|
70270
|
Auth75(Lumethras) by @Leon | Stardance
|
Leon
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T05:17:58Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "BUILDING LUMETHRAS AUTH75 with @Lumethra ofc as descibed in the one and only devlog, we are building Lumethras, never built before, auth75 keyboard, a beautifully designed keyboard 75% keyboard that helps you authenticate in any os with the framework fingerprint sensor (yeeeeee) ( https://lapse.hackclub.com/timelapse/QvyXF2dPZufu ) here the lapse link of us building that entire thing!!!", "repo": "https://github.com/Lumethra/Auth75", "demo": ""}]...
|
[{"post_id": 80561, "ts": "202 [{"post_id": 80561, "ts": "2026-10-18T05:11:18Z", "hours": 5.5111, "text": "OLD PROJECT (not mine) BUT BUILDING IT!!!! quick disclaimer: this is my friends maximilians @Lumethra ’s project that he designed and we are now building together; We are building 2 pieces of it, one for him and one for a friend! AHHHHHHH (the first soldering) this was basically a teamwork between us two, him prepering, me putting the hotswapsockets in, him sanaty checking my work (image 4). This was a slight pain, but really doable (ignoring the fact he missed a ground connection in the pcb we had to wire manually) less AHHH (for me) maxi was doing some fixing/installing of the firmware he coded for the thing we just soldered together, he also put in the keycaps. He himself said that the firmware is very buggy but works, even the auth with the framework fingerprint sensor he planed for this project; one quote: never change a running system AHHHH (for me) while he was doing that (after like 20 min) i thought id optimise our workflow by heading downstairs and soldering the second of 2 keyboards. I was down there for 1h30min alone, with my headphones, they screamed a mix of katy perry, radiohead, linkin park and german rap into my ears, letting me completely focus on soldering (the first image shows me in the basement after like 70 min) the only big mistake while being so focused (frfr) i soldered the hotswapsocket for the backspace key in the wrong way, without noticing this became later called the ### forwoardtime ### (which later let us to resolder that piece while being only held alive by 2 energy drinks and no sleep at all making it a backspace again (yeee). the last thing left was testing both keyboards (ofc without keycaps bc why would we) (thats image 2) and everything worked out fine after the backspace was fixed. So we can finally say that Maxi and a friend of ours ( @Chroma ) have a custom keyboard designed by maxi (and the case by chroma) and built by sleepdeprived us. yeeeeeeeee"}]...
|
Title: Auth75(Lumethras) by @Leon | Stardance
Dev Title: Auth75(Lumethras) by @Leon | Stardance
Devlogs:
OLD PROJECT (not mine) BUT BUILDING IT!!!! quick disclaimer: this is my friends maximilians @Lumethra ’s project that he designed and we are now building together; We are building 2 pieces of it, one for him and one for a friend! AHHHHHHH (the first soldering) this was basically a teamwork between us two, him prepering, me putting the hotswapsockets in, him sanaty checking my work (image 4). This was a slight pain, but really doable (ignoring the fact he missed a ground connection in the pcb we had to wire manually) less AHHH (for me) maxi was doing some fixing/installing of the firmware he coded for the thing we just soldered together, he also put in the keycaps. He himself said that the firmware is very buggy but works, even the auth with the framework fingerprint sensor he planed for this project; one quote: never change a running system AHHHH (for me) while he was doing that (after like 20 min) i thought id optimise our workflow by heading downstairs and soldering the second of 2 keyboards. I was down there for 1h30min alone, with my headphones, they screamed a mix of katy perry, radiohead, linkin park and german rap into my ears, letting me completely focus on soldering (the first image shows me in the basement after like 70 min) the only big mistake while being so focused (frfr) i soldered the hotswapsocket for the backspace key in the wrong way, without noticing this became later called the ### forwoardtime ### (which later let us to resolder that piece while being only held alive by 2 energy drinks and no sleep at all making it a backspace again (yeee). the last thing left was testing both keyboards (ofc without keycaps bc why would we) (thats image 2) and everything worked out fine after the backspace was fixed. So we can finally say that Maxi and a friend of ours ( @Chroma ) have a custom keyboard designed by maxi (and the case by chroma) and built by sleepdeprived us. yeeeeeeeee
Ships:
BUILDING LUMETHRAS AUTH75 with @Lumethra ofc as descibed in the one and only devlog, we are building Lumethras, never built before, auth75 keyboard, a beautifully designed keyboard 75% keyboard that helps you authenticate in any os with the framework fingerprint sensor (yeeeeee) ( https://lapse.hackclub.com/timelapse/QvyXF2dPZufu ) here the lapse link of us building that entire thing!!!...
|
1793224339.0299675
|
1793310739.0299675
|
|
65561
|
MY FIRST WEBSITE by @Dhanush_Mundra | Stardance
|
Dhanush_Mundra
|
2
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T05:09:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So this is a my personal website in which I told about myself. I have 3 section. About me, my hobbies and my dislikes and the silly stuff i do and the projects i made. S, please visit the website and give an honest rating. Below is the screenshot of my next project", "repo": "https://github.com/mundradhanush-lgtm/MY-PERSONAL-WEBSITE", "demo": "https://mundradhanush-lgtm.github.io/MY-PERSONAL-WEBSITE/"}, {"ship_num": 2, "ts": "2026-09-26T06:19:04Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally, I have created a website all by myself limiting the use of AI. This was so fun to build this website. This could be the best project for me as I am a person who loves to talk about himself and when I looked at the project I was like OH WOW I JUST FOUND A PROJECTS WHICH SHOULD AND MEANT TO BE MAD BY ME! This was such a great experience. This was also my first time using HTML and CSS together and building and deploying a website. I just want to say this was the best experience.", "repo": "https://github.com/mundradhanush-lgtm/MY-PERSONAL-WEBSITE", "demo": "https://mundradhanush-lgtm.github.io/MY-PERSONAL-WEBSITE/"}]...
|
[{"post_id": 80559, "ts": "202 [{"post_id": 80559, "ts": "2026-10-18T05:07:51Z", "hours": 0.3217, "text": "thank you so much for the stardust and the 11 dollar grant!! Below is the screen shot of my next project"}, {"post_id": 73848, "ts": "2026-09-26T05:07:28Z", "hours": 0.4517, "text": "ok so, I have completed the third page of my website and with this I have completed the website. It was an easy but an interesting thing. It took me 2 days to complete it but it was very very fun to do this and to tell about me."}, {"post_id": 73716, "ts": "2026-09-25T19:31:07Z", "hours": 0.9997, "text": "ok so I ae now created the second page of my website which is about my projects. In that page I have told about the projects that I have made and the projects that I am working on. The third and the last page would be about the silly things I do when I am bored."}, {"post_id": 73562, "ts": "2026-09-25T12:17:13Z", "hours": 2.1006, "text": "So I have created my first page of personal website(excluding the images as i would add them at the last). In the first page I have added the sections of my favourites and non-favourites and also the navigation bar. I have introduced myself also in that page. ow my next page would be of my projects and the third one would be of the silly stuff i do. So, meet you in the next devlog."}]...
|
Title: MY FIRST WEBSITE by @Dhanush_Mundra | Stard Title: MY FIRST WEBSITE by @Dhanush_Mundra | Stardance
Devlogs:
So I have created my first page of personal website(excluding the images as i would add them at the last). In the first page I have added the sections of my favourites and non-favourites and also the navigation bar. I have introduced myself also in that page. ow my next page would be of my projects and the third one would be of the silly stuff i do. So, meet you in the next devlog.
ok so I ae now created the second page of my website which is about my projects. In that page I have told about the projects that I have made and the projects that I am working on. The third and the last page would be about the silly things I do when I am bored.
ok so, I have completed the third page of my website and with this I have completed the website. It was an easy but an interesting thing. It took me 2 days to complete it but it was very very fun to do this and to tell about me.
thank you so much for the stardust and the 11 dollar grant!! Below is the screen shot of my next project
Ships:
Finally, I have created a website all by myself limiting the use of AI. This was so fun to build this website. This could be the best project for me as I am a person who loves to talk about himself and when I looked at the project I was like OH WOW I JUST FOUND A PROJECTS WHICH SHOULD AND MEANT TO BE MAD BY ME! This was such a great experience. This was also my first time using HTML and CSS together and building and deploying a website. I just want to say this was the best experience.
So this is a my personal website in which I told about myself. I have 3 section. About me, my hobbies and my dislikes and the silly stuff i do and the projects i made. S, please visit the website and give an honest rating. Below is the screenshot of my next project...
|
1793213786.1733537
|
1793300186.1733537
|
|
42167
|
CAFE SHIFT by @Lalith | Stardance
|
Lalith
|
1
|
47.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T10:36:55Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a 3D website on my hackathon project", "repo": "https://github.com/Hustlenix/cafe-shift-rush-hour", "demo": "https://cafe-shift-rush-hour.vercel.app/"}]...
|
[{"post_id": 80557, "ts": "202 [{"post_id": 80557, "ts": "2026-10-18T04:43:44Z", "hours": 5.0358, "text": "DEVLOG 1: Plan: What I am planning to do is an pixl kinda game which has jessica in it, and an ai chatbot of jessica at the corener of the game, and when you order the food, you can interact with jessica too."}, {"post_id": 69599, "ts": "2026-09-17T11:59:28Z", "hours": 14.8758, "text": "As i felt that my every project and stuff is getting regected, so i deleted everything and started it from first and i think it is a good start. Stay tuned gng"}, {"post_id": 42602, "ts": "2026-08-07T12:49:41Z", "hours": 1.175, "text": "This was juat a simple website trial thing in start, but now it is my whole life style. I spent my last hour trying to figure where to add the 3d robot and idk how to use it and make it work it is just randomly moving and getting worse, and i thought that AI project cycle is so hard to build and integrate it to my website so i’ve programmed a AI assistance thingy how is it?🤣😭"}, {"post_id": 42338, "ts": "2026-08-07T00:39:23Z", "hours": 0.8786, "text": "Simulating the physical robot before we build it! We’re building a physical ocean-cleaning robot for a hackathon, but testing hardware mechanics in real water takes time. So I decided to build a full 3D WebGL simulator right in the browserand make it as a website!Added ocean floor debris (“crap”) and configured the robot entity to simulate autonomous cleanup routes.Programmed custom lighting and exponential underwater fog (THREE.FogExp2) to mimic deep water light decay.Tweaked the rendering loop to run smoothly at 60 FPS without dropping frames. Just tryna add an interactive HUD and keyboard controls so users can pilot the guardian themselves. Try it out in: hustlenix.github.io/aquaguardian! Huge shoutout to https://poly.pizza/m/QCm7qe9uNJ as thats where i got the robo, if not i wouldn’t come this far unto building a 3d robo."}, {"post_id": 42313, "ts": "2026-08-06T23:42:59Z", "hours": 0.9228, "text": "I just changed the background and to stimulate our real hardware project I have added some crap to clean up, and also a robot to clean up the crap"}, {"post_id": 41987, "ts": "2026-08-06T15:05:23Z", "hours": 0.7097, "text": "Tried something new, Today i tried to add some new 3D objects to make it evn cooler, changed the background for oceanic blue, and programmed a robot that is tryna simulate our robot that we are gonna build"}, {"post_id": 41931, "ts": "2026-08-06T13:36:58Z", "hours": 2.2569, "text": "Just a normal day continuously verifing changes that don’t break the project😅😭."}, {"post_id": 41684, "ts": "2026-08-06T01:51:53Z", "hours": 1.6992, "text": "hour 2 of “i have no plan i just opened the laptop” 💻no new feature, no bug to fix, just poking at AquaGuardian because i missed it lol. tweaked some lighting, stared at the robot for a solid 10 min like it owes me money, probably broke something i won’t notice till 2am. that’s the whole update. sometimes you code for a reason, sometimes you just code hustlenix.github.io/aquaguardian 🤖"}, {"post_id": 41425, "ts": "2026-08-05T16:52:57Z", "hours": 1.2886, "text": "I built an entire OCEAN inside your browser, scroll down and you’re literally diving — deeper water, real fish, glowing coral, and our lil guardian robot cleaning trash off the seafloor 🤣. no video, no images, just live 3D running at 60fps. took 1 month, 42 commits, and my whole sleep schedule. hustlenix.github.io/aquaguardian and here is a random AI image on it on how we are assuming it should work and look like."}, {"post_id": 41316, "ts": "2026-08-05T13:43:05Z", "hours": 0.4456, "text": "Wake, Eat, Code, Sleep, Repeat…………………………….."}, {"post_id": 39431, "ts": "2026-08-02T11:55:35Z", "hours": 0.5833, "text": "Our goals for cleaning the oceans"}, {"post_id": 38997, "ts": "2026-08-01T17:03:33Z", "hours": 1.0408, "text": "Finally"}, {"post_id": 38707, "ts": "2026-08-01T07:44:56Z", "hours": 0.7222, "text": "Finally cooked up a W Read Me file"}, {"post_id": 38692, "ts": "2026-08-01T06:31:56Z", "hours": 1.1536, "text": "Finally finished it, ig……………………………….."}, {"post_id": 38630, "ts": "2026-08-01T03:51:10Z", "hours": 0.4208, "text": "When the code is not coding😭😭💔"}, {"post_id": 38436, "ts": "2026-07-31T19:55:18Z", "hours": 1.4039, "text": "Finally added a Read me file"}, {"post_id": 37962, "ts": "2026-07-31T01:02:05Z", "hours": 12.7486, "text": "Just trying new things……………………."}]...
|
Title: CAFE SHIFT by @Lalith | Stardance
Devlogs: Title: CAFE SHIFT by @Lalith | Stardance
Devlogs:
Just trying new things…………………….
Finally added a Read me file
When the code is not coding😭😭💔
Finally finished it, ig………………………………..
Finally cooked up a W Read Me file
Finally
Our goals for cleaning the oceans
Wake, Eat, Code, Sleep, Repeat……………………………..
I built an entire OCEAN inside your browser, scroll down and you’re literally diving — deeper water, real fish, glowing coral, and our lil guardian robot cleaning trash off the seafloor 🤣. no video, no images, just live 3D running at 60fps. took 1 month, 42 commits, and my whole sleep schedule. hustlenix.github.io/aquaguardian and here is a random AI image on it on how we are assuming it should work and look like.
hour 2 of “i have no plan i just opened the laptop” 💻no new feature, no bug to fix, just poking at AquaGuardian because i missed it lol. tweaked some lighting, stared at the robot for a solid 10 min like it owes me money, probably broke something i won’t notice till 2am. that’s the whole update. sometimes you code for a reason, sometimes you just code hustlenix.github.io/aquaguardian 🤖
Just a normal day continuously verifing changes that don’t break the project😅😭.
Tried something new, Today i tried to add some new 3D objects to make it evn cooler, changed the background for oceanic blue, and programmed a robot that is tryna simulate our robot that we are gonna build
I just changed the background and to stimulate our real hardware project I have added some crap to clean up, and also a robot to clean up the crap
Simulating the physical robot before we build it! We’re building a physical ocean-cleaning robot for a hackathon, but testing hardware mechanics in real water takes time. So I decided to build a full 3D WebGL simulator right in the browserand make it as a website!Added ocean floor debris (“crap”) and configured the robot entity to simulate autonomous cleanup routes.Programmed custom lighting and exponential underwater fog (THREE.FogExp2) to mimic deep water light decay.Tweaked the rendering loop to run smoothly at 60 FPS without dropping frames. Just tryna add an interactive HUD and keyboard controls so users can pilot the guardian themselves. Try it out in: hustlenix.github.io/aquaguardian! Huge shoutout to https://poly.pizza/m/QCm7qe9uNJ as thats where i got the robo, if not i wouldn’t come this far unto building a 3d robo.
This was juat a simple website trial thing in start, but now it is my whole life style. I spent my last hour trying to figure where to add the 3d robot and idk how to use it and make it work it is just randomly moving and getting worse, and i thought that AI project cycle is so hard to build and integrate it to my website so i’ve programmed a AI assistance thingy how is it?🤣😭
As i felt that my every project and stuff is getting regected, so i deleted everything and started it from first and i think it is a good start. Stay tuned gng
DEVLOG 1: Plan: What I am planning to do is an pixl kinda game which has jessica in it, and an ai chatbot of jessica at the corener of the game, and when you order the food, you can interact with jessica too.
Ships:
This is a 3D website on my hackathon project...
|
1793108904.8079953
|
1793195304.8079953
|
|
66985
|
Jarvis by @Midhunesh | Stardance
|
Midhunesh
|
0
|
1.22
|
0
|
[]
|
[{"post_id": 80556, "ts": "202 [{"post_id": 80556, "ts": "2026-10-18T04:37:40Z", "hours": 0.6108, "text": "Devlog Number 2: I am doing this slack bot project after a long time. I don’t know where I left and now I am figuring it out one by one. It will take some time and I am waiting to complete this project to ship."}, {"post_id": 76634, "ts": "2026-10-04T06:59:59Z", "hours": 0.6078, "text": "Devlog Number 1: It is my first Devlog for my slack bot project. I am setting up the terminals and all as per the guide. It is very complicated and still I am working on it!"}]...
|
Title: Jarvis by @Midhunesh | Stardance
Devlogs:
Title: Jarvis by @Midhunesh | Stardance
Devlogs:
Devlog Number 1: It is my first Devlog for my slack bot project. I am setting up the terminals and all as per the guide. It is very complicated and still I am working on it!
Devlog Number 2: I am doing this slack bot project after a long time. I don’t know where I left and now I am figuring it out one by one. It will take some time and I am waiting to complete this project to ship....
|
1793105506.0156364
|
1793710306.0156364
|
|
70267
|
Scrabbly by @Hsoj | Stardance
|
Hsoj
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T04:53:47Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Shipping Scrabbly What I built Scrabbly is a command-line Scrabble trainer, and as of today it’s on npm. You install it with one command and get seven working commands: score, validate, train, find, master-word, help and credits. It checks words against Collins Scrabble Words 2019 (about 279,000 words), drills 2- and 3-letter words by starting letter, finds every word hiding in a rack of tiles (blanks included), and has a game where you draw 7 tiles from a real 100-tile bag and get three guesses at the highest-scoring word. What was challenging Making it work on someone else’s machine. Everything ran fine from my project folder, but a published package only includes what you tell npm to include. My first test install crashed on validate because words.txt hadn’t made it into the package at the time. Blank tiles. A ? in the terminal is a wildcard to the shell, so it needs quotes: scrabbly find “ret?ins”. Scoring blanks was also easy to get wrong. A blank has to be spent only after your real tiles, or it quietly scores as the letter it replaces. Flags. My plan had find -start qu, but Commander reads a single dash with a full word as five one-letter flags. It became –start, with -s as a short form. What I am proud of The way the code is split. The functions that work things out (scoreWord, findWords, isValidWord) never print anything. That’s why the Master Word game came together quickly: it calls the same findWords that powers find to work out each round’s answer, so the game has no separate answer key to get wrong. Errors. Every mistake you can make, from a missing word to an unknown flag, gets the same styled message that says what went wrong and how to type it correctly. The look. Tile yellow, tan and wood brown, an animated title, ★ on the best word in each group, and tiles drawn with their points as subscripts (Q₁₀). That it exists. I started this because I wanted to learn two-letter words, and I now use it for that. How to test Scrabbly npm install -g scrabbly scrabbly You should see an animated title and a menu of commands. Try them out. To try the two interactive modes: scrabbly train: choose 2-letter words, pick a letter yourself, and enter I. Type if id in it is, press Enter, then press Enter again on an empty line. It should tell you that you forgot IO. Add io and try again to see the perfect-score screen. Then try random mode and make a mistake on purpose. scrabbly master-word: guess something short and weak first and see it say your word is valid but not the master word. Then try a fake word like asdf, which shouldn’t cost you a guess. Press Ctrl+C at any prompt to leave politely. To run it from source instead, see the “How to run it locally” section in the README.", "repo": "https://github.com/Hsoj-dev/scrabbly", "demo": "https://www.npmjs.com/package/scrabbly"}]...
|
[{"post_id": 80555, "ts": "202 [{"post_id": 80555, "ts": "2026-10-18T04:36:09Z", "hours": 3.3706, "text": "Scrabbly Devlog What I built Scrabbly is a command-line app for practicing Scrabble. It scores words, checks them against Collins Scrabble Words 2019 (about 279,000 words), and drills 2- and 3-letter words by starting letter. It can find every word hiding in a rack of tiles, blanks included, and it has a game where you draw 7 tiles from a real 100-tile bag and get three guesses at the highest-scoring word. I started it because I wanted to learn the two-letter words without flashcards. What I learned during this project I can just use a Set to validate words. I thought I had to make an algorithm which I now realized was dumb. Keep functions that compute separate from functions that print. findWords was written for find, and the Master Word game reused it unchanged to work out each round’s answer. Anything that waits for the user (menus, typed answers) has to be async. Something that surprised me I wrote the full dictionary to load lazily because I assumed 279,000 words would be slow. I finally timed it: a fraction of a second. The part that felt slow was my own title animation, which sits on screen for 2.5 seconds on purpose. I kept the lazy loading, but I’ll measure first next time. Coming soon scrabbly info: rules, history, tips and tricks, letter points, word lists scrabbly define [word]: look up what a word means scrabbly favorite [word]: save words you want to remember"}]...
|
Title: Scrabbly by @Hsoj | Stardance
Devlogs:
Scr Title: Scrabbly by @Hsoj | Stardance
Devlogs:
Scrabbly Devlog What I built Scrabbly is a command-line app for practicing Scrabble. It scores words, checks them against Collins Scrabble Words 2019 (about 279,000 words), and drills 2- and 3-letter words by starting letter. It can find every word hiding in a rack of tiles, blanks included, and it has a game where you draw 7 tiles from a real 100-tile bag and get three guesses at the highest-scoring word. I started it because I wanted to learn the two-letter words without flashcards. What I learned during this project I can just use a Set to validate words. I thought I had to make an algorithm which I now realized was dumb. Keep functions that compute separate from functions that print. findWords was written for find, and the Master Word game reused it unchanged to work out each round’s answer. Anything that waits for the user (menus, typed answers) has to be async. Something that surprised me I wrote the full dictionary to load lazily because I assumed 279,000 words would be slow. I finally timed it: a fraction of a second. The part that felt slow was my own title animation, which sits on screen for 2.5 seconds on purpose. I kept the lazy loading, but I’ll measure first next time. Coming soon scrabbly info: rules, history, tips and tricks, letter points, word lists scrabbly define [word]: look up what a word means scrabbly favorite [word]: save words you want to remember
Ships:
Shipping Scrabbly What I built Scrabbly is a command-line Scrabble trainer, and as of today it’s on npm. You install it with one command and get seven working commands: score, validate, train, find, master-word, help and credits. It checks words against Collins Scrabble Words 2019 (about 279,000 words), drills 2- and 3-letter words by starting letter, finds every word hiding in a rack of tiles (blanks included), and has a game where you draw 7 tiles from a real 100-tile bag and get three guesses at the highest-scoring word. What was challenging Making it work on someone else’s machine. Everything ran fine from my project folder, but a published package only includes what you tell npm to include. My first test install crashed on validate because words.txt hadn’t made it into the package at the time. Blank tiles. A ? in the terminal is a wildcard to the shell, so it needs quotes: scrabbly find “ret?ins”. Scoring blanks was also easy to get wrong. A blank has to be spent only after your real tiles, or it quietly scores as the letter it replaces. Flags. My plan had find -start qu, but Commander reads a single dash with a full word as five one-letter flags. It became –start, with -s as a short form. What I am proud of The way the code is split. The functions that work things out (scoreWord, findWords, isValidWord) never print anything. That’s why the Master Word game came together quickly: it calls the same findWords that powers find to work out each round’s answer, so the game has no separate answer key to get wrong. Errors. Every mistake you can make, from a missing word to an unknown flag, gets the same styled message that says what went wrong and how to type it correctly. The look. Tile yellow, tan and wood brown, an animated title, ★ on the best word in each group, and tiles drawn with their points as subscripts (Q₁₀). That it exists. I started this because I wanted to learn two-letter words, and I now use it for that. How to test Scrabbly npm install -g scrabbly scrabbly You should see an animated title and a menu of commands. Try them out. To try the two interactive modes: scrabbly train: choose 2-letter words, pick a letter yourself, and enter I. Type if id in it is, press Enter, then press Enter again on an empty line. It should tell you that you forgot IO. Add io and try again to see the perfect-score screen. Then try random mode and make a mistake on purpose. scrabbly master-word: guess something short and weak first and see it say your word is valid but not the master word. Then try a fake word like asdf, which shouldn’t cost you a guess. Press Ctrl+C at any prompt to leave politely. To run it from source instead, see the “How to run it locally” section in the README....
|
1793213723.1844482
|
1793300123.1844482
|
|
41302
|
Raycaster Sandbox by @indcader | Stardance
|
indcader
|
0
|
36.79
|
0
|
[]
|
[{"post_id": 80548, "ts": "202 [{"post_id": 80548, "ts": "2026-10-18T04:09:36Z", "hours": 2.5531, "text": "I added item pickups and enemy health to the game. In order to do this I had to separate entities into two classes: items and enemies. Of course, doing this led to weird and bizarre errors which eventually was revealed to be caused by simple index errors. I also implemented “animations” if you can even call them animations (its just a flashing sprite). I’m not too happy with the system behind them and the code that makes it work is messy. However, it works and that makes me happy :D With all of these changes, now anyone can fulfill their greatest fantasy: walking through a boring “maze” while terrorizing random innocent bystanders with totally real guns that aren’t toys trust"}, {"post_id": 80079, "ts": "2026-10-16T05:30:17Z", "hours": 3.52, "text": "I added directional sprites to the game along with a first person gun that the player can use to kill enemies. I also added a bunch of background features like in the hud I added a line for every entity dot that depicts its direction. I also fixed a bug where the player would get stuck inside of walls by passing by the wall. I fixed this by calculating the actual change in a certain axis needed to correct the player’s position. Other bugs were also (not sadly) squashed. Next, I will add pickups like guns and ammo, a player inventory, basic enemy logic, menus, etc. I hope to get this project released before school comes along to drain me of all my energy."}, {"post_id": 79700, "ts": "2026-10-15T03:36:46Z", "hours": 2.2486, "text": "Game Additions I optimized the entities and fixed some bugs that arose when the scale factor went to absurd digits due to the player getting too close to a wall. I also made it so that the mouse is used to rotate the player viewing angle. Finally, I added some castle themed textures inspired by Wolfenstein to the game. I doubt I’m going to use them for the game but I guess they are there if I need it lol Next Features Entity classes like items, weapons, and enemies along with a inventory to pick up certain items Player UI like a health bar, weapon, etc I’m also going to add enemy logic and menus I had a lot of fun implementing these features this time around and I think that the UI side of thing will be especially fun. I hope to release a playable Wolfenstein-like shooter soon."}, {"post_id": 79470, "ts": "2026-10-14T05:20:16Z", "hours": 2.4381, "text": "I implemented entities in the game! They’re kinda jank though and there are a lot of bugs which I have to fix. I mainly relied on Lodev’s tutorial and formulas for implementing entities. I still don’t 100% understand it but I am being to grasp it somewhat. I hope to do mostly polish and fixing various bugs. Namely the bug where the entities for some reason disappear when the player rotates."}, {"post_id": 79244, "ts": "2026-10-13T05:49:59Z", "hours": 4.2919, "text": "I changed the code so that each wall can have four individual wall textures and the image below demonstrates this! I decided to make some huts for it and I think it turned out great! In my last devlog I said that I was going to implement entities next. However, that turned out to be super hard and it drained all of my motivation so I decided to implement this in the meanwhile. I hope this explains why I have like 4 hours of coding in but nothing to show for it lol. I tried to use a bunch of resources for implementing entities but they’ve all been confusing and I really don’t wanna just copy code so if anyone has any advice on this it would be much appeciated. Anyways, I’m probably going to clean up the code and have another crack at making entities. I also kinda want thin walls as a option also soon."}, {"post_id": 78479, "ts": "2026-10-10T22:22:31Z", "hours": 5.1672, "text": "Hello again! Its fall break for me so I can now lock in on this project!!! YAYAY! In my last devlog I thought that september was the deadline for stardance but I was kinda wrong lol. Anyways in the project I replaced my angle calculations with vector math which fixed the warping I was experiencing along the edges. This was possible with Lodev’s tutorial which is an amazing graphics guide. I also added a small shadow along the north and south side of the walls. I hope that I can release a working project by the end of the fall break. Next feature will hopefully be entities."}, {"post_id": 71507, "ts": "2026-09-20T23:23:59Z", "hours": 0.5269, "text": "I can’t believe that the hack club is almost over! I kinda realized that I would not be able to ship this project within the end date of September 30th especially since I got a bunch of schoolwork. It has been an amazing experience being able to participate in this Hackathon! I had so much fun and it was very cool to actually use the Python skills I developed last year. I’ll still be intermittently working on these projects and updating them. Thank you guys so much for actually seeing my projects!!!! BYEEEEEE :3333"}, {"post_id": 70406, "ts": "2026-09-19T03:45:56Z", "hours": 1.0897, "text": "I was trying to figure out hot to draw floors and I was just testing drawing a bunch of 4x4 pixels on the lower half of the screen before grabbing the pixel texture with the converted 2d position. But apparently it turns out that drawing over 20,000 pixels over and over every frame is detrimental to performance (who knew!) I gotta figure out how DOOM does it before I implement it lol. Nothing new other than that though. (except for importing the all-important anti-gravity ofc)"}, {"post_id": 67816, "ts": "2026-09-14T02:17:43Z", "hours": 1.0425, "text": "I figured out collision! There is probably a better way to do it but it allows for wall sliding which the other system didn’t allow. Now you can stick your face into a wall and slide off of it! It works by checking adjacent tiles and comparing that to the player’s position in the tile. Technically in the system the player isn’t moved to exactly the wall’s plane but instead a little back but this was put in to avoid scaling errors with the wall textures. I gotta think about what I want this project to really become though. I want room over room and probably the walls to be thin slices rather than huge blocks. But I gotta figure out what I want first."}, {"post_id": 67751, "ts": "2026-09-14T00:01:36Z", "hours": 3.4878, "text": "I fixed up the texture system a bit and added some new textures! The textures still look weird at a distance but I’ll deal with that later. I’m working on collision right now. Also! New Backroom texture drop!!!!"}, {"post_id": 60016, "ts": "2026-09-02T03:32:57Z", "hours": 2.2792, "text": "I added textures to the walls! They’re kind of broken however. This is because the code that grabs the texture position is kinda jank. The screenshot below shows the textures I’ve added. I also changed the sky and floor back to solid colors since it looks happy now :D"}, {"post_id": 53409, "ts": "2026-08-23T23:00:58Z", "hours": 6.5378, "text": "Hello! Its been awhile since I’ve posted. School just started up and it took a lot of time out of my schedule. Anyways, I’ve implemented the DDA algorithm into the raycaster. It was very hard and it took a bunch of resources/tutorials before I understood the underlying logic. But it was worth it because it makes the walls look 100 times better while also making the game way faster. I also got rid of collision for now because how it used to work was kind dumb since it didn’t allow the user to “slide” off the wall if going in a diagonal direction. So I’ll come back to that soon. Anyways, I hope to also soon add textures to the walls, floors, and celling. I also hope to add a infinite world and a save/load system. NPCs will also come too."}, {"post_id": 37292, "ts": "2026-07-29T21:58:18Z", "hours": 0.8103, "text": "I added the ability to walk sideways and added some essential features like not being able to walk off the map. I also cleaned up the code. I wanted to put the image below just to show the repercussions of not using DDA in a raycaster. It looks all jagged because my rays are moving at fixed intervals instead of moving from grid space to grid space. This causes the ray to detect walls irregularly. To fix this, you would need your ray steps to be incredibly small (very laggy) or implement DDA. The next devlog should be me implementing it hopefully!"}, {"post_id": 36792, "ts": "2026-07-29T02:17:37Z", "hours": 0.7925, "text": "I’m making a raycaster and so far I’ve got the essentials down. I added a editable map, a raycaster, and basic collision. I have not implemented the DDA algorithm yet because I don’t totally understand it but once I do I will implement it. Will also add a bigger map; textured walls, ceilings, and floors; npcs; objects; and other cool things. Right now I decided to make it look like the Backrooms for fun. I’m thinking this game could take place in a city."}]...
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Title: Raycaster Sandbox by @indcader | Stardance
Title: Raycaster Sandbox by @indcader | Stardance
Devlogs:
I’m making a raycaster and so far I’ve got the essentials down. I added a editable map, a raycaster, and basic collision. I have not implemented the DDA algorithm yet because I don’t totally understand it but once I do I will implement it. Will also add a bigger map; textured walls, ceilings, and floors; npcs; objects; and other cool things. Right now I decided to make it look like the Backrooms for fun. I’m thinking this game could take place in a city.
I added the ability to walk sideways and added some essential features like not being able to walk off the map. I also cleaned up the code. I wanted to put the image below just to show the repercussions of not using DDA in a raycaster. It looks all jagged because my rays are moving at fixed intervals instead of moving from grid space to grid space. This causes the ray to detect walls irregularly. To fix this, you would need your ray steps to be incredibly small (very laggy) or implement DDA. The next devlog should be me implementing it hopefully!
Hello! Its been awhile since I’ve posted. School just started up and it took a lot of time out of my schedule. Anyways, I’ve implemented the DDA algorithm into the raycaster. It was very hard and it took a bunch of resources/tutorials before I understood the underlying logic. But it was worth it because it makes the walls look 100 times better while also making the game way faster. I also got rid of collision for now because how it used to work was kind dumb since it didn’t allow the user to “slide” off the wall if going in a diagonal direction. So I’ll come back to that soon. Anyways, I hope to also soon add textures to the walls, floors, and celling. I also hope to add a infinite world and a save/load system. NPCs will also come too.
I added textures to the walls! They’re kind of broken however. This is because the code that grabs the texture position is kinda jank. The screenshot below shows the textures I’ve added. I also changed the sky and floor back to solid colors since it looks happy now :D
I fixed up the texture system a bit and added some new textures! The textures still look weird at a distance but I’ll deal with that later. I’m working on collision right now. Also! New Backroom texture drop!!!!
I figured out collision! There is probably a better way to do it but it allows for wall sliding which the other system didn’t allow. Now you can stick your face into a wall and slide off of it! It works by checking adjacent tiles and comparing that to the player’s position in the tile. Technically in the system the player isn’t moved to exactly the wall’s plane but instead a little back but this was put in to avoid scaling errors with the wall textures. I gotta think about what I want this project to really become though. I want room over room and probably the walls to be thin slices rather than huge blocks. But I gotta figure out what I want first.
I was trying to figure out hot to draw floors and I was just testing drawing a bunch of 4x4 pixels on the lower half of the screen before grabbing the pixel texture with the converted 2d position. But apparently it turns out that drawing over 20,000 pixels over and over every frame is detrimental to performance (who knew!) I gotta figure out how DOOM does it before I implement it lol. Nothing new other than that though. (except for importing the all-important anti-gravity ofc)
I can’t believe that the hack club is almost over! I kinda realized that I would not be able to ship this project within the end date of September 30th especially since I got a bunch of schoolwork. It has been an amazing experience being able to participate in this Hackathon! I had so much fun and it was very cool to actually use the Python skills I developed last year. I’ll still be intermittently working on these projects and updating them. Thank you guys so much for actually seeing my projects!!!! BYEEEEEE :3333
Hello again! Its fall break for me so I can now lock in on this project!!! YAYAY! In my last devlog I thought that september was the deadline for stardance but I was kinda wrong lol. Anyways in the project I replaced my angle calculations with vector math which fixed the warping I was experiencing along the edges. This was possible with Lodev’s tutorial which is an amazing graphics guide. I also added a small shadow along the north and south side of the walls. I hope that I can release a working project by the end of the fall break. Next feature will hopefully be entities.
I changed the code so that each wall can have four individual wall textures and the image below demonstrates this! I decided to make some huts for it and I think it turned out great! In my last devlog I said that I was going to implement entities next. However, that turned out to be super hard and it drained all of my motivation so I decided to implement this in the meanwhile. I hope this explains why I have like 4 hours of coding in but nothing to show for it lol. I tried to use a bunch of resources for implementing entities but they’ve all been confusing and I really don’t wanna just copy code so if anyone has any advice on this it would be much appeciated. Anyways, I’m probably going to clean up the code and have another crack at making entities. I also kinda want thin walls as a option also soon.
I implemented entities in the game! They’re kinda jank though and there are a lot of bugs which I have to fix. I mainly relied on Lodev’s tutorial and formulas for implementing entities. I still don’t 100% understand it but I am being to grasp it somewhat. I hope to do mostly polish and fixing various bugs. Namely the bug where the entities for some reason disappear when the player rotates.
Game Additions I optimized the entities and fixed some bugs that arose when the scale factor went to absurd digits due to the player getting too close to a wall. I also made it so that the mouse is used to rotate the player viewing angle. Finally, I added some castle themed textures inspired by Wolfenstein to the game. I doubt I’m going to use them for the game but I guess they are there if I need it lol Next Features Entity classes like items, weapons, and enemies along with a inventory to pick up certain items Player UI like a health bar, weapon, etc I’m also going to add enemy logic and menus I had a lot of fun implementing these features this time around and I think that the UI side of thing will be especially fun. I hope to release a playable Wolfenstein-like shooter soon.
I added directional sprites to the game along with a first person gun that the player can use to kill enemies. I also added a bunch of background features like in the hud I added a line for every entity dot that depicts its direction. I also fixed a bug where the player would get stuck inside of walls by passing by the wall. I fixed this by calculating the actual change in a certain axis needed to correct the player’s position. Other bugs were also (not sadly) squashed. Next, I will add pickups like guns and ammo, a player inventory, basic enemy logic, menus, etc. I hope to get this project released before school comes along to drain me of all my energy.
