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6208
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Space Janitor by @bawad2 | Stardance
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bawad2
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1
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51.42
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376
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T09:38:21Z", "hours": 51.0, "multiplier": 7.31, "payout": 376, "blessing": "neutral", "text": "This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least.", "repo": "https://github.com/Bawad2/Space-Janitors", "demo": "https://bawad2.itch.io/space-janitors"}]...
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[{"post_id": 80092, "ts": "202 [{"post_id": 80092, "ts": "2026-10-16T06:25:10Z", "hours": 0.4167, "text": "I fixed the things i was told to fix :D"}, {"post_id": 77517, "ts": "2026-10-07T09:35:31Z", "hours": 2.6994, "text": "did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu"}, {"post_id": 58897, "ts": "2026-08-31T13:50:06Z", "hours": 1.3658, "text": "not much really i just studied GML for a while and also worked on a bunch of UI stuff"}, {"post_id": 50582, "ts": "2026-08-19T19:42:45Z", "hours": 1.6197, "text": "DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore"}, {"post_id": 46264, "ts": "2026-08-13T11:43:46Z", "hours": 0.5503, "text": "DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch."}, {"post_id": 45500, "ts": "2026-08-12T01:21:32Z", "hours": 2.0303, "text": "DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again."}, {"post_id": 43445, "ts": "2026-08-08T18:13:13Z", "hours": 1.6792, "text": "DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now."}, {"post_id": 41282, "ts": "2026-08-05T12:16:15Z", "hours": 3.1014, "text": "DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log"}, {"post_id": 40848, "ts": "2026-08-04T17:09:27Z", "hours": 2.4, "text": "DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked."}, {"post_id": 40246, "ts": "2026-08-03T17:27:02Z", "hours": 0.8933, "text": "Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down."}, {"post_id": 39574, "ts": "2026-08-02T17:06:58Z", "hours": 1.3411, "text": "DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:"}, {"post_id": 38818, "ts": "2026-08-01T11:48:51Z", "hours": 1.0, "text": "Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game"}, {"post_id": 38108, "ts": "2026-07-31T10:11:25Z", "hours": 0.7, "text": "DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game"}, {"post_id": 20637, "ts": "2026-07-02T08:52:25Z", "hours": 0.7, "text": "tried to fix the issues with the html5 export( failed miserably )"}, {"post_id": 19138, "ts": "2026-06-30T11:51:25Z", "hours": 0.4311, "text": "i worked on rearranging my files inside the game. Not worth a full devlog"}, {"post_id": 15740, "ts": "2026-06-25T16:47:17Z", "hours": 0.9833, "text": "Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite."}, {"post_id": 10831, "ts": "2026-06-17T19:30:31Z", "hours": 1.5683, "text": "DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw."}, {"post_id": 10152, "ts": "2026-06-16T19:25:28Z", "hours": 1.77, "text": "Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game"}, {"post_id": 9754, "ts": "2026-06-16T05:42:52Z", "hours": 1.2594, "text": "DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :("}, {"post_id": 9428, "ts": "2026-06-15T19:49:04Z", "hours": 1.2389, "text": "Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu."}, {"post_id": 9180, "ts": "2026-06-15T12:24:39Z", "hours": 1.1825, "text": "DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites"}, {"post_id": 8731, "ts": "2026-06-14T14:47:21Z", "hours": 3.29, "text": "Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:"}, {"post_id": 6881, "ts": "2026-06-11T15:16:09Z", "hours": 1.6881, "text": "DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res"}, {"post_id": 5654, "ts": "2026-06-09T15:10:33Z", "hours": 1.5761, "text": "Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs"}, {"post_id": 4945, "ts": "2026-06-08T16:02:09Z", "hours": 1.1394, "text": "Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now."}, {"post_id": 4253, "ts": "2026-06-07T14:33:13Z", "hours": 1.0903, "text": "Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)"}, {"post_id": 3606, "ts": "2026-06-06T16:38:54Z", "hours": 0.8453, "text": "Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have."}, {"post_id": 3479, "ts": "2026-06-06T13:06:17Z", "hours": 2.8403, "text": "DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house"}, {"post_id": 2704, "ts": "2026-06-05T12:38:40Z", "hours": 1.2025, "text": "Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void"}, {"post_id": 2668, "ts": "2026-06-05T10:42:41Z", "hours": 1.5236, "text": "Made a new sprite for the main character"}, {"post_id": 1984, "ts": "2026-06-04T07:49:07Z", "hours": 3.0933, "text": "DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites"}, {"post_id": 1373, "ts": "2026-06-03T11:17:05Z", "hours": 4.6692, "text": "DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later"}]...
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Title: Space Janitor by @bawad2 | Stardance
Devlo Title: Space Janitor by @bawad2 | Stardance
Devlogs:
DevLog #1 Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. So far I have added quite a lot of stuff and am only now realizing that i should have made devlogs earlier. So this devlog gonna be a bit long . The things I have added are : a moveable character . the rocket . I finished the dynamic thrust system ( controlling the thrust of the rocket using the scroll wheel ) . On day 2 I started work on making the rocket tilt so it can move side to side. When doing this I ran into a problem due to the way I made the rocket fly. Basically I was increasing the “Y” value of the rocket to make it fly but that doesnt work with the way I want to tilt the rocket so I scraped that and used a method thats already built-into GMS2. Then I made the rocket explode if it hit a surface too hard ( I wasted 30 mins on the explosion sprite ). Check out the sprite I added so the rocket can actually shoot I also added breakable rocks that you can shoot down. Then I spent the next hour on making a teleport system so the rocket can move from one stage from to another. On my way to make this I broke the thrust system so I spent 30 mins trying to figure it out only for it to be the fault of a “-” sign instead of a “+” sign. I plan on working on new sprites for the character later
DEVLOG #2 The rocket🚀 can now reach space🌌! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. As you can probably tell I added space to my game. I also : drew a bunch of janky looking stars🌠 and added them to the game. I also added 2 types of clouds , Normal and storm clouds . The storm clouds🌩️ make your rocket blow up if you crash into it and normal clouds☁️ are only for cosmetic purposes . I also fixed up a fix bugs👾 with the throttle system for the rocket. btw you can click on the underlined words to see the sprites
Made a new sprite for the main character
Drew and implemented a tileset for the main house of the game The tileset will be used to line the inside of the house so you can tell the wall apart from the void
DEVLOG #3 You can now TOUCH GRASS! not really tho. I added the inside of a house and outside portion to the game. The character can now walk out of his house and then walk over to the rocket launch station and then fly the rocket I also made a few sprites for decoration inside of the house
Remade the rocket sprite. Definitely the best artwork of my life. I will happily take any advice you guys have.
Made the final sprite for the rocket launch site! Usually I get the artwork for my game done by teammates. But since I dont have any teammates this time I decided to start learning pixel art myself! Since I’m just starting now even the simple things take me quite a long time. The entire time logged here was spent working on this one sprite ( This doesn’t include the time spent on the rocket btw)
Devlog #4 The player can now board upon the rocket! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. And now the two parts of the game are finally connected. Now the player can walk out of his house , then go to the launch site and board on the rocket. I did run into a bunch of problems when trying to implement this. At first I was trying to do all the work on the boarder object but then I realized it would be much easier if I just did that in the player instead. So it works now.
Devlog #5 I Started work on some Juicy juicy lore. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship.( This may be subject to change ) I’m not gonna spoil any of the lore here but just know that I did work on it. I also remade the main player sprite ( This time lore accurate ) and also worked on a few bugs
DevLog #6 Decided to select a style / palette for my game. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Took me a bit of time to find a concrete palette for my game. And after a while I found a good palette. Then I decide to re-remake the character . Also I decided to make the artstyle for the game low-res
Devlog #7 Worked on a bunch of stuff in the logged time. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. The most notable ones would be : New Tileset to match the palette A bunch of other remade sprites (the bed and the sofa) Started Work on UI Drew the Title sprite and quite a bit more. I have been busy with school lately so the devlog frequency has dropped D:
DevLog #8 The game now has a Main Menu!! Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. This may not feel like much but with this I have laid all the groundwork needed for the rest of the UI . Now I can complete all the UI stuff in no time. I also lwk need to touch up on the sprites
Devlog #9 I worked on a pause menu and bunch of other UI stuff. Im making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. Adding a pause menu is quite a easy task and should not have taken this long. But alas I ran into a bug that took me 30 mins to solve. And the worst part is that fact that it was because of a misplaced “!” symbol. I also re worked on some of the sprites to add some small tweaks. Well the pause menu is still lackluster but I will expand upon it later. Also there is a bug still in the game that makes it so you cant close out of the menu.
DevLog #10 I spent a ton of time re writing the past devlogs to make them more voter friendly. I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I basically went back and re-did all my devlogs and added the new markdown formatting stuff I learnt thanks to a hint from @tongyu . You can see the before and after <–– Here I also plan on working on my repo today but I have school in an hour now so I cant do that now :(
Devlog #11 You can now play the game yourself🎉!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I did a bunch of stuff in the logged time and the most notable one of the bunch is that i finally made a itch page . i also worked on a few other stuff such as: Made a animation of the player getting in bed ( have’nt implemented it yet tho ) -Work on fixing the bugs that come with making a executable for you game. -Also fix some ui related bugs Please check out the game
DevLog #12 It actually took me this long to make the player take a nap . I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. I spent this whole time figuring out how to make the player animate when laying down and animate again when getting out of bed. It actually took me 3 different approach to finally find one that works, and even after that when I exported the game to itch for some reason it stops working. It works perfectly fine in the windows build though. I plan on working on fixing this things that happen only on itch tmrw.
