theres 4 situtaions in which it can work. I got the first 2 light work, then I realized later I needed the other 2. Now here is where AI got involved, cus Im thinking if I do if (situation1) else if (situation 2) else if (situation 3 ) else if (situation 4) else and repeat the same instructions 4 times, if it can be condensed, and then Gemini told me about if ((situation 1) || (situation2) || (situation3) || (situation4)) and then only one set of instructions. Nice to know that. Happy with my progress here.
Almost Done (for the basic version) So I added the things for 3 of a kind, 4 of a kind, and Full house, which is all of them!!! I did a quick optimization because for chance, 3 of a kind, and 4 of a kind, the score is all the dice added. So I did a quick adding function, but then for some reason it wouldn’t work, even though the variable was global, but apparantly i needed to store it, even though I thought I did, so the fix was score = adding() But thats kinda it, everything can get scored now, so I need to make sure it can all get added up to the Lower score, then the grand total, make sure new game works, and I’ll touch up the intro, make it better.
Getting there. So I added the grand total mechanism, then also decided to pop up a window with you’re score and how good of a score that is. And then theres some bugs I encountered, so some general fixes and making sure everything works smoothly. I’m gonna work on new game now, and then the intro
Worked on the New Game button. Just a monolith of a hundred different verifiers getting reset to false, and a bunch of .innerhtml = "" Also, fun quirk in my code I figured when I tried to copy all the verifiers. My OneChecker variable was actually OneChekcer, so the ck was a kc, so when I try to copy paste and all of the other checkers arent recognized, I quickly figured it out.
Ok, so now I am done with the basic version, everything should work, touched up the intro stuff, and added one page for how to play and rules, and another for scoring. I also topped up an issue I just had with myself that you can open multiple tabs like how to play and New game that overlay each other, so I made sure that doesnt happen. Also when touching up the intro, I wanted Next page and Close next to each other, but then they didnt have any bottom margin, so I used bottom: 16px that applied only to the visible box and not the whole scrollable thing, so then I had to create a div with display: flex, and do it there, which worked out, but still annoying nonetheless when im just about done. I’ll add a version where you can do 2 player, and then I’ll ship!
Ughhh, this is more complicated than I thought. So initially my codespace was buggin out cus stuff wouldnt load, took me some time to make the second chart for scoring, and positioning the circles and Multi/Single player circles to show modes. And now Ive though of how much of a headache this is gonna be to make. But we’ll persevere
So I added started Scoring if there is a 2 player. I spent some time trying to find out the best way to tackle it while adding the least amount as possible, and I believe I did. while It will be a while before I bug test the whole thing, theres 2 situations in which you score the first column, so thats an if ((situation1)||(situation2)){scoring1} and then an else{scoring2} for the second column, so I think it works out nice. So i think it should become easier for the rest. Also a snippet of code if you’re interested
So some more scoring for the 2s through 6s in multiplayer. Pretty straightforward I though, until during recording I encountered some bugs that I have no clue whats up with that, but Im not touching them today. dont have the energy for that.
I am going to start bashing my head in the wall cus I have an UNBELIEVABLE AMOUNT OF BUGS So I finished the scoring for the lower section in multiplayer, which is fine, and compiled lower score but now the bugs start: Grand Total won’t show - I spent like 20 minutes figuring out why because variable names matched in both html and js, but then I look a little bit more closely and then instead of GrandTotalScore2 = document.querySelector("#GrandTotalScore2) its GrandTotalScore = document.querySelector("#GrandScore2) Im going to tweak. Sometimes if you record a zero for player 1, it also feels the need to give a 0 to player 2. This is because of too many event listeners nesting, and they never really go away (a previous issue that was fixed with a current checker) so a quick solution for that, or so I thought, it is not the case right now, because I added an if statement that actually means nothing, because If you decline a 0, and then score a 0 for the other players, both columns get a 0. because of… 🥁 I nested the event listeners too much!! and I am NOT rewriting all the code because thats too much and im in too deep. So I think I now the solution right now, because it resets the dice count each time, so I just need to make sure if the dice is reset you cant do it again, but I’m too tired for that. The video below shows the 2nd/3rd bugin effect, and Im not filming something new cus im too tired. The second video shows the 1st bug. Enjoy, sorry for the long devlog but I barely kept sticky streak past couple days so basically no time to devlog.
NO BUGGSS!!! So I spent a grueling amount of time testing and fixing, but the bug fix was like I expected. I know that once a 0 is recorded, it resets the rollcounter to 0, so I made sure you can only add a 0 if rollcounter is greater than 0. That way, the event listerns can run multiple times, but only the first one can do something. After that, I spent a loooong time in testing And I just caught some 3 errors in my code that wasnt too bad. Then I spent some more time testing, the first time where Player 2 tests the upper section on how it handles 0s while Player 2 tests Lower section, and the second game was vice versa, Player 2 test upper section while Player 1 tests lower section. All in all, happy with my work. Tomorrow I make sure it resets everything when you switch between modes, and Monday/Tuesday can be ReadMe, so I can ship and finish Sticky Streak!!!
WOHOO WE DONEE!!! I made sure that if you switch between modes it resets everything. Had some issues because I stored the 2nd players scores in something that was also an html element, so it didnt work out originally, but a quick fix in adding variables to store score and changing scoring mechanisms was quick and efficient. Then a copius amount of testing to see for bugs. You’ll see one in the video below where it displays who won twice, but thats my fault cus in my code it waits three seconds before running, so if player 2 finishes within 3 seconds of player 1, itll run twice, so quick fix there. Then more testing and I havent encountered bugs in a while so I’m calling it a wrap! Tomorrow and Tuesday is ReadMe work, and Tuesday we shipping.
ReadME!!!
First ship got rejected because it wasnt universally sized, Every position was in pixels, so I converted them all to % or vh or vw. This took 2 hours. I was also doing find and replace all. I’m going to tweak. Now the display looks worse, but at this point im too exausted to care and am not altering anymore cus its going to still look weird of different resolutions. I’ll make peace with it. Sympathize with me yall.
Ships:
Back in Flavourtown, I created Yahtzee in the terminal using python. ( https://github.com/checkmateman57/Yahtzee ) That was a learning experience, with some shaky code, and a lot of feedback to create a UI. So, I followed suit and created a web game of Yahtzee using HTML, CSS, and JAVA. Do I really know those language either? Not really, but gotta keep on learning. I knew it somewhat following the WebOS tutorial, and I didn’t want to use a game engine cus I ain’t learning allat right now. But I got to say, while it was a long ride, it was a really fun one when everything worked according to plan. So while it’s ok to be not happy when there’s a bug, just know that there’s always joy at the end when you resolve it. And now I am at the end of my stardance journey. I have enough hours for my certificate, I completed my sticky streak today, and I am ready to get my prizes. Thanks to those following along my journey, thank you Hack Club for this flagship event, and I’ll now be doing Phantom for my next event. Peace Out...
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