I added item pickups and enemy health to the game. In order to do this I had to separate entities into two classes: items and enemies. Of course, doing this led to weird and bizarre errors which eventually was revealed to be caused by simple index errors. I also implemented “animations” if you can even call them animations (its just a flashing sprite). I’m not too happy with the system behind them and the code that makes it work is messy. However, it works and that makes me happy :D With all of these changes, now anyone can fulfill their greatest fantasy: walking through a boring “maze” while terrorizing random innocent bystanders with totally real guns that aren’t toys trust...
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1792799480.0220659
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1793404280.0220659
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70268
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Python bank by @syedakhter | Stardance
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syedakhter
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1
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2.0
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1
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T03:56:08Z", "hours": 2.0, "multiplier": 1.07, "payout": 1, "blessing": "neutral", "text": "I made a python bank well not in python but you have to copy and paste the code into a python thing for you to see it in action", "repo": "https://github.com/8051987-eng/python-bank", "demo": "https://8051987-eng.github.io/python-bank/"}]...
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[{"post_id": 80540, "ts": "202 [{"post_id": 80540, "ts": "2026-10-18T03:54:57Z", "hours": 2.0894, "text": "I made a python bank"}]...
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Title: Python bank by @syedakhter | Stardance
Dev Title: Python bank by @syedakhter | Stardance
Devlogs:
I made a python bank
Ships:
I made a python bank well not in python but you have to copy and paste the code into a python thing for you to see it in action...
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1793116522.4532487
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1793202922.4532487
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56281
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xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardanc xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance...
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Asta_does_stuff
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1
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34.63
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T08:14:34Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU", "repo": "https://github.com/aryasatyaardy-cell/xX_Shadow_Hunter_Xx", "demo": ""}]...
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[{"post_id": 80539, "ts": "202 [{"post_id": 80539, "ts": "2026-10-18T03:47:06Z", "hours": 6.0067, "text": "ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously"}, {"post_id": 79459, "ts": "2026-10-14T03:37:57Z", "hours": 0.785, "text": "Organizing Just putting vibration sensing codes in their designated files"}, {"post_id": 79002, "ts": "2026-10-12T09:40:53Z", "hours": 0.5564, "text": "#YAYA it works"}, {"post_id": 78984, "ts": "2026-10-12T08:00:56Z", "hours": 1.6869, "text": "Codes for vibration sensor"}, {"post_id": 78648, "ts": "2026-10-11T05:08:36Z", "hours": 2.0417, "text": "2 DoF Inverse Kinematics tried it, theoretically works, practically nope"}, {"post_id": 78239, "ts": "2026-10-10T02:45:32Z", "hours": 9.7806, "text": "assembling charger module and gluing all the parts"}, {"post_id": 75880, "ts": "2026-10-01T13:42:26Z", "hours": 0.9022, "text": "idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…"}, {"post_id": 75807, "ts": "2026-10-01T06:37:25Z", "hours": 2.2919, "text": "Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135"}, {"post_id": 74739, "ts": "2026-09-28T03:14:47Z", "hours": 1.68, "text": "Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number"}, {"post_id": 74485, "ts": "2026-09-27T14:19:46Z", "hours": 0.4442, "text": "Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)"}, {"post_id": 74451, "ts": "2026-09-27T12:18:04Z", "hours": 0.4578, "text": "ERORRRRRRRRRRRRRS"}, {"post_id": 74370, "ts": "2026-09-27T08:13:08Z", "hours": 1.0003, "text": "Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works"}, {"post_id": 73882, "ts": "2026-09-26T07:51:20Z", "hours": 0.4169, "text": "Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving"}, {"post_id": 73876, "ts": "2026-09-26T07:22:30Z", "hours": 0.6336, "text": "Finished writing readme with all I’ve done for this project"}, {"post_id": 73841, "ts": "2026-09-26T04:40:56Z", "hours": 0.8719, "text": "Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first"}, {"post_id": 73513, "ts": "2026-09-25T08:47:10Z", "hours": 0.6667, "text": "Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)"}, {"post_id": 73367, "ts": "2026-09-25T00:27:00Z", "hours": 0.805, "text": "Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque"}, {"post_id": 73116, "ts": "2026-09-24T12:48:25Z", "hours": 1.5989, "text": "I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!"}, {"post_id": 73051, "ts": "2026-09-24T08:48:54Z", "hours": 1.3989, "text": "Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface"}, {"post_id": 72148, "ts": "2026-09-22T10:07:02Z", "hours": 0.7014, "text": "Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)"}, {"post_id": 70504, "ts": "2026-09-19T09:11:23Z", "hours": 0.9617, "text": "Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^"}, {"post_id": 70424, "ts": "2026-09-19T05:09:43Z", "hours": 1.0456, "text": "Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height"}, {"post_id": 69641, "ts": "2026-09-17T13:57:28Z", "hours": 0.6864, "text": "Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)"}, {"post_id": 67161, "ts": "2026-09-13T07:22:14Z", "hours": 0.7939, "text": "Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit"}, {"post_id": 67132, "ts": "2026-09-13T06:07:25Z", "hours": 0.7392, "text": "Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness"}, {"post_id": 66594, "ts": "2026-09-12T13:20:34Z", "hours": 0.8753, "text": "Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly"}, {"post_id": 66541, "ts": "2026-09-12T11:56:46Z", "hours": 0.3242, "text": "First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?"}, {"post_id": 66277, "ts": "2026-09-12T00:47:47Z", "hours": 0.3003, "text": "Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy"}, {"post_id": 65989, "ts": "2026-09-11T14:33:12Z", "hours": 1.4019, "text": "Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2"}, {"post_id": 65854, "ts": "2026-09-11T08:50:18Z", "hours": 0.3003, "text": "Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing"}, {"post_id": 65367, "ts": "2026-09-10T13:42:38Z", "hours": 1.3903, "text": "Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff"}, {"post_id": 64824, "ts": "2026-09-09T14:36:05Z", "hours": 0.8414, "text": "Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error"}, {"post_id": 60007, "ts": "2026-09-02T03:11:32Z", "hours": 1.0306, "text": "First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO"}]...
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Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | S Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance
Devlogs:
First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO
Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error
Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff
Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing
Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2
Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy
First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?
Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly
Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness
Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit
Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)
Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height
Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^
Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)
Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface
I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!
Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque
Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)
Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first
Finished writing readme with all I’ve done for this project
Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving
Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works
ERORRRRRRRRRRRRRS
Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)
Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number
Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135
idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…
assembling charger module and gluing all the parts
2 DoF Inverse Kinematics tried it, theoretically works, practically nope
Codes for vibration sensor
#YAYA it works
Organizing Just putting vibration sensing codes in their designated files
ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously
Ships:
xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU...
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1793149016.2803829
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1793235416.2803829
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67442
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WGM-Audio-mp3-player by @Raws | Stardance
|
Raws
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T04:15:29Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So Hi all I have made an mp3 player. You know spotify and all music apps are paid these days and network issues when u are using the free version not to mention the ads also so I thought why not make something using which I can listen music. Oh I made it a mp3 player which supports pendrive and sd cards upto 128gb. There are lot of issues I faced first designing the pcb then hectic part was making the project files from kicad the drc and stuff. Now I got my funding and I ordered the parts got it built the project but while building the project I faced an issue with my case design I didn’t account for the space of battery and the 2 switches there was space only for 1 switch , the snap lid wasn’t fitting because I gave gap but forgot that when plastic cools it shrinks so I should have gave a bit more thickness gap so it fitted so I made it temporarily work by adding double tape to top lid to stick to the main case body . The next issue was that the usb sockets space I left wasn’t enough height wise so to solve that I used soldering iron to make some space by melting the case but I didn’t destroy it I used my fine hands to shape the case front side sockets using soldering iron to make space so that I can plug in my pendrive and earphones . Then I spent about nearly 30mins sanding the outer surface because it was uneven now due to soldering the plastic came a bit outwards also so I sanded extra part made it smooth then I soldered the components and fitted them all in the case and yeah it works great. Thanks to Hackclub and Stardance for helping me bring my project to life.", "repo": "https://github.com/HI-dot935/WGM-Audio-mp3-player", "demo": ""}]...
|
[{"post_id": 80537, "ts": "202 [{"post_id": 80537, "ts": "2026-10-18T03:24:09Z", "hours": 3.5997, "text": "So finally the project came alive to life thanks to Hackclub Stardance that they funded me i spent around 2-3hrs soldering the joints and checking functions. Just 2 mistakes I made was with my case alignment and fitting as the snap lid was a bit off so I used double tape to stick it to the main body and then the sockets ports size was a bit off so had to use my soldering iron to make some space but in a way that the structure looks good from outside then spent sanding the surface from outside due to the roughness caused by soldering iron and the off shape then after abt 30mins of sanding it went smooth and nice now all good and the project finally works audio is audible clearly. Thanks Hackclub once again for helping me to bring my project to life."}, {"post_id": 78964, "ts": "2026-10-12T06:30:41Z", "hours": 8.5078, "text": "Spent a few hours changing the repo only to realize at end that wait the case design is totally off and the upper lid alignments needs to be changed also the text orientation how it will look when we snap the lid close . Spent a few mins then fixing the case issue then made few small additions to the repo also ."}, {"post_id": 78139, "ts": "2026-10-09T18:35:30Z", "hours": 5.5842, "text": "Now finally I referred to the repo of orhpeuspad by Qcoral then I used it to understand how to make a proper well aligned structured repo . Then I made a few small changes to the case of my device add some text and making an hole in the top lid of case. Finally finished cleanly with the repo with proper details BOM and the files with structures."}, {"post_id": 76148, "ts": "2026-10-02T14:27:02Z", "hours": 1.0833, "text": "I finished designed the case for my mp3 player and then I worked on my repo by finishing the BOM and uploading all the files case pcb assets screenshots all work done for mp3 excited to get funded and make this dream come true irl in hardware"}, {"post_id": 76126, "ts": "2026-10-02T12:54:16Z", "hours": 2.2531, "text": "Mp3 player works for both sd card and pendrive upto 128gb finished the pcb designing now case design remains"}]...
|
Title: WGM-Audio-mp3-player by @Raws | Stardance
Title: WGM-Audio-mp3-player by @Raws | Stardance
Devlogs:
Mp3 player works for both sd card and pendrive upto 128gb finished the pcb designing now case design remains
I finished designed the case for my mp3 player and then I worked on my repo by finishing the BOM and uploading all the files case pcb assets screenshots all work done for mp3 excited to get funded and make this dream come true irl in hardware
Now finally I referred to the repo of orhpeuspad by Qcoral then I used it to understand how to make a proper well aligned structured repo . Then I made a few small changes to the case of my device add some text and making an hole in the top lid of case. Finally finished cleanly with the repo with proper details BOM and the files with structures.
Spent a few hours changing the repo only to realize at end that wait the case design is totally off and the upper lid alignments needs to be changed also the text orientation how it will look when we snap the lid close . Spent a few mins then fixing the case issue then made few small additions to the repo also .
So finally the project came alive to life thanks to Hackclub Stardance that they funded me i spent around 2-3hrs soldering the joints and checking functions. Just 2 mistakes I made was with my case alignment and fitting as the snap lid was a bit off so I used double tape to stick it to the main body and then the sockets ports size was a bit off so had to use my soldering iron to make some space but in a way that the structure looks good from outside then spent sanding the surface from outside due to the roughness caused by soldering iron and the off shape then after abt 30mins of sanding it went smooth and nice now all good and the project finally works audio is audible clearly. Thanks Hackclub once again for helping me to bring my project to life.
Ships:
So Hi all I have made an mp3 player. You know spotify and all music apps are paid these days and network issues when u are using the free version not to mention the ads also so I thought why not make something using which I can listen music. Oh I made it a mp3 player which supports pendrive and sd cards upto 128gb. There are lot of issues I faced first designing the pcb then hectic part was making the project files from kicad the drc and stuff. Now I got my funding and I ordered the parts got it built the project but while building the project I faced an issue with my case design I didn’t account for the space of battery and the 2 switches there was space only for 1 switch , the snap lid wasn’t fitting because I gave gap but forgot that when plastic cools it shrinks so I should have gave a bit more thickness gap so it fitted so I made it temporarily work by adding double tape to top lid to stick to the main case body . The next issue was that the usb sockets space I left wasn’t enough height wise so to solve that I used soldering iron to make some space by melting the case but I didn’t destroy it I used my fine hands to shape the case front side sockets using soldering iron to make space so that I can plug in my pendrive and earphones . Then I spent about nearly 30mins sanding the outer surface because it was uneven now due to soldering the plastic came a bit outwards also so I sanded extra part made it smooth then I soldered the components and fitted them all in the case and yeah it works great. Thanks to Hackclub and Stardance for helping me bring my project to life....
|
1793155825.099085
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1794019825.099085
|
|
61369
|
Article Annotater by @bobafrog282 | Stardance
|
bobafrog282
|
1
|
11.91
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T14:11:32Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I, with three other people, created a chrome extension that has the ability to help students around the world! This extension, the Article Annotator, allows you to take notes, have an AI summary, define specific words, and save highlighted/annotated sentences, so that the next time you open up the article, you can see what exactly you wanted to remember! This project allows everything to happen in one tab, rather than switching between many different tabs. There are more updates that I want to create, like a sync to Google Docs for all notes to be transferred! Enjoy, students!", "repo": "https://github.com/normalcivilian0343/ChromeExtensionProject", "demo": "https://github.com/normalcivilian0343/ChromeExtensionProject/releases/tag/v1.0.0"}]...
|
[{"post_id": 80535, "ts": "202 [{"post_id": 80535, "ts": "2026-10-18T02:57:12Z", "hours": 3.1806, "text": "What did I do? Recently, my chrome extension has just stopped working, ever since I finally finished it in the summer, and I don’t know why! It’s super weird and I’m trying to troubleshoot WITHOUT changing too much because I would to preserve the integrity of the project"}, {"post_id": 78920, "ts": "2026-10-12T01:43:57Z", "hours": 0.3083, "text": "What did I do? With AI, I was able to adjust my define feature to make sure that it was functional. However it still isn’t completely functional, I need some minor adjustments, but I have no idea how to get started without any suggestions from AI. What’s next? I’ll ask AI which files to fix and I guess I’ll learn how to code from that!"}, {"post_id": 78521, "ts": "2026-10-11T02:36:49Z", "hours": 0.3072, "text": "What did I do? Still not find the error :("}, {"post_id": 77946, "ts": "2026-10-08T22:07:41Z", "hours": 0.2572, "text": "What did I do? I’m trying to figure out what file works, and which one doesn’t to try to get all the features working"}, {"post_id": 77465, "ts": "2026-10-07T03:18:21Z", "hours": 0.2822, "text": "What did I do? I had two popup.js files, and I tried deleting each one to see what each of them does, and I think they are both crucial, but I figured out the one with the most importance, so now I can analyze what is missing from there and what I should be changing to make this fully functional once again!"}, {"post_id": 77208, "ts": "2026-10-06T03:04:47Z", "hours": 0.2731, "text": "What did I do? I fixed my file, restored it to its original version, and deleted the mess with the branch from last time. What next? Try to troubleshoot my project, either with the help of AI, or simply dissecting code I’ve never seen."}, {"post_id": 76932, "ts": "2026-10-05T03:35:27Z", "hours": 0.3572, "text": "What did I do? I realized I had two popup.js files, and after reviewing my project, one had been human written, troubleshooted with AI, and one had been completely human written. I deleted the AI one and chose the human one, but my features still weren’t working, so it had to be something else, but now I have a version control issue - kinda. What do I need to do next? Figure out all the branches, and how I can fix all these weird issues. Merge issues are very bad"}, {"post_id": 76596, "ts": "2026-10-04T03:31:59Z", "hours": 0.2575, "text": "What did I do? I’m trying to figure out how to make my project work!"}, {"post_id": 76294, "ts": "2026-10-03T03:21:13Z", "hours": 0.2578, "text": "What did I do? Ponder why my AI summary in my extension keeps not working for others! Also, plead that my sticky streak can get restored because of that glitch."}, {"post_id": 76016, "ts": "2026-10-02T02:25:16Z", "hours": 0.2633, "text": "What did I do? Try to restore my sticky streak and ship a projedct that has been rejected for multiple reasons."}, {"post_id": 75763, "ts": "2026-10-01T01:11:22Z", "hours": 0.3983, "text": "What did I do? I tried to fix the errors with the AI summary, because my project keeps getting rejected for different reasons!! Also unrelated, but my hackatime is glitching and I’ve lost my streak!!!"}, {"post_id": 75080, "ts": "2026-09-29T02:51:59Z", "hours": 0.2528, "text": "What did I do? I didn’t really do much!"}, {"post_id": 74734, "ts": "2026-09-28T02:55:06Z", "hours": 0.2625, "text": "What I did? Tried doing the sixth step of the guide again, but it failed, and I don’t have time today to fix it again."}, {"post_id": 72499, "ts": "2026-09-23T02:35:14Z", "hours": 0.2514, "text": "What did I do? I updated the READ.me because the way the extension works is a little different, and then it is assumed to not work, because of it, so I wanted to add some clarification. Also, as seen in the picture, I updated the manifest to create a cool new feature! What’s next? Create a feature where the information you write can easily be transferred into a Google Doc, again, for more connivence."}, {"post_id": 66617, "ts": "2026-09-12T13:51:25Z", "hours": 5.1714, "text": "It is finally functional! After five hours of coding, along with collaborating with an amazing team, this project works! What’s coming next? I want to add a feature where all the annotations can sync with a Google Doc, to make student’s lives a bit easier!"}]...
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Title: Article Annotater by @bobafrog282 | Stardan Title: Article Annotater by @bobafrog282 | Stardance
Devlogs:
It is finally functional! After five hours of coding, along with collaborating with an amazing team, this project works! What’s coming next? I want to add a feature where all the annotations can sync with a Google Doc, to make student’s lives a bit easier!
What did I do? I updated the READ.me because the way the extension works is a little different, and then it is assumed to not work, because of it, so I wanted to add some clarification. Also, as seen in the picture, I updated the manifest to create a cool new feature! What’s next? Create a feature where the information you write can easily be transferred into a Google Doc, again, for more connivence.
What I did? Tried doing the sixth step of the guide again, but it failed, and I don’t have time today to fix it again.
What did I do? I didn’t really do much!
What did I do? I tried to fix the errors with the AI summary, because my project keeps getting rejected for different reasons!! Also unrelated, but my hackatime is glitching and I’ve lost my streak!!!
What did I do? Try to restore my sticky streak and ship a projedct that has been rejected for multiple reasons.
What did I do? Ponder why my AI summary in my extension keeps not working for others! Also, plead that my sticky streak can get restored because of that glitch.
What did I do? I’m trying to figure out how to make my project work!
What did I do? I realized I had two popup.js files, and after reviewing my project, one had been human written, troubleshooted with AI, and one had been completely human written. I deleted the AI one and chose the human one, but my features still weren’t working, so it had to be something else, but now I have a version control issue - kinda. What do I need to do next? Figure out all the branches, and how I can fix all these weird issues. Merge issues are very bad
What did I do? I fixed my file, restored it to its original version, and deleted the mess with the branch from last time. What next? Try to troubleshoot my project, either with the help of AI, or simply dissecting code I’ve never seen.
What did I do? I had two popup.js files, and I tried deleting each one to see what each of them does, and I think they are both crucial, but I figured out the one with the most importance, so now I can analyze what is missing from there and what I should be changing to make this fully functional once again!
What did I do? I’m trying to figure out what file works, and which one doesn’t to try to get all the features working
What did I do? Still not find the error :(
What did I do? With AI, I was able to adjust my define feature to make sure that it was functional. However it still isn’t completely functional, I need some minor adjustments, but I have no idea how to get started without any suggestions from AI. What’s next? I’ll ask AI which files to fix and I guess I’ll learn how to code from that!
What did I do? Recently, my chrome extension has just stopped working, ever since I finally finished it in the summer, and I don’t know why! It’s super weird and I’m trying to troubleshoot WITHOUT changing too much because I would to preserve the integrity of the project
Ships:
I, with three other people, created a chrome extension that has the ability to help students around the world! This extension, the Article Annotator, allows you to take notes, have an AI summary, define specific words, and save highlighted/annotated sentences, so that the next time you open up the article, you can see what exactly you wanted to remember! This project allows everything to happen in one tab, rather than switching between many different tabs. There are more updates that I want to create, like a sync to Google Docs for all notes to be transferred! Enjoy, students!...
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1793209714.332647
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1793296114.332647
|
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70263
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BLARE by @Glitchtest | Stardance
|
Glitchtest
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0
|
1.43
|
0
|
[]
|
[{"post_id": 80534, "ts": "202 [{"post_id": 80534, "ts": "2026-10-18T02:20:07Z", "hours": 1.4314, "text": "Finished the PCB!!"}]...
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Title: BLARE by @Glitchtest | Stardance
Devlogs:
Title: BLARE by @Glitchtest | Stardance
Devlogs:
Finished the PCB!!...
|
1792961365.5002842
|
1793566165.5002842
|
|
64294
|
InsQuire by @ianl | Stardance
|
ianl
|
0
|
5.6
|
0
|
[]
|
[{"post_id": 80522, "ts": "202 [{"post_id": 80522, "ts": "2026-10-18T00:46:11Z", "hours": 5.5986, "text": "InsQuire is an English writing assistant powered by Artificial Intelligence. The AI’s role is to provide honest feedback, and will in no way replace thinking or write anything for you. This app was created because my English teacher was telling me how difficult it was to stay on top of assignment feedback while they had many classes doing writing assignments at the same time."}]...
|
Title: InsQuire by @ianl | Stardance
Devlogs:
Ins Title: InsQuire by @ianl | Stardance
Devlogs:
InsQuire is an English writing assistant powered by Artificial Intelligence. The AI’s role is to provide honest feedback, and will in no way replace thinking or write anything for you. This app was created because my English teacher was telling me how difficult it was to stay on top of assignment feedback while they had many classes doing writing assignments at the same time....
|
1793058905.1642115
|
1793663705.1642115
|
|
58732
|
Novex - AI Drone Swarm by @elkonmechato | Stardanc Novex - AI Drone Swarm by @elkonmechato | Stardance...
|
elkonmechato
|
0
|
23.02
|
0
|
[]
|
[{"post_id": 80521, "ts": "202 [{"post_id": 80521, "ts": "2026-10-18T00:42:55Z", "hours": 4.4536, "text": "Bulit a Smart power manager with STM32 and USB Hub for the RPI uHat, now RPI is able to hold up to 4 usb devices"}, {"post_id": 80243, "ts": "2026-10-16T20:53:42Z", "hours": 11.7428, "text": "Novex uHAT Design - working on connecting the esp32s3 with rpi2Wh and bringing radio commnication, Enviromental Sensors, and lowlevel AI interface to the Drone"}, {"post_id": 69359, "ts": "2026-09-16T21:47:39Z", "hours": 6.8228, "text": "3D Slam Tracking, Custom SuperFast VIO Works on Raspberry Pi Zero 2w"}]...
|
Title: Novex - AI Drone Swarm by @elkonmechato | S Title: Novex - AI Drone Swarm by @elkonmechato | Stardance
Devlogs:
3D Slam Tracking, Custom SuperFast VIO Works on Raspberry Pi Zero 2w
Novex uHAT Design - working on connecting the esp32s3 with rpi2Wh and bringing radio commnication, Enviromental Sensors, and lowlevel AI interface to the Drone
Bulit a Smart power manager with STM32 and USB Hub for the RPI uHat, now RPI is able to hold up to 4 usb devices...
|
1792767085.9300776
|
1793371885.9300776
|
|
2523
|
druid game by @vin | Stardance
|
vin
|
0
|
83.51
|
0
|
[]
|
[{"post_id": 80520, "ts": "202 [{"post_id": 80520, "ts": "2026-10-18T00:41:45Z", "hours": 12.1581, "text": "DevLog 6 Sound effects have finally been added, with a few new boss moves. Sound effects: Sound effects for moves and basic attacks has been added! From the Nature Spirit’s moveset to the Bears it all now has sound so you can have other indicators besides visual to know you hit your target. New moves: The deer and wind spirit both have new moves! The deer has ‘Radiance’ where a light shines from it’s horns before turning into arrows and attacking the player, and ‘Prance’ where it powerfully prances in a direction. The wind spirit has one new move called ‘Wind Shockwave’ that knocks back entities while anchoring the player in place. I know that there is not as much content in this devlog as the others due to me having to debug old code, but I will assure you all that the next devlog will have more good stuff in it. Thank you for reading my devlog 👍"}, {"post_id": 75989, "ts": "2026-10-01T21:28:55Z", "hours": 11.7067, "text": "DevLog 5 I made may big additions to the game, Including a new background, more Qol GUI, a new enemy, and finally the two spirit boss fights. New background: I believed the previous background to be a little(lot) less than perfect. To make the background look better I added more trees and bushes so it looks like an actual forest and not a plain with a few trees. Qol GUI: Beforehand, there was nowhere to know if your cool-downs for your moves were on or not, to fix that I added a GUI to display if they were off or on. I also made a decaying animation for the health but it is a bit small of a tweak to call an update. New enemy: A new enemy, the wolf cavalry has been created, it attacks while rushing towards the player swiping upwards, and not stopping even if it gets hit. Since the wolf cavalry is so fast that it is practically impossible to get it into a combo, they only appear in later waves (The first video where it was in wave 1 was a test, it will not be there in the future) Boss fights: Both the Deer and the Bear have their own boss fights now! One of the bosses are randomly selected at wave 5 and, after they are killed, gives you their abilities. The Bear is tanky, but slow, and the Deer is fast, but weak. I will likely add a new attack for both the Deer and the Wolf cavalry, as the both only have one attack for now. I also am going to work on adding the leveling system and combo tracker, so the player doesn’t unlock all of the abilities from the spirits right away. After all of that, I will likely make a final boss for this stage which will be on wave 10. Thank you for reading my devlog"}, {"post_id": 61209, "ts": "2026-09-04T01:08:28Z", "hours": 12.6017, "text": "DevLog 4 There are a few new additions and tweaks that I have made to the game, I added a new enemy as well as revamped a old attack I am finally putting the game loop together, it is going to be a wave game, each wave new enemies are spawned and they get more difficult. And am planning to add a leveling system so when the player gets a good combo streak, that much experience is rewarded. Each time the player levels up a new move for their spirits are unlocked. The new enemy: Goblin archer The goblin archer is a ranged unit that attacks under the protection of the thief goblins. (I am still working on the shooting spritesheet so it has the same animation as the thief’s ‘slash’ in the video) While having less health and speed than the thief goblin, it is able to catch you off guard if you are not paying attention to it. Attack glowup The wind blade attack from the Nature spirit looked lackluster so I made it bigger and more wind-like I guess. That is basically all besides a few tweaks here and there, as a mentioned I will be working towards a leveling system towards the next update and possibly adding new attacks. Thank you for reading my devlog! :)))))"}, {"post_id": 38477, "ts": "2026-07-31T21:35:29Z", "hours": 10.9681, "text": "DevLog 3 There are a lot more changes small and big I made for this devlog including a new enemy as well as revamps for both the player’s sprite sheets and the Bear spirit’s swipe ability. New enemy - Goblin Thief This new enemy, while having a smaller hit-box than the player, the Goblin is also faster but doesn’t have much health. The Goblin only has one attack for now, which is it’s slash. New Spirit A new spirit called the ‘Nature spirit’ has been added, with two abilities for now which are a gust to pull the enemy in and a Wind blade to attack. The gust, while doing only a small bit of damage is very useful for extending a combo, and the Wind blade is for the player to keep distance between the enemy and the player. Small note about the bear spirit’s swipe The swipe is now remade and actually looks like a swipe and not a blob.👍 New player look and dash ability The player was remade and given a new haircut (because the past one was terrible) and a smoother walking animation. The player was also given the ability to dash, having a few moments of invincibility. The player is given two dashes that recover over time. Stunning a entity enemies (and the player) can now be stunned. After taking a hit, the entity who received it will be stunned for half a second, after it takes more than 3 hits, it will be stunned until it touches the ground and waits two seconds That is all the stuff I added so far, next update I will likely add more Gui to display cooldowns on moves as well as dashes. I will also likely add a new enemy that keeps its distance while attacking the player. Thank you for reading my Devlog! (ps I fixed the gifs from the last devlog because they didn’t work for some reason)"}, {"post_id": 29024, "ts": "2026-07-15T17:51:58Z", "hours": 12.1228, "text": "Devlog 2 There have been a few changes Ive made in the past week One major change is that there is another attack for the bear. The attack is a slam that takes a lot of time to ready but has a large hit-box and high knockback. I have also added attacking to the dummy, as well as projectiles. I apologize if this devlog was a bit too little, I was going crazy trying to figure out how to implement the enemy attacking without trying to use guides on Youtube. For the next devlog, I plan on remaking the existing bear swipe and adding another spirit along with an new enemy and better player animations. Thank you for reading my devlog!"}, {"post_id": 21049, "ts": "2026-07-02T20:32:59Z", "hours": 23.9558, "text": "Devlog 1"}]...
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Title: druid game by @vin | Stardance
Devlogs:
De Title: druid game by @vin | Stardance
Devlogs:
Devlog 1
Devlog 2 There have been a few changes Ive made in the past week One major change is that there is another attack for the bear. The attack is a slam that takes a lot of time to ready but has a large hit-box and high knockback. I have also added attacking to the dummy, as well as projectiles. I apologize if this devlog was a bit too little, I was going crazy trying to figure out how to implement the enemy attacking without trying to use guides on Youtube. For the next devlog, I plan on remaking the existing bear swipe and adding another spirit along with an new enemy and better player animations. Thank you for reading my devlog!
DevLog 3 There are a lot more changes small and big I made for this devlog including a new enemy as well as revamps for both the player’s sprite sheets and the Bear spirit’s swipe ability. New enemy - Goblin Thief This new enemy, while having a smaller hit-box than the player, the Goblin is also faster but doesn’t have much health. The Goblin only has one attack for now, which is it’s slash. New Spirit A new spirit called the ‘Nature spirit’ has been added, with two abilities for now which are a gust to pull the enemy in and a Wind blade to attack. The gust, while doing only a small bit of damage is very useful for extending a combo, and the Wind blade is for the player to keep distance between the enemy and the player. Small note about the bear spirit’s swipe The swipe is now remade and actually looks like a swipe and not a blob.👍 New player look and dash ability The player was remade and given a new haircut (because the past one was terrible) and a smoother walking animation. The player was also given the ability to dash, having a few moments of invincibility. The player is given two dashes that recover over time. Stunning a entity enemies (and the player) can now be stunned. After taking a hit, the entity who received it will be stunned for half a second, after it takes more than 3 hits, it will be stunned until it touches the ground and waits two seconds That is all the stuff I added so far, next update I will likely add more Gui to display cooldowns on moves as well as dashes. I will also likely add a new enemy that keeps its distance while attacking the player. Thank you for reading my Devlog! (ps I fixed the gifs from the last devlog because they didn’t work for some reason)
DevLog 4 There are a few new additions and tweaks that I have made to the game, I added a new enemy as well as revamped a old attack I am finally putting the game loop together, it is going to be a wave game, each wave new enemies are spawned and they get more difficult. And am planning to add a leveling system so when the player gets a good combo streak, that much experience is rewarded. Each time the player levels up a new move for their spirits are unlocked. The new enemy: Goblin archer The goblin archer is a ranged unit that attacks under the protection of the thief goblins. (I am still working on the shooting spritesheet so it has the same animation as the thief’s ‘slash’ in the video) While having less health and speed than the thief goblin, it is able to catch you off guard if you are not paying attention to it. Attack glowup The wind blade attack from the Nature spirit looked lackluster so I made it bigger and more wind-like I guess. That is basically all besides a few tweaks here and there, as a mentioned I will be working towards a leveling system towards the next update and possibly adding new attacks. Thank you for reading my devlog! :)))))
DevLog 5 I made may big additions to the game, Including a new background, more Qol GUI, a new enemy, and finally the two spirit boss fights. New background: I believed the previous background to be a little(lot) less than perfect. To make the background look better I added more trees and bushes so it looks like an actual forest and not a plain with a few trees. Qol GUI: Beforehand, there was nowhere to know if your cool-downs for your moves were on or not, to fix that I added a GUI to display if they were off or on. I also made a decaying animation for the health but it is a bit small of a tweak to call an update. New enemy: A new enemy, the wolf cavalry has been created, it attacks while rushing towards the player swiping upwards, and not stopping even if it gets hit. Since the wolf cavalry is so fast that it is practically impossible to get it into a combo, they only appear in later waves (The first video where it was in wave 1 was a test, it will not be there in the future) Boss fights: Both the Deer and the Bear have their own boss fights now! One of the bosses are randomly selected at wave 5 and, after they are killed, gives you their abilities. The Bear is tanky, but slow, and the Deer is fast, but weak. I will likely add a new attack for both the Deer and the Wolf cavalry, as the both only have one attack for now. I also am going to work on adding the leveling system and combo tracker, so the player doesn’t unlock all of the abilities from the spirits right away. After all of that, I will likely make a final boss for this stage which will be on wave 10. Thank you for reading my devlog
DevLog 6 Sound effects have finally been added, with a few new boss moves. Sound effects: Sound effects for moves and basic attacks has been added! From the Nature Spirit’s moveset to the Bears it all now has sound so you can have other indicators besides visual to know you hit your target. New moves: The deer and wind spirit both have new moves! The deer has ‘Radiance’ where a light shines from it’s horns before turning into arrows and attacking the player, and ‘Prance’ where it powerfully prances in a direction. The wind spirit has one new move called ‘Wind Shockwave’ that knocks back entities while anchoring the player in place. I know that there is not as much content in this devlog as the others due to me having to debug old code, but I will assure you all that the next devlog will have more good stuff in it. Thank you for reading my devlog 👍...
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1792568901.8198957
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1793173701.8198957
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67159
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coffee game by @Yop | Stardance
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Yop
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0
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4.45
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0
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[]
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[{"post_id": 80515, "ts": "202 [{"post_id": 80515, "ts": "2026-10-17T23:31:32Z", "hours": 4.4503, "text": "working on a visual novel… just got my premise down and been working on script and sprites, im new to the renpy engine and script so im trying to learn how to use it more efficiently/creatively"}]...
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Title: coffee game by @Yop | Stardance
Devlogs:
w Title: coffee game by @Yop | Stardance
Devlogs:
working on a visual novel… just got my premise down and been working on script and sprites, im new to the renpy engine and script so im trying to learn how to use it more efficiently/creatively...
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1793108837.3820474
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1793713637.3820474
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42445
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My first unity game :D by @nova_ | Stardance
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nova_
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1
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25.0
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406
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T22:59:02Z", "hours": 25.0, "multiplier": 16.42, "payout": 406, "blessing": "neutral", "text": "Welcome to Smooshed! This is a platformer (and my first game) using Unity! BEST PLAYED IN FULLSCREEN How to Play: Movement: Arrow Keys or WASD (with either w, up arrow, or the space bar to jump) T to revert to the last checkpoint R to revert smoosh state C to dash P to pause What is it: You play as a ball (but a cool ball trust me) and are navigating through a dark, winter landscape to reach the end (the goal). However, you are graced with one power, and one power only: The Power to Be Smooshed 😭. Essentially, by getting hit into a wall by moving platforms, you can become either shorter or taller, letting you fit into gaps or inaccessible areas. Credits for assets: Lanterns - https://www.vecteezy.com/png/72636919-pixel-art-lantern-with-soft-glow and https://karsiori.itch.io/free-pixel-art-lantern-pack Music - https://pixabay.com/music/small-drama-background-piano-loop-589657/ Images that I did not draw - uhhh Toby Fox for the tree and my pfp 🥹 https://ca.pinterest.com/pin/915638168004709266/ CHALLENGES: THIS WAS MY FIRST EVER GAME (aside for scratch) so it was a hard but I did learn a lot. I’ve learned Java, so coding in C# wasn’t too bad, it just took me a bit to figure out how Unity works. After that, I was smooth sailing besides for issues with the jump mechanic (very important for a platformer ik but the plinko level interfered with it and caused some jumps to not register), the plinko mechanic itself, the snow falling and dissipating when it hits an object, and figuring out how to use the canvas/camera/lighting mechanics. But once I figured out the basics, I was pretty much set ❤️🔥 FEEDBACK IS ALWAYS APPRECIATED also heres a video of me “speedrunning the whole game” (theres ur playthrough i wanted to attach it here but it wouldnt let me): https://vimeo.com/1236899085?share=copy&fl=sv&fe=ci (srry for the bad quality its a screen recording go play it yourself 🥹)", "repo": "https://github.com/Avi823/first2dgame", "demo": "https://nova-23.itch.io/smooshed"}]...