Devlog #13 WE ARE SO BACK!! I’m making a game where you work your way up the corporate ladder to finally fulfill your dream of piloting a space ship. for the past week I have been really busy with school and stuff so I could really work much or at all . So, I have’nt worked on the game for an entire week. But today I decided to change that. So cus Im coming back after a bit of time i decided to not do to much work. So all the things I did today was make a car sprite.
i worked on rearranging my files inside the game. Not worth a full devlog
tried to fix the issues with the html5 export( failed miserably )
DEVLOG 14 After a long long time IM FINALLY BACK Basically I had a exam for the whole month and now its finally over. That being said coming back after a long time, I realize that there are some things I really need to change about the game. First of all Im changing what this game is about This is no longer about some corporate ladder bs Im just gonna make a arcade simulator type thing. im gonna make the scope of the game smaller . I realize i dont have much time rn so i will try to work daily but in small amounts! Also I finished some work today. Like finally fixing the HTML issue . Turns out instead of fixing it I just needed to not export to HTML. Also started work on a game over screen. That all for today!! also check out the Game
Devlog #15 I Finally made a proper plan for the game!! I was making a game where you do a bunch of stuff like climbing the corporate ladder and shi but now i changed my mind I have finally made a proper game plan for myself to follow so i can make the game more easily. Basically I used a planning software named milanote to properly plan out all my stuff. These are what I have made the plan for now: IDEAS Make a day system where every day has a set amount of time you earn money by destroying asteroids you upgrade the rocket so you can break more asteroids faster As more days pass increase the difficulty of the game. Make it so the character has to do spend money to in his house for stuff like water bill, food bill, electricity which gives him nerfs if he doesn’t buy these. GET RID OF ANY VISIBLE CHARACTER make it feel kinda like a visual novel type shi when the rocket runs out of health the day ends early and you are fined. GAMEPLAY LOOP(INTENDED) Player wakes up at home goes outside takes a car to go to the rocket launch site transfer to the rocket launch screen(the upgrades can be accessed from here) flys the rocket earns money by breaking asteroids (Bigger asteroid pay more and are harder to break) when time ends he is returned home he decides whether he wants to pay his bills or not sleeps and repeat game ends when he maxs out the rocket also make sure to check out the current state of the game
DevLog #16 Finally doing some real stuff again! I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket This day wasn’t that productive because I had school for like 9 hours of the day. But I still manged to add some stuff I basically added a money system in to the game and made the HUD elements. For now you can only see how much money you have and not earn any. I ran into bug( not a bug just a coding mistake) which drove me nuts. Basically I was drawing the HUD on the top left side of the room instead of the screen. It took me a while to figure out. But alas I’m out of time so I cant fix it today D:
Devlog #17 Money works and I got rid of the character I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Money system I fixed the bug with the money counter. Now your money is properly shown. It also goes up when you break asteroids, so you can earn money . Point and click system I also started work on the click and move system . All the things I need to make for it are complete but I just need to implement them everywhere now. life update Im still quite busy with my studies so I have a bit less time to work on the game. Thats why development is slowing down.
DevLog #18 Well this is a long one. I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket Well, I did a lot of stuff today. Finished Implementing click to move everywhere Made it so the sprites are highLighted when you hover you mouse over them. This took me a lot of time to figure out -# I used chatgpt for a hint during this part. I worked on a sprite for the research lab where you buy upgrades for you rocket This took me like almost the whole hour. Made the basics for the shop menu. I just need to draw a few buttons for the upgrades and it will be done. I used up a lot of the time I was supposed to be studying today to work so im lwk cooked.
DevLog #19 Productivity just sky-rocketed(Pun intended) I making a game where you collect money by cleaning up space junk and use that money to upgrade your rocket I did a real lot of stuff today . Finished the new shop menu and its fully working Started work on the health system for the rocket and realized the many things i need to work on I have made the rocket upgradable. Now the logged time includes the pain from the clock sprite but that is a story for the next log
DevLog #20 PAINLOG #1 Repetition is the worst form of torture. (Also I hate myself) Even if every single one of my trillions of cells had the word “ Pain ” written on them 100 times, It wouldn’t even come close to representing the sheer amount of pain I had to go throw to to finish this sprite. I know there was better ways to do this then to spend nearly 2 hours drawing 180 frames by hand, but I was the one who brought this upon myself. I have no one to blame but me. I hope the pain ends now.
DevLog #21 Random miscellaneous stuff I also threw out the timer sprite Made it so new rocks spawn when old ones are broken. Also made a Fuel meter sprite to use instead of the timer. Made the code for the fuel meter as a timer work.( It was a bunch of hard math.) And of course I had to spend like 1 whole hour debugging all this. Check out the [game](Space Janitors by Bawad2 ) I updated it in itch again.
DevLog #22 Fixed up my repo and also fixed a fatal bug within my repo I basically had a bug which made me unable to push to origin. I ended up resorting to ai to help me fix this bug. But in the end even the ai failed but the things I learned for the ai ended up helping me fixing it myself. I also rewrote the Readme. And sent new version of the game to itch.
DevLog 23 Iv been real busy lately This devlog is boil down of maybe like a week or so of work. I have been so busy that there wasnt a single day this week that I worked before 12AM. Anyways some of the stuff that I made in this logged time includes: A functional game over screen. yep thats it. It was really hard to make tho. I had to figure out a bunch of stuff such as how to make the stats show in the UI layer and a bunch of other stuff I hope I wont be as busy as this anymore
not much really i just studied GML for a while and also worked on a bunch of UI stuff
did some final work on the game and decided to give up and just ship it. Made some upgrades to the main menu
I fixed the things i was told to fix :D
Ships:
This is the first project I will ship for Hackclub. It was originally supposed to be shipped after i fully finished it. But slowly i started losing attachment to the project and now i dont want to work on it anymore. So, since it has a working loop for gameplay already im gonna ship it here. That game has a playable demo in itch at https://bawad2.itch.io/space-janitors Also in the repo there is a file called “Hourly logs” in that file I have been writing down what i was working on what my plan is and what my thought process is from day one, I think it will be a interesting thing for you to check out. I hope you find my 53 hours interesting at the very least....
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1793152441.6150627
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1793238841.6150627
|
|
69972
|
Orbit Survivor by @Ankit_7 | Stardance
|
Ankit_7
|
1
|
5.0
|
3
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T07:58:02Z", "hours": 5.0, "multiplier": 1.38, "payout": 3, "blessing": "neutral", "text": "I have make Aafast-paced sci-fi survival game where you pilot a lone spacecraft trapped in a collapsing star system. Use planetary gravity to slingshot through space, dodge deadly hazards, gather resources, and survive as long as possible. Learing about Godot was interesting. I am proud that i have been able to make a game. to test the project just simply go to the link that i have provided …or click on this link : https://ankit-7.itch.io/orbit-survivor", "repo": "https://github.com/Ankit-dev-7/Orbit__Survivor", "demo": "https://ankit-7.itch.io/orbit-survivor"}]...
|
[{"post_id": 80091, "ts": "202 [{"post_id": 80091, "ts": "2026-10-16T06:22:08Z", "hours": 4.6794, "text": "A fast-paced sci-fi survival game where you pilot a lone spacecraft trapped in a collapsing star system. Use planetary gravity to slingshot through space, dodge deadly hazards, gather resources, and survive as long as possible."}]...
|
Title: Orbit Survivor by @Ankit_7 | Stardance
Dev Title: Orbit Survivor by @Ankit_7 | Stardance
Devlogs:
A fast-paced sci-fi survival game where you pilot a lone spacecraft trapped in a collapsing star system. Use planetary gravity to slingshot through space, dodge deadly hazards, gather resources, and survive as long as possible.
Ships:
I have make Aafast-paced sci-fi survival game where you pilot a lone spacecraft trapped in a collapsing star system. Use planetary gravity to slingshot through space, dodge deadly hazards, gather resources, and survive as long as possible. Learing about Godot was interesting. I am proud that i have been able to make a game. to test the project just simply go to the link that i have provided …or click on this link : https://ankit-7.itch.io/orbit-survivor...
|
1793198858.9031653
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1793285258.9031653
|
|
69355
|
INTRO by @wnxvra011 | Stardance
|
wnxvra011
|
0
|
2.13
|
0
|
[]
|
[{"post_id": 80088, "ts": "202 [{"post_id": 80088, "ts": "2026-10-16T06:12:29Z", "hours": 2.1333, "text": "hey!! guy’s this is the start btw,lets work hard"}]...
|
Title: INTRO by @wnxvra011 | Stardance
Devlogs:
h Title: INTRO by @wnxvra011 | Stardance
Devlogs:
hey!! guy’s this is the start btw,lets work hard...
|
1793130926.6826358
|
1793735726.6826358
|
|
69885
|
Blog website by @dakshesh236 | Stardance
|
dakshesh236
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T06:41:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Very simple me and my own essays and opinions and philosophical insights, has a encrypted key to upload a remove an essay", "repo": "https://github.com/dakshesh123-rgb/essay-blog", "demo": "https://essay-blog-3ne.pages.dev/"}]...
|
[{"post_id": 80082, "ts": "202 [{"post_id": 80082, "ts": "2026-10-16T05:42:17Z", "hours": 1.0583, "text": "Now you can publish or remove essays if you have the encrypted keyy"}]...
|
Title: Blog website by @dakshesh236 | Stardance
D Title: Blog website by @dakshesh236 | Stardance
Devlogs:
Now you can publish or remove essays if you have the encrypted keyy
Ships:
Very simple me and my own essays and opinions and philosophical insights, has a encrypted key to upload a remove an essay...
|
1793156159.87081
|
1793242559.87081
|
|
44107
|
Pitch by @mincych | Stardance
|
mincych
|
0
|
157.54
|
0
|
[]
|
[{"post_id": 80080, "ts": "202 [{"post_id": 80080, "ts": "2026-10-16T05:40:23Z", "hours": 9.7833, "text": "pure hell of trial and error I am actually unsure if this will even work properly now. But fear not freinds, “BECAUSE I AM HERE” mha reference btw. I will actually take it a bit slow now, and ship in 10 days. Promise, no more delays."}, {"post_id": 79144, "ts": "2026-10-12T20:04:48Z", "hours": 9.1331, "text": "bug fixing session, no exciting updates, the more i think im coming close oto finishing it, more the work remains."}, {"post_id": 75106, "ts": "2026-09-29T04:40:22Z", "hours": 10.2189, "text": "Progres Report Simulated a hand from data in 2d space X axis is found from TDOA cross-correlation Y axis is found from doppler shift and EMA decay integration. -It’s not the best, but it works 70% of the time. The project is almost finished, but i’m not happy with the accuracy, so ill work on making it better. As good as it can be."}, {"post_id": 74329, "ts": "2026-09-27T05:38:08Z", "hours": 11.3422, "text": "#Code is not working. After the last post, I made some changes, and maybe messed up. Now something is wrong and im not able to figure it out. Since no AI is used in this project, this is becoming really hard."}, {"post_id": 73313, "ts": "2026-09-24T20:41:58Z", "hours": 13.1786, "text": "Progress Update Tried moving hand towards and away from laptop at known velocities. Tried to receive doppler shifted audio from the movement of hand. Extracted frequency shift from each tone independently using FFT. Did some more math and started losing my brain because it wasn’t working at the start. Now i’ll fuse methods, and get x and y coordinates for the plane."}, {"post_id": 72339, "ts": "2026-09-22T18:15:44Z", "hours": 6.7961, "text": "#Progress so far played a short pulse first from left speaker alone, then right one. Measured the angles of arrival, then calculated distance of how far apart these speaker and microphones are. This system can be used for any laptop, allowing for a general approach to be taken further. Yea next ill just verify two tone doppler separation."}, {"post_id": 71901, "ts": "2026-09-21T18:54:05Z", "hours": 7.9728, "text": "JUST WAIT FOR THE PROGRESS REPORT A BIT MORE, IM HAVING TROUBLE WITH THIS LAPTOP SPEAKER SEPERATION DETECTION. WHY IS THIS STUFF SO HARD"}, {"post_id": 71407, "ts": "2026-09-20T19:22:26Z", "hours": 15.3811, "text": "I was in the middle of making the distance calculator. So i’ll complete it and post my next devpost explaining it, this time limit of 10h is kinda annoying tbh. lol"}, {"post_id": 70197, "ts": "2026-09-18T18:00:14Z", "hours": 11.1686, "text": "Tried to merge FFT and doppler shift implementations finally Yea….. This is the only thing done in past 10 hours of work, but lemme explain how hard it is. This will be a weird analogy but hear me out. Imagine a robot, it can use sonar to keep a map of things around it and use the change in reflections and finally knows its own change in position. It’s absolute for knowing the surroundings around you, but it drifts overtime. Meanwhile a simple tracker using wheel can tell you change in location. But you can’t get information about surroundings. So they both are merged so that the drifting of sonar is stopped. I’m applying doppler shift in the same way, since it detects only the change, we can use it to correct the positions acquired by FFT implementation. Hope you all get it, ofcourse its not correctly working right now, so i’ll work on it."}, {"post_id": 68475, "ts": "2026-09-15T05:27:53Z", "hours": 21.5444, "text": "Updates : Heres another fun photo actually Actually tested with multiple laptops to see how much differently the same signals behave. A little bit different yes. Tested with 2 other ways just in case they were better. No and kinda?? 2/3 FFT implementation done Yes i am doing that doppler shift thing too now"}, {"post_id": 65776, "ts": "2026-09-11T04:26:53Z", "hours": 8.3614, "text": "Hardware obstacle faced btw heres a cool monster can gun i made in my free time ive been testing with sounds all this time. But i didnt realise that different laptops have different sound systems. Like downwards firing speakers and upwards firing speakers. So i have decided that this wont be able to be made for all laptops. So i definitely will have to create a video for this. lol. Im on fire!"}, {"post_id": 64028, "ts": "2026-09-08T04:24:03Z", "hours": 9.3717, "text": "THIS IS HELL I have nothing new to show, since im still working on the same thing for 2 devposts now. So heres a cool photo Anyway, after successfully implementing this FFT, I’ll move on to integrate doppler shift as well, like those robots that although have a lidar, still have that internal tracking system. Since lidar drifts, the internal tracking system corrects it. Atleast thats the vision. And implementing doppler shift isnt easy AT ALL, atleast for left to right motion. im actually tired of failing and trying some solution without using AI. It would have made it a lot easier but, I’m kinda stupid and egoistic ig?"}, {"post_id": 63139, "ts": "2026-09-06T19:33:16Z", "hours": 9.9097, "text": "Made significant progress on FFT implementation I’m maybe 1/3rd the way to implement FFT ig? This is getting pretty hard. I’m spending most of the time just writing, running and testing the code of this implementation. As it turns out laptops arent really the best at this stuff. And stuff like this being done by actual companies, makes sense now. It’s way too difficult."}, {"post_id": 53968, "ts": "2026-08-24T17:57:15Z", "hours": 6.7728, "text": "Worked more on the implementation of FFT The picture attached is just when there is forward or backward movement of hand, it glows brighter. Cus I tested with doppler shift a little. So, I learnt a few more concepts required to make this. Applied FFT a bit more nicely and neatly. ALSO I LEARNT COMPLEX FFT WHICH IS AMAZING TBH. Yea, so far its just applying what I’m learning. Not easy for a 16 year old to do college shit."}, {"post_id": 51177, "ts": "2026-08-20T17:57:49Z", "hours": 6.6025, "text": "Implemented a basic distance detector using laptop speaker and microphones Tbh all these difficult concepts, you understand them, do their maths, and then boom, you just implement it using a library. WHY DID I SPEND SO MUCH TIME UNDERSTANDING THEM IN THE FIRST PLACE. I AM A 16 YEAR OLD, ITS REALLY HARD FOR ME TO UNDERSTAND COLLEGE LEVEL SIGNAL PROCESSING, I STILL HAVE FFT AND TO UNDERSTAND!!!! anyway I’ve been working on a project that basically sees without seeing. So far, i’ve understood concepts like convolution, sampling rate, correlation, stuff to basically find a sound we want from a sample. I then wrote a code to send out a linear increasing list of frequencies from 10000 to 15000. Then do a convolution of the recieved sound with the target sample to detect where in the recieved sound lies the target sample."}]...
|
Title: Pitch by @mincych | Stardance
Devlogs:
Imp Title: Pitch by @mincych | Stardance
Devlogs:
Implemented a basic distance detector using laptop speaker and microphones Tbh all these difficult concepts, you understand them, do their maths, and then boom, you just implement it using a library. WHY DID I SPEND SO MUCH TIME UNDERSTANDING THEM IN THE FIRST PLACE. I AM A 16 YEAR OLD, ITS REALLY HARD FOR ME TO UNDERSTAND COLLEGE LEVEL SIGNAL PROCESSING, I STILL HAVE FFT AND TO UNDERSTAND!!!! anyway I’ve been working on a project that basically sees without seeing. So far, i’ve understood concepts like convolution, sampling rate, correlation, stuff to basically find a sound we want from a sample. I then wrote a code to send out a linear increasing list of frequencies from 10000 to 15000. Then do a convolution of the recieved sound with the target sample to detect where in the recieved sound lies the target sample.
Worked more on the implementation of FFT The picture attached is just when there is forward or backward movement of hand, it glows brighter. Cus I tested with doppler shift a little. So, I learnt a few more concepts required to make this. Applied FFT a bit more nicely and neatly. ALSO I LEARNT COMPLEX FFT WHICH IS AMAZING TBH. Yea, so far its just applying what I’m learning. Not easy for a 16 year old to do college shit.
Made significant progress on FFT implementation I’m maybe 1/3rd the way to implement FFT ig? This is getting pretty hard. I’m spending most of the time just writing, running and testing the code of this implementation. As it turns out laptops arent really the best at this stuff. And stuff like this being done by actual companies, makes sense now. It’s way too difficult.
THIS IS HELL I have nothing new to show, since im still working on the same thing for 2 devposts now. So heres a cool photo Anyway, after successfully implementing this FFT, I’ll move on to integrate doppler shift as well, like those robots that although have a lidar, still have that internal tracking system. Since lidar drifts, the internal tracking system corrects it. Atleast thats the vision. And implementing doppler shift isnt easy AT ALL, atleast for left to right motion. im actually tired of failing and trying some solution without using AI. It would have made it a lot easier but, I’m kinda stupid and egoistic ig?
Hardware obstacle faced btw heres a cool monster can gun i made in my free time ive been testing with sounds all this time. But i didnt realise that different laptops have different sound systems. Like downwards firing speakers and upwards firing speakers. So i have decided that this wont be able to be made for all laptops. So i definitely will have to create a video for this. lol. Im on fire!
Updates : Heres another fun photo actually Actually tested with multiple laptops to see how much differently the same signals behave. A little bit different yes. Tested with 2 other ways just in case they were better. No and kinda?? 2/3 FFT implementation done Yes i am doing that doppler shift thing too now
Tried to merge FFT and doppler shift implementations finally Yea….. This is the only thing done in past 10 hours of work, but lemme explain how hard it is. This will be a weird analogy but hear me out. Imagine a robot, it can use sonar to keep a map of things around it and use the change in reflections and finally knows its own change in position. It’s absolute for knowing the surroundings around you, but it drifts overtime. Meanwhile a simple tracker using wheel can tell you change in location. But you can’t get information about surroundings. So they both are merged so that the drifting of sonar is stopped. I’m applying doppler shift in the same way, since it detects only the change, we can use it to correct the positions acquired by FFT implementation. Hope you all get it, ofcourse its not correctly working right now, so i’ll work on it.
I was in the middle of making the distance calculator. So i’ll complete it and post my next devpost explaining it, this time limit of 10h is kinda annoying tbh. lol
JUST WAIT FOR THE PROGRESS REPORT A BIT MORE, IM HAVING TROUBLE WITH THIS LAPTOP SPEAKER SEPERATION DETECTION. WHY IS THIS STUFF SO HARD
#Progress so far played a short pulse first from left speaker alone, then right one. Measured the angles of arrival, then calculated distance of how far apart these speaker and microphones are. This system can be used for any laptop, allowing for a general approach to be taken further. Yea next ill just verify two tone doppler separation.
Progress Update Tried moving hand towards and away from laptop at known velocities. Tried to receive doppler shifted audio from the movement of hand. Extracted frequency shift from each tone independently using FFT. Did some more math and started losing my brain because it wasn’t working at the start. Now i’ll fuse methods, and get x and y coordinates for the plane.
#Code is not working. After the last post, I made some changes, and maybe messed up. Now something is wrong and im not able to figure it out. Since no AI is used in this project, this is becoming really hard.
Progres Report Simulated a hand from data in 2d space X axis is found from TDOA cross-correlation Y axis is found from doppler shift and EMA decay integration. -It’s not the best, but it works 70% of the time. The project is almost finished, but i’m not happy with the accuracy, so ill work on making it better. As good as it can be.
bug fixing session, no exciting updates, the more i think im coming close oto finishing it, more the work remains.
pure hell of trial and error I am actually unsure if this will even work properly now. But fear not freinds, “BECAUSE I AM HERE” mha reference btw. I will actually take it a bit slow now, and ship in 10 days. Promise, no more delays....
|
1792572841.2805002
|
1793177641.2805002
|
|
69443
|
Galaxy-Bot by @Dhruvin_07 | Stardance
|
Dhruvin_07
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T05:26:00Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built GalaxyBot, an interactive 24/7 Slack bot for the Hack Club workspace using Node.js, @slack /bolt, and Slack Socket Mode. What was challenging: Figuring out the 24/7 cloud hosting. I originally planned to host it on Nest, but with queues backed up, I switched to Render. Because Socket Mode doesn’t require public webhook endpoints, Render’s free tier kept going to sleep after 15 minutes. To fix this, I built a lightweight HTTP health-check server alongside Bolt and set up keep-alive monitoring so it never disconnects. What I’m proud of: Getting the bot completely independent from my local machine so it stays alive 24/7 in Hack Club Slack, with instant response times across all 5 slash commands. How to test it in Slack: Run any of these commands in any channel or DM: /dh-ping — Checks bot responsiveness and live timestamp /dh-dice [sides] — Rolls a custom die (try /dh-dice 20) /dh-quote — Fetches a random developer quote /dh-uptime — Shows live container uptime /dh-help — Displays the full command menu", "repo": "https://github.com/Dhruvinp07/galaxy-slackbot", "demo": "https://hackclub.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 80077, "ts": "202 [{"post_id": 80077, "ts": "2026-10-16T05:18:34Z", "hours": 0.3597, "text": "My bot is online 24/7 anyone can use it in hackclub slack app."}]...
|
Title: Galaxy-Bot by @Dhruvin_07 | Stardance
Devl Title: Galaxy-Bot by @Dhruvin_07 | Stardance
Devlogs:
My bot is online 24/7 anyone can use it in hackclub slack app.