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[{"post_id": 80511, "ts": "202 [{"post_id": 80511, "ts": "2026-10-17T22:26:28Z", "hours": 1.1, "text": "SOOOO ITS TIME TO SHIP YAYYYYY: Finishing Touches: Changed the background music out, fixed the final level up, added a win area, put it on itch.io ( https://nova-23.itch.io/smooshed ) (loading screen kinda sucks 😔) Also, fixed the lighting problem and the lanterns, making the lanterns sort of act as guides and added some more dialogue. (IGNORE THE GIANT SLIDER WHEN U HIT PLAY IT LOOKS SMALL I PROMISE )"}, {"post_id": 79426, "ts": "2026-10-13T22:48:10Z", "hours": 3.5567, "text": "well well well. its time to ship (soon)… but uh heres what i did… i changed it to night and added snow (looks yellow/golden right now might have to change). very cool ik to make sure you can still see i added lanterns (which i did not draw all these sprites i got em from https://karsiori.itch.io/free-pixel-art-lantern-pack [pretty cool btw they work nicely and everything is already formatted into individual pngs + no background 🥹]) i also fixed that plinko level so that the ball you drop actually bounces off the plinko pieces and once it hits the portal you teleport to the final level, i fixed the final level up as well, and added three levels in between the dropper and plinko that teach you how to dash!!! (c to dash it will help A LOT especially for the final level ) also, rn one part of the final level requires you to run into the wall and sort of hook onto the side, then dash onto the platform? (i didnt add sliding down walls yet so i feel like i can kinda keep this wall jump feature lowkey ) well, gonna add those lanterns later and then ill ship probably ❤️🔥 what if i just add deltarune references everywhere 😭 (i have one already )"}, {"post_id": 73320, "ts": "2026-09-24T21:13:01Z", "hours": 4.4722, "text": "im a buku buku RAHHH 🥹 well its been a while…so uh lemme show u what ive been working on added a more simple level 5 (after that scary dropper which might be the hardest level rn ) might add more filler levels between the bigger levels so theres more build up now the main thing,uhhh i lowkey turned one of the levels into plinko i was bored ok. its still a wip (might add a custom sprite for the plinko pegs feels wrong to just use the wall texture) but it works !!! Your camera swaps over to the other sprite (which is just a plinko ball) and the aim is to simply drop it into the portal to get to the next level its very cool trust me . and then probably a final (if not the final level) its a giant tower ! (bit scary but should be alr!) now…whats next? so prob gonna add more of em filler levels, add a ending screen, r key for resetting to last checkpoint + last timestate (for plinko ) and more dialogue. also gonna find a new background music task still havent gotten around to it. See yall later ❤️🔥"}, {"post_id": 61778, "ts": "2026-09-04T21:04:16Z", "hours": 2.9458, "text": "I was bored so uhhh heres what i did Levels 3 and 4 (Level 3 is a normal level but does have a secret area ) and level 4 is a dropper For now, level 4s kinda rudimentary (im planning on changing some of the shapes around and add custom sprites for those spikes as well cuz its boring rn) But the secret area is pretty cool (it has hidden dialogue as well by the way). To reach it, you have to stay smooshed while doing all of level 3 and then instead of entering the blue portal go under to the white portal. (The portal isn’t white btw i created an animation for it where it glitches in place [changing colors + vibrating around sporatically]). And it leads to… . I was bored OK so i added the EGG ROOM (where normally you can get an egg in deltarune). Also made it the animated tree and everything and added music triggers for new areas and stuff (so for now its just the actual egg room music). And i really want to keep this reference (i really do ) but uh this is also copyrighted so im prob gonna replace it with some non copyrighted tree thats similar to this and change the music as well (i dont want to compose the music cuz thatll take me WAY too long ) so ill keep it in for now but its not gonna make the final cut unfortunately ill just be a reference to the room and not like the actual room sprites and what not (cuz i also dont want to use his art in my game so itll just be a placeholder ig ). Also added a volume slider just in case you wanted to mute the music or smthn ."}, {"post_id": 57053, "ts": "2026-08-29T04:08:25Z", "hours": 2.6008, "text": "I hate walls. They laugh at me as i fall into the void, phasing through them . Alr well I’ve been drawing sprites and implementing them!!! At least the ground is nice it lets me walk on it first try . The walls however decided to add a bunch of funny little tiny holes in them so that the player can just barely walk through and slip into the void. I fixed this (finally 😭) and (now having the basic sprites) will add more levels in the future 🥹 (still gotta get rid of the copyrighted music. oh well something for later ) also fixed some scaling issues with the tutorial dude!!!"}, {"post_id": 54913, "ts": "2026-08-26T04:06:53Z", "hours": 1.4886, "text": "Copyright issues Unfortunately the song I chose is copyrighted (figured that out a while ago just didn’t want to address the issue until now) so i might have to make my own music for the game. I also finalized the tutorial, added a rudimentary level 1 and CHECKPOINTS . To Do: More (and i mean MORE levels). Secrets (prob just gonna throw a bunch of references in the game and call it a day And finally: Saving the game (and maybe level select if im feeling nice) im not sure if i should add more sprites (im eh at drawing, unless i really put some time into it) so maybe for the first ship i keep default walls and stuff aside for the secrets (which i will def lock in for) and i dunno maybe the next devlog will be music (will be fun to try only really experimented in garage band for school)"}, {"post_id": 47138, "ts": "2026-08-14T20:13:05Z", "hours": 1.9828, "text": "Added a tutorial and a dialogue box (the person is just my pfp for now, but will change later) also created dialogue triggers + animated text. Now gonna do the first lvl and add the dialogue for portals (and maybe a new mechanic or fix dashing cuz rn its kinda unnecessary) also that thing at the top is just my cursor"}, {"post_id": 43024, "ts": "2026-08-08T02:17:38Z", "hours": 1.3972, "text": "Alr SO i added my sprites for the player (still need to fix the issue with it still being a ball in the beginning). I have also added a loading screen, and added torque for fun spinning :D (next thing to do is probably make custom sprites for ground background that stuff, make all the sprites look better 😭 + fix starting scale)"}, {"post_id": 41421, "ts": "2026-08-05T16:49:38Z", "hours": 1.1881, "text": "Created sprite, added music (rn its just https://www.youtube.com/watch?v=tIkkW55bu_k ) and will add sprite to game later (im bad at drawing if you were wondering why it took so long )"}, {"post_id": 41036, "ts": "2026-08-04T23:21:58Z", "hours": 0.465, "text": "Smoosh physics"}, {"post_id": 40359, "ts": "2026-08-03T20:14:35Z", "hours": 1.6203, "text": "added portal colors, moving platforms, and smooshing (as a game feature kinda looks like a bug rn but im going to fix it) So for smooshing you need to be pushed into the ground or a wall by a moving platform in order to become taller or shorter. This will allow you to fit into certain areas and access new areas that you previously could not access. Still fixing it though."}, {"post_id": 39829, "ts": "2026-08-03T02:41:33Z", "hours": 1.0319, "text": "Added dashing (using c) + portals for teleporting"}, {"post_id": 39064, "ts": "2026-08-01T19:07:43Z", "hours": 0.8611, "text": "Created basic movement, simple platform and sprite, + ground check to prevent infinite jumping"}]...
|
Title: My first unity game :D by @nova_ | Stardanc Title: My first unity game :D by @nova_ | Stardance
Devlogs:
Created basic movement, simple platform and sprite, + ground check to prevent infinite jumping
Added dashing (using c) + portals for teleporting
added portal colors, moving platforms, and smooshing (as a game feature kinda looks like a bug rn but im going to fix it) So for smooshing you need to be pushed into the ground or a wall by a moving platform in order to become taller or shorter. This will allow you to fit into certain areas and access new areas that you previously could not access. Still fixing it though.
Smoosh physics
Created sprite, added music (rn its just https://www.youtube.com/watch?v=tIkkW55bu_k ) and will add sprite to game later (im bad at drawing if you were wondering why it took so long )
Alr SO i added my sprites for the player (still need to fix the issue with it still being a ball in the beginning). I have also added a loading screen, and added torque for fun spinning :D (next thing to do is probably make custom sprites for ground background that stuff, make all the sprites look better 😭 + fix starting scale)
Added a tutorial and a dialogue box (the person is just my pfp for now, but will change later) also created dialogue triggers + animated text. Now gonna do the first lvl and add the dialogue for portals (and maybe a new mechanic or fix dashing cuz rn its kinda unnecessary) also that thing at the top is just my cursor
Copyright issues Unfortunately the song I chose is copyrighted (figured that out a while ago just didn’t want to address the issue until now) so i might have to make my own music for the game. I also finalized the tutorial, added a rudimentary level 1 and CHECKPOINTS . To Do: More (and i mean MORE levels). Secrets (prob just gonna throw a bunch of references in the game and call it a day And finally: Saving the game (and maybe level select if im feeling nice) im not sure if i should add more sprites (im eh at drawing, unless i really put some time into it) so maybe for the first ship i keep default walls and stuff aside for the secrets (which i will def lock in for) and i dunno maybe the next devlog will be music (will be fun to try only really experimented in garage band for school)
I hate walls. They laugh at me as i fall into the void, phasing through them . Alr well I’ve been drawing sprites and implementing them!!! At least the ground is nice it lets me walk on it first try . The walls however decided to add a bunch of funny little tiny holes in them so that the player can just barely walk through and slip into the void. I fixed this (finally 😭) and (now having the basic sprites) will add more levels in the future 🥹 (still gotta get rid of the copyrighted music. oh well something for later ) also fixed some scaling issues with the tutorial dude!!!
I was bored so uhhh heres what i did Levels 3 and 4 (Level 3 is a normal level but does have a secret area ) and level 4 is a dropper For now, level 4s kinda rudimentary (im planning on changing some of the shapes around and add custom sprites for those spikes as well cuz its boring rn) But the secret area is pretty cool (it has hidden dialogue as well by the way). To reach it, you have to stay smooshed while doing all of level 3 and then instead of entering the blue portal go under to the white portal. (The portal isn’t white btw i created an animation for it where it glitches in place [changing colors + vibrating around sporatically]). And it leads to… . I was bored OK so i added the EGG ROOM (where normally you can get an egg in deltarune). Also made it the animated tree and everything and added music triggers for new areas and stuff (so for now its just the actual egg room music). And i really want to keep this reference (i really do ) but uh this is also copyrighted so im prob gonna replace it with some non copyrighted tree thats similar to this and change the music as well (i dont want to compose the music cuz thatll take me WAY too long ) so ill keep it in for now but its not gonna make the final cut unfortunately ill just be a reference to the room and not like the actual room sprites and what not (cuz i also dont want to use his art in my game so itll just be a placeholder ig ). Also added a volume slider just in case you wanted to mute the music or smthn .
im a buku buku RAHHH 🥹 well its been a while…so uh lemme show u what ive been working on added a more simple level 5 (after that scary dropper which might be the hardest level rn ) might add more filler levels between the bigger levels so theres more build up now the main thing,uhhh i lowkey turned one of the levels into plinko i was bored ok. its still a wip (might add a custom sprite for the plinko pegs feels wrong to just use the wall texture) but it works !!! Your camera swaps over to the other sprite (which is just a plinko ball) and the aim is to simply drop it into the portal to get to the next level its very cool trust me . and then probably a final (if not the final level) its a giant tower ! (bit scary but should be alr!) now…whats next? so prob gonna add more of em filler levels, add a ending screen, r key for resetting to last checkpoint + last timestate (for plinko ) and more dialogue. also gonna find a new background music task still havent gotten around to it. See yall later ❤️🔥
well well well. its time to ship (soon)… but uh heres what i did… i changed it to night and added snow (looks yellow/golden right now might have to change). very cool ik to make sure you can still see i added lanterns (which i did not draw all these sprites i got em from https://karsiori.itch.io/free-pixel-art-lantern-pack [pretty cool btw they work nicely and everything is already formatted into individual pngs + no background 🥹]) i also fixed that plinko level so that the ball you drop actually bounces off the plinko pieces and once it hits the portal you teleport to the final level, i fixed the final level up as well, and added three levels in between the dropper and plinko that teach you how to dash!!! (c to dash it will help A LOT especially for the final level ) also, rn one part of the final level requires you to run into the wall and sort of hook onto the side, then dash onto the platform? (i didnt add sliding down walls yet so i feel like i can kinda keep this wall jump feature lowkey ) well, gonna add those lanterns later and then ill ship probably ❤️🔥 what if i just add deltarune references everywhere 😭 (i have one already )
SOOOO ITS TIME TO SHIP YAYYYYY: Finishing Touches: Changed the background music out, fixed the final level up, added a win area, put it on itch.io ( https://nova-23.itch.io/smooshed ) (loading screen kinda sucks 😔) Also, fixed the lighting problem and the lanterns, making the lanterns sort of act as guides and added some more dialogue. (IGNORE THE GIANT SLIDER WHEN U HIT PLAY IT LOOKS SMALL I PROMISE )
Ships:
Welcome to Smooshed! This is a platformer (and my first game) using Unity! BEST PLAYED IN FULLSCREEN How to Play: Movement: Arrow Keys or WASD (with either w, up arrow, or the space bar to jump) T to revert to the last checkpoint R to revert smoosh state C to dash P to pause What is it: You play as a ball (but a cool ball trust me) and are navigating through a dark, winter landscape to reach the end (the goal). However, you are graced with one power, and one power only: The Power to Be Smooshed 😭. Essentially, by getting hit into a wall by moving platforms, you can become either shorter or taller, letting you fit into gaps or inaccessible areas. Credits for assets: Lanterns - https://www.vecteezy.com/png/72636919-pixel-art-lantern-with-soft-glow and https://karsiori.itch.io/free-pixel-art-lantern-pack Music - https://pixabay.com/music/small-drama-background-piano-loop-589657/ Images that I did not draw - uhhh Toby Fox for the tree and my pfp 🥹 https://ca.pinterest.com/pin/915638168004709266/ CHALLENGES: THIS WAS MY FIRST EVER GAME (aside for scratch) so it was a hard but I did learn a lot. I’ve learned Java, so coding in C# wasn’t too bad, it just took me a bit to figure out how Unity works. After that, I was smooth sailing besides for issues with the jump mechanic (very important for a platformer ik but the plinko level interfered with it and caused some jumps to not register), the plinko mechanic itself, the snow falling and dissipating when it hits an object, and figuring out how to use the canvas/camera/lighting mechanics. But once I figured out the basics, I was pretty much set ❤️🔥 FEEDBACK IS ALWAYS APPRECIATED also heres a video of me “speedrunning the whole game” (theres ur playthrough i wanted to attach it here but it wouldnt let me): https://vimeo.com/1236899085?share=copy&fl=sv&fe=ci (srry for the bad quality its a screen recording go play it yourself 🥹)...
|
1793155954.709059
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1793242354.709059
|
|
68688
|
desktop guy by @OrangeJuice | Stardance
|
OrangeJuice
|
0
|
3.07
|
0
|
[]
|
[{"post_id": 80506, "ts": "202 [{"post_id": 80506, "ts": "2026-10-17T21:56:12Z", "hours": 1.97, "text": "desktop guy desktop pet??? nahhh. have a grown man instead - Project created for playground mission HE’S HERE Yesterday I drew the sprite!! Drawing him took me longer than I thought, and so far, I only have the walking animation completed. What’s new New and official desktop guy sprite Updated walking animation Created a right-click menu Includes: walking, sitting, speaking, and more! Super proud of this since it was kinda hard to figure out To-do Draw the rest of the animations (sitting, dancing, etc.) Give him hats to wear when clicked if you guys want any specifics hats or accessories added, comment them below!! Make the right-click menu look better/decorate it Add gravity / make him able to fall onto taskbar That’s it for now. Until next time!"}, {"post_id": 79428, "ts": "2026-10-13T22:49:38Z", "hours": 1.1003, "text": "desktop guy desktop pet??? nahhh. have a grown man instead. Background info sorry for the clickbait guys. I know the sprite is currently a dog, not a guy💔 I haven’t gotten around to drawing the sprite yet. BUT, by the next devlog, he will be here. What I have so far Nothing crazy so far. I worked through the main tutorial this session. Created temporary sprite and animations Created basic movement and physics Made grabbing and idling mechanics To-do Draw the actual sprite Create better physics (swinging while dragging, falling onto taskbar, etc.) Make the guy speak Add more animations Add a menu Extra info new project wooooo. Since this is a smaller project there will be more frequent devlogs compared to my other projects. That’s it for now. Until next time!"}]...
|
Title: desktop guy by @OrangeJuice | Stardance
De Title: desktop guy by @OrangeJuice | Stardance
Devlogs:
desktop guy desktop pet??? nahhh. have a grown man instead. Background info sorry for the clickbait guys. I know the sprite is currently a dog, not a guy💔 I haven’t gotten around to drawing the sprite yet. BUT, by the next devlog, he will be here. What I have so far Nothing crazy so far. I worked through the main tutorial this session. Created temporary sprite and animations Created basic movement and physics Made grabbing and idling mechanics To-do Draw the actual sprite Create better physics (swinging while dragging, falling onto taskbar, etc.) Make the guy speak Add more animations Add a menu Extra info new project wooooo. Since this is a smaller project there will be more frequent devlogs compared to my other projects. That’s it for now. Until next time!
desktop guy desktop pet??? nahhh. have a grown man instead - Project created for playground mission HE’S HERE Yesterday I drew the sprite!! Drawing him took me longer than I thought, and so far, I only have the walking animation completed. What’s new New and official desktop guy sprite Updated walking animation Created a right-click menu Includes: walking, sitting, speaking, and more! Super proud of this since it was kinda hard to figure out To-do Draw the rest of the animations (sitting, dancing, etc.) Give him hats to wear when clicked if you guys want any specifics hats or accessories added, comment them below!! Make the right-click menu look better/decorate it Add gravity / make him able to fall onto taskbar That’s it for now. Until next time!...
|
1793123586.175081
|
1793728386.175081
|
|
64245
|
Pocket Gamebox by @tryingmybest | Stardance
|
tryingmybest
|
0
|
4.17
|
0
|
[]
|
[{"post_id": 80504, "ts": "202 [{"post_id": 80504, "ts": "2026-10-17T21:50:35Z", "hours": 1.5958, "text": "completed working on the gamebox, fixed older problems with the cases for the gamebox, tried to make a holder for the gamebox for elite gaming experience created final assembly for the gamebox"}, {"post_id": 72688, "ts": "2026-09-23T14:42:57Z", "hours": 1.4658, "text": "completed working on the routing and then added 3d models to the pcb design, imported and then started working on CAD designing the bottom and top case for the console, completed designing the same…."}, {"post_id": 72305, "ts": "2026-09-22T16:59:47Z", "hours": 0.3014, "text": "completed routing the components on the pcb and thought about the final pcb layout, might undergo changes tomorrow but primary pcb designing is completed"}, {"post_id": 71938, "ts": "2026-09-21T20:23:29Z", "hours": 0.3589, "text": "finished the schematics of the gamebox, and then worked on the primary layout of the pcb for the gamebox. interesting work and interesting days ahead, the most ambitious part of this project would be working on the firmware for games and also the CAD seems itneresting for this project"}, {"post_id": 71439, "ts": "2026-09-20T20:25:24Z", "hours": 0.4508, "text": "worked on designing the first version of my own custom mini gaming console, added keys and display and also thought of the basic design of the gaming console"}]...
|
Title: Pocket Gamebox by @tryingmybest | Stardance Title: Pocket Gamebox by @tryingmybest | Stardance
Devlogs:
worked on designing the first version of my own custom mini gaming console, added keys and display and also thought of the basic design of the gaming console
finished the schematics of the gamebox, and then worked on the primary layout of the pcb for the gamebox. interesting work and interesting days ahead, the most ambitious part of this project would be working on the firmware for games and also the CAD seems itneresting for this project
completed routing the components on the pcb and thought about the final pcb layout, might undergo changes tomorrow but primary pcb designing is completed
completed working on the routing and then added 3d models to the pcb design, imported and then started working on CAD designing the bottom and top case for the console, completed designing the same….
completed working on the gamebox, fixed older problems with the cases for the gamebox, tried to make a holder for the gamebox for elite gaming experience created final assembly for the gamebox...
|
1793058834.2144554
|
1793663634.2144554
|
|
70241
|
AnyAlarm by @UnLuckyDev | Stardance
|
UnLuckyDev
|
0
|
0.55
|
0
|
[]
|
[{"post_id": 80500, "ts": "202 [{"post_id": 80500, "ts": "2026-10-17T21:42:17Z", "hours": 0.5506, "text": "I started to do the KiCAD schematic for the AnyAlarm, a product of Any Enterprise. It was going well untill I had issues assigning the schematic, but I will take care of this the next time. Wish me luck on the AnyAlarm"}]...
|
Title: AnyAlarm by @UnLuckyDev | Stardance
Devlog Title: AnyAlarm by @UnLuckyDev | Stardance
Devlogs:
I started to do the KiCAD schematic for the AnyAlarm, a product of Any Enterprise. It was going well untill I had issues assigning the schematic, but I will take care of this the next time. Wish me luck on the AnyAlarm...
|
1792961335.3286269
|
1793566135.3286269
|
|
55614
|
AirLog-E - A Home Assistant Multi Sensor by @Willi AirLog-E - A Home Assistant Multi Sensor by @WilliamL | Stardance...
|
WilliamL
|
0
|
12.06
|
0
|
[]
|
[{"post_id": 80499, "ts": "202 [{"post_id": 80499, "ts": "2026-10-17T21:24:09Z", "hours": 3.0411, "text": "Built it! The parts have slowly arrived over the last week and the only thing I was missing was the 2000mah LiPo battery, but I couldn’t wait, so I started building AirLog-E today! Building! I’ll go in order of how I built it! 3D Printing… First, I 3D printed my enclosure which was super easy using the 3 included .3mf files! E-Ink Display I next used M2.5 Screws to screw the e-ink display into the main section along with the front plate. The cables from the display were super long so I cut those to a shorter length in preparation for the next steps. Sensors Then I screwed the 2 environment sensors into the enclosure. Heatset Inserts Next were the 4 M3 heatset inserts which go into the main section (these were super satisfying to install) First bit of soldering I now had to solder all 8 pins from the display to the ESP32-c6 which was very fiddly! I was also going along with a multimeter to check every connection after every new joint. Charging I wired up the TP4056 module to the ESP32’s BAT + and BAT - pads and attached the 2 wires to it for where the battery (which still hasn’t arrived) will go. (I’m using a slightly smaller 1600mah lipo I already had for testing!) Sensors (again) I actually had to wire up the sensors to the ESP32 now which was also very fiddly but I managed to get there in the end. Firmware! Flashing firmware I took the code right from the github repo and compiled it in ESPhome and.. it worked!! Firmware changes I wanted to change some things, like: The VOC’s wouldn’t read because they took 80-90s to initialise, so every 10mins it’ll stay awake for an extra 30s to get a VOC reading. NOW IT FINALLY WORKS!! I’m gonna change more stuff with the firmware tomorrow, like adding the time (as I promised) and making the e-ink look cooler! (I’ll also need to add in the battery when it arrives and glue in the TP4056)"}, {"post_id": 76832, "ts": "2026-10-04T19:19:27Z", "hours": 0.4417, "text": "Fixed Issues (again!) My project was reviewed again, and I needed to fix a few things! Step files… I hadn’t included the .step files into the github repo, so now they’re there so the enclosure can be easily edited in any editor! README.md tweaks I made a ‘How did I make this?’ subheading which explains how I created the enclosure in fusion360. I also added a few bits to ‘How can I replicate this?’ like: Where you can run a Home Assistant instance How you can assemble the device using the included 3D files That’s it! Reshipping now!!"}, {"post_id": 68805, "ts": "2026-09-15T19:36:24Z", "hours": 0.3967, "text": "Fixed Issues! After shipping and my project getting reviewed, there were a few issues! Glyphs Glyphs tell the display what each character should look like. I added the degrees symbol (°) to the glyphs part in the code but I hadn’t realised you had to put every character you used in there otherwise the only thing the e-Ink would display would be the degrees symbol! I fixed this and updated the repo. Need. More. Spaceee! As my font was quite big (20px) and extrabold, it would of taken up a lot of space on the display. In the new version, I made the font size smaller (to 18px) and gave humidity its own line on the screen. This hopefully will fit with space to spare! This was pushed to the GitHub repo too. That’s it! I’m going to ship again now, and hopefully in the next devlog, I have my hands on the parts!!"}, {"post_id": 58323, "ts": "2026-08-30T18:19:30Z", "hours": 1.8767, "text": "Wrote the README! I pride myself on my READMEs and find them really fun to write! It’s fully fledged with a detailed feature list, pictures, E-ink explanations, information about all of the components and more! Go read it at https://github.com/wjmlewis/AirLog-E !!"}, {"post_id": 58047, "ts": "2026-08-30T12:12:08Z", "hours": 1.1864, "text": "Firmware Done!! I thought I’d hate writing the code but with some YouTube videos and a LOT of help from the ESPhome docs, I managed to fully flesh out the firmware! As of this time, the features include: Multiple WiFi networks it can connect to (fallback) A separate ‘secrets.yaml’ file so WiFi Passwords aren’t visible on the main file The ability to update the firmware OTA (over the air) Deep sleep, which will drastically increase battery life by only staying awake for 30s every 90s. (to be updated after IRL testing) Our 3 sensors are exposed (SHT41 for temp , humidity and SGP-40 for VOC index VOC index is set to utilise the temp and humidity sensors for a more accurate reading Other internal sensors like internal_temperature, wifi signal, ESPhome version, uptime etc from the esp32 itself are exposed (some, like the ESPhome version and uptime are hidden by default) Analog to digital converter that takes the raw battery voltage and multiplys it by 2 (as we halved it with the 2 resistors) A battery % sensor that takes our new voltage and gives it a % number using 3.5v as empty (dead) and 4.2 as fully charged. E-Ink Display showing temp, humidity and VOC index with the Dosis Extrabold font (to be updated with time once i’ve got the parts physically) I did have a couple of issues along the way but i figured them out! (eg. I found out the hard way that ESPhome id’s can’t have hyphens..) There’s no way to test this code yet, but after running it through the github copilot to check for any errors and triple checking it myself, it should work. Should anything go wrong when the parts arrive, I can iron them out but for now everything’s good. Next is cleaning up the github repo so it’s not just a bunch of files and making a readme! (I also added M2.5 screws to the BOM as 4 are needed for the front plate)"}, {"post_id": 57556, "ts": "2026-08-29T18:50:20Z", "hours": 2.9697, "text": "FUSION 360! (I did a lot in this one) Sourcing 3D files I needed the 3d models of all the different components as something to base myself off. I managed to find files for the 1.54” E-ink display, the SEEED XIAO ESP32-C6, the TP4056, and the 2 environment sensors - the SHT40 and the SGP40 on GrabCAD. Modeling the enclosure This was the time intensive part! I made it (hopefully) super easy to put together, with 3 main parts. There’s the front plate, back plate, and the main enclosure sandwiched in the middle of the two. The front plate is secured to the e-ink and the main enclosure via 4 screws in the corners. (see photo of the front plate) The back plate is secured to the main enclosure via 4 screws in the corners that go into heatset inserts inserted in the main enclosure. (see photo of the back plate) (see photo of heatset insert holes) Component positions! The components aren’t randomly placed! The E-Ink display has to go at the front followed by the battery. Then there’s the 2 sensors either side of the enclosure. They are placed there next to grills to allow airflow and increase the accuracy of the readings. Then there’s the TP4056 charging module right at the back which will be glued down. It also has a big cutout in the backplate for the USB-C port. (the cutout is a lot bigger than the USB-C port itself as the TP4056 module might not be flush with the bottom of the enclosure so more space gives it more wiggle room. (see photo with back plate and battery removed) (see photo with front plate, E-Ink display and battery removed) Where’s the microcontroller?! The microcontroller (the SEEED XIAO ESP32-C6) doesn’t have any mounting holes and I can’t glue it down as I need to access the BAT+ and BAT- pads on the bottom. This means it will be freefloating within the enclosure which will help the ease of assembly and any debugging via its USB-C port. This was honestly one of the coolest things I’ve designed in Fusion360!! Next up is the firmware, which will be written for ESPhome"}, {"post_id": 57337, "ts": "2026-08-29T13:42:36Z", "hours": 1.2342, "text": "Created the Wiring Diagram! So I’ve made the wiring diagram using PIXLR E as it makes it super easy to add the wires and import pictures of components. It made it look quite cool I think! You can also see we’ve still got 2 GPIO pins so if I ever wanted another sensor in the future I could add one (or unlimited if its I2c!😂) Bruh.. I thought I had finished the diagram but then I realised when writing this devlog that I never added the voltage divider so I spent an extra 5mins getting that into it and everything is finally all good! (I also had to update the BOM in the github repo to include the extra resistors (which i’ve already got)"}, {"post_id": 57265, "ts": "2026-08-29T11:29:45Z", "hours": 0.4614, "text": "Made the BOM and created the github repo! Bill of Materials I made the bill of materials in excel. It includes both USD$ and my local GBP£ but haven’t included the USD$ conversion yet as exchange rates could change so I’ll do that nearer the time of shipping. Github Repository Made the repo on github, and uploaded the bill of materials as a .csv. Next I’m gonna do the wiring diagram!"}, {"post_id": 56927, "ts": "2026-08-28T23:08:38Z", "hours": 0.45, "text": "Made a mockup of the device + a feature list! So the idea of this device is to be able to see my environment (temp, humidity, VOCs)at a glance along with useful info like battery % and the time. (See the WIP feature list in the photo!!) I think i’m going to get the BOM fully figured out next and then get onto the enclosure design in fusion360, before making the ESPhome code and shipping! 🤞"}]...
|
Title: AirLog-E - A Home Assistant Multi Sensor by Title: AirLog-E - A Home Assistant Multi Sensor by @WilliamL | Stardance
Devlogs:
Made a mockup of the device + a feature list! So the idea of this device is to be able to see my environment (temp, humidity, VOCs)at a glance along with useful info like battery % and the time. (See the WIP feature list in the photo!!) I think i’m going to get the BOM fully figured out next and then get onto the enclosure design in fusion360, before making the ESPhome code and shipping! 🤞
Made the BOM and created the github repo! Bill of Materials I made the bill of materials in excel. It includes both USD$ and my local GBP£ but haven’t included the USD$ conversion yet as exchange rates could change so I’ll do that nearer the time of shipping. Github Repository Made the repo on github, and uploaded the bill of materials as a .csv. Next I’m gonna do the wiring diagram!
Created the Wiring Diagram! So I’ve made the wiring diagram using PIXLR E as it makes it super easy to add the wires and import pictures of components. It made it look quite cool I think! You can also see we’ve still got 2 GPIO pins so if I ever wanted another sensor in the future I could add one (or unlimited if its I2c!😂) Bruh.. I thought I had finished the diagram but then I realised when writing this devlog that I never added the voltage divider so I spent an extra 5mins getting that into it and everything is finally all good! (I also had to update the BOM in the github repo to include the extra resistors (which i’ve already got)
FUSION 360! (I did a lot in this one) Sourcing 3D files I needed the 3d models of all the different components as something to base myself off. I managed to find files for the 1.54” E-ink display, the SEEED XIAO ESP32-C6, the TP4056, and the 2 environment sensors - the SHT40 and the SGP40 on GrabCAD. Modeling the enclosure This was the time intensive part! I made it (hopefully) super easy to put together, with 3 main parts. There’s the front plate, back plate, and the main enclosure sandwiched in the middle of the two. The front plate is secured to the e-ink and the main enclosure via 4 screws in the corners. (see photo of the front plate) The back plate is secured to the main enclosure via 4 screws in the corners that go into heatset inserts inserted in the main enclosure. (see photo of the back plate) (see photo of heatset insert holes) Component positions! The components aren’t randomly placed! The E-Ink display has to go at the front followed by the battery. Then there’s the 2 sensors either side of the enclosure. They are placed there next to grills to allow airflow and increase the accuracy of the readings. Then there’s the TP4056 charging module right at the back which will be glued down. It also has a big cutout in the backplate for the USB-C port. (the cutout is a lot bigger than the USB-C port itself as the TP4056 module might not be flush with the bottom of the enclosure so more space gives it more wiggle room. (see photo with back plate and battery removed) (see photo with front plate, E-Ink display and battery removed) Where’s the microcontroller?! The microcontroller (the SEEED XIAO ESP32-C6) doesn’t have any mounting holes and I can’t glue it down as I need to access the BAT+ and BAT- pads on the bottom. This means it will be freefloating within the enclosure which will help the ease of assembly and any debugging via its USB-C port. This was honestly one of the coolest things I’ve designed in Fusion360!! Next up is the firmware, which will be written for ESPhome
Firmware Done!! I thought I’d hate writing the code but with some YouTube videos and a LOT of help from the ESPhome docs, I managed to fully flesh out the firmware! As of this time, the features include: Multiple WiFi networks it can connect to (fallback) A separate ‘secrets.yaml’ file so WiFi Passwords aren’t visible on the main file The ability to update the firmware OTA (over the air) Deep sleep, which will drastically increase battery life by only staying awake for 30s every 90s. (to be updated after IRL testing) Our 3 sensors are exposed (SHT41 for temp , humidity and SGP-40 for VOC index VOC index is set to utilise the temp and humidity sensors for a more accurate reading Other internal sensors like internal_temperature, wifi signal, ESPhome version, uptime etc from the esp32 itself are exposed (some, like the ESPhome version and uptime are hidden by default) Analog to digital converter that takes the raw battery voltage and multiplys it by 2 (as we halved it with the 2 resistors) A battery % sensor that takes our new voltage and gives it a % number using 3.5v as empty (dead) and 4.2 as fully charged. E-Ink Display showing temp, humidity and VOC index with the Dosis Extrabold font (to be updated with time once i’ve got the parts physically) I did have a couple of issues along the way but i figured them out! (eg. I found out the hard way that ESPhome id’s can’t have hyphens..) There’s no way to test this code yet, but after running it through the github copilot to check for any errors and triple checking it myself, it should work. Should anything go wrong when the parts arrive, I can iron them out but for now everything’s good. Next is cleaning up the github repo so it’s not just a bunch of files and making a readme! (I also added M2.5 screws to the BOM as 4 are needed for the front plate)
Wrote the README! I pride myself on my READMEs and find them really fun to write! It’s fully fledged with a detailed feature list, pictures, E-ink explanations, information about all of the components and more! Go read it at https://github.com/wjmlewis/AirLog-E !!
Fixed Issues! After shipping and my project getting reviewed, there were a few issues! Glyphs Glyphs tell the display what each character should look like. I added the degrees symbol (°) to the glyphs part in the code but I hadn’t realised you had to put every character you used in there otherwise the only thing the e-Ink would display would be the degrees symbol! I fixed this and updated the repo. Need. More. Spaceee! As my font was quite big (20px) and extrabold, it would of taken up a lot of space on the display. In the new version, I made the font size smaller (to 18px) and gave humidity its own line on the screen. This hopefully will fit with space to spare! This was pushed to the GitHub repo too. That’s it! I’m going to ship again now, and hopefully in the next devlog, I have my hands on the parts!!
Fixed Issues (again!) My project was reviewed again, and I needed to fix a few things! Step files… I hadn’t included the .step files into the github repo, so now they’re there so the enclosure can be easily edited in any editor! README.md tweaks I made a ‘How did I make this?’ subheading which explains how I created the enclosure in fusion360. I also added a few bits to ‘How can I replicate this?’ like: Where you can run a Home Assistant instance How you can assemble the device using the included 3D files That’s it! Reshipping now!!
Built it! The parts have slowly arrived over the last week and the only thing I was missing was the 2000mah LiPo battery, but I couldn’t wait, so I started building AirLog-E today! Building! I’ll go in order of how I built it! 3D Printing… First, I 3D printed my enclosure which was super easy using the 3 included .3mf files! E-Ink Display I next used M2.5 Screws to screw the e-ink display into the main section along with the front plate. The cables from the display were super long so I cut those to a shorter length in preparation for the next steps. Sensors Then I screwed the 2 environment sensors into the enclosure. Heatset Inserts Next were the 4 M3 heatset inserts which go into the main section (these were super satisfying to install) First bit of soldering I now had to solder all 8 pins from the display to the ESP32-c6 which was very fiddly! I was also going along with a multimeter to check every connection after every new joint. Charging I wired up the TP4056 module to the ESP32’s BAT + and BAT - pads and attached the 2 wires to it for where the battery (which still hasn’t arrived) will go. (I’m using a slightly smaller 1600mah lipo I already had for testing!) Sensors (again) I actually had to wire up the sensors to the ESP32 now which was also very fiddly but I managed to get there in the end. Firmware! Flashing firmware I took the code right from the github repo and compiled it in ESPhome and.. it worked!! Firmware changes I wanted to change some things, like: The VOC’s wouldn’t read because they took 80-90s to initialise, so every 10mins it’ll stay awake for an extra 30s to get a VOC reading. NOW IT FINALLY WORKS!! I’m gonna change more stuff with the firmware tomorrow, like adding the time (as I promised) and making the e-ink look cooler! (I’ll also need to add in the battery when it arrives and glue in the TP4056)...
|
1793170284.413819
|
1793775084.413819
|
|
54690
|
Nickster OS by @NJstechnigames | Stardance
|
NJstechnigames
|
2
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T18:05:02Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so long since I last updated this. now there is a few new command in the terminal and a new app (yayyyy) so now we have the settings app. here you, for now, can change the taskbar colour between blue and white (so boring later on i will add more ;)) next you can change your backround between 3 images (the 3rd one is the best in my opinion)", "repo": "https://github.com/njstechnigames/Nickster-webOS", "demo": "https://njstechnigames.github.io/Nickster-webOS/"}, {"ship_num": 2, "ts": "2026-09-02T18:52:57Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "DONE!! you can now try out my first simple OS on github pages.", "repo": "https://github.com/njstechnigames/Nickster-webOS", "demo": "https://njstechnigames.github.io/Nickster-webOS/"}]...
|
[{"post_id": 80496, "ts": "202 [{"post_id": 80496, "ts": "2026-10-17T21:14:00Z", "hours": 0.3811, "text": "NEW UPDATE! There is now a working version of Bing/Chrome and a start menu in the OS"}, {"post_id": 60356, "ts": "2026-09-02T17:22:17Z", "hours": 1.5547, "text": "I can now declare the webOS1 project finish. it includes a welcome screen, terminal, notes app, and (non working) app archives (my version of the app store)."}, {"post_id": 59689, "ts": "2026-09-01T16:41:25Z", "hours": 2.0119, "text": "just added my new app to it!"}, {"post_id": 58418, "ts": "2026-08-30T20:35:31Z", "hours": 2.3958, "text": "im working on my own operating system while running into bugs and glitches"}]...
|
Title: Nickster OS by @NJstechnigames | Stardance
Title: Nickster OS by @NJstechnigames | Stardance
Devlogs:
im working on my own operating system while running into bugs and glitches
just added my new app to it!
I can now declare the webOS1 project finish. it includes a welcome screen, terminal, notes app, and (non working) app archives (my version of the app store).
NEW UPDATE! There is now a working version of Bing/Chrome and a start menu in the OS
Ships:
DONE!! you can now try out my first simple OS on github pages.
so long since I last updated this. now there is a few new command in the terminal and a new app (yayyyy) so now we have the settings app. here you, for now, can change the taskbar colour between blue and white (so boring later on i will add more ;)) next you can change your backround between 3 images (the 3rd one is the best in my opinion)...