Ships:
I built GalaxyBot, an interactive 24/7 Slack bot for the Hack Club workspace using Node.js, @slack /bolt, and Slack Socket Mode. What was challenging: Figuring out the 24/7 cloud hosting. I originally planned to host it on Nest, but with queues backed up, I switched to Render. Because Socket Mode doesn’t require public webhook endpoints, Render’s free tier kept going to sleep after 15 minutes. To fix this, I built a lightweight HTTP health-check server alongside Bolt and set up keep-alive monitoring so it never disconnects. What I’m proud of: Getting the bot completely independent from my local machine so it stays alive 24/7 in Hack Club Slack, with instant response times across all 5 slash commands. How to test it in Slack: Run any of these commands in any channel or DM: /dh-ping — Checks bot responsiveness and live timestamp /dh-dice [sides] — Rolls a custom die (try /dh-dice 20) /dh-quote — Fetches a random developer quote /dh-uptime — Shows live container uptime /dh-help — Displays the full command menu...
|
1793116520.6596575
|
1793202920.6596575
|
|
68432
|
My WebOS 1 by @ellie_wood | Stardance
|
ellie_wood
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T06:36:55Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webOS styled around a simple and clean rainy vibe. The challenge for this project was just making the decision of what I wanted to do. That along with some of the JS that I had some problem with along the way. Otherwise it was a fun project to make and I am decently happy with how it came out.", "repo": "https://github.com/elliewoodward2024-ops/WebOS", "demo": "https://elliewoodward2024-ops.github.io/WebOS/"}]...
|
[{"post_id": 80073, "ts": "202 [{"post_id": 80073, "ts": "2026-10-16T05:01:59Z", "hours": 1.6408, "text": "Didn’t like the previous design so scrapped it and started again (this is the 5th time I have redesigned so it very well could happen again). Also fixed most of the JS, so the note app and calculator are now both working. Added resizing to the windows as well."}, {"post_id": 80030, "ts": "2026-10-16T01:01:07Z", "hours": 2.7794, "text": "Added some apps/plans for them. I still need to the most of the JS as well as fix most of the styling but slightly better than what I had before."}, {"post_id": 78966, "ts": "2026-10-12T06:43:38Z", "hours": 2.2406, "text": "Ok so that did not go smoothly. Don’t know what happened but brain just was not functioning at all. Absolutely no processing happening in my brain. There were so many stupid errors involved, so I restarted twice… anyway finally got a base at least. I will be adding more and styling later. Looks quite bland at the moment, not the vibes."}]...
|
Title: My WebOS 1 by @ellie_wood | Stardance
Devl Title: My WebOS 1 by @ellie_wood | Stardance
Devlogs:
Ok so that did not go smoothly. Don’t know what happened but brain just was not functioning at all. Absolutely no processing happening in my brain. There were so many stupid errors involved, so I restarted twice… anyway finally got a base at least. I will be adding more and styling later. Looks quite bland at the moment, not the vibes.
Added some apps/plans for them. I still need to the most of the JS as well as fix most of the styling but slightly better than what I had before.
Didn’t like the previous design so scrapped it and started again (this is the 5th time I have redesigned so it very well could happen again). Also fixed most of the JS, so the note app and calculator are now both working. Added resizing to the windows as well.
Ships:
I made a webOS styled around a simple and clean rainy vibe. The challenge for this project was just making the decision of what I wanted to do. That along with some of the JS that I had some problem with along the way. Otherwise it was a fun project to make and I am decently happy with how it came out....
|
1793155856.224188
|
1793242256.224188
|
|
69808
|
the nothing tab by @seiafunayama | Stardance
|
seiafunayama
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T00:42:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well", "repo": "https://github.com/seia00/nothingtab", "demo": "https://nothingtab.vercel.app"}]...
|
[{"post_id": 80071, "ts": "202 [{"post_id": 80071, "ts": "2026-10-16T04:47:40Z", "hours": 1.6525, "text": "FIRST DEVLOG, introducing the nothingtab1"}]...
|
Title: the nothing tab by @seiafunayama | Stardanc Title: the nothing tab by @seiafunayama | Stardance
Devlogs:
FIRST DEVLOG, introducing the nothingtab1
Ships:
im pretty proud of the design as a whole, I think I was able to replicate the aesthetic quite well...
|
1793156010.3605957
|
1793242410.3605957
|
|
69869
|
Portfolio website by @dakshesh236 | Stardance
|
dakshesh236
|
1
|
1.58
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T01:38:15Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi just made a portfolio website about myself and I’m it is so late based on my who am I and my projects and I have devoted my time for that project all the back all the coding works are done with artificial intelligence I have designed the UI and as that I only use my mobile to do all this because I don’t have a laptop or PC I don’t need it to because I was my phone termux run local AI also cloud ai about this project I took me around 7 days I guess but I did know how to post that devlog time in this and I learnt it after I know completing the project now and proud of this project because the UI I devoted lot of time to kiss and the UI it is great looking I feel you can check it out thank you I had many errors building the aligning the site I didn’t I don’t know how to I liner properly and the and animation not summer I fixed it and here it is..", "repo": "https://github.com/dakshesh123-rgb/portfolio", "demo": "https://dakshesh-portfolio.pages.dev"}]...
|
[{"post_id": 80066, "ts": "202 [{"post_id": 80066, "ts": "2026-10-16T04:15:45Z", "hours": 0.5833, "text": "Done writing myself the readme"}, {"post_id": 80031, "ts": "2026-10-16T01:03:22Z", "hours": 0.5953, "text": "Sadly I had already made this website, artificial intelligence did the code works ,I had just my phone termux and antigravity, I designed the UI and I believe its good… Please do see it"}]...
|
Title: Portfolio website by @dakshesh236 | Stardan Title: Portfolio website by @dakshesh236 | Stardance
Devlogs:
Sadly I had already made this website, artificial intelligence did the code works ,I had just my phone termux and antigravity, I designed the UI and I believe its good… Please do see it
Done writing myself the readme
Ships:
Hi just made a portfolio website about myself and I’m it is so late based on my who am I and my projects and I have devoted my time for that project all the back all the coding works are done with artificial intelligence I have designed the UI and as that I only use my mobile to do all this because I don’t have a laptop or PC I don’t need it to because I was my phone termux run local AI also cloud ai about this project I took me around 7 days I guess but I did know how to post that devlog time in this and I learnt it after I know completing the project now and proud of this project because the UI I devoted lot of time to kiss and the UI it is great looking I feel you can check it out thank you I had many errors building the aligning the site I didn’t I don’t know how to I liner properly and the and animation not summer I fixed it and here it is.....
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1793156158.720911
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1793242558.720911
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68710
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Personal Website by @leonardo_da_kimchi | Stardanc Personal Website by @leonardo_da_kimchi | Stardance...
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leonardo_da_kimchi
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0
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0.53
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0
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[]
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[{"post_id": 80064, "ts": "202 [{"post_id": 80064, "ts": "2026-10-16T03:53:19Z", "hours": 0.5278, "text": "Working on website. Learned a few html functions and worked on seting the folder and repository and stuff. i can run a basic page, but plan to change it later."}]...
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Title: Personal Website by @leonardo_da_kimchi | S Title: Personal Website by @leonardo_da_kimchi | Stardance
Devlogs:
Working on website. Learned a few html functions and worked on seting the folder and repository and stuff. i can run a basic page, but plan to change it later....
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1793123618.5424573
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1793728418.5424573
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66648
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One Tiny Delivery by @RobbieMa | Stardance
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RobbieMa
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1
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51.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T06:10:10Z", "hours": 51.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is “One Tiny Delivery” made this in around 4 weeks. It is a complete small exploration game about going around delivering packages on an island. The hardest part of this project from a technical perspective would be optimization. I tried all the ways to optimize my game and it finally came out to a steady 100 fps on my laptop. It gave me a lot of new knowledge how Unity renders scenes and how batching and the new resident drawer feature can boost FPS. The hardest thing from a non-technical perspective would be the music. I am NOT a composer, i have no music theory, the only instrument i play is the flute, i don’t know what sounds good or not i can only guess and check. Making this project has been really fun, see yall on the next one!", "repo": "https://github.com/lamp-dude/One-Tiny-Delivery1/", "demo": "https://lamp-dude.itch.io/one-tiny-delivery"}]...
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[{"post_id": 80063, "ts": "202 [{"post_id": 80063, "ts": "2026-10-16T03:47:25Z", "hours": 1.0853, "text": "BUILDS COMPLETED i had to fix some final build bugs but two builds have finally successfully completed! both windows and mac builds have been uploaded to itch.io!"}, {"post_id": 80032, "ts": "2026-10-16T01:07:06Z", "hours": 3.4142, "text": "FINAL DEVLOG!! THE GAME HAS BEEN BUILT. I built it for both mac and windows and now i am gonna try and see if it can also build on webGL. I have added the following features in these two hours. Pause menu End credits New keybinds Changes to prologue Loading optimization (with some major help using AI to help me figure out how to solve lag spikes)"}, {"post_id": 79982, "ts": "2026-10-15T18:46:10Z", "hours": 1.2328, "text": "Devlog 32: working on menu music, ending music theme variations. after that the project would be completed with just building the game and editing player settings making it ready to be played and published to the public"}, {"post_id": 79723, "ts": "2026-10-15T07:01:25Z", "hours": 0.3736, "text": "Devlog 31 I made it so that the prologue preloads terrain, this why gameplay is smooth and there is no such thing as a loading time! As the player is always doing something. I also made each terrain have it’s own grass renderer so the unnesscary ones dont have to be rendered at the very beginning"}, {"post_id": 79719, "ts": "2026-10-15T06:36:22Z", "hours": 2.58, "text": "Devlog 30: The main menu has been completed with all pages working! i’ve made sure that each resolution works and every button works too. did some fun camera effects for the background then i screenshotted it and added a panel overlay for where the “menu” part resides. I have also added a prologue (that i wont show for spoilers) and an ending. now is just left for the credits!"}, {"post_id": 79679, "ts": "2026-10-15T01:27:49Z", "hours": 1.2225, "text": "Devlog 29 finally added in a driver! finished up prologue (i won’t spoil it) and started on a menu! the second image is the background subject to change. the final few devlogs and this project will be over!"}, {"post_id": 79662, "ts": "2026-10-14T23:46:04Z", "hours": 2.3153, "text": "Devlog 28 The project is like 98% done. all that is left is main menu and ending scene. players can now restart a mission if their load falls off the bed or if they get stuck. I have also added ambient sound zones and more sound effects. various easter eggs have been added, more sound effects, and more polish has been done to the handling of the vehicle. I have also started on the prologue of the game."}, {"post_id": 79644, "ts": "2026-10-14T20:18:39Z", "hours": 1.1378, "text": "Devlog 27 Getting animations in! Maximo is a savior, very easy alsmot drag and drop animations into unity. (of course there more than that but it’s easy for my case) There are more that i won’t spoil! all there is left is to add MUSIC, MENU, ENDING!!!"}, {"post_id": 79622, "ts": "2026-10-14T18:54:44Z", "hours": 2.1094, "text": "Devlog 26 Polish. Polish. Polish. So much polish, bugtesting and just the most fun yet boring parts of the game! I had to do like 9 full run throughs of the game which is really hard because i designed it so that players are gonna have to go slow on the roads to avoid falling off the mountain or loosing the load. I optimized the flowers more, overhauled the dialogue visuals with a new font and animation, and changed some dialogue. The work is very close to being finished!"}, {"post_id": 79538, "ts": "2026-10-14T14:44:50Z", "hours": 0.435, "text": "Devlog 25 Since i can’t track my time on garage band, only 26 minutes for this… but i spent my entire morning completely redoing the theme for the game. it now looks like this and sounds loads better than the other one. It has some simple cords and a simple but pretty melody and i made it a waltz-like piece. This melody is probably gonna be repeated a lot through the game with variations so it’s short, memorable, and easily looped."}, {"post_id": 79465, "ts": "2026-10-14T04:40:49Z", "hours": 1.9589, "text": "Devlog 24 Adding MUSIC to the game! (AND A NEW LOCATION!!) using garage band, i’ve cooked up a theme for the game, the piece is mostly piano and it is very simple with lots of repetition. I’m gonna see if i can use my inner music composing skills to make this sound better and incorporate it into the game somehow. I have also added a new location! the TEMPLE! it acts as the second to last place to stop and offers a great view. This is where the final mission happens. There are a lot of polishing to do before release but i am almost there!"}, {"post_id": 79442, "ts": "2026-10-14T00:41:19Z", "hours": 0.3667, "text": "Devlog 23: The story is almost done! i’ve optimized the systems better and improved some graphics. Look at that fog! isn’t that just absolute eye candy? There are some weird shadow bugs becuase i turned the resolution down but the cell-shading helps a lot with that so it doesnt look TOO bad."}, {"post_id": 79438, "ts": "2026-10-14T00:00:13Z", "hours": 1.1219, "text": "Devlog 22: Working on the story, added a new location, a hiker’s tent half way up the mountain acting as the midpoint for the journey up the mountain. Or i’m thinking of adding a temple thing near the top of the mountain for more variation so the player doesn’t get bored. I have also started to add more deliverables and worked on the story more"}, {"post_id": 79388, "ts": "2026-10-13T19:28:22Z", "hours": 0.3861, "text": "Devlog 21:: More storyline adding! Making the story takes up a lot of time and thinking, i’m trying to make them all feel smoothly integrated and made with care."}, {"post_id": 79350, "ts": "2026-10-13T16:30:07Z", "hours": 1.9183, "text": "Devlog 20: The delivery system is fully completed with my own custom script-writing UI for the editor! Before i had this problem of the editor being REALLY slow due to all the voice lines I have but I have fixed that making script writing much more enjoyable and easy to look at/change things. i have completed the first mission which is very easy and acts like a guide for new players. the cubes are placeholders for actual characters that I will actually import when i get done with the main systems and story."}, {"post_id": 79228, "ts": "2026-10-13T03:40:04Z", "hours": 0.7667, "text": "devlog 19: Revamping the different packages so it isn’t just cubes anymore. First delivery will be apples and apple juice!"}, {"post_id": 79221, "ts": "2026-10-13T02:35:52Z", "hours": 2.1008, "text": "Devlog 18: Almost done with the storyline! Stay tuned! after storyline the game will be mostly complete. The remaining story line will probably take not much time using the system i made to streamline the process. Each delivery is unique but follows the same steps. Start, arrival, return dialogue for both, start new delivery, repeat."}, {"post_id": 79164, "ts": "2026-10-12T21:02:54Z", "hours": 1.2075, "text": "Devlog 18: Working on the story line and FLOWERS!!! The flowers use the same system as the grass does, I just make some different textures (the flowers dont even have stems because it will just spawn on top of the grass that acts like its stem to save performance). I probably have to tune them more so they dont spawn as much on mountains, make them more fluid and natural spawning and not just in circles, and scale them better. It already looks like a huge glowup for the field so that is nice!"}, {"post_id": 78944, "ts": "2026-10-12T03:35:02Z", "hours": 2.6322, "text": "Devlog 17: Optimizations, optimizations, optimizations. that my friends is the summary of what I have done in these near 3 hours. lowering shadow quality, lowering reflection quality, batching, and just testing with a variety of different settings, it finally runs at a stable ~100 fps. before, the terrain were way too detailed, each point of the terrain casting a bunch of very high quality shadows, now, they still cast shadows because i cant lower resolution of the terrain since that would erase the terrain data, BUT i could lower the shadows resolution which gave me a huge performance boost."}, {"post_id": 78890, "ts": "2026-10-11T21:47:58Z", "hours": 1.7333, "text": "Devlog 16: FINALLY COMPLETED THE ROUTE!!! The route is now fully complete from the fields, to the forests, and to the mountains. The journey to the top of this mountain is NOT easy, and would probably require a lot of skill to complete the journey without falling off. Though there is a great award tho… a wonderful view that i will not spoil. Thanks you unity’s additional terrain tools, it wasn’t as hard sculpting roads out of the mountain but it WAS hard getting those roads to be easy for the player to access since the player’s vehicle is quite limited in torque and speed."}, {"post_id": 78780, "ts": "2026-10-11T16:15:18Z", "hours": 0.3667, "text": "Devlog 15: Becuase of the uneven terrain, staying upright is almost impossible say less about keeping the delivery on the bed of the truck! It isn’t supposed to be a ragebait game so I made a feature in the script so that when the player holds down shift, the player will keep grounded and go along with the terrain angles."}, {"post_id": 78519, "ts": "2026-10-11T02:16:52Z", "hours": 1.5433, "text": "Devlog 14 Slowly but surely making my way up the mountain… Terrain sculpting takes so much time!!"}, {"post_id": 78481, "ts": "2026-10-10T22:25:22Z", "hours": 1.2, "text": "Devlog 13: Starting on the ascent to the peak of the mountain! Hopefully all goes well, it is the hardest part of the map design part because of how hard it is to flatten steep hills and cliffs to make it drivable and look natural. The player’s car does not provide a lot of torque so the changes in incline have to be very gradual. I will see how this goes! I have made a lot of progress on the storyline aspect of the game, i made it so players can choose to go on side quests or stick to the main objective whihc takes a shorter amount of time."}, {"post_id": 77733, "ts": "2026-10-08T03:53:57Z", "hours": 2.755, "text": "Devlog 13: I have started making the delivery system script! GOt some basic dialogue interaction system using trigger colliders. I’m going to try to make it really customizable because this is going to be the main gameplay mechanic for the rest of the game. Going on, I won’t leak too much of the story making process, that would kinda ruin it. But there will be updates on all the other stuff!"}, {"post_id": 77423, "ts": "2026-10-06T22:30:18Z", "hours": 1.3033, "text": "Devlog 12: Added a gas station (complete with a great view of the ocean thats probably gonna be covered up with trees in the near future)! And expanded the forest complete with LODs and more optimization features like decreasing shadow distance and quality. how it runs at a locked and stead 60 FPS which should be good for most people,"}, {"post_id": 77181, "ts": "2026-10-05T23:27:51Z", "hours": 2.0072, "text": "Devlog 11 Got some more env design up! I have made a lake a completed the river (maybe in the future i’ll add a waterfall and more branches like a delta) and also made a gravel road! I have also edited the mountains a little so the scale seems bigger and started to plan out possible routes up the mountain! Many more are planned for more possible delivery locations, stay tuned!"}, {"post_id": 76928, "ts": "2026-10-05T03:20:44Z", "hours": 0.7667, "text": "MOUNTAINS!!! Devlog 10 Using unity’s terrain extended tools, I got some very nice looking mountains up in a short amount of time. For painting the cliffs and the snow, I wrote up a custom editor tool to help me paint the grey texture at certain incline angles and to check the altitude and add a noise variation to the snow. Looks pretty nice, the hard part will just be designing the details on it."}, {"post_id": 76885, "ts": "2026-10-04T22:43:39Z", "hours": 2.2297, "text": "Devlog 9 Fixed up the terrain. Unity terrain is a PAIN to get right.. there are so many numbers you can mess up on that gets your terrain data wiped and have to redo it again.. guess what i did. I got the numbers wrong. The map was WAY too big, so I scaled it down. When i scaled it down the resolution was WAY too high (since all of them somehow were auto set to 4k resolution) and CRASHED my laptop with 32gb ram.. Scary times. But i got it over with and now we have a nice little map with in WIP forest"}, {"post_id": 76638, "ts": "2026-10-04T07:28:36Z", "hours": 1.1333, "text": "Devlog 8 Got the rough map layout done! Took me a lot of remakes and editing but the general sizing of it should be the final map’s sizing. It is pretty big, it is 1.5km in length and 1km in width. Thought that ight sound small, the bigness comes from the vehicle speed and i’m tinking of adding lakes, rivers, and a final mountain on this map. It will constantly be editing as I go. I also made a new little cozy area! It will be the first delivery mission destination"}, {"post_id": 76586, "ts": "2026-10-04T02:03:52Z", "hours": 0.9333, "text": "Devlog 7.5 Adding more things and lowering the density of the grass! (Gives an FPS boost ykyk)"}, {"post_id": 76571, "ts": "2026-10-04T00:28:38Z", "hours": 1.2333, "text": "Devlog 7 The making of the starting area! added a house and a path for the player to go through, my idea for this starting point is like a coastal plain, not very rough terrain, fairly easy for players to start off without losing any cargo and designed for them to learn the controls."