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1793091261.9567297
|
1793177661.9567297
|
|
57560
|
UniversalOS by @JustCoding8790 | Stardance
|
JustCoding8790
|
0
|
6.92
|
0
|
[]
|
[{"post_id": 80492, "ts": "202 [{"post_id": 80492, "ts": "2026-10-17T20:42:40Z", "hours": 2.2017, "text": "Devlog 3: Setup for Natural Notebook + More Customization I’ve started setting up Natural Notebook, which will contain notes involving the lore of Universal Existence (written by an unnamed council you’ll meet later in a future version of the game), along with notes from Domainus, creator of the universe you play through in Universal Existence. For now, though, it’ll be empty (but hey, at least there’s plenty of space for my desktop cat). I’ve also added mostly minor extras, such as changing the welcome screen link to refer you to the itch.io game, making a curved translucent box for when you select an app (using 16px white bordering with 8px border-radius and alpha value in html color code), etc. By the end of tomorrow, I’m going to try and add all the notes in there. Then again, I may or may not have planned a bit too much lore in advance, so I might possibly not complete it by then. The best I can probably do is condense it down. I’ll have future me tell you about it. I also have to fix an issue with the window header text overlapping with the game description text when you scroll (screenshot below showcases the minor bug). I’m planning on maybe giving the header a background that’s on top of everything else in the window. Well, that’s enough work for now. See you tomorrow (maybe)! (Also, when I left to take a break, my GitHub codespace somehow kept counting time. I did spend some time on art that Hackatime didn’t count, though, so that makes up for it. Time spent on art was for the Natural Notebook app icon. Either way, I’m better off closing the codespace next time.)"}, {"post_id": 79231, "ts": "2026-10-13T04:04:04Z", "hours": 3.7842, "text": "Devlog #2 - Turning a Screen into a Window Sorry for devlogging with such a large amount of time. I got thrown off after discovering Terra as I wanted to publish a devlog for both at the same time. Anyways, I made the welcome page from a screen into a window. Now there’s a bottom bar that tells the time and a way to open/close the welcome page window. I did get stuck on trying to fix the header, which converted the window from a column of text into a row of text (the title was squished on the left, with the picture and game description squished on the right). I spent a while until I realized I could’ve just fixed it by replacing the that made up the header with a (ah yes, we love when we spend 30 minutes trying to figure out an issue only to find a simple solution that I could’ve actually spotted at the beginning). This is starting to look a lot more like a WebOS now. Sometime this week, I’m going to make the overall window format reusable and set everything up for the next app."}, {"post_id": 70927, "ts": "2026-09-20T01:44:04Z", "hours": 0.9328, "text": "Devlog #1 - Welcome to UniversalOS I already knew what this WebOS was going to be based off of before I even started this mission. It’s Universal Existence (more info in the screenshot below). So far, I made the welcome screen for the WebOS, with some text explaining the game and a small panel showcasing one of my favorite levels of Universal Existence. Not much else to say other than I’m pretty satisfied so far. Also, the cat is not part of the WebOS. He’s just a small desktop pet I have. You’ll see him in future devlogs."}]...
|
Title: UniversalOS by @JustCoding8790 | Stardance
Title: UniversalOS by @JustCoding8790 | Stardance
Devlogs:
Devlog #1 - Welcome to UniversalOS I already knew what this WebOS was going to be based off of before I even started this mission. It’s Universal Existence (more info in the screenshot below). So far, I made the welcome screen for the WebOS, with some text explaining the game and a small panel showcasing one of my favorite levels of Universal Existence. Not much else to say other than I’m pretty satisfied so far. Also, the cat is not part of the WebOS. He’s just a small desktop pet I have. You’ll see him in future devlogs.
Devlog #2 - Turning a Screen into a Window Sorry for devlogging with such a large amount of time. I got thrown off after discovering Terra as I wanted to publish a devlog for both at the same time. Anyways, I made the welcome page from a screen into a window. Now there’s a bottom bar that tells the time and a way to open/close the welcome page window. I did get stuck on trying to fix the header, which converted the window from a column of text into a row of text (the title was squished on the left, with the picture and game description squished on the right). I spent a while until I realized I could’ve just fixed it by replacing the that made up the header with a (ah yes, we love when we spend 30 minutes trying to figure out an issue only to find a simple solution that I could’ve actually spotted at the beginning). This is starting to look a lot more like a WebOS now. Sometime this week, I’m going to make the overall window format reusable and set everything up for the next app.
Devlog 3: Setup for Natural Notebook + More Customization I’ve started setting up Natural Notebook, which will contain notes involving the lore of Universal Existence (written by an unnamed council you’ll meet later in a future version of the game), along with notes from Domainus, creator of the universe you play through in Universal Existence. For now, though, it’ll be empty (but hey, at least there’s plenty of space for my desktop cat). I’ve also added mostly minor extras, such as changing the welcome screen link to refer you to the itch.io game, making a curved translucent box for when you select an app (using 16px white bordering with 8px border-radius and alpha value in html color code), etc. By the end of tomorrow, I’m going to try and add all the notes in there. Then again, I may or may not have planned a bit too much lore in advance, so I might possibly not complete it by then. The best I can probably do is condense it down. I’ll have future me tell you about it. I also have to fix an issue with the window header text overlapping with the game description text when you scroll (screenshot below showcases the minor bug). I’m planning on maybe giving the header a background that’s on top of everything else in the window. Well, that’s enough work for now. See you tomorrow (maybe)! (Also, when I left to take a break, my GitHub codespace somehow kept counting time. I did spend some time on art that Hackatime didn’t count, though, so that makes up for it. Time spent on art was for the Natural Notebook app icon. Either way, I’m better off closing the codespace next time.)...
|
1792712892.6640832
|
1793317692.6640832
|
|
62501
|
Solaris by @Ahmed-Tantawy | Stardance
|
Ahmed-Tantawy
|
0
|
6.96
|
0
|
[]
|
[{"post_id": 80491, "ts": "202 [{"post_id": 80491, "ts": "2026-10-17T20:38:28Z", "hours": 1.6056, "text": "I made the case with an opening for the display, 3 opens for the buzzer, one open for the USB-C, and a cool design referencing for the sun, and the cool SOLARIS on the back I’ve just finished the case of the SOLARIS, now I’ve finished the PCB, and the Case, heading for the Firmware hopefully, and if you have any comments, suggestions, or questions feel free to ask me :)"}, {"post_id": 72232, "ts": "2026-09-22T14:26:02Z", "hours": 1.2167, "text": "I don’t understand how to work with OnShape after learning on fusion, and after i tried myself on fusion i can’t figure out what to do, and I can’t use AI (-_-)"}, {"post_id": 69569, "ts": "2026-09-17T10:14:52Z", "hours": 1.9358, "text": "CAN ANYONE HELP ME!!! This is Day 2 of building Solaris, I’m stuck in a very dumb part, I can’t create a new part studio from the origin of the parts i made, when i click on it, it reloads and nothing happens :( if anyone can help me I will appreciate it very much."}, {"post_id": 68827, "ts": "2026-09-15T20:21:06Z", "hours": 2.2019, "text": "Day1 of making SOLARIS, I have just finished making the PCB and downloaded some CAD models for the components so it looks cool, SOLARIS is one of the cool names i found that refers to the sun, and the sun refers to waking up during the day, the 4 switches will make you able to: 1 choose the time, 2 choose the minutes, 3 choose a.m. or p.m. , and 4 confirming and closing the alarm."}]...
|
Title: Solaris by @Ahmed-Tantawy | Stardance
Devl Title: Solaris by @Ahmed-Tantawy | Stardance
Devlogs:
Day1 of making SOLARIS, I have just finished making the PCB and downloaded some CAD models for the components so it looks cool, SOLARIS is one of the cool names i found that refers to the sun, and the sun refers to waking up during the day, the 4 switches will make you able to: 1 choose the time, 2 choose the minutes, 3 choose a.m. or p.m. , and 4 confirming and closing the alarm.
CAN ANYONE HELP ME!!! This is Day 2 of building Solaris, I’m stuck in a very dumb part, I can’t create a new part studio from the origin of the parts i made, when i click on it, it reloads and nothing happens :( if anyone can help me I will appreciate it very much.
I don’t understand how to work with OnShape after learning on fusion, and after i tried myself on fusion i can’t figure out what to do, and I can’t use AI (-_-)
I made the case with an opening for the display, 3 opens for the buzzer, one open for the USB-C, and a cool design referencing for the sun, and the cool SOLARIS on the back I’ve just finished the case of the SOLARIS, now I’ve finished the PCB, and the Case, heading for the Firmware hopefully, and if you have any comments, suggestions, or questions feel free to ask me :)...
|
1793044462.1651525
|
1793649262.1651525
|
|
50516
|
Homesick by @UltraViolet | Stardance
|
UltraViolet
|
0
|
72.67
|
0
|
[]
|
[{"post_id": 80488, "ts": "202 [{"post_id": 80488, "ts": "2026-10-17T20:27:41Z", "hours": 5.2194, "text": "Devlog 16 We are so back y’all. Here’s what I’ve done since the last devlog: - added some easter eggs (in the memory of the testing sprites) - added timers to planets that are too hot or toxic (it just kills you if you stay there for too long) in the form of a vignette (you will basically see the edges getting darker and darker) - added poisonous plants - on one planet there are fruits that you can eat, one is safe and does… well, nothing, and the other one is poisonous… will not tell you which one is which I confess, I DID use AI for the vignette, because I am still learning and I was not able to get it done by myself, nor did I find any good videos on youtube, which is where I often get my code from. I feel terrible about it, pls don’t kill me. That’s all y’all, I didn’t get to do much this week, school has been HELL . See ya :)"}, {"post_id": 77642, "ts": "2026-10-07T18:38:10Z", "hours": 7.1339, "text": "Devlog 15 Another milestone reached, I made the nerd side of this game. Basically, there are a few (20) planets that are interesting in some way, and so I made them kinda like achievements, so when you visit a planet you can find out more about it. Now, this would be difficult with gas planets, so all you need to do is just click on a planet and it will automatically show in the list. If you open the list and click on the planet you visited, you can find out some interesting (or not so interesting, idk) info about it. Just a little detail to the game, but I wanted the planets to have a little meaning. This was like 7-10 hours of research so I am really glad I finally finished it. NO AI WAS USED IN THE PROCESS OF THE RESEARCH I tried it once, but it was no use ALL INFO IS PRIMARILY FROM WIKIPEDIA AND NASA WEBSITES. I will go work on some details, but we are nearing the end!!!"}, {"post_id": 73685, "ts": "2026-09-25T18:00:47Z", "hours": 3.6117, "text": "Devlog 14 This will be a short one. So, what I did since last devlog: -added loading screens -added music and sound effects -finally made the astronaut I don’t know if I forgot anything, I am honestly losing track of the devlogs help. Now here comes the problem, I don’t have enough time to make the little notes about the planets, so I’ve decided to just polish the game as much as I can and ship it the way it is. I will work on some details, play-testing and add a few more easter eggs. I really imagined the game to be a lot more interesting, but turns out learning game development from scratch isn’t a walk in the park. But I am happy with the game and most importantly, WE ARE GETTING THE CERTIFICATE!!! I am not leaving this year’s Stardance without the certificate. Anyway, I will go work on some stuff and I will see y’all at the next (and probably last) devlog"}, {"post_id": 71910, "ts": "2026-09-21T19:10:27Z", "hours": 3.1789, "text": "Devlog 13 It’s time to celebrateeeeeee!!! The game is officially playable. I added the death scenes along with the victory one, and created a main menu (with one pathetic start button). I also added a restart and quit button on each death/win scene, so now you can go in loops or quit after your first death. Unless you are lucky enough to find Earth first, of course. Technically speaking, save for a few details the game is ready for shipping if I don’t have enough time to finish it with all of its original features, and I will ship it in the way it is now if I run out of time. What I will try to work on first though: - gravity warning signs - there are a few planets with so low gravity, that jumping would shoot you into open space, and I made that a way to die (this probably isn’t scientifically correct, don’t quote me on this), but right now you have no way to tell which planets are those, and I won’t be so cruel to at least not give you a hint - small info about a couple of planets - this game was always supposed to be semi-educational, with unnecessary notes to interesting planets in the game. The notes won’t be relevant to finding Earth, just a little info for those who are interested. I didn’t mention it before, because I didn’t know if I would have enough time for that, but in the end I decided that it was a pretty important part of the game and scratched some other things instead. Time is running out so wish me luck y’all. (P.S.: I finally designed the rocket! It’s definitely not better than the previous one, but it’s mine)"}, {"post_id": 70770, "ts": "2026-09-19T18:48:15Z", "hours": 7.2575, "text": "Devlog 12 Okay so we reached an important point in the game development, because now we can not only LAND ON THE PLANETS, but we can also LEAVE THE PLANETS!!! This definitely didn’t take an embarrassing amount of time (tracker speaks for itself) and we did get stuck a few times, but the aftermath is that IT WORKS! What you can do right now: -Travel around the space -Die in at least 5 ways -inspect a planet (meaning you can get a better look at it and see its name) -choose whether you want to land on the planet or not - actually land on the planet -leave the planet (unless it’s a gas giant or you die in a different way) -repeat What’s next : Next I am gonna make a menu screen, because right now you just jump straight into the map. Then I need to make Earth the endgame, because right now it’s the only thing that’s not interactable. After that I make some cool death scenes. What’s coming in the far future : I want to add an oxygen level and make some planets that will be able to refill it. I also want to add at least 3 more ways to die. I also need a starting planet that will disappear after you leave it. I wanted to add a starting animation, but I don’t think I have enough time for that. I also wanted to add some minigame(s) to make it more fun, but again, time is becoming problematic. And I REALLY wanted to add some animals on a couple of planets, but this is at the very bottom of the list and I need to concentrate on the essentials. Wish me luck! (current mental breakdown count: too many to keep track of)"}, {"post_id": 67638, "ts": "2026-09-13T19:42:09Z", "hours": 5.8514, "text": "Devlog 11 Y’ALL I’M FREE! Well, not really yet, BUT I finally finished ALL OF THE SCENES YAY!!! I have officially made over 30 unique exoplanet landscapes, one for each exoplanet (I am just now realizing there are planets in the Solar System as well… NEVERMIND THAT). They aren’t perfect, they aren’t polished, they aren’t gorgeous and mindblowingly stunning, but hey, at least they aren’t AI right? On the first picture is my version of a possible landscape on Kepler-186f , which has to be one of my favorite exoplanets, if not my favorite. Because of its position and the host star dimness, it is possible that if life existed on the planet, plants would be colored in the shades of red, black and purple and I find that INSANELY cool. NEXT UP : I am gonna make all of the planets LANDABLE, meaning that I will connect the landscapes to the planets on the map. It sounds so easy and quick, but I feel like it will take me the whole week. I really hope not. After that, the game will finally be playable, and we can move on to the details that will make it more interesting. See y’all at my next mental breakdown, bye :)"}, {"post_id": 64969, "ts": "2026-09-09T18:29:21Z", "hours": 6.4308, "text": "Devlog 10 Y’all, we are making progress! Very slow one though. I’ve been working on the scenes and, we are moving, and I have around 10 more to make. We are gonna ignore the fact that they are the worst ones. Among others, I made the Mars scene, and hear me out, okay, I just HAD TO add the cat ears to the sun now come on ( first pic ) like it was seriously asking for it. I also wanted to add some funny text next to it, but I am a left-handed person using the mouse with my right hand (don’t ask, idk) and it ended up looking terrible (for the record, my normal handwriting isn’t any better, but yea). NEXT, I am going to finish the scenes (I know I said something similar last time, but it’s a slow process and I hate it) and then connect them to their planets or whatever aand idk. Here are some pictures, pay them some respect, or don’t."}, {"post_id": 59074, "ts": "2026-08-31T17:59:42Z", "hours": 3.9275, "text": "Devlog 9 Y’all, I’m backk! I kinda slowed down on the project, I’m losing motivation slightly, because drawing all these scenes is taking AGES, and when I compare the amazing projects y’all are making to my little silly rocket game, I just wanna quit. But I am not giving up (yet). So far, I’ve made a couple of the scenes, and finished all the scenes for the Lich pulsar planets (let’s act like there’s not only 3 of them) and a few gas planets. There are still a lot of them to do, but there is some progress. I will keep y’all updated on how it’s (not) going aaand I hope you have a nice day! (pic: a heavily judgmental kiwi bird on Alpha Centauri A b)"}, {"post_id": 54705, "ts": "2026-08-25T19:34:48Z", "hours": 1.9561, "text": "Devlog 8 I started drawing the scenes for the planets and let me tell you, not a fun process… This one took over an hour and a half, and considering the fact that I have like 5 million more to make, my project will be 5% coding, 10% building and 85% Lapse… Anyway, I am trying to be as scientifically accurate as possible, but considering how little information we have about most exoplanets I will have to use my imagination quite a bit. Just like the rocket, the astronaut is just there for testing, not the final version because I am keeping the worst parts for last. ( pic: background for Poltergeist, an exoplanet orbiting the Lich pulsar )"}, {"post_id": 53904, "ts": "2026-08-24T16:42:57Z", "hours": 4.1136, "text": "Devlog 7 I finally finished the map, so now there are all of the planets, and stars, and other things waiting to kill you. I also added a bunch of asteroids that are just there… but you probably don’t want to crash into them. I still haven’t fixed the camera transition (I honestly forgot), but first I will concentrate on drawing the scenes for the planets you will be able to land on. So far so good, but it will go downhill pretty soon, I can feel it."}, {"post_id": 51805, "ts": "2026-08-21T17:23:38Z", "hours": 2.27, "text": "Devlog 6 I finished designing the exoplanets (yipee) and that’s all for now. All of the planets are inspired by whatever Google fed me, so it’s not completely made up. My head hurts, but I will be back after the weekend. Let me know what you think of the planets :) Have a nice weekend!!"}, {"post_id": 51653, "ts": "2026-08-21T13:27:20Z", "hours": 2.5964, "text": "Devlog 5 I made the Alpha Centauri system, though you can’t land on the planets yet, just get yourself killed in the stars. I’m designing all of the exoplanets, because Google images aren’t any good. I also drew the star types (they aren’t perfect, but oh well) for the same reason. I still have 9 star systems and around 20 planets to make, but I feel like the map will still be quite empty, so if you have suggestions on cool exoplanets that I could add, let me know :)"}, {"post_id": 51210, "ts": "2026-08-20T18:51:57Z", "hours": 6.1006, "text": "Devlog 4 Today I figured out how to make landing possible (which definitely didn’t take a ridiculous amount of time), and I am quite satisfied with how it works, but it’s still missing transitions between cameras, so I will work on that later. I’m not happy with the planet font, but it’ll have to do for now. I made the gas planets landable, but there are still so many of them to do, and it’s not a fun process… send help."}, {"post_id": 50277, "ts": "2026-08-19T13:04:03Z", "hours": 2.3567, "text": "Devlog 3 I added stars to the map background, because it was hard to tell if you were moving and which direction you were going. I also added orbits to the planets (they are there, I promise), because without them, it was almost impossible to find any planets. Also, I fixed the black hole, and next I want to figure out how to make the planets landable. (I’m new to Godot and I’m learning as I go, so bear with me) Wish me luck!"}, {"post_id": 49759, "ts": "2026-08-18T17:59:41Z", "hours": 1.825, "text": "Devlog 2 I finished making the backgrounds for Jupiter, Saturn, Uranus and Neptune. I also added a black hole that pulls you towards it, but I am not quite happy with how it works so I will be working on that. Also, I am adding easter eggs even before the actual game is working… Anyway, I’m a fan of birds so I am just adding random birds in random spots. Hope you like them! (pic: duck on Neptune)"}, {"post_id": 49639, "ts": "2026-08-18T15:05:18Z", "hours": 8.8375, "text": "Devlog 1 I am making a space game in Godot, where you play as an astronaut who woke up stranded on an alien planet and has to find his way back to Earth. So far I’ve made the rocket, the solar system, and the map where you travel around and look for planets. I’ve also started drawing backgrounds for planets that you will be able to land on. I plan on drawing the rocket myself and possibly even the planets if I have enough time for it, but for now it is just so I am able to test if the game works (which it doesn’t most of the time) (Also please ignore the 8 hours 💀, I had to restart after about 5 hours because I didn’t like it)"}]...
|
Title: Homesick by @UltraViolet | Stardance
Devlo Title: Homesick by @UltraViolet | Stardance
Devlogs:
Devlog 1 I am making a space game in Godot, where you play as an astronaut who woke up stranded on an alien planet and has to find his way back to Earth. So far I’ve made the rocket, the solar system, and the map where you travel around and look for planets. I’ve also started drawing backgrounds for planets that you will be able to land on. I plan on drawing the rocket myself and possibly even the planets if I have enough time for it, but for now it is just so I am able to test if the game works (which it doesn’t most of the time) (Also please ignore the 8 hours 💀, I had to restart after about 5 hours because I didn’t like it)
Devlog 2 I finished making the backgrounds for Jupiter, Saturn, Uranus and Neptune. I also added a black hole that pulls you towards it, but I am not quite happy with how it works so I will be working on that. Also, I am adding easter eggs even before the actual game is working… Anyway, I’m a fan of birds so I am just adding random birds in random spots. Hope you like them! (pic: duck on Neptune)
Devlog 3 I added stars to the map background, because it was hard to tell if you were moving and which direction you were going. I also added orbits to the planets (they are there, I promise), because without them, it was almost impossible to find any planets. Also, I fixed the black hole, and next I want to figure out how to make the planets landable. (I’m new to Godot and I’m learning as I go, so bear with me) Wish me luck!
Devlog 4 Today I figured out how to make landing possible (which definitely didn’t take a ridiculous amount of time), and I am quite satisfied with how it works, but it’s still missing transitions between cameras, so I will work on that later. I’m not happy with the planet font, but it’ll have to do for now. I made the gas planets landable, but there are still so many of them to do, and it’s not a fun process… send help.
Devlog 5 I made the Alpha Centauri system, though you can’t land on the planets yet, just get yourself killed in the stars. I’m designing all of the exoplanets, because Google images aren’t any good. I also drew the star types (they aren’t perfect, but oh well) for the same reason. I still have 9 star systems and around 20 planets to make, but I feel like the map will still be quite empty, so if you have suggestions on cool exoplanets that I could add, let me know :)
Devlog 6 I finished designing the exoplanets (yipee) and that’s all for now. All of the planets are inspired by whatever Google fed me, so it’s not completely made up. My head hurts, but I will be back after the weekend. Let me know what you think of the planets :) Have a nice weekend!!
Devlog 7 I finally finished the map, so now there are all of the planets, and stars, and other things waiting to kill you. I also added a bunch of asteroids that are just there… but you probably don’t want to crash into them. I still haven’t fixed the camera transition (I honestly forgot), but first I will concentrate on drawing the scenes for the planets you will be able to land on. So far so good, but it will go downhill pretty soon, I can feel it.
Devlog 8 I started drawing the scenes for the planets and let me tell you, not a fun process… This one took over an hour and a half, and considering the fact that I have like 5 million more to make, my project will be 5% coding, 10% building and 85% Lapse… Anyway, I am trying to be as scientifically accurate as possible, but considering how little information we have about most exoplanets I will have to use my imagination quite a bit. Just like the rocket, the astronaut is just there for testing, not the final version because I am keeping the worst parts for last. ( pic: background for Poltergeist, an exoplanet orbiting the Lich pulsar )
Devlog 9 Y’all, I’m backk! I kinda slowed down on the project, I’m losing motivation slightly, because drawing all these scenes is taking AGES, and when I compare the amazing projects y’all are making to my little silly rocket game, I just wanna quit. But I am not giving up (yet). So far, I’ve made a couple of the scenes, and finished all the scenes for the Lich pulsar planets (let’s act like there’s not only 3 of them) and a few gas planets. There are still a lot of them to do, but there is some progress. I will keep y’all updated on how it’s (not) going aaand I hope you have a nice day! (pic: a heavily judgmental kiwi bird on Alpha Centauri A b)
Devlog 10 Y’all, we are making progress! Very slow one though. I’ve been working on the scenes and, we are moving, and I have around 10 more to make. We are gonna ignore the fact that they are the worst ones. Among others, I made the Mars scene, and hear me out, okay, I just HAD TO add the cat ears to the sun now come on ( first pic ) like it was seriously asking for it. I also wanted to add some funny text next to it, but I am a left-handed person using the mouse with my right hand (don’t ask, idk) and it ended up looking terrible (for the record, my normal handwriting isn’t any better, but yea). NEXT, I am going to finish the scenes (I know I said something similar last time, but it’s a slow process and I hate it) and then connect them to their planets or whatever aand idk. Here are some pictures, pay them some respect, or don’t.
Devlog 11 Y’ALL I’M FREE! Well, not really yet, BUT I finally finished ALL OF THE SCENES YAY!!! I have officially made over 30 unique exoplanet landscapes, one for each exoplanet (I am just now realizing there are planets in the Solar System as well… NEVERMIND THAT). They aren’t perfect, they aren’t polished, they aren’t gorgeous and mindblowingly stunning, but hey, at least they aren’t AI right? On the first picture is my version of a possible landscape on Kepler-186f , which has to be one of my favorite exoplanets, if not my favorite. Because of its position and the host star dimness, it is possible that if life existed on the planet, plants would be colored in the shades of red, black and purple and I find that INSANELY cool. NEXT UP : I am gonna make all of the planets LANDABLE, meaning that I will connect the landscapes to the planets on the map. It sounds so easy and quick, but I feel like it will take me the whole week. I really hope not. After that, the game will finally be playable, and we can move on to the details that will make it more interesting. See y’all at my next mental breakdown, bye :)
Devlog 12 Okay so we reached an important point in the game development, because now we can not only LAND ON THE PLANETS, but we can also LEAVE THE PLANETS!!! This definitely didn’t take an embarrassing amount of time (tracker speaks for itself) and we did get stuck a few times, but the aftermath is that IT WORKS! What you can do right now: -Travel around the space -Die in at least 5 ways -inspect a planet (meaning you can get a better look at it and see its name) -choose whether you want to land on the planet or not - actually land on the planet -leave the planet (unless it’s a gas giant or you die in a different way) -repeat What’s next : Next I am gonna make a menu screen, because right now you just jump straight into the map. Then I need to make Earth the endgame, because right now it’s the only thing that’s not interactable. After that I make some cool death scenes. What’s coming in the far future : I want to add an oxygen level and make some planets that will be able to refill it. I also want to add at least 3 more ways to die. I also need a starting planet that will disappear after you leave it. I wanted to add a starting animation, but I don’t think I have enough time for that. I also wanted to add some minigame(s) to make it more fun, but again, time is becoming problematic. And I REALLY wanted to add some animals on a couple of planets, but this is at the very bottom of the list and I need to concentrate on the essentials. Wish me luck! (current mental breakdown count: too many to keep track of)
Devlog 13 It’s time to celebrateeeeeee!!! The game is officially playable. I added the death scenes along with the victory one, and created a main menu (with one pathetic start button). I also added a restart and quit button on each death/win scene, so now you can go in loops or quit after your first death. Unless you are lucky enough to find Earth first, of course. Technically speaking, save for a few details the game is ready for shipping if I don’t have enough time to finish it with all of its original features, and I will ship it in the way it is now if I run out of time. What I will try to work on first though: - gravity warning signs - there are a few planets with so low gravity, that jumping would shoot you into open space, and I made that a way to die (this probably isn’t scientifically correct, don’t quote me on this), but right now you have no way to tell which planets are those, and I won’t be so cruel to at least not give you a hint - small info about a couple of planets - this game was always supposed to be semi-educational, with unnecessary notes to interesting planets in the game. The notes won’t be relevant to finding Earth, just a little info for those who are interested. I didn’t mention it before, because I didn’t know if I would have enough time for that, but in the end I decided that it was a pretty important part of the game and scratched some other things instead. Time is running out so wish me luck y’all. (P.S.: I finally designed the rocket! It’s definitely not better than the previous one, but it’s mine)
Devlog 14 This will be a short one. So, what I did since last devlog: -added loading screens -added music and sound effects -finally made the astronaut I don’t know if I forgot anything, I am honestly losing track of the devlogs help. Now here comes the problem, I don’t have enough time to make the little notes about the planets, so I’ve decided to just polish the game as much as I can and ship it the way it is. I will work on some details, play-testing and add a few more easter eggs. I really imagined the game to be a lot more interesting, but turns out learning game development from scratch isn’t a walk in the park. But I am happy with the game and most importantly, WE ARE GETTING THE CERTIFICATE!!! I am not leaving this year’s Stardance without the certificate. Anyway, I will go work on some stuff and I will see y’all at the next (and probably last) devlog
Devlog 15 Another milestone reached, I made the nerd side of this game. Basically, there are a few (20) planets that are interesting in some way, and so I made them kinda like achievements, so when you visit a planet you can find out more about it. Now, this would be difficult with gas planets, so all you need to do is just click on a planet and it will automatically show in the list. If you open the list and click on the planet you visited, you can find out some interesting (or not so interesting, idk) info about it. Just a little detail to the game, but I wanted the planets to have a little meaning. This was like 7-10 hours of research so I am really glad I finally finished it. NO AI WAS USED IN THE PROCESS OF THE RESEARCH I tried it once, but it was no use ALL INFO IS PRIMARILY FROM WIKIPEDIA AND NASA WEBSITES. I will go work on some details, but we are nearing the end!!!
Devlog 16 We are so back y’all. Here’s what I’ve done since the last devlog: - added some easter eggs (in the memory of the testing sprites) - added timers to planets that are too hot or toxic (it just kills you if you stay there for too long) in the form of a vignette (you will basically see the edges getting darker and darker) - added poisonous plants - on one planet there are fruits that you can eat, one is safe and does… well, nothing, and the other one is poisonous… will not tell you which one is which I confess, I DID use AI for the vignette, because I am still learning and I was not able to get it done by myself, nor did I find any good videos on youtube, which is where I often get my code from. I feel terrible about it, pls don’t kill me. That’s all y’all, I didn’t get to do much this week, school has been HELL . See ya :)...
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1792633661.5197165
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1793238461.5197165
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7434
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Space tutorial (Java & More) by @djblackberry6 Space tutorial (Java & More) by @djblackberry64contribute | Stardance...
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djblackberry64contribute
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0
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6.39
|
0
|
[]
|
[{"post_id": 80487, "ts": "202 [{"post_id": 80487, "ts": "2026-10-17T20:26:18Z", "hours": 3.4217, "text": "News Update for the Space Tutorial Course! Here’s what’s new I added a basic introductory and a ‘Hello World’ lesson to the Space Tutorial course for the Java track. I added placeholder lessons to the Python and Kotlin track Takeaway So excited to continue this!😆 While doing the basic lessons, I got a wild idea. I thought about making this not only a ‘learn language syntax’ course but also include historic aspects or key philosophies expressed through the syntax for the different languages. Let me know what you think about this possible addition down below. As always, take care and see you next time!👋"}, {"post_id": 24306, "ts": "2026-07-07T19:49:56Z", "hours": 2.9689, "text": "Started some first lessons here. Will definetly add more to the social cards and maybe configure i18n (still indecisive about that). Anyways, that’s it for this devlog and I hope to see you next time!"}]...
|
Title: Space tutorial (Java & More) by @djblac Title: Space tutorial (Java & More) by @djblackberry64contribute | Stardance
Devlogs:
Started some first lessons here. Will definetly add more to the social cards and maybe configure i18n (still indecisive about that). Anyways, that’s it for this devlog and I hope to see you next time!
News Update for the Space Tutorial Course! Here’s what’s new I added a basic introductory and a ‘Hello World’ lesson to the Space Tutorial course for the Java track. I added placeholder lessons to the Python and Kotlin track Takeaway So excited to continue this!😆 While doing the basic lessons, I got a wild idea. I thought about making this not only a ‘learn language syntax’ course but also include historic aspects or key philosophies expressed through the syntax for the different languages. Let me know what you think about this possible addition down below. As always, take care and see you next time!👋...
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1792724022.1306503
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1793328822.1306503
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70242
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Hack Club Mail by @Lamparter | Stardance
|
Lamparter
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T20:29:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made 2 small contributions to the Hack Club Mail platform (theseus): a PR in which I gated the map on the homescreen behind a styled button to make the web page load faster a PR in which I made the website look prettier by adding a Windows 95-themed background image", "repo": "https://github.com/Lamparter/Theseus", "demo": "https://mail.hackclub.com"}]...
|
[{"post_id": 80486, "ts": "202 [{"post_id": 80486, "ts": "2026-10-17T20:24:18Z", "hours": 1.15, "text": "I opened PR #251 in the hackclub/theseus repo where I fixed a very very annoying issue , namely the fact that the mail.hackclub.com website would take AGES to load because of a very large map being rendered on the UI thread as the homepage loaded. The PR has subsequently been merged (thanks to Rowan) and now everyone’s experience with the Hack Club Mail website has been greatly improved!"}]...
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Title: Hack Club Mail by @Lamparter | Stardance
D Title: Hack Club Mail by @Lamparter | Stardance
Devlogs:
I opened PR #251 in the hackclub/theseus repo where I fixed a very very annoying issue , namely the fact that the mail.hackclub.com website would take AGES to load because of a very large map being rendered on the UI thread as the homepage loaded. The PR has subsequently been merged (thanks to Rowan) and now everyone’s experience with the Hack Club Mail website has been greatly improved!
Ships:
I made 2 small contributions to the Hack Club Mail platform (theseus): a PR in which I gated the map on the homescreen behind a styled button to make the web page load faster a PR in which I made the website look prettier by adding a Windows 95-themed background image...
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1793199368.0066338
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1793285768.0066338
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30065
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Star Project Annoucement Blog by @djblackberry64co Star Project Annoucement Blog by @djblackberry64contribute | Stardance...
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djblackberry64contribute
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0
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12.34
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0
|
[]
|
[{"post_id": 80483, "ts": "202 [{"post_id": 80483, "ts": "2026-10-17T20:17:56Z", "hours": 2.5853, "text": "Here’s what’s new this time First real blog post published I published my first real blog post which covers the erosion of skills with AI. I hope you enjoy it! My first ever comment and reaction! Wohoo! Finally got some humans involved here. It was getting kinda boring without comments tbh 😁 Takeaway This is it for this devlog! 😁Feel free to check out the new blog post at: https://djblackberry64.github.io/blog/01-the-erosion-of-skills/ And have a nice day/noon/evening/night!❤️"}, {"post_id": 63831, "ts": "2026-09-07T20:05:54Z", "hours": 0.9444, "text": "First blog post published! Hey people!👋 I just wanted to update you on how my blog’s doing. I published my first blog post there and will add even more as time goes on.📝 So excited to finally share my first thoughts! Check it out now when you’ve got the time.😁"}, {"post_id": 62819, "ts": "2026-09-06T10:47:34Z", "hours": 8.8128, "text": "Finally found something suitable for my blog. And after some growing pains the first version is finally live! Already did some customization to the README.md and startpage and there’s even more to come! I’m so excited to continue this😁"}]...
|
Title: Star Project Annoucement Blog by @djblackbe Title: Star Project Annoucement Blog by @djblackberry64contribute | Stardance
Devlogs:
Finally found something suitable for my blog. And after some growing pains the first version is finally live! Already did some customization to the README.md and startpage and there’s even more to come! I’m so excited to continue this😁
First blog post published! Hey people!👋 I just wanted to update you on how my blog’s doing. I published my first blog post there and will add even more as time goes on.📝 So excited to finally share my first thoughts! Check it out now when you’ve got the time.😁
Here’s what’s new this time First real blog post published I published my first real blog post which covers the erosion of skills with AI. I hope you enjoy it! My first ever comment and reaction! Wohoo! Finally got some humans involved here. It was getting kinda boring without comments tbh 😁 Takeaway This is it for this devlog! 😁Feel free to check out the new blog post at: https://djblackberry64.github.io/blog/01-the-erosion-of-skills/ And have a nice day/noon/evening/night!❤️...
|
1793137973.3557098
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1793742773.3557098
|
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18200
|
ForceField by @anygenericname | Stardance
|
anygenericname
|
0
|
92.47
|
0
|
[]
|
[{"post_id": 80482, "ts": "202 [{"post_id": 80482, "ts": "2026-10-17T20:03:45Z", "hours": 3.2789, "text": "Connection Testing Screen. A nice little UI that allows you to see where exactly your connection might be failing. (the gif is kinda slow, no idea why that’s happening lol)"}, {"post_id": 78127, "ts": "2026-10-09T17:17:39Z", "hours": 13.7836, "text": "Added Automatic Install, Better Key Generation, ARM support — Now you can give ssh credentials and Forcefield will install its client on your server. Also, Forcefield generates its keys at runtime now!"}, {"post_id": 69445, "ts": "2026-09-17T02:15:19Z", "hours": 28.3153, "text": "Got Wireguard working! We can now bypass hotel/repressive gov./etc. content blockers"}, {"post_id": 16745, "ts": "2026-06-27T06:21:24Z", "hours": 7.6619, "text": "Ipv6 now working! It is now possible to proxy Ipv6 traffic through the tunnel, regardless of if the client device has ipv6 access, which is cool. I still don’t have the ability to give you a public ipv6 address, but that might be on the way, not sure."}, {"post_id": 15191, "ts": "2026-06-24T18:10:12Z", "hours": 22.6558, "text": "Different types of routes can now be used to talk to different peers. Direct routes to public IPs, direct routes to internal IPs (with tags for which peers have that route available), and reverse routes, for bypassing NAT and talking to peers with no public IP. Still need to integrate websockets for firewall bypass. Unfortunately, this is a command line tool, so there isn’t much I can show but I did write an absolute ton of code."}, {"post_id": 10146, "ts": "2026-06-16T19:08:12Z", "hours": 5.92, "text": "Trying to get a endpoint control ui working. Eventually I’m going to make endpoints be capable of creating their own connections instead of doing everything from the main device. This will help to bypass NAT in some cases. Also, I’m apperently allergic to doing projects that are visually interesting (eg. cli tools 😭) so the only image you’re getting is this."}, {"post_id": 9009, "ts": "2026-06-15T00:57:08Z", "hours": 4.5653, "text": "Actually got it working! Forcefield now builds nested VPN configs at will"}, {"post_id": 8834, "ts": "2026-06-14T18:10:44Z", "hours": 2.8328, "text": "Built out as much CLI as possible without actually testing VPN. Starting docker now ig"}, {"post_id": 8505, "ts": "2026-06-14T04:18:09Z", "hours": 3.4592, "text": "Connection logic, some wireguard management, all untested 😭"}]...
|
Title: ForceField by @anygenericname | Stardance
Title: ForceField by @anygenericname | Stardance
Devlogs:
Connection logic, some wireguard management, all untested 😭
Built out as much CLI as possible without actually testing VPN. Starting docker now ig
Actually got it working! Forcefield now builds nested VPN configs at will
Trying to get a endpoint control ui working. Eventually I’m going to make endpoints be capable of creating their own connections instead of doing everything from the main device. This will help to bypass NAT in some cases. Also, I’m apperently allergic to doing projects that are visually interesting (eg. cli tools 😭) so the only image you’re getting is this.