}, {"post_id": 76047, "ts": "2026-10-02T05:28:06Z", "hours": 0.4, "text": "Devlog 6 added a water shader from a old project and painting terrain! Since I’m using neighboring terrain system from unity, I had to use some clever artistic covering up seams form the previous terrain (since colors weren’t even, they were all handpainted), and flatten each terrain in the terrain inspector. This will allow me to add rivers or lakes or mountains in the future. Pretty cool stuff! The water shader was just taken from a project from 4 years ago, I’m surprised it works without a flaw in Unity 6! Its got simplistic reflections (just planer reflections), waves, color, and foam!"}, {"post_id": 76038, "ts": "2026-10-02T04:41:26Z", "hours": 0.4667, "text": "trying out to see if Unity’s terrain system will suit my needs, I have concluded it does! Trying to get an idea for the map now.."}, {"post_id": 75756, "ts": "2026-09-30T23:52:20Z", "hours": 0.49, "text": "Devlog 5.5 Made the grass system support multiple terrains since I plan on using Unity’s neighboring terrain system to make my big overall map. It grabs each terrain color correctly and the grass appears normally."}, {"post_id": 75465, "ts": "2026-09-30T05:26:11Z", "hours": 1.1458, "text": "Devlog 5 Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!"}, {"post_id": 75414, "ts": "2026-09-30T01:00:07Z", "hours": 0.4, "text": "Devlog 4 Graphics update!! Did you know that unity3D has a hidden feature that allows for some awsome out-of-the-box cell shading and outlines? To hide up my bad models in the future, I’m gonna use toon shading and other effects to make my game look more stylized so my models don’t have to be really realistic or high poly. What do you think? Does it look good? Help me out here…"}, {"post_id": 75408, "ts": "2026-09-30T00:21:06Z", "hours": 0.2667, "text": "Devlog 3 We have sound!!! I felt like a good game always needs sound, I avoid sound in most of my other games because I am NOT the best at it. The main thing that hard is seamless looping of audio. I cannot figure it out. After spending some time in the browser, I found some tools that helped me, especially this crossfade adder. After that, I added a simple engine sound system that increases the pitch/speed of the sound as I get faster and faster"}, {"post_id": 75404, "ts": "2026-09-29T23:37:53Z", "hours": 0.5006, "text": "Devlog 2.5 Polished up the camera, angled it for a isometric- perspective view, and just made the overall camera smoother. You can now rotate the camera with your right mouse button! It also smoothly auto rotates if you turn the car every 90 degrees."}, {"post_id": 75082, "ts": "2026-09-29T02:56:41Z", "hours": 1.2917, "text": "Devlog 2 The basic Car Controller is ready! It is a very simple raycast based controller using 3 rays and unity wheel colliders. It works pretty well, no known issues. It works as expected, WASD movement, space is handbrake. Cargo load also works. I also grabbed a old camera controller from another project that had a simlar prespective, I was a bit afraid maybe something changed with the versions because it is a older script from 2022 but it worked perfectly fine with soem fine tuning of vaules!"}, {"post_id": 75033, "ts": "2026-09-28T22:40:52Z", "hours": 0.3667, "text": "Devlog 1 Made the player truck model!! Its a 3 wheeler inspired by a rather italian design I found on google. I’ve changed the design a lot, drawn it on procreate first, then modeled it in blender by myself I am kinda proud of this little thing, I couldn’t track my hours in blender nor procreate which was kinda shame. I’ve since dragged it in unity, and it looks great! NO AI WAS USED!!"}]...
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Title: One Tiny Delivery by @RobbieMa | Stardance
Title: One Tiny Delivery by @RobbieMa | Stardance
Devlogs:
Devlog 1 Made the player truck model!! Its a 3 wheeler inspired by a rather italian design I found on google. I’ve changed the design a lot, drawn it on procreate first, then modeled it in blender by myself I am kinda proud of this little thing, I couldn’t track my hours in blender nor procreate which was kinda shame. I’ve since dragged it in unity, and it looks great! NO AI WAS USED!!
Devlog 2 The basic Car Controller is ready! It is a very simple raycast based controller using 3 rays and unity wheel colliders. It works pretty well, no known issues. It works as expected, WASD movement, space is handbrake. Cargo load also works. I also grabbed a old camera controller from another project that had a simlar prespective, I was a bit afraid maybe something changed with the versions because it is a older script from 2022 but it worked perfectly fine with soem fine tuning of vaules!
Devlog 2.5 Polished up the camera, angled it for a isometric- perspective view, and just made the overall camera smoother. You can now rotate the camera with your right mouse button! It also smoothly auto rotates if you turn the car every 90 degrees.
Devlog 3 We have sound!!! I felt like a good game always needs sound, I avoid sound in most of my other games because I am NOT the best at it. The main thing that hard is seamless looping of audio. I cannot figure it out. After spending some time in the browser, I found some tools that helped me, especially this crossfade adder. After that, I added a simple engine sound system that increases the pitch/speed of the sound as I get faster and faster
Devlog 4 Graphics update!! Did you know that unity3D has a hidden feature that allows for some awsome out-of-the-box cell shading and outlines? To hide up my bad models in the future, I’m gonna use toon shading and other effects to make my game look more stylized so my models don’t have to be really realistic or high poly. What do you think? Does it look good? Help me out here…
Devlog 5 Overhauling terrain and grass! I decided to use the base of a old stylized grass shader I had and repurposed it into a more ghibli-like feel. I made it more optimized by splitting it into chunks and made it blend in with the terrain by removing any light rendering on the grass and made it render after Ambient Occlusion. Now it looks completely blended in with the terrain colors. After adding terrain colors it looks very ghibli-like!
Devlog 5.5 Made the grass system support multiple terrains since I plan on using Unity’s neighboring terrain system to make my big overall map. It grabs each terrain color correctly and the grass appears normally.
trying out to see if Unity’s terrain system will suit my needs, I have concluded it does! Trying to get an idea for the map now..
Devlog 6 added a water shader from a old project and painting terrain! Since I’m using neighboring terrain system from unity, I had to use some clever artistic covering up seams form the previous terrain (since colors weren’t even, they were all handpainted), and flatten each terrain in the terrain inspector. This will allow me to add rivers or lakes or mountains in the future. Pretty cool stuff! The water shader was just taken from a project from 4 years ago, I’m surprised it works without a flaw in Unity 6! Its got simplistic reflections (just planer reflections), waves, color, and foam!
Devlog 7 The making of the starting area! added a house and a path for the player to go through, my idea for this starting point is like a coastal plain, not very rough terrain, fairly easy for players to start off without losing any cargo and designed for them to learn the controls.
Devlog 7.5 Adding more things and lowering the density of the grass! (Gives an FPS boost ykyk)
Devlog 8 Got the rough map layout done! Took me a lot of remakes and editing but the general sizing of it should be the final map’s sizing. It is pretty big, it is 1.5km in length and 1km in width. Thought that ight sound small, the bigness comes from the vehicle speed and i’m tinking of adding lakes, rivers, and a final mountain on this map. It will constantly be editing as I go. I also made a new little cozy area! It will be the first delivery mission destination
Devlog 9 Fixed up the terrain. Unity terrain is a PAIN to get right.. there are so many numbers you can mess up on that gets your terrain data wiped and have to redo it again.. guess what i did. I got the numbers wrong. The map was WAY too big, so I scaled it down. When i scaled it down the resolution was WAY too high (since all of them somehow were auto set to 4k resolution) and CRASHED my laptop with 32gb ram.. Scary times. But i got it over with and now we have a nice little map with in WIP forest
MOUNTAINS!!! Devlog 10 Using unity’s terrain extended tools, I got some very nice looking mountains up in a short amount of time. For painting the cliffs and the snow, I wrote up a custom editor tool to help me paint the grey texture at certain incline angles and to check the altitude and add a noise variation to the snow. Looks pretty nice, the hard part will just be designing the details on it.
Devlog 11 Got some more env design up! I have made a lake a completed the river (maybe in the future i’ll add a waterfall and more branches like a delta) and also made a gravel road! I have also edited the mountains a little so the scale seems bigger and started to plan out possible routes up the mountain! Many more are planned for more possible delivery locations, stay tuned!
Devlog 12: Added a gas station (complete with a great view of the ocean thats probably gonna be covered up with trees in the near future)! And expanded the forest complete with LODs and more optimization features like decreasing shadow distance and quality. how it runs at a locked and stead 60 FPS which should be good for most people,
Devlog 13: I have started making the delivery system script! GOt some basic dialogue interaction system using trigger colliders. I’m going to try to make it really customizable because this is going to be the main gameplay mechanic for the rest of the game. Going on, I won’t leak too much of the story making process, that would kinda ruin it. But there will be updates on all the other stuff!
Devlog 13: Starting on the ascent to the peak of the mountain! Hopefully all goes well, it is the hardest part of the map design part because of how hard it is to flatten steep hills and cliffs to make it drivable and look natural. The player’s car does not provide a lot of torque so the changes in incline have to be very gradual. I will see how this goes! I have made a lot of progress on the storyline aspect of the game, i made it so players can choose to go on side quests or stick to the main objective whihc takes a shorter amount of time.
Devlog 14 Slowly but surely making my way up the mountain… Terrain sculpting takes so much time!!
Devlog 15: Becuase of the uneven terrain, staying upright is almost impossible say less about keeping the delivery on the bed of the truck! It isn’t supposed to be a ragebait game so I made a feature in the script so that when the player holds down shift, the player will keep grounded and go along with the terrain angles.
Devlog 16: FINALLY COMPLETED THE ROUTE!!! The route is now fully complete from the fields, to the forests, and to the mountains. The journey to the top of this mountain is NOT easy, and would probably require a lot of skill to complete the journey without falling off. Though there is a great award tho… a wonderful view that i will not spoil. Thanks you unity’s additional terrain tools, it wasn’t as hard sculpting roads out of the mountain but it WAS hard getting those roads to be easy for the player to access since the player’s vehicle is quite limited in torque and speed.
Devlog 17: Optimizations, optimizations, optimizations. that my friends is the summary of what I have done in these near 3 hours. lowering shadow quality, lowering reflection quality, batching, and just testing with a variety of different settings, it finally runs at a stable ~100 fps. before, the terrain were way too detailed, each point of the terrain casting a bunch of very high quality shadows, now, they still cast shadows because i cant lower resolution of the terrain since that would erase the terrain data, BUT i could lower the shadows resolution which gave me a huge performance boost.
Devlog 18: Working on the story line and FLOWERS!!! The flowers use the same system as the grass does, I just make some different textures (the flowers dont even have stems because it will just spawn on top of the grass that acts like its stem to save performance). I probably have to tune them more so they dont spawn as much on mountains, make them more fluid and natural spawning and not just in circles, and scale them better. It already looks like a huge glowup for the field so that is nice!
Devlog 18: Almost done with the storyline! Stay tuned! after storyline the game will be mostly complete. The remaining story line will probably take not much time using the system i made to streamline the process. Each delivery is unique but follows the same steps. Start, arrival, return dialogue for both, start new delivery, repeat.
devlog 19: Revamping the different packages so it isn’t just cubes anymore. First delivery will be apples and apple juice!
Devlog 20: The delivery system is fully completed with my own custom script-writing UI for the editor! Before i had this problem of the editor being REALLY slow due to all the voice lines I have but I have fixed that making script writing much more enjoyable and easy to look at/change things. i have completed the first mission which is very easy and acts like a guide for new players. the cubes are placeholders for actual characters that I will actually import when i get done with the main systems and story.
Devlog 21:: More storyline adding! Making the story takes up a lot of time and thinking, i’m trying to make them all feel smoothly integrated and made with care.
Devlog 22: Working on the story, added a new location, a hiker’s tent half way up the mountain acting as the midpoint for the journey up the mountain. Or i’m thinking of adding a temple thing near the top of the mountain for more variation so the player doesn’t get bored. I have also started to add more deliverables and worked on the story more
Devlog 23: The story is almost done! i’ve optimized the systems better and improved some graphics. Look at that fog! isn’t that just absolute eye candy? There are some weird shadow bugs becuase i turned the resolution down but the cell-shading helps a lot with that so it doesnt look TOO bad.
Devlog 24 Adding MUSIC to the game! (AND A NEW LOCATION!!) using garage band, i’ve cooked up a theme for the game, the piece is mostly piano and it is very simple with lots of repetition. I’m gonna see if i can use my inner music composing skills to make this sound better and incorporate it into the game somehow. I have also added a new location! the TEMPLE! it acts as the second to last place to stop and offers a great view. This is where the final mission happens. There are a lot of polishing to do before release but i am almost there!
Devlog 25 Since i can’t track my time on garage band, only 26 minutes for this… but i spent my entire morning completely redoing the theme for the game. it now looks like this and sounds loads better than the other one. It has some simple cords and a simple but pretty melody and i made it a waltz-like piece. This melody is probably gonna be repeated a lot through the game with variations so it’s short, memorable, and easily looped.
Devlog 26 Polish. Polish. Polish. So much polish, bugtesting and just the most fun yet boring parts of the game! I had to do like 9 full run throughs of the game which is really hard because i designed it so that players are gonna have to go slow on the roads to avoid falling off the mountain or loosing the load. I optimized the flowers more, overhauled the dialogue visuals with a new font and animation, and changed some dialogue. The work is very close to being finished!
Devlog 27 Getting animations in! Maximo is a savior, very easy alsmot drag and drop animations into unity. (of course there more than that but it’s easy for my case) There are more that i won’t spoil! all there is left is to add MUSIC, MENU, ENDING!!!
Devlog 28 The project is like 98% done. all that is left is main menu and ending scene. players can now restart a mission if their load falls off the bed or if they get stuck. I have also added ambient sound zones and more sound effects. various easter eggs have been added, more sound effects, and more polish has been done to the handling of the vehicle. I have also started on the prologue of the game.
Devlog 29 finally added in a driver! finished up prologue (i won’t spoil it) and started on a menu! the second image is the background subject to change. the final few devlogs and this project will be over!
Devlog 30: The main menu has been completed with all pages working! i’ve made sure that each resolution works and every button works too. did some fun camera effects for the background then i screenshotted it and added a panel overlay for where the “menu” part resides. I have also added a prologue (that i wont show for spoilers) and an ending. now is just left for the credits!
Devlog 31 I made it so that the prologue preloads terrain, this why gameplay is smooth and there is no such thing as a loading time! As the player is always doing something. I also made each terrain have it’s own grass renderer so the unnesscary ones dont have to be rendered at the very beginning
Devlog 32: working on menu music, ending music theme variations. after that the project would be completed with just building the game and editing player settings making it ready to be played and published to the public
FINAL DEVLOG!! THE GAME HAS BEEN BUILT. I built it for both mac and windows and now i am gonna try and see if it can also build on webGL. I have added the following features in these two hours. Pause menu End credits New keybinds Changes to prologue Loading optimization (with some major help using AI to help me figure out how to solve lag spikes)
BUILDS COMPLETED i had to fix some final build bugs but two builds have finally successfully completed! both windows and mac builds have been uploaded to itch.io!
Ships:
This is “One Tiny Delivery” made this in around 4 weeks. It is a complete small exploration game about going around delivering packages on an island. The hardest part of this project from a technical perspective would be optimization. I tried all the ways to optimize my game and it finally came out to a steady 100 fps on my laptop. It gave me a lot of new knowledge how Unity renders scenes and how batching and the new resident drawer feature can boost FPS. The hardest thing from a non-technical perspective would be the music. I am NOT a composer, i have no music theory, the only instrument i play is the flute, i don’t know what sounds good or not i can only guess and check. Making this project has been really fun, see yall on the next one!...
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1793155809.5099957
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1793242209.5099957
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63696
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EepyAlarm by @sjpark01 | Stardance
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sjpark01
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2
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20.62
|
184
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:46:47Z", "hours": 12.0, "multiplier": 12.17, "payout": 144, "blessing": "neutral", "text": "V2.0 Version 2.0 of the EepyAlarm brings several, major improvements: Installer GUI for setup automatic run on system startup Custom icons! A much nicer alarm With these changes, EepyAlarm is much closer to a real application than just a program!", "repo": "https://github.com/Alex-SJuice/EepyAlarm", "demo": "https://github.com/Alex-SJuice/EepyAlarm/releases/tag/v2.2.0"}, {"ship_num": 2, "ts": "2026-09-28T07:08:19Z", "hours": 8.0, "multiplier": 5.18, "payout": 40, "blessing": "neutral", "text": "V1: Minimum Viable Product (not sure if I’m using that term correctly) This is the first, fully functional version of the EepyAlarm! It’s an alarm to help night-owls (like me) sleep earlier, a little bit at a time. Once initialized through the program itself, It will ring (display a text message) starting at the given starting time, progressing daily up to the target time! It runs in the background, so It won’t clutter up the task bar.", "repo": "https://github.com/Alex-SJuice/EepyAlarm", "demo": "https://github.com/Alex-SJuice/EepyAlarm/releases/tag/v2.2.0"}]...
|
[{"post_id": 80061, "ts": "202 [{"post_id": 80061, "ts": "2026-10-16T03:40:06Z", "hours": 0.6181, "text": "Minor bug fixes I wouldn’t call some of these “minor” but… I’ve fixed several bugs in the program in the newest releases (2.1 & 2.2) The exact details are listed in the releases on github. If you’re one of the absolute legends that are actually using this program, PLEASE update asap! I call them minor, but these bugs (especially the one fixed in 2.1) completely brick the program!"}, {"post_id": 79133, "ts": "2026-10-12T19:41:54Z", "hours": 0.4272, "text": "Finishing touches before V2.0 release! Just commented some debugging code and recompiled everything for the V2.0 release. She’s ready!"}, {"post_id": 78980, "ts": "2026-10-12T07:48:45Z", "hours": 1.6414, "text": "A nicer alarm Check it out! Much nicer than a text box, don’t you agree? This means that V2.0 is finally ready to ship!!!! tomorrow it’s 2 rn ;-;"}, {"post_id": 78949, "ts": "2026-10-12T04:59:26Z", "hours": 5.2561, "text": "INSTALLER also the setup menu is working correctly now. Making the installer was SO EASY ITS INSANE people (windows devs) really need to do this more, It’s one of the easiest ways to make your little project feel more professional, like a real, big boy application, not just a silly program you made. SHOUT OUT TO INNO SETUP would not have been possible without it. It’s great, check it out! Drew orph myself btw :) 2.0 is so close, I can lick it! The only major feature left is a better alarm! yippee"}, {"post_id": 78028, "ts": "2026-10-09T07:35:22Z", "hours": 3.25, "text": "GUI config editor almost complete after much pain and memory wrangling, the config GUI is almost complete! I just need to fix a few save/load bugs. It looks very stripped down at the moment, but I’ll be sprucing it up soon, you’ll see. 1st 2.0 feature (almost) complete!"}, {"post_id": 76977, "ts": "2026-10-05T07:58:28Z", "hours": 1.2217, "text": "Improvement of UI WIP I’ve started work on improving the UI of the program, specifically the config setup, using Raylib! It’s going well so far, but I’m not quite done yet I’m really not looking forward to having to deal with keyboard input ;-;"}, {"post_id": 74777, "ts": "2026-09-28T06:58:18Z", "hours": 3.2581, "text": "V1 COMPLETE It actually happened! I implemented every feature I wanted for V1!!!!!!!!!!! of course, it looks pretty bad at the moment. But all of the core features are working. User input isn’t broken, it runs in the background, and it actually rings at the correct time. First ship, here I come!"}, {"post_id": 73868, "ts": "2026-09-26T07:03:47Z", "hours": 0.6842, "text": "Ok, I’m going to ship V1 in 2 days. Cuz I wanna be able to buy something from stardance here’s the plan: update readme finish user input make it run in the background (maybe) make sure it works Will this pan out? we’ll see."}, {"post_id": 70473, "ts": "2026-09-19T08:08:11Z", "hours": 3.725, "text": "Bare Bones functionality This project is migrating from Out To C, so this is a fairly large devlog. (I’m moving because I like the fact that stardance forces me to log my work, and I get a wider range of prizes) I’ve pretty much completed the bare bones functionality of the program. You can set your target time, and it will automatically store the settings and ring at the right time. There is still TONS to do, so stay tuned!"}]...
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Title: EepyAlarm by @sjpark01 | Stardance
Devlogs Title: EepyAlarm by @sjpark01 | Stardance
Devlogs:
Bare Bones functionality This project is migrating from Out To C, so this is a fairly large devlog. (I’m moving because I like the fact that stardance forces me to log my work, and I get a wider range of prizes) I’ve pretty much completed the bare bones functionality of the program. You can set your target time, and it will automatically store the settings and ring at the right time. There is still TONS to do, so stay tuned!
Ok, I’m going to ship V1 in 2 days. Cuz I wanna be able to buy something from stardance here’s the plan: update readme finish user input make it run in the background (maybe) make sure it works Will this pan out? we’ll see.
V1 COMPLETE It actually happened! I implemented every feature I wanted for V1!!!!!!!!!!! of course, it looks pretty bad at the moment. But all of the core features are working. User input isn’t broken, it runs in the background, and it actually rings at the correct time. First ship, here I come!