Different types of routes can now be used to talk to different peers. Direct routes to public IPs, direct routes to internal IPs (with tags for which peers have that route available), and reverse routes, for bypassing NAT and talking to peers with no public IP. Still need to integrate websockets for firewall bypass. Unfortunately, this is a command line tool, so there isn’t much I can show but I did write an absolute ton of code.
Ipv6 now working! It is now possible to proxy Ipv6 traffic through the tunnel, regardless of if the client device has ipv6 access, which is cool. I still don’t have the ability to give you a public ipv6 address, but that might be on the way, not sure.
Got Wireguard working! We can now bypass hotel/repressive gov./etc. content blockers
Added Automatic Install, Better Key Generation, ARM support — Now you can give ssh credentials and Forcefield will install its client on your server. Also, Forcefield generates its keys at runtime now!
Connection Testing Screen. A nice little UI that allows you to see where exactly your connection might be failing. (the gif is kinda slow, no idea why that’s happening lol)...
|
1793152404.688336
|
1793757204.688336
|
|
45237
|
Guitar Game by @Nele | Stardance
|
Nele
|
0
|
106.21
|
0
|
[]
|
[{"post_id": 80477, "ts": "202 [{"post_id": 80477, "ts": "2026-10-17T19:43:21Z", "hours": 2.3531, "text": "I finished level 1 to 3 with the 7 Nation Army riff and of course redisined level 1 to 3 so that the obstacles match the rithm of seven Nation Army. I also started with a level with chrods, but first I want to make a chord catalog where you can look how to play each chord you need for the level or, respectively the song. Here is one of the levels preview (it’s level 3) :"}, {"post_id": 79988, "ts": "2026-10-15T19:17:55Z", "hours": 2.3706, "text": "Heyooo, as I promised or said I created three levels for a riff to a real song. It’s the well known seven nation army riff (: The first level has just the notes you need for the riff, already in the correct order, but you have muchhh time to play them, so you get familar to where they are on your guitar. I have already plans to desing level two and three, but I have to sleep. So I will do it tomorrow or another day. I am very exited to do this and later show it to you! Here is the array with the obstacles for level one, you can see which frets and strings I used for the riff:"}, {"post_id": 79635, "ts": "2026-10-14T19:28:10Z", "hours": 0.8972, "text": "Hello I changed the size so it is more playable on phone and made a preview to every level which is personal designed for each level… or it will be. I also testet a lot and made preview screenshots. Then I had the idea to use popular guitar riffs for my levels, so that you can actually play a song in the end, which I think would be muchhhh cooler than just some notes. I hope this will work!!!!! I don’t know what to show so here is one of the preview screenshots"}, {"post_id": 79398, "ts": "2026-10-13T20:07:34Z", "hours": 2.5567, "text": "I worked on the desert theme an nearly finished it, but I wantet to change how the game displays the notes and did it. But at first I ran into many issues. I desided to show one here. I first completely destroyed my layout and had to figure out what hapend and how to fix it. In the end I did it and also designed level 4! So here my broken layout…"}, {"post_id": 79132, "ts": "2026-10-12T19:40:18Z", "hours": 1.6378, "text": "I got the design showing up and it looks okay for now. Tomorrow I will try to get cleaner animations. I also aranged level 2 and 3. And did a looottt of testing"}, {"post_id": 78830, "ts": "2026-10-11T18:23:50Z", "hours": 1.2314, "text": "I’m designing my levels at the moment and rearanged level 1. Then I wanted to add different themes… I started with a desert theme. I implemented it just like my arcade theme but it did not really work and I can’t tell why… But I guess I will figure it out"}, {"post_id": 78278, "ts": "2026-10-10T08:18:20Z", "hours": 3.1233, "text": "I finished the chord detection!!! But I’m not satisfied because it does not work as good as I want it. You have to play the chords very clear and loud so you need to use an amplifier if you play on electric guitar. I wanted the detection also to detect quiet chords, but I just don’t get it so I added this information at the beginning. At least it does work :)"}, {"post_id": 77149, "ts": "2026-10-05T19:43:31Z", "hours": 1.2861, "text": "Began to implement a chord detection, to extend my existing note detection, but ran in tooo many problems so I will continue tomorrow. And I designed one level (level 11) that means I rearanged the obstacles."}, {"post_id": 76795, "ts": "2026-10-04T16:11:22Z", "hours": 4.2256, "text": "Stardance has extended, so I took the time to build some small features, like a loading screen, which is displayed when starting the game so thath the images can load before and not while playing. I also added a function which brings the game on full screen when starting and flips the screen if youre playing on phone (works with google on my phone). Annddd I added a note which only pops up, if you open the game for the first time (you can see it in the screenshot). I also cleaned the code, it’s the worst work and nobody really notices…"}, {"post_id": 75336, "ts": "2026-09-29T19:33:00Z", "hours": 9.4228, "text": "I made my game ready to ship. It is now fully playable!! I’ve added some basic funktions… You can take a look at the full game in this video!!! I will add some levels to round it up and then finally ship it"}, {"post_id": 74429, "ts": "2026-09-27T11:21:34Z", "hours": 8.7761, "text": "Hellooooo, I created a pause and a startscreen menu (: I also build the first level!"}, {"post_id": 73575, "ts": "2026-09-25T12:45:01Z", "hours": 9.9753, "text": "I tinkered a bit with th enote detection, but is hasn’t really improved much. The most visible result is probalby that I’ve improved - or at least changed - the design. I’m currently working on a pause menu and have laid the groundwork to create a tutorial soon. I definitely need to lock in over the next few days because I still have so many ideas - even though I have a math exam in four days and haven’t done a thing for it yet. But come on, it’s only math."}, {"post_id": 68754, "ts": "2026-09-15T17:54:56Z", "hours": 2.9547, "text": "I’ve tidied up my code a bit - adding comments and organizing it into logical sections. I still habe a lot of work ahead of me there, but once that’s done, I’ll ve albe to continue working effectively."}, {"post_id": 67615, "ts": "2026-09-13T19:20:56Z", "hours": 10.7439, "text": "Hey there! I’ve expanded the game in a few small ways and focused ont the basic design - adding a few animations here and there. And acuteally (to my surprise) everything is finally working so far. So, here is a video at last!"}, {"post_id": 61556, "ts": "2026-09-04T15:06:18Z", "hours": 10.1756, "text": "I’ve made the game largely responsive now and as you can see I experimented a bit with the backgrounds. I’ve added two more types of obstacles to provide more variety, but unfortunately, I still don’t habe a fully functional level ready - so, once again, just a screenshot:"}, {"post_id": 58729, "ts": "2026-08-31T08:45:12Z", "hours": 10.0539, "text": "I intergrated the note recognition with the game logic and my first test run was succesful: the player jumps when the right note is played at the right time and crashes into the obstacle if not. I also experimented with a few simple designs and had the idea of making the game responsive - I messed that up a bit, but I#m fixing it. Unfortunately, the game logic isn’t working quite right again yet, so here is just a screenshot"}, {"post_id": 55651, "ts": "2026-08-27T16:40:53Z", "hours": 16.0339, "text": "I’ve been working on pitch detection and ran into a few issues, but my program can now identify which string is being played based on its frequency. Unfortunately, it insn’t precise yet, because some strings share the same frequency as other strings at certain frets. Nevertheless, you can see it in my console here!"}, {"post_id": 51895, "ts": "2026-08-21T19:55:44Z", "hours": 8.3889, "text": "I created the fundamentals for my game and also a first very very basic animation"}]...
|
Title: Guitar Game by @Nele | Stardance
Devlogs:
Title: Guitar Game by @Nele | Stardance
Devlogs:
I created the fundamentals for my game and also a first very very basic animation
I’ve been working on pitch detection and ran into a few issues, but my program can now identify which string is being played based on its frequency. Unfortunately, it insn’t precise yet, because some strings share the same frequency as other strings at certain frets. Nevertheless, you can see it in my console here!
I intergrated the note recognition with the game logic and my first test run was succesful: the player jumps when the right note is played at the right time and crashes into the obstacle if not. I also experimented with a few simple designs and had the idea of making the game responsive - I messed that up a bit, but I#m fixing it. Unfortunately, the game logic isn’t working quite right again yet, so here is just a screenshot
I’ve made the game largely responsive now and as you can see I experimented a bit with the backgrounds. I’ve added two more types of obstacles to provide more variety, but unfortunately, I still don’t habe a fully functional level ready - so, once again, just a screenshot:
Hey there! I’ve expanded the game in a few small ways and focused ont the basic design - adding a few animations here and there. And acuteally (to my surprise) everything is finally working so far. So, here is a video at last!
I’ve tidied up my code a bit - adding comments and organizing it into logical sections. I still habe a lot of work ahead of me there, but once that’s done, I’ll ve albe to continue working effectively.
I tinkered a bit with th enote detection, but is hasn’t really improved much. The most visible result is probalby that I’ve improved - or at least changed - the design. I’m currently working on a pause menu and have laid the groundwork to create a tutorial soon. I definitely need to lock in over the next few days because I still have so many ideas - even though I have a math exam in four days and haven’t done a thing for it yet. But come on, it’s only math.
Hellooooo, I created a pause and a startscreen menu (: I also build the first level!
I made my game ready to ship. It is now fully playable!! I’ve added some basic funktions… You can take a look at the full game in this video!!! I will add some levels to round it up and then finally ship it
Stardance has extended, so I took the time to build some small features, like a loading screen, which is displayed when starting the game so thath the images can load before and not while playing. I also added a function which brings the game on full screen when starting and flips the screen if youre playing on phone (works with google on my phone). Annddd I added a note which only pops up, if you open the game for the first time (you can see it in the screenshot). I also cleaned the code, it’s the worst work and nobody really notices…
Began to implement a chord detection, to extend my existing note detection, but ran in tooo many problems so I will continue tomorrow. And I designed one level (level 11) that means I rearanged the obstacles.
I finished the chord detection!!! But I’m not satisfied because it does not work as good as I want it. You have to play the chords very clear and loud so you need to use an amplifier if you play on electric guitar. I wanted the detection also to detect quiet chords, but I just don’t get it so I added this information at the beginning. At least it does work :)
I’m designing my levels at the moment and rearanged level 1. Then I wanted to add different themes… I started with a desert theme. I implemented it just like my arcade theme but it did not really work and I can’t tell why… But I guess I will figure it out
I got the design showing up and it looks okay for now. Tomorrow I will try to get cleaner animations. I also aranged level 2 and 3. And did a looottt of testing
I worked on the desert theme an nearly finished it, but I wantet to change how the game displays the notes and did it. But at first I ran into many issues. I desided to show one here. I first completely destroyed my layout and had to figure out what hapend and how to fix it. In the end I did it and also designed level 4! So here my broken layout…
Hello I changed the size so it is more playable on phone and made a preview to every level which is personal designed for each level… or it will be. I also testet a lot and made preview screenshots. Then I had the idea to use popular guitar riffs for my levels, so that you can actually play a song in the end, which I think would be muchhhh cooler than just some notes. I hope this will work!!!!! I don’t know what to show so here is one of the preview screenshots
Heyooo, as I promised or said I created three levels for a riff to a real song. It’s the well known seven nation army riff (: The first level has just the notes you need for the riff, already in the correct order, but you have muchhh time to play them, so you get familar to where they are on your guitar. I have already plans to desing level two and three, but I have to sleep. So I will do it tomorrow or another day. I am very exited to do this and later show it to you! Here is the array with the obstacles for level one, you can see which frets and strings I used for the riff:
I finished level 1 to 3 with the 7 Nation Army riff and of course redisined level 1 to 3 so that the obstacles match the rithm of seven Nation Army. I also started with a level with chrods, but first I want to make a chord catalog where you can look how to play each chord you need for the level or, respectively the song. Here is one of the levels preview (it’s level 3) :...
|
1792615977.0897655
|
1793220777.0897655
|
|
67005
|
Forgery by @Koy | Stardance
|
Koy
|
0
|
28.16
|
0
|
[]
|
[{"post_id": 80475, "ts": "202 [{"post_id": 80475, "ts": "2026-10-17T19:35:25Z", "hours": 9.9742, "text": "DevLog[4] - Melted Fluid! Hiiiiiiiiii (I’m running out of wave emotes help) I made a fluid!!! And it’s also a block entity!!! Anyway, Here’s what I did! Melted fluid (should it be molten??) - I made my first fluid! it tints based off of a value in its block entity (allegedly) and the value gets set on creation from the items that are put in the Melter! (I am currently unable to test this though) Melter enhancements! - I gave it two more slots (yeah that’s basically it) the next devlog will be about connecting both of these features together so stay tuned ⭐ ⭐ ⭐ Have a nice day!! (I should really think of more reviewer-considerate ways to end these huh)"}, {"post_id": 79392, "ts": "2026-10-13T19:55:03Z", "hours": 9.6944, "text": "DevLog[3] - “Containers!!!” “Wait what day is it?” will anyone even get this bit it’s on like three different projects atp Completely Ignoring my failure here’s what I did!! The melter: Yes I only did one block for almost 10 hours (it was hard okay?! ) this is the first container in the mod! (so the next ones should be a bit faster ) I actually didn’t find documentation for how to make it for the first little bit (like 5 hours ) so I looked at the beacon source code and ended up making the whole screen (and parts of the other stuff) completely on my own! Anw yeah it’s Tuesday (oopsie) Yeah I think that deadline might have been ambitious And so I will give myself the slightly-less-ambitious deadline of one more week! (I also have more school than before so I might re-extend) yeah this won’t be polished by the end of sd would it"}, {"post_id": 77939, "ts": "2026-10-08T21:10:26Z", "hours": 7.3261, "text": "DevLog[2] - “The Race” Hey all!! In this devlog I have two main progressions. the first is deesplate palladium ore, attached bellow (very blurry) and raw palladium (blurry chimken), and the second (the one that’s kind of interesting Ig Idk) is the palladium ore placed feature! it spawns naturally now. (I also added a picture of when I tested it but spawning end rods so yayay) this was done with the fabric datagen library thing so it’s cool and not json (yayayayayay) “Wait but why is this called the race?” Why does this always happen (Whisper) “Bcz you can never think of transitions” Shush. The race. (This shouldn’t be called a race I just forgot what it’s called smh ) I decided to ship this by Sunday. This means that the full palladium ore chain should be ready as well as (very basic) forgeries (the structure that melts ores so that you can use them, mostly for the better ores) EDIT: I forgot to mention it was Thursday"}, {"post_id": 75920, "ts": "2026-10-01T16:44:19Z", "hours": 1.1636, "text": "DevLog[1] - “First Item!” Hey there! I wanted to do this project for a while but just couldn’t get myself to start, so here I am! In the last hour all I did was setup, there isn’t much time in an hour and it takes a minute to do. I made this ingot (palladium) in piskel, and it’s going to be the beginning of this mod’s progression! The mod will start by just adding to the normal ore progression (wood -> stone -> iron -> gold, kinda -> diamond -> netherite) by having an item (palladium) that will be better for armor but not for weapons, that way the insanity starts off slow, and gets faster later on. Have a nice day!"}]...
|
Title: Forgery by @Koy | Stardance
Devlogs:
DevLo Title: Forgery by @Koy | Stardance
Devlogs:
DevLog[1] - “First Item!” Hey there! I wanted to do this project for a while but just couldn’t get myself to start, so here I am! In the last hour all I did was setup, there isn’t much time in an hour and it takes a minute to do. I made this ingot (palladium) in piskel, and it’s going to be the beginning of this mod’s progression! The mod will start by just adding to the normal ore progression (wood -> stone -> iron -> gold, kinda -> diamond -> netherite) by having an item (palladium) that will be better for armor but not for weapons, that way the insanity starts off slow, and gets faster later on. Have a nice day!
DevLog[2] - “The Race” Hey all!! In this devlog I have two main progressions. the first is deesplate palladium ore, attached bellow (very blurry) and raw palladium (blurry chimken), and the second (the one that’s kind of interesting Ig Idk) is the palladium ore placed feature! it spawns naturally now. (I also added a picture of when I tested it but spawning end rods so yayay) this was done with the fabric datagen library thing so it’s cool and not json (yayayayayay) “Wait but why is this called the race?” Why does this always happen (Whisper) “Bcz you can never think of transitions” Shush. The race. (This shouldn’t be called a race I just forgot what it’s called smh ) I decided to ship this by Sunday. This means that the full palladium ore chain should be ready as well as (very basic) forgeries (the structure that melts ores so that you can use them, mostly for the better ores) EDIT: I forgot to mention it was Thursday
DevLog[3] - “Containers!!!” “Wait what day is it?” will anyone even get this bit it’s on like three different projects atp Completely Ignoring my failure here’s what I did!! The melter: Yes I only did one block for almost 10 hours (it was hard okay?! ) this is the first container in the mod! (so the next ones should be a bit faster ) I actually didn’t find documentation for how to make it for the first little bit (like 5 hours ) so I looked at the beacon source code and ended up making the whole screen (and parts of the other stuff) completely on my own! Anw yeah it’s Tuesday (oopsie) Yeah I think that deadline might have been ambitious And so I will give myself the slightly-less-ambitious deadline of one more week! (I also have more school than before so I might re-extend) yeah this won’t be polished by the end of sd would it
DevLog[4] - Melted Fluid! Hiiiiiiiiii (I’m running out of wave emotes help) I made a fluid!!! And it’s also a block entity!!! Anyway, Here’s what I did! Melted fluid (should it be molten??) - I made my first fluid! it tints based off of a value in its block entity (allegedly) and the value gets set on creation from the items that are put in the Melter! (I am currently unable to test this though) Melter enhancements! - I gave it two more slots (yeah that’s basically it) the next devlog will be about connecting both of these features together so stay tuned ⭐ ⭐ ⭐ Have a nice day!! (I should really think of more reviewer-considerate ways to end these huh)...
|
1793105533.2666426
|
1793710333.2666426
|
|
42787
|
Calculator in Assembly by @kingvon | Stardance
|
kingvon
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T19:40:05Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Basic Calc in x86_64 Assembly wanted to learn assembly so wrote this, its not a full fledged calc but it does support somethings supports + - * / only linux _ checks for invalid op, invalid digits, empty input, negative output, divide by zero, u64 overflow check readme and build from source", "repo": "https://github.com/pratiksingh94/calc-in-assembly", "demo": "https://github.com/pratiksingh94/calc-in-assembly/releases/tag/v0.1"}]...
|
[{"post_id": 80473, "ts": "202 [{"post_id": 80473, "ts": "2026-10-17T19:30:40Z", "hours": 1.9289, "text": "Multiple shi did a lot of lil things, just wanted to complete this and ship to get 3 stardust so i can get the buds _ things i did: added negative number guard added invalid number check added operation check added u64 overflow check"}, {"post_id": 39707, "ts": "2026-08-02T20:47:01Z", "hours": 0.5239, "text": "Added Subtraction, Multiplication, Division they were all easy, everything after itoa was easy so far. also made github repo and the readme has my todo stuff too."}, {"post_id": 39653, "ts": "2026-08-02T19:37:08Z", "hours": 1.4456, "text": "Addition yeah it can do addition now, but 1h 24m to make that? hell NO. most of the time went on a stupid Integer to ASCII conversion function it was so hard to implement but i did it at the end the calculator lacks hella checks tho, you can do “hi + hello” and get 620280 (yes literally idk how)"}, {"post_id": 39061, "ts": "2026-08-01T18:57:13Z", "hours": 0.9236, "text": "made atoi ASCII to integer conversion i am an idiot so i accidenttely said “itoa” in git commit T_T (integer to ASCII) yeah not much to show right now, just took almost an hour debugging and trying to fix the the loop screenshot shows i entered those values which is taken as ASCII and the output from reading the num1 and num2 bytes it prints those as numbers"}, {"post_id": 38973, "ts": "2026-08-01T16:23:54Z", "hours": 0.5319, "text": "made those CLI messages and input reading basic write and read syscalls"}]...
|
Title: Calculator in Assembly by @kingvon | Starda Title: Calculator in Assembly by @kingvon | Stardance
Devlogs:
made those CLI messages and input reading basic write and read syscalls
made atoi ASCII to integer conversion i am an idiot so i accidenttely said “itoa” in git commit T_T (integer to ASCII) yeah not much to show right now, just took almost an hour debugging and trying to fix the the loop screenshot shows i entered those values which is taken as ASCII and the output from reading the num1 and num2 bytes it prints those as numbers
Addition yeah it can do addition now, but 1h 24m to make that? hell NO. most of the time went on a stupid Integer to ASCII conversion function it was so hard to implement but i did it at the end the calculator lacks hella checks tho, you can do “hi + hello” and get 620280 (yes literally idk how)
Added Subtraction, Multiplication, Division they were all easy, everything after itoa was easy so far. also made github repo and the readme has my todo stuff too.
Multiple shi did a lot of lil things, just wanted to complete this and ship to get 3 stardust so i can get the buds _ things i did: added negative number guard added invalid number check added operation check added u64 overflow check
Ships:
Basic Calc in x86_64 Assembly wanted to learn assembly so wrote this, its not a full fledged calc but it does support somethings supports + - * / only linux _ checks for invalid op, invalid digits, empty input, negative output, divide by zero, u64 overflow check readme and build from source...
|
1793155967.5015306
|
1793242367.5015306
|
|
67219
|
CommandPad by @uddinsyed604 | Stardance
|
uddinsyed604
|
0
|
20.98
|
0
|
[]
|
[{"post_id": 80468, "ts": "202 [{"post_id": 80468, "ts": "2026-10-17T18:57:00Z", "hours": 4.7022, "text": "Completed CAD Designing"}, {"post_id": 79872, "ts": "2026-10-15T17:59:27Z", "hours": 0.3775, "text": "Added Keycaps!"}, {"post_id": 79865, "ts": "2026-10-15T17:31:22Z", "hours": 2.5206, "text": "PCB is almost done (just need to add keycaps)"}, {"post_id": 79628, "ts": "2026-10-14T19:09:11Z", "hours": 1.4783, "text": "Dealing with PCB (session 1)"}, {"post_id": 79530, "ts": "2026-10-14T13:54:34Z", "hours": 1.9644, "text": "Completed the Schematic for CommandPad! it’s clean isnt it :) [ guys if i messed up smthng comment, Thank you] who doesnt love making projects :))))"}, {"post_id": 79313, "ts": "2026-10-13T14:13:20Z", "hours": 2.4594, "text": "Finally assigned all the footprints with their 3d models (tbh irritating task searching online all that stuff)"}, {"post_id": 79103, "ts": "2026-10-12T17:55:13Z", "hours": 1.4817, "text": "I have assigned footprints and 3d models for xiao and cherry mx switches! for CommandPad."}, {"post_id": 78763, "ts": "2026-10-11T15:06:00Z", "hours": 0.9089, "text": "Made seperate folders and assigned symbols and footprinds for CommandPad"}, {"post_id": 78729, "ts": "2026-10-11T12:37:31Z", "hours": 1.1036, "text": "Learned how to deal with assigning footprints and cad designing , will implement this learning to make my actual 5 key pad ."}, {"post_id": 78093, "ts": "2026-10-09T15:23:28Z", "hours": 0.635, "text": "Finalized all the components which will be on my Pad. will start the schematic tmrw."}, {"post_id": 78044, "ts": "2026-10-09T10:42:37Z", "hours": 1.0889, "text": "LEARNING STAGE (complete). I have completed the cad design by following through the kackpad guide. generated the plate and extruded the usb port and extruded some final designs of case."}, {"post_id": 77774, "ts": "2026-10-08T07:46:32Z", "hours": 1.6539, "text": "I just measured by pcb and designed a case for it on fusion. i followed through the hackpad guide and replicated each and every step to make my own minopado!!"}, {"post_id": 76374, "ts": "2026-10-03T10:30:05Z", "hours": 0.6025, "text": "GUYS! Referred Hackpad guide and routed the pcb."}]...
|
Title: CommandPad by @uddinsyed604 | Stardance
De Title: CommandPad by @uddinsyed604 | Stardance
Devlogs:
GUYS! Referred Hackpad guide and routed the pcb.
I just measured by pcb and designed a case for it on fusion. i followed through the hackpad guide and replicated each and every step to make my own minopado!!
LEARNING STAGE (complete). I have completed the cad design by following through the kackpad guide. generated the plate and extruded the usb port and extruded some final designs of case.
Finalized all the components which will be on my Pad. will start the schematic tmrw.
Learned how to deal with assigning footprints and cad designing , will implement this learning to make my actual 5 key pad .
Made seperate folders and assigned symbols and footprinds for CommandPad
I have assigned footprints and 3d models for xiao and cherry mx switches! for CommandPad.
Finally assigned all the footprints with their 3d models (tbh irritating task searching online all that stuff)
Completed the Schematic for CommandPad! it’s clean isnt it :) [ guys if i messed up smthng comment, Thank you] who doesnt love making projects :))))
Dealing with PCB (session 1)
PCB is almost done (just need to add keycaps)
Added Keycaps!
Completed CAD Designing...
|
1793108926.6430879
|
1793713726.6430879
|
|
70222
|
axsends by @AhsenKurtoski | Stardance
|
AhsenKurtoski
|
0
|
0.85
|
0
|
[]
|
[{"post_id": 80448, "ts": "202 [{"post_id": 80448, "ts": "2026-10-17T17:24:58Z", "hours": 0.8478, "text": "Working on the open source version of AUTODS. it search products make website search for client and more more more. SOON ENGLISH VERSION- IT-EN. ai powered."}]...
|
Title: axsends by @AhsenKurtoski | Stardance
Devl Title: axsends by @AhsenKurtoski | Stardance
Devlogs:
Working on the open source version of AUTODS. it search products make website search for client and more more more. SOON ENGLISH VERSION- IT-EN. ai powered....
|
1792961279.3783941
|
1793566079.3783941
|
|
54472
|
2D Matrix display by @Adam_Primus | Stardance
|
Adam_Primus
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T17:51:15Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 2-Dimensional LED Matrix Display using White LEDs Microcontroller and other components. I face difficulty perfectly assembling the project and getting it to work perfectly. This project tested my skill, knowledge, and dedication and help me improve a lot in my journey. Especially my soldering skills . It was a really great experience and will be a major part of my journey. That’s ALl.", "repo": "https://github.com/Adam-Primus/2D-Matrix-display", "demo": ""}]...
|
[{"post_id": 80445, "ts": "202 [{"post_id": 80445, "ts": "2026-10-17T17:20:48Z", "hours": 0.3333, "text": "Final Touches Giving some final updates and verification to all the sections of the project."}, {"post_id": 80397, "ts": "2026-10-17T14:51:37Z", "hours": 1.1517, "text": "In this devlog, I finished writing my code and after verifying it I uploaded the code in my microcontroller [ESP32] after that I plug in my display to see if it works. At first, the 2nd col LEDs and the 4th col LEDs does not seem to work. Perhaps, it was my bad soldering skills. So, I started looking for leaks or I should say bad circuits. After some fixing, It seem to be better but still the 2nd col LEDs and a 4th col 4th row LED did not work. So using my multimeter continuity I eliminated some more troubleshooting and it finally worked like fantastic. I updated my Readme and Github and I think it is ready for submitting. That’s All."}, {"post_id": 80245, "ts": "2026-10-16T21:10:55Z", "hours": 4.6478, "text": "In this devlog, Finally, the hardware is done. I took a lot of patience and troubleshooting to get this right. I must confess, the soldering is not the best but it is under progress. I begin writing code for microcontroller in the Arduino IDE which I forgot to take the screenshot of. Done Assembling Soldering Circuit verification for troubleshooting Under Progress Writing Code Updating GitHub Testing Finalising That’s All."}, {"post_id": 79892, "ts": "2026-10-15T18:03:16Z", "hours": 1.9411, "text": "In this devlog, So, It has been long since I last worked on this project. So, working on this gives me a long feeling. I suppose, this project has taught me a lot. Any way, I continued the assembling work and almost at the end. Made some minor file updates and also added a BOM.file . Done BOM.csv CAD.file Assembling [Almost] Up-Next Code.ino [ArduinoIDE] Testing That’s all."}, {"post_id": 74588, "ts": "2026-09-27T18:09:33Z", "hours": 0.8778, "text": "In this devlog, I was planning to finish my soldering but it went wrong. Here’s what happened, I bought enough soldering wire for my project[The last picture below] and was ready to finish all the soldering work of my project. As I was working through, the worst thing happened, my Soldering Iron BROKE [the Tip]. I guess this project is gonna take long time.[There is a picture of Broken Tip too.]. That’s all."}, {"post_id": 73268, "ts": "2026-09-24T18:21:11Z", "hours": 1.6667, "text": "In this devlog, I continued my work by soldering the rest of the led’s pins[i.e. anode, cathode]. I did the best I can still I made some mistakes. Perhaps, I am still a beginner. Now, Soldering [About to finish, Last phase] Circuit [Checked] Microcontroller [Yet to program] That’s All."}, {"post_id": 71863, "ts": "2026-09-21T17:49:30Z", "hours": 1.2789, "text": "In this devlog, I started to solder all the components which I assembled in last devlog. First, I soldered all the anode pins of individual leds Secondly, I started to solder all the cathode pins of all the individual leds Then, I started to connect[solder] the anodes pins to make columns, that when my soldering wire ran out. Perhaps, I must have a good stock of it. That’s All"}, {"post_id": 70772, "ts": "2026-09-19T18:52:43Z", "hours": 1.4336, "text": "In the devlog, I add the other components which were not added in the previous devlog. I was confused between two resistors about their resistance so I just calculated it. I had a little trouble getting the components in the right place but I figured it out. So, this is how it looks till now. I think will work on the programming the microcontroller or maybe soldering the components in the next devlog."}, {"post_id": 69262, "ts": "2026-09-16T18:10:02Z", "hours": 1.0667, "text": "In the devlog, I got all the components required and started the assembling process. Unfortunately I had to check all the leds before using them and turned out some of them were fused. I still have to solder everything and also code the esp32."}, {"post_id": 68696, "ts": "2026-09-15T15:44:01Z", "hours": 1.0733, "text": "Final updates and changes to schematics of my project 2d matrix display. I tried making it more neater and organized than before. I removed all the excess text and other interferences. I think it is done. But I do think I have to make some changes after I make it physically [Maybe]."}, {"post_id": 54900, "ts": "2026-08-26T03:46:18Z", "hours": 1.6042, "text": "This Project is a continue work imported from macondo and will continue in stardance"}]...
|
Title: 2D Matrix display by @Adam_Primus | Stardan Title: 2D Matrix display by @Adam_Primus | Stardance
Devlogs:
This Project is a continue work imported from macondo and will continue in stardance
Final updates and changes to schematics of my project 2d matrix display. I tried making it more neater and organized than before. I removed all the excess text and other interferences. I think it is done. But I do think I have to make some changes after I make it physically [Maybe].
In the devlog, I got all the components required and started the assembling process. Unfortunately I had to check all the leds before using them and turned out some of them were fused. I still have to solder everything and also code the esp32.
In the devlog, I add the other components which were not added in the previous devlog. I was confused between two resistors about their resistance so I just calculated it. I had a little trouble getting the components in the right place but I figured it out. So, this is how it looks till now. I think will work on the programming the microcontroller or maybe soldering the components in the next devlog.
In this devlog, I started to solder all the components which I assembled in last devlog. First, I soldered all the anode pins of individual leds Secondly, I started to solder all the cathode pins of all the individual leds Then, I started to connect[solder] the anodes pins to make columns, that when my soldering wire ran out. Perhaps, I must have a good stock of it. That’s All
In this devlog, I continued my work by soldering the rest of the led’s pins[i.e. anode, cathode]. I did the best I can still I made some mistakes. Perhaps, I am still a beginner. Now, Soldering [About to finish, Last phase] Circuit [Checked] Microcontroller [Yet to program] That’s All.
In this devlog, I was planning to finish my soldering but it went wrong. Here’s what happened, I bought enough soldering wire for my project[The last picture below] and was ready to finish all the soldering work of my project. As I was working through, the worst thing happened, my Soldering Iron BROKE [the Tip]. I guess this project is gonna take long time.[There is a picture of Broken Tip too.]. That’s all.
In this devlog, So, It has been long since I last worked on this project. So, working on this gives me a long feeling. I suppose, this project has taught me a lot. Any way, I continued the assembling work and almost at the end. Made some minor file updates and also added a BOM.file . Done BOM.csv CAD.file Assembling [Almost] Up-Next Code.ino [ArduinoIDE] Testing That’s all.
In this devlog, Finally, the hardware is done. I took a lot of patience and troubleshooting to get this right. I must confess, the soldering is not the best but it is under progress. I begin writing code for microcontroller in the Arduino IDE which I forgot to take the screenshot of. Done Assembling Soldering Circuit verification for troubleshooting Under Progress Writing Code Updating GitHub Testing Finalising That’s All.
In this devlog, I finished writing my code and after verifying it I uploaded the code in my microcontroller [ESP32] after that I plug in my display to see if it works. At first, the 2nd col LEDs and the 4th col LEDs does not seem to work. Perhaps, it was my bad soldering skills. So, I started looking for leaks or I should say bad circuits. After some fixing, It seem to be better but still the 2nd col LEDs and a 4th col 4th row LED did not work. So using my multimeter continuity I eliminated some more troubleshooting and it finally worked like fantastic. I updated my Readme and Github and I think it is ready for submitting. That’s All.
Final Touches Giving some final updates and verification to all the sections of the project.
Ships:
I made a 2-Dimensional LED Matrix Display using White LEDs Microcontroller and other components. I face difficulty perfectly assembling the project and getting it to work perfectly. This project tested my skill, knowledge, and dedication and help me improve a lot in my journey. Especially my soldering skills . It was a really great experience and will be a major part of my journey. That’s ALl....
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1793199387.9594507
|
1793285787.9594507
|
|
50550
|
TapPad by @yashtakhtani | Stardance
|
yashtakhtani
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T17:57:03Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "TapPad is complete! You should customize the Tappad keymap.py file and run it with python on system startup to customize what each button on the TapPad does. I hope you are enjoying this journey. You can only control the rgb led as of now with led.py. In future I will make it so that you can also customize the OLED display! For now it just says TapPad!", "repo": "https://github.com/Yash-Takhtani/TapPad", "demo": ""}]...
|
[{"post_id": 80443, "ts": "202 [{"post_id": 80443, "ts": "2026-10-17T17:18:29Z", "hours": 3.7294, "text": "Done with firmware as well Everything is completed! I made the firmware so that the keys and rotary are assigned to F13-20 on the keyboard. they are then mapped to whatever actions we want them to take via a python file. that python file is to be run on system startup. Right now you can only control the rgb led and the display just shows “TapPad!” for now. I will make it customizable in future. I also added extra clearances in CAD."}, {"post_id": 80352, "ts": "2026-10-17T11:16:20Z", "hours": 5.9536, "text": "BUILT! I recieved the kit yesterday and finished the build! then I flashed the firmware, everything worked except the oled display, it was glitched. I tried fixing, it worked in simplified tests but did not work with qmk. I tried to fix it but then I got frustrated!! then I mindlessly used AI and the AI slop made it even worse and I did not understand anything that it wrote. So I reverted back to an older version of my repository. now I will work on firmware again fresh start from where I left it. It has a few dark burn like marks from when i was trying to slightly adjust the holes for led and display. I placed them slightly off while building. I will add extra clearances in the cad model."}, {"post_id": 51857, "ts": "2026-08-21T18:43:00Z", "hours": 3.3311, "text": "The project is Shipped!! I added spaces and holes for the overlapping display and rotary. It is a bit congested but it works. Let’s hope for the best now."}, {"post_id": 51276, "ts": "2026-08-20T20:15:50Z", "hours": 4.0503, "text": "Today I was trying to assemble all the components, then I realised that the lid of my case is not right since the placement of all holes did not match with the PCB. I redesigned the case and assembled it again. Now the rotary switch and OLED display are too tall and overlap with the lid. Tomorrow I will fix this by extruding the lid and making more space for OLED and rotary, after that assembly should be completed (I hope so). This is what it is for now, overlapping rotary and OLED Another change in the design was use of magnets instead of screws since I don’t have enough space for a 3D printable screw. (I am pretty sure that I am allowed to do so as long as I arrange the magnets myself. Someone pls confirm if I am allowed to use magnets or will my project be rejected)"}, {"post_id": 50539, "ts": "2026-08-19T18:45:05Z", "hours": 3.3678, "text": "I have made the firmware and have given some finishing touches to the case. Making the firmware was a bit confusing, but with a little bit of help from internet and AI, I managed to make the firmware"}, {"post_id": 49881, "ts": "2026-08-18T20:39:22Z", "hours": 0.4503, "text": "TapPad will not only be a macro pad but at also a media controller through the rotary switch, as well as a status indicator through the customizable OLED display."}, {"post_id": 49813, "ts": "2026-08-18T19:13:05Z", "hours": 4.2508, "text": "Made the 3d model. Started off by learning the basics of fusion and made my way through making the 3d model"}, {"post_id": 49491, "ts": "2026-08-18T11:07:34Z", "hours": 2.1003, "text": "Finished with the pcb, had to restart multiple times while routing and had to take help of free routing to route all the connections on my PCB"}, {"post_id": 49160, "ts": "2026-08-17T19:53:55Z", "hours": 0.5167, "text": "Starting off with my “Tap Pad”. This is a programmable keypad which makes repetitive tasks easier. It will make tasks like going deep into one spceific folder, finding one specifc exe file and then running it easier with just a tap on the “Tap Pad”. Or use it with OBS with different setups for different kinds of recording and many more tasks can be simplified with it…."}]...
|
Title: TapPad by @yashtakhtani | Stardance
Devlog Title: TapPad by @yashtakhtani | Stardance
Devlogs:
Starting off with my “Tap Pad”. This is a programmable keypad which makes repetitive tasks easier. It will make tasks like going deep into one spceific folder, finding one specifc exe file and then running it easier with just a tap on the “Tap Pad”. Or use it with OBS with different setups for different kinds of recording and many more tasks can be simplified with it….
Finished with the pcb, had to restart multiple times while routing and had to take help of free routing to route all the connections on my PCB
Made the 3d model. Started off by learning the basics of fusion and made my way through making the 3d model
TapPad will not only be a macro pad but at also a media controller through the rotary switch, as well as a status indicator through the customizable OLED display.
I have made the firmware and have given some finishing touches to the case. Making the firmware was a bit confusing, but with a little bit of help from internet and AI, I managed to make the firmware
Today I was trying to assemble all the components, then I realised that the lid of my case is not right since the placement of all holes did not match with the PCB. I redesigned the case and assembled it again. Now the rotary switch and OLED display are too tall and overlap with the lid. Tomorrow I will fix this by extruding the lid and making more space for OLED and rotary, after that assembly should be completed (I hope so). This is what it is for now, overlapping rotary and OLED Another change in the design was use of magnets instead of screws since I don’t have enough space for a 3D printable screw. (I am pretty sure that I am allowed to do so as long as I arrange the magnets myself. Someone pls confirm if I am allowed to use magnets or will my project be rejected)
The project is Shipped!! I added spaces and holes for the overlapping display and rotary. It is a bit congested but it works. Let’s hope for the best now.
BUILT! I recieved the kit yesterday and finished the build! then I flashed the firmware, everything worked except the oled display, it was glitched. I tried fixing, it worked in simplified tests but did not work with qmk. I tried to fix it but then I got frustrated!! then I mindlessly used AI and the AI slop made it even worse and I did not understand anything that it wrote. So I reverted back to an older version of my repository. now I will work on firmware again fresh start from where I left it. It has a few dark burn like marks from when i was trying to slightly adjust the holes for led and display. I placed them slightly off while building. I will add extra clearances in the cad model.
Done with firmware as well Everything is completed! I made the firmware so that the keys and rotary are assigned to F13-20 on the keyboard. they are then mapped to whatever actions we want them to take via a python file. that python file is to be run on system startup. Right now you can only control the rgb led and the display just shows “TapPad!” for now. I will make it customizable in future. I also added extra clearances in CAD.
Ships:
TapPad is complete! You should customize the Tappad keymap.py file and run it with python on system startup to customize what each button on the TapPad does. I hope you are enjoying this journey. You can only control the rgb led as of now with led.py. In future I will make it so that you can also customize the OLED display! For now it just says TapPad!...
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1793195723.333626
|
1793282123.333626
|
|
3236
|
Apex Scholar by @Anvith | Stardance
|
Anvith
|
1
|
34.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T17:47:40Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Apex Scholar, which is meant to help students self-learn AP subjects. I made this since I didn’t understand sometimes what my teacher was teaching, and I didn’t know how to self study. In Apex Scholar, there are AI tutors that are each trained on their respective Course & Exam Description, a practice hub where you can take practice tests, create flashcards, learn, review topics, and more, and also a scheduler, which schedules when you should study and do your homework. I would greatly appreciate any feedback!", "repo": "https://github.com/AnvithPothula/apex-scholar", "demo": "https://apex-scholar.com"}]...
|
[{"post_id": 80442, "ts": "202 [{"post_id": 80442, "ts": "2026-10-17T17:11:00Z", "hours": 6.3394, "text": "There were a few bugs throughout the website that I took care of. It is basically finished, though I might ship again after this ship if I add updated based on the feedback."}, {"post_id": 79400, "ts": "2026-10-13T20:16:43Z", "hours": 26.7125, "text": "I’ve done a lot of changes, mostly with adding a practice hub."}, {"post_id": 2897, "ts": "2026-06-05T20:03:06Z", "hours": 0.5667, "text": "I am starting to make a Learn section"}]...
|
Title: Apex Scholar by @Anvith | Stardance
Devlog Title: Apex Scholar by @Anvith | Stardance
Devlogs:
I am starting to make a Learn section
I’ve done a lot of changes, mostly with adding a practice hub.
There were a few bugs throughout the website that I took care of. It is basically finished, though I might ship again after this ship if I add updated based on the feedback.
Ships:
I made Apex Scholar, which is meant to help students self-learn AP subjects. I made this since I didn’t understand sometimes what my teacher was teaching, and I didn’t know how to self study. In Apex Scholar, there are AI tutors that are each trained on their respective Course & Exam Description, a practice hub where you can take practice tests, create flashcards, learn, review topics, and more, and also a scheduler, which schedules when you should study and do your homework. I would greatly appreciate any feedback!...
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1793198908.4552238
|
1793285308.4552238
|
|
70215
|
Tungsten fidget by @everette | Stardance
|
everette
|
0
|
0.35
|
0
|
[]
|
[{"post_id": 80434, "ts": "202 [{"post_id": 80434, "ts": "2026-10-17T16:48:50Z", "hours": 0.35, "text": "tungsten spinner thing"}]...
|
Title: Tungsten fidget by @everette | Stardance
D Title: Tungsten fidget by @everette | Stardance
Devlogs:
tungsten spinner thing...
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1792961272.2656167
|
1793566072.2656167
|
|
68725
|
Slack Economic Bot by @NotTacos | Stardance
|
NotTacos
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T16:53:07Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a economic slack bot inspired by dank memer, one of the most famous economic discord bot. The challenging part was to figure out the database of what should I use, I have decided to use quick.db for it’s private, good quality and easy to setup database. I’m really proud of how the bot really turned out to be a good economic bot in slack.", "repo": "https://github.com/NotTacos2/slackeconomicbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0CBA0R6S1H"}]...
|
[{"post_id": 80432, "ts": "202 [{"post_id": 80432, "ts": "2026-10-17T16:47:40Z", "hours": 0.4461, "text": "I am working on a slack bot inspired by one of the famous discord bot, dank memer. In day 8, I have added the sell command and it works very well with item ids. This will be the last devlog of my bot since I have decided to end it here. Thank you for everyone that saw my project!"}, {"post_id": 80242, "ts": "2026-10-16T20:51:11Z", "hours": 0.2669, "text": "I am working on a slack bot inspired by dank memer, a most used economic discord bot. In day 7, I have added dig command, similar to fish command, but it has cooldowns to prevent digging multiple artifacts at one. I also have implemented sell command’s foundation, it will be ready tomorrow."}, {"post_id": 80000, "ts": "2026-10-15T20:55:24Z", "hours": 0.3553, "text": "I am making a slack bot influenced by one of the most famous discord bot, dank memer. In day 7, I have added fish and items command. There are 3 types of fish, common, rare, and legendary. (kept getting common fish guess my luck is pretty bad lmao) The commands work very well with the bait system and I will be adding sell command tomorrow. (Hopefully dig command in 2 days!)"}, {"post_id": 79649, "ts": "2026-10-14T21:46:04Z", "hours": 0.3539, "text": "I am working on a slack bot inspired by one of the most famous discord bot, dank memer. In day 6, I have added buy command, which can buy fishing rod, baits, and shovel, I will start adding dig and fish commands tomorrow"}, {"post_id": 79453, "ts": "2026-10-14T02:49:49Z", "hours": 0.3178, "text": "I’m working on a slack bot inspired by one of the most famous discord bot, dank memer. In day 5, I added beg command in which you can beg and get random value of money, but has a 1min cooldown. There’s also a shop command to show the items for sale, but buy command isn’t finished yet (it will be tomorrow)"}, {"post_id": 79194, "ts": "2026-10-12T23:42:36Z", "hours": 0.3203, "text": "I am making a slack bot inspired by one of the most famous discord bot, dank memer. In day 4, I added daily and weekly commands which allows you to get daily and weekly money with cooldowns."}, {"post_id": 78785, "ts": "2026-10-11T16:27:21Z", "hours": 0.4742, "text": "I made a slack bot inspired by one of the most famous discord bot, Dank Memer. In day 3, I have added a coinflip command (heads or tails), you can input on how many you want to gamble and it will be from the bank"}, {"post_id": 78376, "ts": "2026-10-10T16:31:39Z", "hours": 0.4417, "text": "I made a slack bot inspired by one of the most famous discord bot, Dank Memer. In day 2 (which is today), I have added a bank system where you can deposit or withdraw your money, it will be handy in making other commands soon."}, {"post_id": 78116, "ts": "2026-10-09T16:39:36Z", "hours": 0.4864, "text": "I made a slack bot inspired by one of the famous economic discord bot, Dank Memer. So far I have made great progress and managed to get database working (using quick.db in js)."}]...
|
Title: Slack Economic Bot by @NotTacos | Stardance Title: Slack Economic Bot by @NotTacos | Stardance
Devlogs:
I made a slack bot inspired by one of the famous economic discord bot, Dank Memer. So far I have made great progress and managed to get database working (using quick.db in js).
I made a slack bot inspired by one of the most famous discord bot, Dank Memer. In day 2 (which is today), I have added a bank system where you can deposit or withdraw your money, it will be handy in making other commands soon.
I made a slack bot inspired by one of the most famous discord bot, Dank Memer. In day 3, I have added a coinflip command (heads or tails), you can input on how many you want to gamble and it will be from the bank
I am making a slack bot inspired by one of the most famous discord bot, dank memer. In day 4, I added daily and weekly commands which allows you to get daily and weekly money with cooldowns.
I’m working on a slack bot inspired by one of the most famous discord bot, dank memer. In day 5, I added beg command in which you can beg and get random value of money, but has a 1min cooldown. There’s also a shop command to show the items for sale, but buy command isn’t finished yet (it will be tomorrow)
I am working on a slack bot inspired by one of the most famous discord bot, dank memer. In day 6, I have added buy command, which can buy fishing rod, baits, and shovel, I will start adding dig and fish commands tomorrow
I am making a slack bot influenced by one of the most famous discord bot, dank memer. In day 7, I have added fish and items command. There are 3 types of fish, common, rare, and legendary. (kept getting common fish guess my luck is pretty bad lmao) The commands work very well with the bait system and I will be adding sell command tomorrow. (Hopefully dig command in 2 days!)
I am working on a slack bot inspired by dank memer, a most used economic discord bot. In day 7, I have added dig command, similar to fish command, but it has cooldowns to prevent digging multiple artifacts at one. I also have implemented sell command’s foundation, it will be ready tomorrow.
I am working on a slack bot inspired by one of the famous discord bot, dank memer. In day 8, I have added the sell command and it works very well with item ids. This will be the last devlog of my bot since I have decided to end it here. Thank you for everyone that saw my project!
Ships:
I made a economic slack bot inspired by dank memer, one of the most famous economic discord bot. The challenging part was to figure out the database of what should I use, I have decided to use quick.db for it’s private, good quality and easy to setup database. I’m really proud of how the bot really turned out to be a good economic bot in slack....
|
1793155872.484335
|
1793242272.484335
|
|
70053
|
acsend by @basker12121211 | Stardance
|
basker12121211
|
0
|
9.2
|
0
|
[]
|
[{"post_id": 80431, "ts": "202 [{"post_id": 80431, "ts": "2026-10-17T16:45:28Z", "hours": 3.5769, "text": "add the vulkan for rendering basic just st :)"}, {"post_id": 80178, "ts": "2026-10-16T15:47:04Z", "hours": 5.6194, "text": "setting up the compositer and fix"}]...
|
Title: acsend by @basker12121211 | Stardance
Devl Title: acsend by @basker12121211 | Stardance
Devlogs:
setting up the compositer and fix
add the vulkan for rendering basic just st :)...
|
1792957987.5815735
|
1793562787.5815735
|
|
41178
|
MY Personal Website by @ashrafmahin10 | Stardance
|
ashrafmahin10
|
2
|
14.0
|
13
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T16:49:06Z", "hours": 11.0, "multiplier": 1.18, "payout": 13, "blessing": "neutral", "text": "I added some changes to my portofolio website. The challenging part was to creating the dino and movable objects, because of the advance math involved in it. I am proud to have my own place in the internet. Just test my project in a computer, its not suitable in mobile.", "repo": "https://github.com/Ashraf-999/MyPersonalSiteByAshraf", "demo": "https://ashraf-999.github.io/MyPersonalSiteByAshraf/"}, {"ship_num": 2, "ts": "2026-08-02T02:40:25Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first personal website about me and my project. The hardest was to set up github and git. It makes me proud to get my very own place in the internet. I only did one commit because I was confused.I hope this get accepted. Thank you!", "repo": "https://github.com/Ashraf-999/MyPersonalSiteByAshraf", "demo": "https://ashraf-999.github.io/MyPersonalSiteByAshraf/"}]...
|
[{"post_id": 80430, "ts": "202 [{"post_id": 80430, "ts": "2026-10-17T16:45:19Z", "hours": 5.6717, "text": "Added Dino It blinks, and it has nothing to do other than look at your mouse pointer."}, {"post_id": 79075, "ts": "2026-10-12T16:11:04Z", "hours": 5.6161, "text": "Yo I added some ui changes like game-like buttons and moving box to make it look cool"}, {"post_id": 39226, "ts": "2026-08-02T01:49:20Z", "hours": 2.81, "text": "Hello, I finally finished building up my personal website! Please look at it and give me some feedback for improvement!"}, {"post_id": 36753, "ts": "2026-07-29T00:44:59Z", "hours": 0.5256, "text": "Hi, I am working on building my first personal website! It is pretty basic right now, but I am going to improve it in the future."}]...
|
Title: MY Personal Website by @ashrafmahin10 | Sta Title: MY Personal Website by @ashrafmahin10 | Stardance
Devlogs:
Hi, I am working on building my first personal website! It is pretty basic right now, but I am going to improve it in the future.
Hello, I finally finished building up my personal website! Please look at it and give me some feedback for improvement!
Yo I added some ui changes like game-like buttons and moving box to make it look cool
Added Dino It blinks, and it has nothing to do other than look at your mouse pointer.
Ships:
I made my first personal website about me and my project. The hardest was to set up github and git. It makes me proud to get my very own place in the internet. I only did one commit because I was confused.I hope this get accepted. Thank you!
I added some changes to my portofolio website. The challenging part was to creating the dino and movable objects, because of the advance math involved in it. I am proud to have my own place in the internet. Just test my project in a computer, its not suitable in mobile....
|
1793123406.7889988
|
1793209806.7889988
|
|
19271
|
Helios One by @Luka | Stardance
|
Luka
|
0
|
118.35
|
0
|
[]
|
[{"post_id": 80424, "ts": "202 [{"post_id": 80424, "ts": "2026-10-17T16:26:20Z", "hours": 0.35, "text": "I totally forgot to add Testpoints haha , now there are some on the PWR rails !"}, {"post_id": 79701, "ts": "2026-10-15T03:38:25Z", "hours": 5.2808, "text": "My Last designing Devlog , its been a reallyyyyy long part of the project RadiaX but the FPGA SOM , aswell as the rockchip sbc are finished ! (wich is more of an placeholder rg , because the funding does not make it possible… ) I am happy to ship it NOW !"}, {"post_id": 79604, "ts": "2026-10-14T17:53:16Z", "hours": 7.1186, "text": "Long time no devlog but its just power routing and some tricky layout changes . The only sad part to switch from the kintex7 325T to a smaller variant , same for the ram …. funding 600$ cap :,)"}, {"post_id": 77567, "ts": "2026-10-07T14:35:06Z", "hours": 1.6172, "text": "The SOM was wayyy to expensive for the 600 dollar funding limit … so i had to choose an smaller LUTS fpga model and for it change the recommendet decoupling caps amount . Afterwards I changed some parts for cost saving and played around with coupons till it fit the 600 dollar funding limit … .. ."}, {"post_id": 74653, "ts": "2026-09-27T21:22:01Z", "hours": 9.6522, "text": "SO the devlog may seem long… but i lost 2 hours of footage while routing so yeah .. i routed the ddr3 , that includes the diff pairs , length matching and impedance constrains , etc … bla bla bla tech stuff , this took longer and was harder than the double stack (2 ics in one) lpddr4 on the rockchip board , idk why , propably placement and fpgas being tricky in general !"}, {"post_id": 72412, "ts": "2026-09-22T21:19:04Z", "hours": 1.2108, "text": "So marco made the Kintex Fpga a 3d model , there werent any good ones out there … Its the big metal thingy you can see in the middle of the Pcb . He send me the wrong footprint to installed freecad and resized it (I like fusion360 but i dont have it installed on my new laptop..) , Also I rendered the Pcb in blender ! I know the routing isnt finished but i really dont have the energie and time for it today !"}, {"post_id": 71836, "ts": "2026-09-21T16:57:50Z", "hours": 1.65, "text": "I finished the Layout of the FPGA SOM , the filter caps have a really high footprint so that was tricky and the vtt resistors for the ddr3 , its a asingle ddr3 ic so that was weird …"}, {"post_id": 71376, "ts": "2026-09-20T18:29:22Z", "hours": 3.4336, "text": "The fpga SOM is now almost done , this was a faster pcb than i expected , i know it may look messy and crowdet but the pwr stuff is actually layouted in the best possible way(atleast i hope so) and some other things , now only some schematic finishing and checking is needet , then I can route and finish it !"}, {"post_id": 70898, "ts": "2026-09-19T23:55:28Z", "hours": 1.2167, "text": "THXXXX for the SUPER STAR !!!!! I finished the PWR filtering , i had to add some filter caps on the DDR3 . Then i used the LiteX Repo to see if i should add an EMMC , i decidet against it because of cost (already a problem…) and space constrains . But still i had to redo the Prog. section (mostly bank0 on the Kintex7) again because i accedently deleted it many journals ago when i sepperated the rockchip and kintex ! I went with a SPI flash (quad spi) … then I connected some mandatory config and other circuitry , this was mostly straightforward with the ref. designs and the ABSOLUTELY many documents on the AMD Technical Information Portal"}, {"post_id": 70768, "ts": "2026-09-19T18:40:42Z", "hours": 2.7503, "text": "The fpga SOM , PWR system is now finished . I already had the old power system but now its an smaller fpga package and power requirements , so i cleaned up suitable parts , let ai compare some dc/dc board mounts to safe space , designed some power sections and conmbined them all , etc…"}, {"post_id": 70622, "ts": "2026-09-19T14:02:18Z", "hours": 1.5503, "text": "I used the Mig Interface pin xdc file i created to connect the ddr3 to the fpga banks and then made the power interface for it !"}, {"post_id": 70219, "ts": "2026-09-18T18:50:14Z", "hours": 0.8, "text": "I updates some parts , mostly cap placement because it was to crowdet and i made an export of the layers … https://github.com/Luka-io/RadiaX/blob/main/electronics/layers.pdf"}, {"post_id": 70195, "ts": "2026-09-18T17:55:16Z", "hours": 4.6994, "text": "After doing the rockchip sbc , i started with the fpga som , i will redo the power parts as i switched to a fpga (same model) with less pins , and a small package … i laso installed vivado wich totally hanged up my pc so i had to pause work , i needet to do it to get the pinout for the ddr3 to fpga (MIG = memory interface generator wizard) . The layout on the pic isnt the actual one , its just for testing , but the connector will stay like this ! Also i will now go back to the rockchip sbc for a short fixing !"}, {"post_id": 65576, "ts": "2026-09-10T20:14:37Z", "hours": 5.3633, "text": "I finally finished routing the board , some error hunting and silkscreen layout and its done !!! the 2 pwr layers are the turquoise and green"}, {"post_id": 63808, "ts": "2026-09-07T19:30:26Z", "hours": 2.8314, "text": "i did some further routing , i am now at the power routing and constrain regions etc…"}, {"post_id": 61825, "ts": "2026-09-04T22:32:22Z", "hours": 2.9669, "text": "Most of the signals (only 2-4 traces missing i think) are done and the ethernet is fixed… now only power and other stuff and its done !!! :)"}, {"post_id": 61716, "ts": "2026-09-04T19:11:48Z", "hours": 4.9678, "text": "I did a bunch of routing , everything from usb (includes redoing the usb3.0 stuff) , hdmi and mipi dsi and some other small stuff and fixes , and i found out that i am missing some parts like resistors at the ethernet schematic …"}, {"post_id": 60440, "ts": "2026-09-02T19:30:26Z", "hours": 2.7736, "text": "So today i decidet because stardance ends this month i dont have time for all the planned ideas , the mainboard is now some small features poorer like mipi csi cam port and sd but maybe i will add it back… but i changed some power parts and other things on the board . This will be the rough layout , its matched to sepperate power sections from high speed signals like form the ram , while having priority on fast signals and pheripherntials further away … Now that i think of it i will propably add an small glue spacer under the oled so it doesnt mess up any signals … The Fpga will now be a SOM module so i can make a devboard in the future while still use it in the detector panel wich i will make after the mainboard and som … Also i know the layout and parts placement etc is messy but this is just the rough layout as I said….."}, {"post_id": 59873, "ts": "2026-09-01T21:13:37Z", "hours": 0.25, "text": "A final change to the emmc , may logs i know but i didnt want the emmc to break the rest of the system so this is the final rev i hope !"}, {"post_id": 59866, "ts": "2026-09-01T20:54:41Z", "hours": 0.9836, "text": "I totally forgot about a signal layer so i redone the full design !"}, {"post_id": 59817, "ts": "2026-09-01T19:41:16Z", "hours": 2.5169, "text": "I addet the emmc routing , this was weirdly harder than the ram , to match the impedance i couldnt go between the bga pins and also they were pretty mixed up so i redid it some times and now its good ! All the importand to match in length signals are matched by impedance and trace length / distance to other tracks and via count …"}, {"post_id": 59107, "ts": "2026-08-31T18:53:32Z", "hours": 2.5003, "text": "i finally routed the lpddr4 with its different impedances , differential pairs , via and lentgh matching . The power traces will come later …"}, {"post_id": 58851, "ts": "2026-08-31T13:04:03Z", "hours": 1.0503, "text": "After much time i finally figured out how the reference desing uses such tiny trace width for the ddr routing . They had to use such small trace width to route it between the bga pins but that would not be the needet 80-100ohm impedance on the noncopular differential pair . The trick was they used a different trace spacing to archive around 120ohm +- toleranze ! I also have redone some of the bottom caps for easy routing and no interferance problems !"}, {"post_id": 58239, "ts": "2026-08-30T16:30:50Z", "hours": 2.0169, "text": "Today i routed many of the caps wich need to be under the rockchip for power filtering , if to far away it would cause an to high path inductance … it was a little tricky to get them all in place and not to near to each other … some caps will be around it on the pmic and other power sources as the bulk caps do not need to be near the pins always !"}, {"post_id": 57476, "ts": "2026-08-29T17:06:33Z", "hours": 6.6789, "text": "This was a really long routing session , on the way i changed some part sizes , and had some fun time (absolute hell) playing tetris with the ram ic , where what cap goes under or on the side of the ram . same for all of the different routing parts , also I saw that this will need an 8 layer board …"}, {"post_id": 56635, "ts": "2026-08-28T13:58:57Z", "hours": 1.5594, "text": "I started to do the layout of the Rockchip board , on the picture you can see the rockchip pmic , the bottom and top layer design is carefully considered for thermal and noise reduction . Also i swapped some components like cap footprint sizes where possible !"}, {"post_id": 54380, "ts": "2026-08-25T11:03:11Z", "hours": 2.0169, "text": "I found out that i had many caps way to big to fit under the rockchip (bottom pcb side), its essential for some caps to be near the pins in power domains like low voltage or any sensitive soc stuff … then i changed the caps manually 🫠 . I made a green box around bottom caps and then made the CSI adapter (eg. for a cam) , I cleaned up some schematics in sepperate pages . I connected some headders for gipos and uart/i2c and made the final schematic fixes and changes …. now the routing wich as you can see will be hell ! I almost forgot to mention i addet an small 0.9” spi tft . As you can see the schematic looks more like a neural network or spiderweb than routing , but atleast its not as bad as the fpga will be in routing !"}, {"post_id": 54313, "ts": "2026-08-25T08:14:30Z", "hours": 0.7333, "text": "Sadly i found out the rockchip only supports pcie in host mode , to i cant really make a pcie card from it but its not the end of the world , i removed the 12v power mux system and then addet an oculink adapter , the oculink will also be on the fpga devboard but with more than the rockchip x1 pcie … then i connected some pins , while also having the problem of finding 2 suitable pins on a 3.3v bank near the pcie !"}, {"post_id": 53192, "ts": "2026-08-23T17:05:51Z", "hours": 0.8, "text": "I connected many of the systems to the rockchip and did some datasheet reading to know how eg. the Pcie Interface is intendet to be made ont the Rockchip.."}, {"post_id": 53066, "ts": "2026-08-23T13:58:44Z", "hours": 0.45, "text": "I finished the USB-C new Connector and then made the 2Port Usb 2.0 , after that i addet an Usb 3.0 Port and used the design rules/constrains by the hardware design guide from Rockchip"}, {"post_id": 53052, "ts": "2026-08-23T13:24:51Z", "hours": 0.5167, "text": "You know the best about lookout , its bugs … i mean it nicely captured the hdmi schematic , i used the reference design form a rk3566 board and swapped the connector and some power things . But when i got to USB , wich includet swapping the USB-c to a right angle one for the Pcie card to save space , and adding a usb 2.0 (2 port) . I saw it didnt capture because some screen minimizing error … but its not the end of the world , it was just choosing an suitable usb c and swapping it with the old one , using the datasheet to find out the function of some pin circuitry in the reference design , and doing some brainstorming , i will add a female usb 3.0 port because i dont need the sata interface on the phy ! Also i addet a uart debug port.. and the usb c otg and pwr screenshot is unfinished as i will procced with a fresh lookout recording"}, {"post_id": 50363, "ts": "2026-08-19T15:17:01Z", "hours": 1.3836, "text": "I finished the PWR MUX , when pcie is used then it gets the 12v and 3.3v , that means the usb 5 to 3.3v and the 5v from usb cant be on at the same time , this power mux design wich was a headache because of many states and sometimes wierd graphs passes the 5v from usb to system and the 3.3v buck (from usb 5v) output to the system normally . When 12v is detected it disconnects these power lanes and activates an 12v to 5v buck aswell as the 3.3v from pcie is used then !"}, {"post_id": 47759, "ts": "2026-08-15T22:00:13Z", "hours": 0.3631, "text": "This was funny and dumb enough to be a reason for a journal . I compared some parts for the load switch (mux type) and when i picked one and looked at the datasheet i was confused for a good amount of time , turns out i was looking at a datasheet for a similar part and that explained why some things totally didnt match !"}, {"post_id": 46496, "ts": "2026-08-13T19:01:45Z", "hours": 1.3672, "text": "I started by connecting the ethernet IC to the rockchip , after that i started brainstorming and testing around wich pcie or oculink or similar i would use for the interconnect of the devboards . I decidet to make the rockchip devboard onto an pcie card , it can work as pcie or standalone wich in the end started a hunt for an good 2 channel P mosfet , because if pcie is used it gives me 12v(step down to 5v) and 3.3v so the 5v from usb isnt needet aswell as the 5 to 3.3v so i have to switch it off when the 12v is applied but thats smth for tomorrow"}, {"post_id": 46400, "ts": "2026-08-13T16:07:52Z", "hours": 0.8833, "text": "I made many modular sections of the devboard but still the actual connections to the rockchip were missing , i also had to rearange some pins , add buttons and testpoints and fix some wiring mistakes that came along the way!"}, {"post_id": 45840, "ts": "2026-08-12T15:49:50Z", "hours": 1.6822, "text": "It turned out for the Ethernet port i wont use the SDIO interface but MIIG , i used the RTL8211F-CG and a ethernet port with includet magnetics . This time there were no reference designs , and as i didnt want to go back and forth searching for the pins of this interface on the rockchip , I used AI to search for them and made a quick check if the Ai is telling false statements by manual checking !"}, {"post_id": 44653, "ts": "2026-08-10T15:46:41Z", "hours": 0.5503, "text": "I had to wait for this devlog , since lapse has a bug not seeing your hackatime projects , if you have the same problem just go to hackatime and paste your exact project name into the field and it will synch to it ! So i addet an micro sd slot and also started thinking about wifi , but as this rockchip mainboard will mostly be used in the ct scanner i will skip wifi and use ethernet instead , if you ask why not both ? Its because the sd card uses an SDIO bus and I only have 1 left avaible so its either ethernet or wifi or some unecessary option of both , in the ct scanner wifi would anyways be kinda unecessary !"}, {"post_id": 44065, "ts": "2026-08-09T16:10:39Z", "hours": 1.8361, "text": "After carefull consideration (rembering the zynq fpga series exist ..) I decidet to split the system onto 2 boards , a rockchp sbc and a kintex7 devboard like genysis2 from digilent but they can still work along over pcie thorugh octolink ! This time i removed the current sense ic , moved and changed hte rochip to a standalone board , while also changing its power input to usb-c . I addet the intendet to use 10.1 tft from lcsc with a connector for mipi-dsi and touch connector , luckily lcsc already has an reference schmetic for it so i dont have to map a connector and pins myself !"}, {"post_id": 15965, "ts": "2026-06-25T22:38:43Z", "hours": 1.2003, "text": "PWR Monitoring , today i thought its gonna be a fast finish but it totally wasnt .. i started chossing a current meter ic and there were many options eg. : hall effect but this isnt suitable for such a pcb , the routing and interference relally is not needet here , i originally planned to pick an current ic (1 channel with shunt circuit and i2c) but then i thought i have for the fpga part 4 rails i want to watch withouth interfereing with them , but the problem is that shunts at eg 1v20a full load would take to much W for my application from the bus … so i need small shunt values but some are too small for the ic to read and depending on ic have bad resolution .. So i picked for the 1v20a (most crutial rail) a 2.5mohm and for the rest a 5 ohm resistor .. Back to my solution , I went with a MICROCHIP PAC1934T-I/JQ (cheap , high stock and good specs , also has 4 channels wich is perfect !) , i hooked the circuit up after some datasheet and ref design reading and i am planning to maybe add another one to the board later for eg the usb of pcie pwr draw watching ! And also for the rockchip maybe but i will first have to check if the rockchips pmic already does it standalone .."}, {"post_id": 15353, "ts": "2026-06-24T23:26:02Z", "hours": 0.4644, "text": "Today i didnt really have time for any big changes so i just started to add some Shunt resistor (and finding suitable values) matching for the INA219 . I did this so that i can monitor the pwr rails of the fpga while running for any problems … and i dont really have a screenshot to show , this is a special tiny journal on a busy day !"}, {"post_id": 14597, "ts": "2026-06-23T19:21:28Z", "hours": 3.7414, "text": "SODIMM DDR3 is now finished ! , so this was reallyyyyyy easy , there was a reference and good section about it in the Kintex7 Fpga design NOTE , i picked a SODIMM 204Pin ddr3 slot and connected it to the fpga banks , some resistors and caps were necessary for the jedec standart but why did i even bother to use sodimm ddr3 ? , so i could go with ddr4 but the kintex7 tool for memory implementation isnt really and neither the speed made for it , also i took sodimm as i am able to easily swap the ram to other sizes or vendors , the pcb routing is way easier and ram modules can also be cheaper often then the bare ic for ddr3 … and the most importand part there is a eeprom on the modules containing the timing constrains !!!"}, {"post_id": 11405, "ts": "2026-06-18T17:46:00Z", "hours": 1.3, "text": "FPGA pwr Filter Caps selection… after the last journal i wanted to finally finish it so i went into the 7 Series FPGAs PCB Design Guide (UG483) , where cap values and count for the different FPGAs are listed , it went well other than searching for not in stock part alternatives (esr values are importand here and depending on cap listing there is no lcsc filter for it so i am going with good brands like murata and most popular filter and reading the datasheets till i find a fitting one ! ) … it defently wasnt so easy for the MGT pwr lines .. they are wayyyy more complicated and usecase depending ( https://docs.amd.com/v/u/en-US/ug476_7Series_Transceivers , or : https://docs.amd.com/v/u/en-US/ug471_7Series_SelectIO ) , but eventually i found a good middle between my needs and proven values from a ref. design . Lastly i addet the needet filter caps per FPGA bank and connected them up and thats it for this easy but redudant task !"}, {"post_id": 11361, "ts": "2026-06-18T16:04:46Z", "hours": 3.2839, "text": "Prog Page , so the schematic still needs sorting and all (not all off todays design is on the schem. page attached) … I finished the FT4232H circuit , then i started searching for a compatible flash from the PROG memory of the fpga , after pickcing one i made the circuit and proccedet to add a dip switch to select the fpga boot mode and connect the jtag from the FTDI ic … then i went over to make the USB-C circuit for the Rockchip and some of its filtering , afterwards i hocked up the FTDI to the debug port of the Rockchip . Lastly i addet the USB-C connector for the FTDI…"}, {"post_id": 10823, "ts": "2026-06-17T19:23:42Z", "hours": 2.1914, "text": "Usb Host , the Fpga needs an Jtag for programming and config + an uart for communication so i wanted to pick the mostly used FT2232H wich features 2 buses (for my case 1 jtag and 1 uart) . But then i thought while researching reference schematics , kintex7 and vivado compability and reading the datasheet , if i shouldnt just use an FT4232HL , but why that ? the rockchip also needs an uart for debug and i thought about adding a jtag but it turned out its internally , now the FT4232HL has 4 buses ’ 2 of them can do jtag and 2 uart (or other protocols btw) so i went with that and started designing it , took longer than expected as the eeprom selection and crystal isnt really troughout in the datasheet … so now i have an jtag and uart for the fpga , one for the rockchip debug and 1 additional port i will find a use for eventually … but the rockchip still needs an usb direct connection so it will get 2 usb c ports , a multiplexer isnt good here as it would prevent from using any fpga (or uart debug on rockchip) while doing otg (eg. flashing or other stuff ) .. Btw the screenshot is only a fraction of the schematic of it as stardance shows the boring part of the full screenshot so i cropped it"}, {"post_id": 10657, "ts": "2026-06-17T14:51:10Z", "hours": 1.9667, "text": "Finished Emmc Flash for Rockchip Soc , As the ddr4 is now finished i wanted to move on to the emmc flash , so i locked up the list of supported emmc parts but the list was from 2024 and had 2 model options for the RK3566 B/C but i had E??? So i was a little confused and began research but there was nothing so i scrapped the internet to find some newer list , eventually i found a updated one and there was a huge and i mean really huge list of tested emmc… I looked up wich ones are avaible on lcsc in my prefered GB size and picked one but after hooking up some connections i saw a problem , to use the H200 or H400 protocol speed like the rockchip wants VCCQ would need to be 1.8v but the datasheed meintion many times the chip can only work for 1 hour at a time then (also even finding the datasheet was hard) .. so i had to research and eventually found a better pick wich i hooked up and i changed the voltage config pins for the flash voltage on the rockchip addet some filters on the pwr lines and also hooked it up to the rockchip (not on the screenshot , other schem. page) .. there i addet the by the datasheet required parts and by the emmc datasheet …. also i addet a button to DAT0 , if this pin is connected to GND wich the button does when pressed the rockchip enters a failsafe mode .. this is a non brickable in soc safed mode that enables reflash/unbricking the soc over usb in case it happens (called Maskroom) …"}, {"post_id": 10210, "ts": "2026-06-16T20:37:35Z", "hours": 2.1667, "text": "Today i finished hooking up the lpddr4(later x) to the rockchip soc , but while doing so and following the offical ref. design and datasheet i saw a problem they were talking about CS0A/B and CS1A/B ??? So i was totally confused as that are not valid lpddr4 pins as far as i know it , so i proccedet to look at other projects schematics and i saw some using it too , but when i looked up the offical ref design and thier Ram’s Datasheets i saw that these pins arent real there too (so if i am not wrong they all used the ref design wich was for a specific ram or smth because on all designs the pins are NC or DNU pins so defently not connect !) .. But before i didnt know that i thought my ram that i planned to use (lpddr4) only had this problem as the datasheet says 1CS pin but after switching to s stlightly bigger (lpddr4x) type Ram i saw its the same 1cs per bank so anyways now i have an new ram and buck converter on the board 🫠… I will defently include a deeper note on this in the Github Repo ! The Buck is on another schematic page (not on the screenshot) , but it is just a standart SY8089AAAC making the 0.6V , note that its importand to pick an stable and fast switching buck for precision parts (fast or precise) like ram"}, {"post_id": 9965, "ts": "2026-06-16T14:28:44Z", "hours": 0.3758, "text": "Small Journal , i did the hardware block diagramm of the Helios One board , it simplifies how the ARM-Soc and the FPGA are connected , thier power systems and pheripherentials…"}, {"post_id": 9343, "ts": "2026-06-15T17:58:13Z", "hours": 11.2894, "text": "Old journals from Macondo , i noticed that this is a standalone projekt and i started this Pcb (new revision / total change of schematic) after 1 July so it fits .. (summarized old journals with Ai !): Summary of older Macondo journals because this project got moved over. The current revision of the board was started after 1 July and is a complete redesign around a Kintex7 FPGA and Rockchip SoC. I started by researching how to program the FPGA and looked at supported JTAG solutions. After comparing datasheets, reference designs and available parts on LCSC I decided to use an FT2232H based solution because it supports both JTAG and UART and has good performance, although I might still switch to an external low cost programmer later. One of the biggest architecture changes was switching from the original Rockchip choice to the RK3566. The larger Rockchip would have made routing on a 6 layer board extremely difficult and much more expensive. The RK3566 allows a cleaner and cheaper design while still supporting PCIe connectivity to the Kintex7 FPGA and MIPI DSI display output. A large amount of time was spent designing the FPGA power system. I studied datasheets, reference designs and power sequencing requirements to determine which rails could share supplies and where tighter ripple and tolerance requirements were needed. Special attention was required for the FPGA MGT transceiver power rails used for high speed interfaces such as PCIe. Many reference designs relied on unavailable or very expensive parts so I selected alternatives and redesigned the sequencing around the LM3881 supervisor. During this process I also designed the DDR and DDRVTT supplies and completed the entire FPGA power architecture. After finishing the FPGA side I moved on to the Rockchip power system. Using the datasheet and reference designs I adapted the design to remove unused functions while reusing parts already selected for the FPGA section to reduce BOM complexity and cost. I also had to replace an obsolete component with a software and hardware compatible alternative. Another sidequest was selecting suitable LPDDR4 memory. After checking the Rockchip memory requirements and available parts I found a low cost memory IC with two x16 dies, allowing it to satisfy the required x32 memory interface while remaining compatible with the platform. The memory power requirements were already provided by the Rockchip PMIC so no additional regulators were needed. Today I started placing the final filtering capacitors and connecting up the Rockchip section so that part is nearly finished. I also did some sidequests like determining pin requirements for the MIPI DSI display and Ethernet controller in preparation for the upcoming schematic work."}]...
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Title: Helios One by @Luka | Stardance
Devlogs:
O Title: Helios One by @Luka | Stardance
Devlogs:
Old journals from Macondo , i noticed that this is a standalone projekt and i started this Pcb (new revision / total change of schematic) after 1 July so it fits .. (summarized old journals with Ai !): Summary of older Macondo journals because this project got moved over. The current revision of the board was started after 1 July and is a complete redesign around a Kintex7 FPGA and Rockchip SoC. I started by researching how to program the FPGA and looked at supported JTAG solutions. After comparing datasheets, reference designs and available parts on LCSC I decided to use an FT2232H based solution because it supports both JTAG and UART and has good performance, although I might still switch to an external low cost programmer later. One of the biggest architecture changes was switching from the original Rockchip choice to the RK3566. The larger Rockchip would have made routing on a 6 layer board extremely difficult and much more expensive. The RK3566 allows a cleaner and cheaper design while still supporting PCIe connectivity to the Kintex7 FPGA and MIPI DSI display output. A large amount of time was spent designing the FPGA power system. I studied datasheets, reference designs and power sequencing requirements to determine which rails could share supplies and where tighter ripple and tolerance requirements were needed. Special attention was required for the FPGA MGT transceiver power rails used for high speed interfaces such as PCIe. Many reference designs relied on unavailable or very expensive parts so I selected alternatives and redesigned the sequencing around the LM3881 supervisor. During this process I also designed the DDR and DDRVTT supplies and completed the entire FPGA power architecture. After finishing the FPGA side I moved on to the Rockchip power system. Using the datasheet and reference designs I adapted the design to remove unused functions while reusing parts already selected for the FPGA section to reduce BOM complexity and cost. I also had to replace an obsolete component with a software and hardware compatible alternative. Another sidequest was selecting suitable LPDDR4 memory. After checking the Rockchip memory requirements and available parts I found a low cost memory IC with two x16 dies, allowing it to satisfy the required x32 memory interface while remaining compatible with the platform. The memory power requirements were already provided by the Rockchip PMIC so no additional regulators were needed. Today I started placing the final filtering capacitors and connecting up the Rockchip section so that part is nearly finished. I also did some sidequests like determining pin requirements for the MIPI DSI display and Ethernet controller in preparation for the upcoming schematic work.
Small Journal , i did the hardware block diagramm of the Helios One board , it simplifies how the ARM-Soc and the FPGA are connected , thier power systems and pheripherentials…
Today i finished hooking up the lpddr4(later x) to the rockchip soc , but while doing so and following the offical ref. design and datasheet i saw a problem they were talking about CS0A/B and CS1A/B ??? So i was totally confused as that are not valid lpddr4 pins as far as i know it , so i proccedet to look at other projects schematics and i saw some using it too , but when i looked up the offical ref design and thier Ram’s Datasheets i saw that these pins arent real there too (so if i am not wrong they all used the ref design wich was for a specific ram or smth because on all designs the pins are NC or DNU pins so defently not connect !) .. But before i didnt know that i thought my ram that i planned to use (lpddr4) only had this problem as the datasheet says 1CS pin but after switching to s stlightly bigger (lpddr4x) type Ram i saw its the same 1cs per bank so anyways now i have an new ram and buck converter on the board 🫠… I will defently include a deeper note on this in the Github Repo ! The Buck is on another schematic page (not on the screenshot) , but it is just a standart SY8089AAAC making the 0.6V , note that its importand to pick an stable and fast switching buck for precision parts (fast or precise) like ram
Finished Emmc Flash for Rockchip Soc , As the ddr4 is now finished i wanted to move on to the emmc flash , so i locked up the list of supported emmc parts but the list was from 2024 and had 2 model options for the RK3566 B/C but i had E??? So i was a little confused and began research but there was nothing so i scrapped the internet to find some newer list , eventually i found a updated one and there was a huge and i mean really huge list of tested emmc… I looked up wich ones are avaible on lcsc in my prefered GB size and picked one but after hooking up some connections i saw a problem , to use the H200 or H400 protocol speed like the rockchip wants VCCQ would need to be 1.8v but the datasheed meintion many times the chip can only work for 1 hour at a time then (also even finding the datasheet was hard) .. so i had to research and eventually found a better pick wich i hooked up and i changed the voltage config pins for the flash voltage on the rockchip addet some filters on the pwr lines and also hooked it up to the rockchip (not on the screenshot , other schem. page) .. there i addet the by the datasheet required parts and by the emmc datasheet …. also i addet a button to DAT0 , if this pin is connected to GND wich the button does when pressed the rockchip enters a failsafe mode .. this is a non brickable in soc safed mode that enables reflash/unbricking the soc over usb in case it happens (called Maskroom) …
Usb Host , the Fpga needs an Jtag for programming and config + an uart for communication so i wanted to pick the mostly used FT2232H wich features 2 buses (for my case 1 jtag and 1 uart) . But then i thought while researching reference schematics , kintex7 and vivado compability and reading the datasheet , if i shouldnt just use an FT4232HL , but why that ? the rockchip also needs an uart for debug and i thought about adding a jtag but it turned out its internally , now the FT4232HL has 4 buses ’ 2 of them can do jtag and 2 uart (or other protocols btw) so i went with that and started designing it , took longer than expected as the eeprom selection and crystal isnt really troughout in the datasheet … so now i have an jtag and uart for the fpga , one for the rockchip debug and 1 additional port i will find a use for eventually … but the rockchip still needs an usb direct connection so it will get 2 usb c ports , a multiplexer isnt good here as it would prevent from using any fpga (or uart debug on rockchip) while doing otg (eg. flashing or other stuff ) .. Btw the screenshot is only a fraction of the schematic of it as stardance shows the boring part of the full screenshot so i cropped it
Prog Page , so the schematic still needs sorting and all (not all off todays design is on the schem. page attached) … I finished the FT4232H circuit , then i started searching for a compatible flash from the PROG memory of the fpga , after pickcing one i made the circuit and proccedet to add a dip switch to select the fpga boot mode and connect the jtag from the FTDI ic … then i went over to make the USB-C circuit for the Rockchip and some of its filtering , afterwards i hocked up the FTDI to the debug port of the Rockchip . Lastly i addet the USB-C connector for the FTDI…
FPGA pwr Filter Caps selection… after the last journal i wanted to finally finish it so i went into the 7 Series FPGAs PCB Design Guide (UG483) , where cap values and count for the different FPGAs are listed , it went well other than searching for not in stock part alternatives (esr values are importand here and depending on cap listing there is no lcsc filter for it so i am going with good brands like murata and most popular filter and reading the datasheets till i find a fitting one ! ) … it defently wasnt so easy for the MGT pwr lines .. they are wayyyy more complicated and usecase depending ( https://docs.amd.com/v/u/en-US/ug476_7Series_Transceivers , or : https://docs.amd.com/v/u/en-US/ug471_7Series_SelectIO ) , but eventually i found a good middle between my needs and proven values from a ref. design . Lastly i addet the needet filter caps per FPGA bank and connected them up and thats it for this easy but redudant task !
SODIMM DDR3 is now finished ! , so this was reallyyyyyy easy , there was a reference and good section about it in the Kintex7 Fpga design NOTE , i picked a SODIMM 204Pin ddr3 slot and connected it to the fpga banks , some resistors and caps were necessary for the jedec standart but why did i even bother to use sodimm ddr3 ? , so i could go with ddr4 but the kintex7 tool for memory implementation isnt really and neither the speed made for it , also i took sodimm as i am able to easily swap the ram to other sizes or vendors , the pcb routing is way easier and ram modules can also be cheaper often then the bare ic for ddr3 … and the most importand part there is a eeprom on the modules containing the timing constrains !!!
Today i didnt really have time for any big changes so i just started to add some Shunt resistor (and finding suitable values) matching for the INA219 . I did this so that i can monitor the pwr rails of the fpga while running for any problems … and i dont really have a screenshot to show , this is a special tiny journal on a busy day !
PWR Monitoring , today i thought its gonna be a fast finish but it totally wasnt .. i started chossing a current meter ic and there were many options eg. : hall effect but this isnt suitable for such a pcb , the routing and interference relally is not needet here , i originally planned to pick an current ic (1 channel with shunt circuit and i2c) but then i thought i have for the fpga part 4 rails i want to watch withouth interfereing with them , but the problem is that shunts at eg 1v20a full load would take to much W for my application from the bus … so i need small shunt values but some are too small for the ic to read and depending on ic have bad resolution .. So i picked for the 1v20a (most crutial rail) a 2.5mohm and for the rest a 5 ohm resistor .. Back to my solution , I went with a MICROCHIP PAC1934T-I/JQ (cheap , high stock and good specs , also has 4 channels wich is perfect !) , i hooked the circuit up after some datasheet and ref design reading and i am planning to maybe add another one to the board later for eg the usb of pcie pwr draw watching ! And also for the rockchip maybe but i will first have to check if the rockchips pmic already does it standalone ..
After carefull consideration (rembering the zynq fpga series exist ..) I decidet to split the system onto 2 boards , a rockchp sbc and a kintex7 devboard like genysis2 from digilent but they can still work along over pcie thorugh octolink ! This time i removed the current sense ic , moved and changed hte rochip to a standalone board , while also changing its power input to usb-c . I addet the intendet to use 10.1 tft from lcsc with a connector for mipi-dsi and touch connector , luckily lcsc already has an reference schmetic for it so i dont have to map a connector and pins myself !
I had to wait for this devlog , since lapse has a bug not seeing your hackatime projects , if you have the same problem just go to hackatime and paste your exact project name into the field and it will synch to it ! So i addet an micro sd slot and also started thinking about wifi , but as this rockchip mainboard will mostly be used in the ct scanner i will skip wifi and use ethernet instead , if you ask why not both ? Its because the sd card uses an SDIO bus and I only have 1 left avaible so its either ethernet or wifi or some unecessary option of both , in the ct scanner wifi would anyways be kinda unecessary !
It turned out for the Ethernet port i wont use the SDIO interface but MIIG , i used the RTL8211F-CG and a ethernet port with includet magnetics . This time there were no reference designs , and as i didnt want to go back and forth searching for the pins of this interface on the rockchip , I used AI to search for them and made a quick check if the Ai is telling false statements by manual checking !
I made many modular sections of the devboard but still the actual connections to the rockchip were missing , i also had to rearange some pins , add buttons and testpoints and fix some wiring mistakes that came along the way!
I started by connecting the ethernet IC to the rockchip , after that i started brainstorming and testing around wich pcie or oculink or similar i would use for the interconnect of the devboards . I decidet to make the rockchip devboard onto an pcie card , it can work as pcie or standalone wich in the end started a hunt for an good 2 channel P mosfet , because if pcie is used it gives me 12v(step down to 5v) and 3.3v so the 5v from usb isnt needet aswell as the 5 to 3.3v so i have to switch it off when the 12v is applied but thats smth for tomorrow
This was funny and dumb enough to be a reason for a journal . I compared some parts for the load switch (mux type) and when i picked one and looked at the datasheet i was confused for a good amount of time , turns out i was looking at a datasheet for a similar part and that explained why some things totally didnt match !
I finished the PWR MUX , when pcie is used then it gets the 12v and 3.3v , that means the usb 5 to 3.3v and the 5v from usb cant be on at the same time , this power mux design wich was a headache because of many states and sometimes wierd graphs passes the 5v from usb to system and the 3.3v buck (from usb 5v) output to the system normally . When 12v is detected it disconnects these power lanes and activates an 12v to 5v buck aswell as the 3.3v from pcie is used then !
You know the best about lookout , its bugs … i mean it nicely captured the hdmi schematic , i used the reference design form a rk3566 board and swapped the connector and some power things . But when i got to USB , wich includet swapping the USB-c to a right angle one for the Pcie card to save space , and adding a usb 2.0 (2 port) . I saw it didnt capture because some screen minimizing error … but its not the end of the world , it was just choosing an suitable usb c and swapping it with the old one , using the datasheet to find out the function of some pin circuitry in the reference design , and doing some brainstorming , i will add a female usb 3.0 port because i dont need the sata interface on the phy ! Also i addet a uart debug port.. and the usb c otg and pwr screenshot is unfinished as i will procced with a fresh lookout recording
I finished the USB-C new Connector and then made the 2Port Usb 2.0 , after that i addet an Usb 3.0 Port and used the design rules/constrains by the hardware design guide from Rockchip
I connected many of the systems to the rockchip and did some datasheet reading to know how eg. the Pcie Interface is intendet to be made ont the Rockchip..
Sadly i found out the rockchip only supports pcie in host mode , to i cant really make a pcie card from it but its not the end of the world , i removed the 12v power mux system and then addet an oculink adapter , the oculink will also be on the fpga devboard but with more than the rockchip x1 pcie … then i connected some pins , while also having the problem of finding 2 suitable pins on a 3.3v bank near the pcie !
I found out that i had many caps way to big to fit under the rockchip (bottom pcb side), its essential for some caps to be near the pins in power domains like low voltage or any sensitive soc stuff … then i changed the caps manually 🫠 . I made a green box around bottom caps and then made the CSI adapter (eg. for a cam) , I cleaned up some schematics in sepperate pages . I connected some headders for gipos and uart/i2c and made the final schematic fixes and changes …. now the routing wich as you can see will be hell ! I almost forgot to mention i addet an small 0.9” spi tft . As you can see the schematic looks more like a neural network or spiderweb than routing , but atleast its not as bad as the fpga will be in routing !
I started to do the layout of the Rockchip board , on the picture you can see the rockchip pmic , the bottom and top layer design is carefully considered for thermal and noise reduction . Also i swapped some components like cap footprint sizes where possible !
This was a really long routing session , on the way i changed some part sizes , and had some fun time (absolute hell) playing tetris with the ram ic , where what cap goes under or on the side of the ram . same for all of the different routing parts , also I saw that this will need an 8 layer board …
Today i routed many of the caps wich need to be under the rockchip for power filtering , if to far away it would cause an to high path inductance … it was a little tricky to get them all in place and not to near to each other … some caps will be around it on the pmic and other power sources as the bulk caps do not need to be near the pins always !
After much time i finally figured out how the reference desing uses such tiny trace width for the ddr routing . They had to use such small trace width to route it between the bga pins but that would not be the needet 80-100ohm impedance on the noncopular differential pair . The trick was they used a different trace spacing to archive around 120ohm +- toleranze ! I also have redone some of the bottom caps for easy routing and no interferance problems !
i finally routed the lpddr4 with its different impedances , differential pairs , via and lentgh matching . The power traces will come later …
I addet the emmc routing , this was weirdly harder than the ram , to match the impedance i couldnt go between the bga pins and also they were pretty mixed up so i redid it some times and now its good ! All the importand to match in length signals are matched by impedance and trace length / distance to other tracks and via count …
I totally forgot about a signal layer so i redone the full design !
A final change to the emmc , may logs i know but i didnt want the emmc to break the rest of the system so this is the final rev i hope !
So today i decidet because stardance ends this month i dont have time for all the planned ideas , the mainboard is now some small features poorer like mipi csi cam port and sd but maybe i will add it back… but i changed some power parts and other things on the board . This will be the rough layout , its matched to sepperate power sections from high speed signals like form the ram , while having priority on fast signals and pheripherntials further away … Now that i think of it i will propably add an small glue spacer under the oled so it doesnt mess up any signals … The Fpga will now be a SOM module so i can make a devboard in the future while still use it in the detector panel wich i will make after the mainboard and som … Also i know the layout and parts placement etc is messy but this is just the rough layout as I said…..
I did a bunch of routing , everything from usb (includes redoing the usb3.0 stuff) , hdmi and mipi dsi and some other small stuff and fixes , and i found out that i am missing some parts like resistors at the ethernet schematic …
Most of the signals (only 2-4 traces missing i think) are done and the ethernet is fixed… now only power and other stuff and its done !!! :)
i did some further routing , i am now at the power routing and constrain regions etc…
I finally finished routing the board , some error hunting and silkscreen layout and its done !!! the 2 pwr layers are the turquoise and green
After doing the rockchip sbc , i started with the fpga som , i will redo the power parts as i switched to a fpga (same model) with less pins , and a small package … i laso installed vivado wich totally hanged up my pc so i had to pause work , i needet to do it to get the pinout for the ddr3 to fpga (MIG = memory interface generator wizard) . The layout on the pic isnt the actual one , its just for testing , but the connector will stay like this ! Also i will now go back to the rockchip sbc for a short fixing !
I updates some parts , mostly cap placement because it was to crowdet and i made an export of the layers … https://github.com/Luka-io/RadiaX/blob/main/electronics/layers.pdf
I used the Mig Interface pin xdc file i created to connect the ddr3 to the fpga banks and then made the power interface for it !
The fpga SOM , PWR system is now finished . I already had the old power system but now its an smaller fpga package and power requirements , so i cleaned up suitable parts , let ai compare some dc/dc board mounts to safe space , designed some power sections and conmbined them all , etc…
THXXXX for the SUPER STAR !!!!! I finished the PWR filtering , i had to add some filter caps on the DDR3 . Then i used the LiteX Repo to see if i should add an EMMC , i decidet against it because of cost (already a problem…) and space constrains . But still i had to redo the Prog. section (mostly bank0 on the Kintex7) again because i accedently deleted it many journals ago when i sepperated the rockchip and kintex ! I went with a SPI flash (quad spi) … then I connected some mandatory config and other circuitry , this was mostly straightforward with the ref. designs and the ABSOLUTELY many documents on the AMD Technical Information Portal
The fpga SOM is now almost done , this was a faster pcb than i expected , i know it may look messy and crowdet but the pwr stuff is actually layouted in the best possible way(atleast i hope so) and some other things , now only some schematic finishing and checking is needet , then I can route and finish it !
I finished the Layout of the FPGA SOM , the filter caps have a really high footprint so that was tricky and the vtt resistors for the ddr3 , its a asingle ddr3 ic so that was weird …
So marco made the Kintex Fpga a 3d model , there werent any good ones out there … Its the big metal thingy you can see in the middle of the Pcb . He send me the wrong footprint to installed freecad and resized it (I like fusion360 but i dont have it installed on my new laptop..) , Also I rendered the Pcb in blender ! I know the routing isnt finished but i really dont have the energie and time for it today !
SO the devlog may seem long… but i lost 2 hours of footage while routing so yeah .. i routed the ddr3 , that includes the diff pairs , length matching and impedance constrains , etc … bla bla bla tech stuff , this took longer and was harder than the double stack (2 ics in one) lpddr4 on the rockchip board , idk why , propably placement and fpgas being tricky in general !
The SOM was wayyy to expensive for the 600 dollar funding limit … so i had to choose an smaller LUTS fpga model and for it change the recommendet decoupling caps amount . Afterwards I changed some parts for cost saving and played around with coupons till it fit the 600 dollar funding limit … .. .
Long time no devlog but its just power routing and some tricky layout changes . The only sad part to switch from the kintex7 325T to a smaller variant , same for the ram …. funding 600$ cap :,)
My Last designing Devlog , its been a reallyyyyy long part of the project RadiaX but the FPGA SOM , aswell as the rockchip sbc are finished ! (wich is more of an placeholder rg , because the funding does not make it possible… ) I am happy to ship it NOW !
I totally forgot to add Testpoints haha , now there are some on the PWR rails !...
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1792583337.602041
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1793188137.602041
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70210
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A racing game set in a road in spreadsheets by @Sh A racing game set in a road in spreadsheets by @Shaan_Desai | Stardance...
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Shaan_Desai
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0
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2.21
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0
|
[]
|
[{"post_id": 80420, "ts": "202 [{"post_id": 80420, "ts": "2026-10-17T16:05:03Z", "hours": 2.2125, "text": "Currently working on the moving mechanics of my racing game that will be held in google spreadsheets."}]...
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Title: A racing game set in a road in spreadsheets Title: A racing game set in a road in spreadsheets by @Shaan_Desai | Stardance
Devlogs:
Currently working on the moving mechanics of my racing game that will be held in google spreadsheets....
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1792961263.699451
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1793566063.699451
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41533
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Infinite Colour Craft by @Lalith | Stardance
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Lalith
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2
|
25.0
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24
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T01:49:04Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally shipping Infinite Colour Craft!! 🎨 The idea came from playing Infinite Craft and wondering what it’d be like if you could mix colours instead of random objects. It started out pretty simple. Just 5 basic colours that you could drag together to discover new ones. But then I thought, what’s the point of discovering all these colours if you can’t actually use them? So I ended up building an entire painting studio with different brushes, blending modes, symmetry tools and a lot more. I also got a bit carried away and added an AI Lab where you draw something and a small neural network tries to guess what it is 😭 There’s also a Grimoire for keeping track of recipes, palettes, quests and daily challenges. The hardest part was getting the mixing and drawing to feel smooth. I spent quite a bit of time messing with the canvas and fixing little things that were annoying while playing. The UI also got really crowded as I kept adding features, so I’ve been trying to clean that up. My favourite part is being able to discover a colour and then immediately use it in a drawing. That’s basically the whole reason I made this. If you’re trying it out, mix a few colours first, then try painting something with them. Also please test the AI drawing challenge because I’m genuinely curious what it thinks your drawings are 💀 Try it here: https://hustlenix.github.io/Infinite-Colour-Craft/ Code: https://github.com/Hustlenix/Infinite-Colour-Craft Would love to know what you think, especially if something breaks!", "repo": "https://github.com/Hustlenix/Infinite-Colour-Craft", "demo": "https://hustlenix.github.io/Infinite-Colour-Craft/"}, {"ship_num": 2, "ts": "2026-08-02T03:02:16Z", "hours": 6.0, "multiplier": 7.35, "payout": 24, "blessing": "neutral", "text": "This is a colour art game kinda thing wher you merge colours and Use them to create master peices in painting area", "repo": "https://github.com/Hustlenix/Infinite-Colour-Craft", "demo": "https://hustlenix.github.io/Infinite-Colour-Craft/"}]...
|
[{"post_id": 80419, "ts": "202 [{"post_id": 80419, "ts": "2026-10-17T16:04:20Z", "hours": 18.5828, "text": "As an update, i have added and AI lab with CNN+an album(Grimorie). Changed the overall design, and added multiplayer mode!"}, {"post_id": 39221, "ts": "2026-08-02T01:38:10Z", "hours": 5.8431, "text": "My lil colour alchemy game with colouring too………."}]...
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Title: Infinite Colour Craft by @Lalith | Stardanc Title: Infinite Colour Craft by @Lalith | Stardance
Devlogs:
My lil colour alchemy game with colouring too……….
As an update, i have added and AI lab with CNN+an album(Grimorie). Changed the overall design, and added multiplayer mode!
Ships:
This is a colour art game kinda thing wher you merge colours and Use them to create master peices in painting area
Finally shipping Infinite Colour Craft!! 🎨 The idea came from playing Infinite Craft and wondering what it’d be like if you could mix colours instead of random objects. It started out pretty simple. Just 5 basic colours that you could drag together to discover new ones. But then I thought, what’s the point of discovering all these colours if you can’t actually use them? So I ended up building an entire painting studio with different brushes, blending modes, symmetry tools and a lot more. I also got a bit carried away and added an AI Lab where you draw something and a small neural network tries to guess what it is 😭 There’s also a Grimoire for keeping track of recipes, palettes, quests and daily challenges. The hardest part was getting the mixing and drawing to feel smooth. I spent quite a bit of time messing with the canvas and fixing little things that were annoying while playing. The UI also got really crowded as I kept adding features, so I’ve been trying to clean that up. My favourite part is being able to discover a colour and then immediately use it in a drawing. That’s basically the whole reason I made this. If you’re trying it out, mix a few colours first, then try painting something with them. Also please test the AI drawing challenge because I’m genuinely curious what it thinks your drawings are 💀 Try it here: https://hustlenix.github.io/Infinite-Colour-Craft/ Code: https://github.com/Hustlenix/Infinite-Colour-Craft Would love to know what you think, especially if something breaks!...
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1793141687.1087646
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1793228087.1087646
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69037
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Horizon I by @JyotP | Stardance
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JyotP
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0
|
1.25
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0
|
[]
|
[{"post_id": 80411, "ts": "202 [{"post_id": 80411, "ts": "2026-10-17T15:43:10Z", "hours": 1.2494, "text": "Devlog #1: Horizon I is Taking Shape Alright, so a lot happened. I finally locked in the first real design for Horizon I, and honestly, it feels good to have something concrete after all the sketching and second-guessing. The big win this week was getting a rough baseline on costs. I had to run a bunch of different configurations through OpenRocket, which took way longer than I expected. Simulation after simulation, tweaking this, adjusting that. But it paid off. The current design can hit 10km including launch site altitude, which was the target I had in my head from the start. What’s nice is the payload capacity. I can fit a lot of stuff in there without cramming, and most of the critical systems are tucked into the nose cone anyway, so the main body has room to breathe. What’s Next The immediate priority is the flight controller. I need to design it, submit that design, and get it manufactured. While I waiting on funding for that, I can dig into the actual technical challenges: Stage separation mechanics Nose cone separation Parachute deployment (specifically how it untangles itself, which is trickier than it sounds) And then there’s the flight software. I’m thinking of calling it OpenLaunch. The philosophy is simple: if I’m building something, I’d rather build it for the majority than the minority. Open source, accessible, something others can actually use and build on. That’s where things stand. More soon."}]...
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Title: Horizon I by @JyotP | Stardance
Devlogs:
D Title: Horizon I by @JyotP | Stardance
Devlogs:
Devlog #1: Horizon I is Taking Shape Alright, so a lot happened. I finally locked in the first real design for Horizon I, and honestly, it feels good to have something concrete after all the sketching and second-guessing. The big win this week was getting a rough baseline on costs. I had to run a bunch of different configurations through OpenRocket, which took way longer than I expected. Simulation after simulation, tweaking this, adjusting that. But it paid off. The current design can hit 10km including launch site altitude, which was the target I had in my head from the start. What’s nice is the payload capacity. I can fit a lot of stuff in there without cramming, and most of the critical systems are tucked into the nose cone anyway, so the main body has room to breathe. What’s Next The immediate priority is the flight controller. I need to design it, submit that design, and get it manufactured. While I waiting on funding for that, I can dig into the actual technical challenges: Stage separation mechanics Nose cone separation Parachute deployment (specifically how it untangles itself, which is trickier than it sounds) And then there’s the flight software. I’m thinking of calling it OpenLaunch. The philosophy is simple: if I’m building something, I’d rather build it for the majority than the minority. Open source, accessible, something others can actually use and build on. That’s where things stand. More soon....
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1793130458.613198
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1793735258.613198
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|
69204
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distroller by @Erox | Stardance
|
Erox
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T16:42:10Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Distroller is a rust based hyprland exclusive cli tool , it manages displays in a normal hyprland setup , check out my repo for more info abt the commands , also there is a demo video , showing how distroller works on my pc(dual moniter one internal laptop one and 2nd is hdmi 100hz 1080p) , heres the link : “ https://youtu.be/UKzd1IbrFVo ” see the installation steps mentioned in readme to install it in your arch", "repo": "https://github.com/Erox-02/distroller", "demo": "https://youtu.be/UKzd1IbrFVo"}]...
|
[{"post_id": 80409, "ts": "202 [{"post_id": 80409, "ts": "2026-10-17T15:36:20Z", "hours": 0.8461, "text": "wrote the readme and the PKGBUILD , did a lot of tries , but still wasnt able to put the video in readme so gonna use the yt link"}, {"post_id": 79774, "ts": "2026-10-15T10:58:21Z", "hours": 0.4403, "text": "wow what a idiot i aam , forgot to add the use in helps lol , fixed tht anyways , now i will publish it to aur and gonna write a readme ahh i cant push to aur , its denying my public key anyways i think i will make the video first before pushing on aur ok done all things , now js readme and then done , see the demo vid and we are ready to ship :“ https://youtu.be/UKzd1IbrFVo ”"}, {"post_id": 79759, "ts": "2026-10-15T09:14:22Z", "hours": 2.3222, "text": "ok so i saw when i use the share , it scales the monitors differently so we need to pass both , dont change scale and then do it , and if scale changed then revert the scale , i use arch btw , i am pro .ok use works flawlessly now , anyways found a bug , i cant use 100hz on my hdmi monitor tht supports 100hz i have no fking idea why but i cant so needa fix tht . wow i am such a idiot , changed the vec in ls then thought shld push so reverted then changed in io and now suffering lol anyways gotta fix tht bruh wtf i am getting prob on refreshrate , tht right but i named a full struct wrong and hyprctl doesnt parse tht correctly so i am getting no sup on 100hz lol , do i even have more than 1 braincel? ok after rechaingin my vec to string to vec to string to vec i finally got it to work lol . kk removed the training wheels , i mean println for helping me done . now the final thing , its cli , i mean i am done using cargo run …. lets implant usable distroller …. OHH DONE , i made the PKGBUild and it WORKS , now i can publish it to aur too , i js need a readme now hell yeah"}, {"post_id": 79711, "ts": "2026-10-15T05:51:37Z", "hours": 1.4242, "text": "ok so i saw when i use the share , it scales the monitors differently so we need to pass both , dont change scale and then do it , and if scale changed then revert the scale , i use arch btw , i am pro .ok use works flawlessly now , anyways found a bug , i cant use 100hz on my hdmi monitor tht supports 100hz i have no fking idea why but i cant so needa fix tht . wow i am such a idiot , changed the vec in ls then thought shld push so reverted then changed in io and now suffering lol anyways gotta fix tht bruh wtf i am getting prob on refreshrate , tht right but i named a full struct wrong and hyprctl doesnt parse tht correctly so i am getting no sup on 100hz lol , do i even have more than 1 braincel? ok after rechaingin my vec to string to vec to string to vec i finally got it to work lol . kk removed the training wheels , i mean println for helping me done"}, {"post_id": 79541, "ts": "2026-10-14T14:53:59Z", "hours": 1.4531, "text": "ok so made a new formula for the workspace logic , its easy res(len)*scale^(-1) + c and here frm my tests i got c=10 for 1080p monitors. It works flawlessly in my setup but i still havent tested it on diff moniters so cant say its universal .okk added shr.rs and the logic is clean af . js do basic math easy , i made c configureable with a integer pass , pass the val of c and youre good , to go but i still havent decided vals for c for other setups , lets them try lol .bruh i added use fn branch after command and wondering , why i am getting unknown command “use” lol.wow got an error thread 'main' (15889) panicked at src/ls.rs:32:10:cant parse monitor data: Error(\"missing field `available`\", line: 45, column: 1)note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace[erox@archbtw distroller]$ ok pretty good , there was a prob with the avalible in the struct in ls but i js used serde def haha always false if no val , i have hyprctl monitors all -j so nothing to worry anyways it works now"}, {"post_id": 79475, "ts": "2026-10-14T06:05:04Z", "hours": 1.205, "text": "this time i am making a shared window for both monitors so user can move mouse between them , after a lot of trail and err , in main.rs then in terminal and then in arch wiki finally pulled it off , safe position is 1290x0 for m2 and m1 will be 0x0 but its for 1.5x scaling not 1x or diff , oh now i need to make it diff for scaling’s too ahh god it sucks"}, {"post_id": 79130, "ts": "2026-10-12T19:32:53Z", "hours": 0.265, "text": "ok added some restrictions and it works yay!"}, {"post_id": 78969, "ts": "2026-10-12T06:50:30Z", "hours": 0.7342, "text": "ok now i am working on it to use it as cli tool not js cargo run and pray so i think i will start with passing a value in cargo for now .ok did some work and got the refresh rate thing working too , now cargo run –list , cargo run – scale and refresh works , and works pretty fine i will need to add some restrictions because scalling max is 10 , higher gives hypr err , higher ref rate on external hdmi = no signal also disabling eDP kills the waybar too oh thts my fault lemme fix my own waybar , done took a lil time but fixed , also i changed hyprctl monitors -j to hyprctl monitors all -j because after disabling one moniter , hyprctl monitors was ignoring the disabled one"}, {"post_id": 78832, "ts": "2026-10-11T18:32:54Z", "hours": 0.3467, "text": "added another feature it does the scaling thing , hm so i used hyprctl eval 'hl.monitor({ output = \"eDP-1\", scale = 1.0 })' hyprctl commands obviously and scaled the monitors i think now imma gonna add separate display scaling , not a prob for me as i still havent implanted any cli commands , but also i added refresh rate impl too in the io.rs js didnt used tht in main.rs gonna do tht soon check the video here “ https://youtu.be/PTmcT2p5NYg ”"}, {"post_id": 78793, "ts": "2026-10-11T16:53:34Z", "hours": 3.155, "text": "Recently i got a monitor (thx stardance) and connected it to my laptop right away , but my hyprland didnt had anything to assign to the moniter , so it just went with the default one ,a diff workspace and i had to configure it a lot then finally got it to work but now i think i will make a rust based cli tool to automate those things . Easy right? for users not me lol . see the poc : distroller list distroller use 1 (here 1 means the 1st moniter like for laptop , it is eDP-1, while the other moniters will turn off maybe? define the state in distroller.conf ) distroller use 2 (HDMI-A-1) distroller use 1,2… (it gives each moniter diff workspace) distroller use 1,2 –share (it makes both share a workspace but more like a single monitor ) distroller use 1,2 –copy (show the same thing) i made it a codeblock but the comments () arent valid so dont copy these things , now imma gonna start building the base so built the initial struct , btw i used u8 for height and width at first but it doesnt store 1920 or 1080 so i used u16 as it is better than u32 atleast i think so , also i used f32 for the refreash rate as hyprland give things like 59.64 sometimes , wait wtf am i explain? its basics nah i dont needa explain, nah, i’wd build . ok added another struct to copy the vals to new struct wait wait , why am i such a fool? why did i made a struct to js push a value to next struct? wait i again figured a thing , i can js follow the hyprctl output’s structure lol , [erox@archbtw ~]$ hyprctl monitors -j [{ “id”: 0, “name”: “eDP-1”, “description”: “BOE 0x094A”, “make”: “BOE”, “model”: “0x094A”, “width”: 1920, “height”: 1080, “physicalWidth”: 340, “physicalHeight”: 190, “refreshRate”: 60.00400, “x”: 0, “y”: 0, “activeWorkspace”: { “id”: 1, “name”: “1” }, { “id”: 1, “name”: “HDMI-A-1”, “description”: “XXX HDMI”, “make”: “XXX”, “model”: “HDMI”, “serial”: “”, “width”: 1920, “height”: 1080, “physicalWidth”: 10, “physicalHeight”: 10, “refreshRate”: 60.00000, “x”: 1280, “y”: 0, “activeWorkspace”: { “id”: 4, “name”: “4” },] [erox@archbtw ~]$ made the best struct pub struct Disp { pub name: String, pub refreshRate: f32, pub w: u16, pub h: u16, pub focused: bool, pub disabled: bool, } now just gonna fetch frm the hyprctl output and print done ok added the code to run hyprlctl monitors -j and fetch the info , but then i got err js because i forgot to add the deserializer and then after i fixed lol cargo toml didnt have derde lol , and now i imported it as macro another lol , and now i forgot to import the feature deserialize with serde . bruh this time i js got a err of version mismatch tht was added by cargo , how life can be worser? ohhh it worked finally : but wait the 2nd moniter was supposed to be 100hz default , ik its downsampled because of the other moniter , anyways i ’ll fix tht later hmhm now imma gonna make the other features . okk broke main.rs and made ls.rs and main.rs , currently i kept the hypr func (the one to execute hyprctl with structed args as u want ) in ls as idh any hypr.rs , but i will soon move tht to somewhere else as ls.rs is for listing only , yeah thts why i named it ls , i didnt steal the name of ls bash command , wait i kinda did to be honest .ok after a lot of research , i found hyprctl eval ‘hl.monitor({ output = “eDP-1”, disabled = true })’ works to turn of the display so i can make a function inside my new io.rs and use it to turn off on on the display hmhm. now imma gonna work on the turn off and on function done it works , i js used hyprctl command to do it , it wasnt much hard after finding some repos i found this hyprctl eval ‘hl.monitor({ output = “eDP-1”, disabled = true })’ it ran well so i made a file named io.rs and implanted on main done and now it works though its not usable on terminal , cargo run does the work fine ."}]...
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Title: distroller by @Erox | Stardance
Devlogs:
R Title: distroller by @Erox | Stardance
Devlogs:
Recently i got a monitor (thx stardance) and connected it to my laptop right away , but my hyprland didnt had anything to assign to the moniter , so it just went with the default one ,a diff workspace and i had to configure it a lot then finally got it to work but now i think i will make a rust based cli tool to automate those things . Easy right? for users not me lol . see the poc : distroller list distroller use 1 (here 1 means the 1st moniter like for laptop , it is eDP-1, while the other moniters will turn off maybe? define the state in distroller.conf ) distroller use 2 (HDMI-A-1) distroller use 1,2… (it gives each moniter diff workspace) distroller use 1,2 –share (it makes both share a workspace but more like a single monitor ) distroller use 1,2 –copy (show the same thing) i made it a codeblock but the comments () arent valid so dont copy these things , now imma gonna start building the base so built the initial struct , btw i used u8 for height and width at first but it doesnt store 1920 or 1080 so i used u16 as it is better than u32 atleast i think so , also i used f32 for the refreash rate as hyprland give things like 59.64 sometimes , wait wtf am i explain? its basics nah i dont needa explain, nah, i’wd build . ok added another struct to copy the vals to new struct wait wait , why am i such a fool? why did i made a struct to js push a value to next struct? wait i again figured a thing , i can js follow the hyprctl output’s structure lol , [erox@archbtw ~]$ hyprctl monitors -j [{ “id”: 0, “name”: “eDP-1”, “description”: “BOE 0x094A”, “make”: “BOE”, “model”: “0x094A”, “width”: 1920, “height”: 1080, “physicalWidth”: 340, “physicalHeight”: 190, “refreshRate”: 60.00400, “x”: 0, “y”: 0, “activeWorkspace”: { “id”: 1, “name”: “1” }, { “id”: 1, “name”: “HDMI-A-1”, “description”: “XXX HDMI”, “make”: “XXX”, “model”: “HDMI”, “serial”: “”, “width”: 1920, “height”: 1080, “physicalWidth”: 10, “physicalHeight”: 10, “refreshRate”: 60.00000, “x”: 1280, “y”: 0, “activeWorkspace”: { “id”: 4, “name”: “4” },] [erox@archbtw ~]$ made the best struct pub struct Disp { pub name: String, pub refreshRate: f32, pub w: u16, pub h: u16, pub focused: bool, pub disabled: bool, } now just gonna fetch frm the hyprctl output and print done ok added the code to run hyprlctl monitors -j and fetch the info , but then i got err js because i forgot to add the deserializer and then after i fixed lol cargo toml didnt have derde lol , and now i imported it as macro another lol , and now i forgot to import the feature deserialize with serde . bruh this time i js got a err of version mismatch tht was added by cargo , how life can be worser? ohhh it worked finally : but wait the 2nd moniter was supposed to be 100hz default , ik its downsampled because of the other moniter , anyways i ’ll fix tht later hmhm now imma gonna make the other features . okk broke main.rs and made ls.rs and main.rs , currently i kept the hypr func (the one to execute hyprctl with structed args as u want ) in ls as idh any hypr.rs , but i will soon move tht to somewhere else as ls.rs is for listing only , yeah thts why i named it ls , i didnt steal the name of ls bash command , wait i kinda did to be honest .ok after a lot of research , i found hyprctl eval ‘hl.monitor({ output = “eDP-1”, disabled = true })’ works to turn of the display so i can make a function inside my new io.rs and use it to turn off on on the display hmhm. now imma gonna work on the turn off and on function done it works , i js used hyprctl command to do it , it wasnt much hard after finding some repos i found this hyprctl eval ‘hl.monitor({ output = “eDP-1”, disabled = true })’ it ran well so i made a file named io.rs and implanted on main done and now it works though its not usable on terminal , cargo run does the work fine .
added another feature it does the scaling thing , hm so i used hyprctl eval 'hl.monitor({ output = "eDP-1", scale = 1.0 })' hyprctl commands obviously and scaled the monitors i think now imma gonna add separate display scaling , not a prob for me as i still havent implanted any cli commands , but also i added refresh rate impl too in the io.rs js didnt used tht in main.rs gonna do tht soon check the video here “ https://youtu.be/PTmcT2p5NYg ”
ok now i am working on it to use it as cli tool not js cargo run and pray so i think i will start with passing a value in cargo for now .ok did some work and got the refresh rate thing working too , now cargo run –list , cargo run – scale and refresh works , and works pretty fine i will need to add some restrictions because scalling max is 10 , higher gives hypr err , higher ref rate on external hdmi = no signal also disabling eDP kills the waybar too oh thts my fault lemme fix my own waybar , done took a lil time but fixed , also i changed hyprctl monitors -j to hyprctl monitors all -j because after disabling one moniter , hyprctl monitors was ignoring the disabled one
ok added some restrictions and it works yay!
this time i am making a shared window for both monitors so user can move mouse between them , after a lot of trail and err , in main.rs then in terminal and then in arch wiki finally pulled it off , safe position is 1290x0 for m2 and m1 will be 0x0 but its for 1.5x scaling not 1x or diff , oh now i need to make it diff for scaling’s too ahh god it sucks
ok so made a new formula for the workspace logic , its easy res(len)*scale^(-1) + c and here frm my tests i got c=10 for 1080p monitors. It works flawlessly in my setup but i still havent tested it on diff moniters so cant say its universal .okk added shr.rs and the logic is clean af . js do basic math easy , i made c configureable with a integer pass , pass the val of c and youre good , to go but i still havent decided vals for c for other setups , lets them try lol .bruh i added use fn branch after command and wondering , why i am getting unknown command “use” lol.wow got an error thread 'main' (15889) panicked at src/ls.rs:32:10:cant parse monitor data: Error("missing field `available`", line: 45, column: 1)note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace[erox@archbtw distroller]$ ok pretty good , there was a prob with the avalible in the struct in ls but i js used serde def haha always false if no val , i have hyprctl monitors all -j so nothing to worry anyways it works now
ok so i saw when i use the share , it scales the monitors differently so we need to pass both , dont change scale and then do it , and if scale changed then revert the scale , i use arch btw , i am pro .ok use works flawlessly now , anyways found a bug , i cant use 100hz on my hdmi monitor tht supports 100hz i have no fking idea why but i cant so needa fix tht . wow i am such a idiot , changed the vec in ls then thought shld push so reverted then changed in io and now suffering lol anyways gotta fix tht bruh wtf i am getting prob on refreshrate , tht right but i named a full struct wrong and hyprctl doesnt parse tht correctly so i am getting no sup on 100hz lol , do i even have more than 1 braincel? ok after rechaingin my vec to string to vec to string to vec i finally got it to work lol . kk removed the training wheels , i mean println for helping me done
ok so i saw when i use the share , it scales the monitors differently so we need to pass both , dont change scale and then do it , and if scale changed then revert the scale , i use arch btw , i am pro .ok use works flawlessly now , anyways found a bug , i cant use 100hz on my hdmi monitor tht supports 100hz i have no fking idea why but i cant so needa fix tht . wow i am such a idiot , changed the vec in ls then thought shld push so reverted then changed in io and now suffering lol anyways gotta fix tht bruh wtf i am getting prob on refreshrate , tht right but i named a full struct wrong and hyprctl doesnt parse tht correctly so i am getting no sup on 100hz lol , do i even have more than 1 braincel? ok after rechaingin my vec to string to vec to string to vec i finally got it to work lol . kk removed the training wheels , i mean println for helping me done . now the final thing , its cli , i mean i am done using cargo run …. lets implant usable distroller …. OHH DONE , i made the PKGBUild and it WORKS , now i can publish it to aur too , i js need a readme now hell yeah
wow what a idiot i aam , forgot to add the use in helps lol , fixed tht anyways , now i will publish it to aur and gonna write a readme ahh i cant push to aur , its denying my public key anyways i think i will make the video first before pushing on aur ok done all things , now js readme and then done , see the demo vid and we are ready to ship :“ https://youtu.be/UKzd1IbrFVo ”
wrote the readme and the PKGBUILD , did a lot of tries , but still wasnt able to put the video in readme so gonna use the yt link
Ships:
Distroller is a rust based hyprland exclusive cli tool , it manages displays in a normal hyprland setup , check out my repo for more info abt the commands , also there is a demo video , showing how distroller works on my pc(dual moniter one internal laptop one and 2nd is hdmi 100hz 1080p) , heres the link : “ https://youtu.be/UKzd1IbrFVo ” see the installation steps mentioned in readme to install it in your arch...
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1793242306.4843779
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67263
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FoldCheck by @bigkhanfsnewnew | Stardance
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bigkhanfsnewnew
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0
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20.82
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0
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[]
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[{"post_id": 80399, "ts": "202 [{"post_id": 80399, "ts": "2026-10-17T14:55:08Z", "hours": 6.3419, "text": "Devlog 7: Since Devlog 6, I’ve made a lot of progress in expanding FoldCheck’s biological information and making the Region Explorer much more detailed. I started by integrating more data from UniProt, allowing users to explore annotated functional regions of a protein, including their names, residue positions, lengths and biological roles. One major addition was the ability to investigate protein interactions, where FoldCheck retrieves information about interaction partners, their functions, UniProt accessions and available experimental evidence. I also added supporting research references, including PubMed publications, and developed a system that connects biological findings to the protein being explored. A challenge I faced was making this information work dynamically across different proteins, rather than hardcoding information specifically for p53. I also had to fix several issues involving matching interaction partners, retrieving the correct biological information and preventing empty or repetitive sections from appearing. FoldCheck can now provide much more detailed explanations of functional regions and protein interactions, helping users understand not just the 3D structure, but also the biological evidence behind it. Next, I’m working on a dedicated PAE analysis page to help users investigate uncertainty in the relative positions of different parts of a protein! I know I said PAE last time but I got distracted.. MB!"}, {"post_id": 78095, "ts": "2026-10-09T15:33:57Z", "hours": 4.6989, "text": "Devlog 6: since Devlog 5, I’ve made a lot of progress into turning FoldCheck into a more advanced and detailed tool. I’ve started by extracting the pLDDT confidence scores for p53 and linking them, so they display in the details panel on the right, adding confidence classifications and explanations of what different confidence meanings. I also expanded the information to include amino acid properties, chemical composition and the function of the region. another major addition was the Atom Explorer, which provides information about individual atoms, including their chemical elements, bonds and roles, within a selected part. a challenge i faced was building a search system, where typing a specific residue/atom actually finds it for you in the Mol*, takes you to it and clearly highlights it for you. i devloped a 3-level autocomplete system that suggests amino acids, real residue positions and actual atom names (for example: ARG 158 CA) extracted from the loaded structure. Along the way, several bugs were encountered, like atom extraction and resetting selections. I also added a Reset View button and improved how the panel responds to selections. Foldcheck now allows users to explore p53 from the whole-protein level down to individual atoms while connecting the 3d structure to scientific explanations and confidence data. Next step, PAE!"}, {"post_id": 76747, "ts": "2026-10-04T14:00:10Z", "hours": 2.4967, "text": "Devlog 5: FoldCheck can finally interact with real AlphaFold structures. Today I worked on connecting FoldCheck’s interface to the actual molecular structure inside Mol*.I first changed the 3D viewer so it can load a real AlphaFold prediction for p53 (UniProt P04637) while keeping the original 1CRN structure as the homepage demo. The bigger challenge was getting clicks inside Mol* back into React. After working through Mol*’s interaction events, FoldCheck can now detect which part of the protein I click and identify the real residue, for example MET 384, PHE 270 or SER 269 on Chain A.I then connected that data to the FoldCheck workspace, so the Selection Details panel updates automatically when a different residue is selected. I also found an important UX problem while testing: clicking individual atoms can expose Mol* labels like CG [idx 1946] | LEU 252 | A, which aren’t beginner-friendly at all. I’m going to replace these raw labels with structured information and build a dedicated The Basics section that explains the scientific concepts used throughout FoldCheck. Next Ill be extracting the actual pLDDT confidence value for the selected residue and turning the selection panel into an actual evidence based analysis"}, {"post_id": 76406, "ts": "2026-10-03T13:17:13Z", "hours": 1.9114, "text": "FoldCheck has real 3D proteins now. Today I started building the actual interactive side of FoldCheck. I installed Mol* into the project and created a separate React component for the molecular viewer. I then connected that component to FoldCheck and built the first version of the 3D protein workspace. There were a few problems getting Mol* working with the project, mainly incorrect import paths and getting the package to work properly with Vite. After debugging those, I managed to load 1CRN, a real protein structure from the Protein Data Bank, directly inside FoldCheck. The structure is now fully interactive, I can rotate it, zoom in and explore it in 3D. The current Mol* controls are only temporary. I also decided that the finished FoldCheck won’t just be one massive scrolling page. Searching for a protein will eventually open a dedicated analysis workspace with separate sections for the 3D structure, confidence, PAE, geometry and experimental comparison. Next I’m going to turn this basic viewer into that proper workspace and start connecting FoldCheck to real AlphaFold prediction data."}, {"post_id": 76183, "ts": "2026-10-02T16:48:03Z", "hours": 1.2936, "text": "Today I worked on one of the parts of FoldCheck I’ve been looking forward to building which is the opening cinematic. I wanted someone opening FoldCheck to understand why protein structure matters before being thrown straight into scientific data, so the intro now follows the story from the human body → cell → amino acids → folded protein → AlphaFold prediction → uncertainty → FoldCheck. The first few scenes use detailed scientific-style visuals with animated labels and transitions, and I built the whole sequence to automatically move between stages while still letting users skip it or replay it later. I also added progress indicators, subtle movement, responsive layouts and a final FoldCheck scene that introduces the different types of evidence the project will eventually bring together. I also learnt a slightly painful lesson about CSS today 😭. While rebuilding the cinematic styling I accidentally wiped the original homepage styles, which turned the entire landing page into basically raw HTML. After a lot of debugging, I reconstructed the stylesheet section by section, fixed several syntax issues, and finally got both the cinematic and the original homepage working together again with no errors. The cinematic isn’t completely finished yet. Some labels still need to be positioned more accurately, and the AlphaFold and uncertainty scenes currently use temporary protein graphics that I want to replace with much better molecular visuals. But the full journey now works from beginning to end, and FoldCheck finally has the opening story I imagined when I planned the project .Next: polish those last cinematic visuals, then start the big part which is loading real AlphaFold protein data and building the interactive 3D analysis workspace."}, {"post_id": 76137, "ts": "2026-10-02T13:42:53Z", "hours": 2.48, "text": "DEVLOG 2: Most of this session went into turning the rough interface from my first devlog into the actual visual direction I had in mind for the project. I built out the main landing experience with a much more deliberate scientific/workstation style. The hero now introduces the main idea behind FoldCheck that a protein prediction is only the beginning of an investigation and I added an animated molecular visual with orbiting elements, a scanning effect and subtle movement to make the page feel alive without turning it into a generic science website. I also built the protein exploration section, including the search interface and example proteins, and added a section explaining the main idea behind the project. Eventually I want every interesting region to be something you can actually investigate and understand. A surprisingly large amount of time went into CSS 😭. I worked on the typography, spacing, dark interface, responsive behaviour, animations, buttons, search components and all the smaller details that make the different sections feel like one product rather than separate pieces. I also cleaned up the React structure and fixed some mismatches between my JSX and CSS that were stopping parts of the design from displaying properly. The interface is still only the shell though. The next part I’m working on is an opening cinematic that goes from the human body → cell → amino-acid sequence → folded protein → AlphaFold prediction, which should explain why FoldCheck exists before someone starts using it. After that comes the part I’m most excited about: an interactive 3D molecular viewer."}, {"post_id": 76010, "ts": "2026-10-02T01:10:09Z", "hours": 1.5992, "text": "Devlog FC 1: New project!! And this one might be slightly crazy I started FoldCheck today. The idea came from something I found really interesting while looking into AlphaFold (an AI that predicts how proteins look): a predicted protein can look incredibly convincing in 3D, but that doesn’t necessarily mean every part of the prediction has the same level of confidence/is biologically accurate. That gave me the idea for FoldCheck. Instead of just showing someone a cool-looking protein model or giving it some random “accuracy score”, I want to build a tool where you can actually investigate the prediction. My goal is to eventually combine things like pLDDT, PAE, structural checks and experimental structures, then let you click into suspicious regions and understand why they deserve attention.A lot of today was honestly figuring out how I could turn that idea into something I can actually build. I planned out the main features and the science I’ll need, then set up the React project and started the website itself. I built the navigation, introduction, protein search area, example proteins and started designing the dark scientific interface. I also spent way longer than expected getting Hackatime working because it originally thought FoldCheck was my other project!. I eventually figured out how to give this workspace its own FoldCheck project, and seeing it finally appear separately was strangely satisfying. There’s still a lot left. Right now I’ve basically built the foundation. Next I want to get a real protein into the site, retrieve actual AlphaFold data, display the structure in interactive 3D and start analysing real pLDDT confidence values. This is definitely the hardest project I’ve attempted so far, which is also why I’m really excited about it. Hopefully the difference between this first screenshot and the finished FoldCheck is crazy!"}]...
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Title: FoldCheck by @bigkhanfsnewnew | Stardance
Title: FoldCheck by @bigkhanfsnewnew | Stardance
Devlogs:
Devlog FC 1: New project!! And this one might be slightly crazy I started FoldCheck today. The idea came from something I found really interesting while looking into AlphaFold (an AI that predicts how proteins look): a predicted protein can look incredibly convincing in 3D, but that doesn’t necessarily mean every part of the prediction has the same level of confidence/is biologically accurate. That gave me the idea for FoldCheck. Instead of just showing someone a cool-looking protein model or giving it some random “accuracy score”, I want to build a tool where you can actually investigate the prediction. My goal is to eventually combine things like pLDDT, PAE, structural checks and experimental structures, then let you click into suspicious regions and understand why they deserve attention.A lot of today was honestly figuring out how I could turn that idea into something I can actually build. I planned out the main features and the science I’ll need, then set up the React project and started the website itself. I built the navigation, introduction, protein search area, example proteins and started designing the dark scientific interface. I also spent way longer than expected getting Hackatime working because it originally thought FoldCheck was my other project!. I eventually figured out how to give this workspace its own FoldCheck project, and seeing it finally appear separately was strangely satisfying. There’s still a lot left. Right now I’ve basically built the foundation. Next I want to get a real protein into the site, retrieve actual AlphaFold data, display the structure in interactive 3D and start analysing real pLDDT confidence values. This is definitely the hardest project I’ve attempted so far, which is also why I’m really excited about it. Hopefully the difference between this first screenshot and the finished FoldCheck is crazy!
DEVLOG 2: Most of this session went into turning the rough interface from my first devlog into the actual visual direction I had in mind for the project. I built out the main landing experience with a much more deliberate scientific/workstation style. The hero now introduces the main idea behind FoldCheck that a protein prediction is only the beginning of an investigation and I added an animated molecular visual with orbiting elements, a scanning effect and subtle movement to make the page feel alive without turning it into a generic science website. I also built the protein exploration section, including the search interface and example proteins, and added a section explaining the main idea behind the project. Eventually I want every interesting region to be something you can actually investigate and understand. A surprisingly large amount of time went into CSS 😭. I worked on the typography, spacing, dark interface, responsive behaviour, animations, buttons, search components and all the smaller details that make the different sections feel like one product rather than separate pieces. I also cleaned up the React structure and fixed some mismatches between my JSX and CSS that were stopping parts of the design from displaying properly. The interface is still only the shell though. The next part I’m working on is an opening cinematic that goes from the human body → cell → amino-acid sequence → folded protein → AlphaFold prediction, which should explain why FoldCheck exists before someone starts using it. After that comes the part I’m most excited about: an interactive 3D molecular viewer.
Today I worked on one of the parts of FoldCheck I’ve been looking forward to building which is the opening cinematic. I wanted someone opening FoldCheck to understand why protein structure matters before being thrown straight into scientific data, so the intro now follows the story from the human body → cell → amino acids → folded protein → AlphaFold prediction → uncertainty → FoldCheck. The first few scenes use detailed scientific-style visuals with animated labels and transitions, and I built the whole sequence to automatically move between stages while still letting users skip it or replay it later. I also added progress indicators, subtle movement, responsive layouts and a final FoldCheck scene that introduces the different types of evidence the project will eventually bring together. I also learnt a slightly painful lesson about CSS today 😭. While rebuilding the cinematic styling I accidentally wiped the original homepage styles, which turned the entire landing page into basically raw HTML. After a lot of debugging, I reconstructed the stylesheet section by section, fixed several syntax issues, and finally got both the cinematic and the original homepage working together again with no errors. The cinematic isn’t completely finished yet. Some labels still need to be positioned more accurately, and the AlphaFold and uncertainty scenes currently use temporary protein graphics that I want to replace with much better molecular visuals. But the full journey now works from beginning to end, and FoldCheck finally has the opening story I imagined when I planned the project .Next: polish those last cinematic visuals, then start the big part which is loading real AlphaFold protein data and building the interactive 3D analysis workspace.
FoldCheck has real 3D proteins now. Today I started building the actual interactive side of FoldCheck. I installed Mol* into the project and created a separate React component for the molecular viewer. I then connected that component to FoldCheck and built the first version of the 3D protein workspace. There were a few problems getting Mol* working with the project, mainly incorrect import paths and getting the package to work properly with Vite. After debugging those, I managed to load 1CRN, a real protein structure from the Protein Data Bank, directly inside FoldCheck. The structure is now fully interactive, I can rotate it, zoom in and explore it in 3D. The current Mol* controls are only temporary. I also decided that the finished FoldCheck won’t just be one massive scrolling page. Searching for a protein will eventually open a dedicated analysis workspace with separate sections for the 3D structure, confidence, PAE, geometry and experimental comparison. Next I’m going to turn this basic viewer into that proper workspace and start connecting FoldCheck to real AlphaFold prediction data.
Devlog 5: FoldCheck can finally interact with real AlphaFold structures. Today I worked on connecting FoldCheck’s interface to the actual molecular structure inside Mol*.I first changed the 3D viewer so it can load a real AlphaFold prediction for p53 (UniProt P04637) while keeping the original 1CRN structure as the homepage demo. The bigger challenge was getting clicks inside Mol* back into React. After working through Mol*’s interaction events, FoldCheck can now detect which part of the protein I click and identify the real residue, for example MET 384, PHE 270 or SER 269 on Chain A.I then connected that data to the FoldCheck workspace, so the Selection Details panel updates automatically when a different residue is selected. I also found an important UX problem while testing: clicking individual atoms can expose Mol* labels like CG [idx 1946] | LEU 252 | A, which aren’t beginner-friendly at all. I’m going to replace these raw labels with structured information and build a dedicated The Basics section that explains the scientific concepts used throughout FoldCheck. Next Ill be extracting the actual pLDDT confidence value for the selected residue and turning the selection panel into an actual evidence based analysis
Devlog 6: since Devlog 5, I’ve made a lot of progress into turning FoldCheck into a more advanced and detailed tool. I’ve started by extracting the pLDDT confidence scores for p53 and linking them, so they display in the details panel on the right, adding confidence classifications and explanations of what different confidence meanings. I also expanded the information to include amino acid properties, chemical composition and the function of the region. another major addition was the Atom Explorer, which provides information about individual atoms, including their chemical elements, bonds and roles, within a selected part. a challenge i faced was building a search system, where typing a specific residue/atom actually finds it for you in the Mol*, takes you to it and clearly highlights it for you. i devloped a 3-level autocomplete system that suggests amino acids, real residue positions and actual atom names (for example: ARG 158 CA) extracted from the loaded structure. Along the way, several bugs were encountered, like atom extraction and resetting selections. I also added a Reset View button and improved how the panel responds to selections. Foldcheck now allows users to explore p53 from the whole-protein level down to individual atoms while connecting the 3d structure to scientific explanations and confidence data. Next step, PAE!
Devlog 7: Since Devlog 6, I’ve made a lot of progress in expanding FoldCheck’s biological information and making the Region Explorer much more detailed. I started by integrating more data from UniProt, allowing users to explore annotated functional regions of a protein, including their names, residue positions, lengths and biological roles. One major addition was the ability to investigate protein interactions, where FoldCheck retrieves information about interaction partners, their functions, UniProt accessions and available experimental evidence. I also added supporting research references, including PubMed publications, and developed a system that connects biological findings to the protein being explored. A challenge I faced was making this information work dynamically across different proteins, rather than hardcoding information specifically for p53. I also had to fix several issues involving matching interaction partners, retrieving the correct biological information and preventing empty or repetitive sections from appearing. FoldCheck can now provide much more detailed explanations of functional regions and protein interactions, helping users understand not just the 3D structure, but also the biological evidence behind it. Next, I’m working on a dedicated PAE analysis page to help users investigate uncertainty in the relative positions of different parts of a protein! I know I said PAE last time but I got distracted.. MB!...
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1793108989.764822
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1793713789.764822
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31717
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SlateLite by @FencingLefty3 | Stardance
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FencingLefty3
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2
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27.0
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41
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T15:08:51Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Slate Ship 2 Slate is ready for ship 2! After adding a new UI overhaul, and rolling 30 day productivity score, Slate is ready for release.", "repo": "https://github.com/FencingLefty3/SlateLite", "demo": "https://fencinglefty3.github.io/SlateLite/"}, {"ship_num": 2, "ts": "2026-08-09T20:00:00Z", "hours": 12.0, "multiplier": 3.26, "payout": 41, "blessing": "neutral", "text": "‘Slate Lite is a lightweight note/task taking application I built for quick offline jotting or reminders. It works across all platforms as a PWA or in the browser.’", "repo": "https://github.com/FencingLefty3/SlateLite", "demo": "https://fencinglefty3.github.io/SlateLite/"}]...
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[{"post_id": 80398, "ts": "202 [{"post_id": 80398, "ts": "2026-10-17T14:53:29Z", "hours": 2.3353, "text": "Final Dev Log before ship 2. Finished rolling 30 day productivity score. New UI for productivity score, mobile and desktop."}, {"post_id": 78360, "ts": "2026-10-10T15:38:54Z", "hours": 2.2467, "text": "Working on the Elo system and some UI improvements. Fixed date select not showing on iOS. Added Index Elo score to side bar and toggle in settings page. Need to: Finish 30 day rotating Elo/ index math. Ship 2"}, {"post_id": 74168, "ts": "2026-09-26T20:25:41Z", "hours": 1.1286, "text": "Back at it with some more work during this rainy weekend; New Stuff, Fixed date selector not working on iOS. Fixed search returning 404 and now functioning as intended. settings for theme and Elo. Other general UI improvements. On the docket, finishing Elo system, task sync, Ship 2."}, {"post_id": 73747, "ts": "2026-09-25T20:43:41Z", "hours": 9.0233, "text": "Been working slowly a couple minutes every other day for the past couple weeks. Didn’t think there was enough for a post. (I also didn’t realize how long it’s been.) What’s new? Desktop UI is redone for vertical sidebar. Created point (tasks) completable. Changed tags to include text for easier identification. Added new settings page. Added theme selection. What’s Next, Completing flagship feature; Elo. Some sync functionality. Ship 2."}, {"post_id": 42995, "ts": "2026-08-08T00:45:48Z", "hours": 0.7817, "text": "Slate lite Log 5 Gist: A lightweight notes and task app. Added: task editing readme Future: Data Export/Backup. Settings/themes."}, {"post_id": 42862, "ts": "2026-08-07T20:22:23Z", "hours": 4.0806, "text": "Slate lite Log 4 Gist: A lightweight notes and task app. Added: Updates html for better UI. Added tag filters and collapsible bar for mobile. Added tags to tasks and updated task creator UI. Future: Data Export/Backup. Editing of tasks. Settings/themes."}, {"post_id": 40454, "ts": "2026-08-03T23:43:43Z", "hours": 0.4261, "text": "Slate lite Log 3 Gist: A lightweight notes and task app. Added: Updates SW for more offline compatibility and update responsiveness. Fixed proper UI not showing and descriptions and dates not appearing on point and line cards. Future: Data Export/Backup. Editing of tasks. Settings/themes."}, {"post_id": 40422, "ts": "2026-08-03T22:22:20Z", "hours": 3.8183, "text": "Slate lite Log 2 Gist: A lightweight notes and task app. Added: Progressive web app so It can be used on all platforms, including iPhone. Some offline capabilities. Future: Data Export."}, {"post_id": 24190, "ts": "2026-07-07T16:22:58Z", "hours": 3.375, "text": "Slate lite Log 1 Gist: A lightweight notes and task app. Added: Html & css files for main page. JavaScript for creating and saving tasks/notes. database.js file for saving using dexie/IndexedDB Creating and deleting Writes & Lists (Notes & Tasks) Future: Create systems for Progressive web app so It can be used on all platforms, including iphone."}]...
|
Title: SlateLite by @FencingLefty3 | Stardance
De Title: SlateLite by @FencingLefty3 | Stardance
Devlogs:
Slate lite Log 1 Gist: A lightweight notes and task app. Added: Html & css files for main page. JavaScript for creating and saving tasks/notes. database.js file for saving using dexie/IndexedDB Creating and deleting Writes & Lists (Notes & Tasks) Future: Create systems for Progressive web app so It can be used on all platforms, including iphone.
Slate lite Log 2 Gist: A lightweight notes and task app. Added: Progressive web app so It can be used on all platforms, including iPhone. Some offline capabilities. Future: Data Export.
Slate lite Log 3 Gist: A lightweight notes and task app. Added: Updates SW for more offline compatibility and update responsiveness. Fixed proper UI not showing and descriptions and dates not appearing on point and line cards. Future: Data Export/Backup. Editing of tasks. Settings/themes.
Slate lite Log 4 Gist: A lightweight notes and task app. Added: Updates html for better UI. Added tag filters and collapsible bar for mobile. Added tags to tasks and updated task creator UI. Future: Data Export/Backup. Editing of tasks. Settings/themes.
Slate lite Log 5 Gist: A lightweight notes and task app. Added: task editing readme Future: Data Export/Backup. Settings/themes.
Been working slowly a couple minutes every other day for the past couple weeks. Didn’t think there was enough for a post. (I also didn’t realize how long it’s been.) What’s new? Desktop UI is redone for vertical sidebar. Created point (tasks) completable. Changed tags to include text for easier identification. Added new settings page. Added theme selection. What’s Next, Completing flagship feature; Elo. Some sync functionality. Ship 2.
Back at it with some more work during this rainy weekend; New Stuff, Fixed date selector not working on iOS. Fixed search returning 404 and now functioning as intended. settings for theme and Elo. Other general UI improvements. On the docket, finishing Elo system, task sync, Ship 2.
Working on the Elo system and some UI improvements. Fixed date select not showing on iOS. Added Index Elo score to side bar and toggle in settings page. Need to: Finish 30 day rotating Elo/ index math. Ship 2
Final Dev Log before ship 2. Finished rolling 30 day productivity score. New UI for productivity score, mobile and desktop.
Ships:
‘Slate Lite is a lightweight note/task taking application I built for quick offline jotting or reminders. It works across all platforms as a PWA or in the browser.’
Slate Ship 2 Slate is ready for ship 2! After adding a new UI overhaul, and rolling 30 day productivity score, Slate is ready for release....
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1793127020.621496
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1793213420.621496
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1974
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Daileap 3.0 by @LeaHCim | Stardance
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LeaHCim
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0
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44.18
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0
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[]
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[{"post_id": 80393, "ts": "202 [{"post_id": 80393, "ts": "2026-10-17T14:30:41Z", "hours": 6.82, "text": "This was so hard and I still dont really have it! So I just want to make these gems that you can collect. And I want them to bob up and down randomly. Turns out after 6 hours of trying around there is no good solution. Ok I am really picky, but under my constraints there really wasnt anything. So then began the game of “If first you dont success, lower your expectations till you do” And now I almost got it. But if you dont know whats not really working in the animation you probably wont notice it so. I just wont tell you"}, {"post_id": 77923, "ts": "2026-10-08T19:40:09Z", "hours": 6.7644, "text": "On the surface I added a few more textures to work with. Which are great thanks Craftpix! But there was a major overhaul in the backend and I did some levels which I am gonna show in the next devlog when I will have some more done."}, {"post_id": 75308, "ts": "2026-09-29T18:12:22Z", "hours": 1.5397, "text": "Thanks too all the trouble I had in the last devlog! I now didnt have too many issues implementing a debug game window. Its soo useful"}, {"post_id": 74658, "ts": "2026-09-27T21:42:46Z", "hours": 3.26, "text": "Git and Godot arent friends. Whoever said that you just have to tick the “git” mark on godot. Well f you. I just took 3 hrs of my time to fix sth that shouldnt need fixing just cause git cant understand everything godot does and the other way around. I spend many attempts trying to make “mkdirs” work. I think they do now. But maybe shenanigans will come back. I do not look forward to this. Basically nth about the game changed in this Devlog. I am sorry. I will just have to create my own Repository System for Godot. jk! PS. Because there is nothing new to show. Here is a screenshot of the demo running again:("}, {"post_id": 74581, "ts": "2026-09-27T17:46:29Z", "hours": 1.4928, "text": "Improvements and Fixes: I fixed some stuff on the saving, now it wont duplicate some files accidentally. Also notice the layer icon on the bottom right. This now makes it easier what you are actually editing when painting the map!"}, {"post_id": 73557, "ts": "2026-09-25T12:06:42Z", "hours": 4.8614, "text": "Today I made a pipette function. It was easier then expected, except actually showing the item when one has been picked. The scrolling was hard. But unfortunately I cant really show that with a screenshot, so I also made a level. And I must say, the editor seems to work pretty good.:)"}, {"post_id": 73280, "ts": "2026-09-24T18:57:52Z", "hours": 1.4497, "text": "DELETE! now you can delete level chunks and also some more settings"}, {"post_id": 72875, "ts": "2026-09-23T22:24:59Z", "hours": 8.6072, "text": "I implemented rotation! And also a bunch of backend thats just a pain. I had to redo the whole saving and loading system. Its more reliable now and its not as ugly. Also there is a indicator when the file isnt unsaved!"}, {"post_id": 71960, "ts": "2026-09-21T21:13:57Z", "hours": 6.4528, "text": "I did a lot of stuff in the backend. I cant really explain but I will try. The Items you can see on the left are building blocks. And I had to make a general resource that accounts for all the variants and sources and place styles etc. I managed it after like 5 hours. Anyway now you are finaly able to place blocks!"}, {"post_id": 66925, "ts": "2026-09-12T21:59:58Z", "hours": 2.9272, "text": "I am working hard on the level editor. I am making this way to good. But I feel if I dont make it properly I wont be motivated to make levels. So a lot of this time I spend figuring out what I did last a few months ago. I really should write that down… Anyways now I can select building blocks on the right!"}]...
|
Title: Daileap 3.0 by @LeaHCim | Stardance
Devlog Title: Daileap 3.0 by @LeaHCim | Stardance
Devlogs:
I am working hard on the level editor. I am making this way to good. But I feel if I dont make it properly I wont be motivated to make levels. So a lot of this time I spend figuring out what I did last a few months ago. I really should write that down… Anyways now I can select building blocks on the right!
I did a lot of stuff in the backend. I cant really explain but I will try. The Items you can see on the left are building blocks. And I had to make a general resource that accounts for all the variants and sources and place styles etc. I managed it after like 5 hours. Anyway now you are finaly able to place blocks!
I implemented rotation! And also a bunch of backend thats just a pain. I had to redo the whole saving and loading system. Its more reliable now and its not as ugly. Also there is a indicator when the file isnt unsaved!
DELETE! now you can delete level chunks and also some more settings
Today I made a pipette function. It was easier then expected, except actually showing the item when one has been picked. The scrolling was hard. But unfortunately I cant really show that with a screenshot, so I also made a level. And I must say, the editor seems to work pretty good.:)
Improvements and Fixes: I fixed some stuff on the saving, now it wont duplicate some files accidentally. Also notice the layer icon on the bottom right. This now makes it easier what you are actually editing when painting the map!
Git and Godot arent friends. Whoever said that you just have to tick the “git” mark on godot. Well f you. I just took 3 hrs of my time to fix sth that shouldnt need fixing just cause git cant understand everything godot does and the other way around. I spend many attempts trying to make “mkdirs” work. I think they do now. But maybe shenanigans will come back. I do not look forward to this. Basically nth about the game changed in this Devlog. I am sorry. I will just have to create my own Repository System for Godot. jk! PS. Because there is nothing new to show. Here is a screenshot of the demo running again:(
Thanks too all the trouble I had in the last devlog! I now didnt have too many issues implementing a debug game window. Its soo useful
On the surface I added a few more textures to work with. Which are great thanks Craftpix! But there was a major overhaul in the backend and I did some levels which I am gonna show in the next devlog when I will have some more done.
This was so hard and I still dont really have it! So I just want to make these gems that you can collect. And I want them to bob up and down randomly. Turns out after 6 hours of trying around there is no good solution. Ok I am really picky, but under my constraints there really wasnt anything. So then began the game of “If first you dont success, lower your expectations till you do” And now I almost got it. But if you dont know whats not really working in the animation you probably wont notice it so. I just wont tell you...
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1792756273.3982334
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1793361073.3982334
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68411
|
My own site! by @Saad58 | Stardance
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Saad58
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1
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1.35
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T14:06:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Create my portfolio site where people can see what i create. Also inspect my profiles by visiting site.", "repo": "https://github.com/MSDataHub58/WebDevelopment5", "demo": "https://msdatahub58.github.io/WebDevelopment5/"}]...
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[{"post_id": 80392, "ts": "202 [{"post_id": 80392, "ts": "2026-10-17T14:30:21Z", "hours": 0.3506, "text": "hey guys it’s my first site."}, {"post_id": 80381, "ts": "2026-10-17T13:49:48Z", "hours": 0.9964, "text": "I was working on building my own portfolio site where people can see what i made."}]...
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Title: My own site! by @Saad58 | Stardance
Devlog Title: My own site! by @Saad58 | Stardance
Devlogs:
I was working on building my own portfolio site where people can see what i made.
hey guys it’s my first site.
Ships:
I Create my portfolio site where people can see what i create. Also inspect my profiles by visiting site....
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1793155854.430054
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1793242254.430054
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69966
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CubeMoveAI by @amitkamalmudududla | Stardance
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amitkamalmudududla
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0
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11.41
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0
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[]
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[{"post_id": 80389, "ts": "202 [{"post_id": 80389, "ts": "2026-10-17T14:11:08Z", "hours": 11.4097, "text": "I completed the manual data collection I needed during the summer (using MediaPipe). I also finished coding and training the AI model (using PyTorch). I am currently testing the model; here is a demo video:"}]...
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Title: CubeMoveAI by @amitkamalmudududla | Stardan Title: CubeMoveAI by @amitkamalmudududla | Stardance
Devlogs:
I completed the manual data collection I needed during the summer (using MediaPipe). I also finished coding and training the AI model (using PyTorch). I am currently testing the model; here is a demo video:...
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1792957895.596404
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1793562695.596404
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