Improvement of UI WIP I’ve started work on improving the UI of the program, specifically the config setup, using Raylib! It’s going well so far, but I’m not quite done yet I’m really not looking forward to having to deal with keyboard input ;-;
GUI config editor almost complete after much pain and memory wrangling, the config GUI is almost complete! I just need to fix a few save/load bugs. It looks very stripped down at the moment, but I’ll be sprucing it up soon, you’ll see. 1st 2.0 feature (almost) complete!
INSTALLER also the setup menu is working correctly now. Making the installer was SO EASY ITS INSANE people (windows devs) really need to do this more, It’s one of the easiest ways to make your little project feel more professional, like a real, big boy application, not just a silly program you made. SHOUT OUT TO INNO SETUP would not have been possible without it. It’s great, check it out! Drew orph myself btw :) 2.0 is so close, I can lick it! The only major feature left is a better alarm! yippee
A nicer alarm Check it out! Much nicer than a text box, don’t you agree? This means that V2.0 is finally ready to ship!!!! tomorrow it’s 2 rn ;-;
Finishing touches before V2.0 release! Just commented some debugging code and recompiled everything for the V2.0 release. She’s ready!
Minor bug fixes I wouldn’t call some of these “minor” but… I’ve fixed several bugs in the program in the newest releases (2.1 & 2.2) The exact details are listed in the releases on github. If you’re one of the absolute legends that are actually using this program, PLEASE update asap! I call them minor, but these bugs (especially the one fixed in 2.1) completely brick the program!
Ships:
V1: Minimum Viable Product (not sure if I’m using that term correctly) This is the first, fully functional version of the EepyAlarm! It’s an alarm to help night-owls (like me) sleep earlier, a little bit at a time. Once initialized through the program itself, It will ring (display a text message) starting at the given starting time, progressing daily up to the target time! It runs in the background, so It won’t clutter up the task bar.
V2.0 Version 2.0 of the EepyAlarm brings several, major improvements: Installer GUI for setup automatic run on system startup Custom icons! A much nicer alarm With these changes, EepyAlarm is much closer to a real application than just a program!...
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1793213362.1861148
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1793299762.1861148
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66265
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Manhunt Mod by @aayushbashyal92 | Stardance
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aayushbashyal92
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1
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41.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T15:48:41Z", "hours": 41.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Manhunt — A Minecraft Fabric Mod Manhunt is a Minecraft mod I made to bring the classic Runner vs. Hunters game mode into Minecraft with my own features and systems. The idea is simple: one player becomes the Runner and tries to defeat the Ender Dragon, while the Hunters try to find and stop them before they succeed. I wanted to make it easier to play Manhunt with friends without having to manage everything manually. I built features like a player selection screen, different player roles, a tracking compass for Hunters, a match timer HUD, and spectator controls. The mod also handles match rules, including when the chase begins and how the game ends. Spectators can switch between players to follow the action, while the Runner and Hunters focus on their own objectives. I built this project using Java and the Fabric modding API. While working on it, I learned more about Minecraft’s systems, user interfaces, networking, game logic, and how different parts of a mod work together. Debugging errors and testing features in-game were also important parts of the process. This project started as a way for me to learn Minecraft modding by making something I would actually enjoy playing. I’m still learning and improving my skills, and this mod is a step forward in understanding how to turn an idea into a working game experience.", "repo": "https://github.com/Aayush-Bashyal/Manhunt", "demo": "https://www.curseforge.com/minecraft/mc-mods/manhunt-finalchase"}]...
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[{"post_id": 80060, "ts": "202 [{"post_id": 80060, "ts": "2026-10-16T03:36:50Z", "hours": 3.455, "text": "the manhunt mod is being polished and is now ready to publish after a final test"}, {"post_id": 79550, "ts": "2026-10-14T15:51:11Z", "hours": 6.2919, "text": "Today, I continued working on my Minecraft Manhunt mod. I reviewed the main game code, tracker, and commands to check the existing features and find possible bugs. I confirmed that the automatic start system already checks the 15-block distance between the runner and hunters. I also worked on improving the manual start command so the game cannot start without a selected runner and at least one hunter. I’m reviewing the code file by file to make the mod more stable and fix any remaining issues."}, {"post_id": 79260, "ts": "2026-10-13T07:31:08Z", "hours": 1.9378, "text": "Today, I worked on saving the selected roles in the Manhunt mod. I created payloads to request and send the saved runner, hunters, and spectators between the server and client. I also added the networking code so that when the admin reopens the Player Selection screen, the previously assigned roles can be loaded again."}, {"post_id": 78384, "ts": "2026-10-10T16:42:29Z", "hours": 5.2286, "text": "Today, I continued working on my Minecraft Manhunt mod, focusing on the player selection UI and spectator system! Player Selection UI Improved the customized player selection screen.Organized the Runner, Hunter, and Spectator roles into separate sections.Worked on making the role selection interface cleaner and easier to use.Added support for selecting spectators alongside Runners and Hunters. Spectator SystemCreated a spectator target manager to track the Runner and Hunters.Added [ and ] keybindings to switch between players’ POVs.Updated the networking system to send player targets to spectators. Current ProgressI’m fixing a duplicate packet registration issue before testing the spectator system in-game.One step closer to making the Manhunt experience more polished and enjoyable! #Minecraft #FabricMC #Java #MinecraftModding #HackClub #GameDev"}, {"post_id": 77842, "ts": "2026-10-08T14:25:14Z", "hours": 0.5203, "text": "Today I continued improving the Manhunt admin system and GUI. I added an admin-only Player Selection button to the pause menu and connected it to the player selection screen. I also worked on matching the button’s size and position with the vanilla Minecraft pause-menu buttons. I spent some time working with Mixins and Minecraft 26.1’s GUI methods to get everything working correctly."}, {"post_id": 77616, "ts": "2026-10-07T17:22:02Z", "hours": 2.5767, "text": "Today I worked on improving the Manhunt mod’s admin system and GUI. I added admin status networking so the client knows whether the current player is an admin. I also made the Player Selection button appear only for admins on the Manhunt start screen. I started working on adding a Player Selection button to the Minecraft pause menu, but I still need to finish the mixin part. and i have a lot more to do"}, {"post_id": 77323, "ts": "2026-10-06T15:21:24Z", "hours": 1.5125, "text": "Solving all the problems and errors and making the mod fully functional."}, {"post_id": 76654, "ts": "2026-10-04T08:36:34Z", "hours": 2.8006, "text": "Today I worked on improving my Minecraft Manhunt mod.I fixed the compass tracking when the runner changes dimensions and made it track the portal properly. I also fixed the compass after hunter respawns and made it disappear when the game ends.I improved the HUD to make it smaller and cleaner, showing only the Manhunt title and timer.Also improved /manhunt status to show the runner, hunters, time, winner, and final time with better formatting.Slowly getting the mod closer to being fully playable! 🚀"}, {"post_id": 76296, "ts": "2026-10-03T03:23:46Z", "hours": 1.5119, "text": "I worked mainly on the player selection system for my Manhunt mod.I improved the starting GUI and made the flow more organized:Added the “LET’S PLAY MANHUNT” starting screen.Added Open LAN World and Start Manhunt buttons.Made the LAN screen return to the player selection screen after opening the world.Created a new Select Players screen.Added separate RUNNER and HUNTERS sections.Players can now be selected using checkbox-style buttons like [ ] and [✓].Only one player can be selected as the Runner.Multiple players can be selected as Hunters.A selected Runner cannot also be selected as a Hunter.Added the ability to unselect the Runner or Hunters.Made the player list update when players join or leave.Started converting the selected player names into their UUIDs.Created the ManhuntRoleSelectionPayload to prepare for sending the selected roles from the client to the server.The next step is connecting this selection system to the server so the selected Runner and Hunters actually become the roles used by the Manhunt game.Slowly getting the full Manhunt system together! 🚀"}, {"post_id": 75923, "ts": "2026-10-01T16:48:53Z", "hours": 1.5508, "text": "Today I worked mainly on the GUI system for my Minecraft Manhunt mod.What I worked onAdded the “LET’S PLAY MANHUNT” starting screen.Added an OPEN LAN WORLD button so the host can open the world to other players.Added a START MANHUNT button that opens the player selection screen.Created a new SELECT PLAYERS GUI.Designed the player selection screen with a centered panel and separate RUNNER and HUNTERS sections.Improved the GUI layout and changed the player buttons to a smaller size so they don’t take up too much space.Added detection of players currently connected to the world using the client connection.Started implementing runner selection by turning connected player names into clickable buttons.Added a selectedRunner variable to keep track of the selected runner.Tested the GUI and confirmed that clicking a player can register them as the selected runner.Cleaned up some of the selection code and layout.Current GUI flowMinecraft World ↓ LET’S PLAY MANHUNT ↓ [ OPEN LAN WORLD ] [ START MANHUNT ] ↓ SELECT PLAYERS ↓ RUNNER [ Player ] HUNTERS [ Player ] [ Player ] [ DONE ]The GUI is still being developed. The next step is to properly separate Runner selection from Hunter selection, allow multiple hunters, and then send the selected roles to the server to actually start the Manhunt.Overall, today was mostly about building the foundation of the custom Manhunt GUI and getting player selection started."}, {"post_id": 75775, "ts": "2026-10-01T02:09:42Z", "hours": 1.5614, "text": "i did all the fixing work that my mod was missing . i figured out the problems and sloved them"}, {"post_id": 75076, "ts": "2026-09-29T02:28:59Z", "hours": 12.2078, "text": "Manhunt Mod where i have made Manhunt simpler and more interesting"}]...
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Title: Manhunt Mod by @aayushbashyal92 | Stardance Title: Manhunt Mod by @aayushbashyal92 | Stardance
Devlogs:
Manhunt Mod where i have made Manhunt simpler and more interesting
i did all the fixing work that my mod was missing . i figured out the problems and sloved them
Today I worked mainly on the GUI system for my Minecraft Manhunt mod.What I worked onAdded the “LET’S PLAY MANHUNT” starting screen.Added an OPEN LAN WORLD button so the host can open the world to other players.Added a START MANHUNT button that opens the player selection screen.Created a new SELECT PLAYERS GUI.Designed the player selection screen with a centered panel and separate RUNNER and HUNTERS sections.Improved the GUI layout and changed the player buttons to a smaller size so they don’t take up too much space.Added detection of players currently connected to the world using the client connection.Started implementing runner selection by turning connected player names into clickable buttons.Added a selectedRunner variable to keep track of the selected runner.Tested the GUI and confirmed that clicking a player can register them as the selected runner.Cleaned up some of the selection code and layout.Current GUI flowMinecraft World ↓ LET’S PLAY MANHUNT ↓ [ OPEN LAN WORLD ] [ START MANHUNT ] ↓ SELECT PLAYERS ↓ RUNNER [ Player ] HUNTERS [ Player ] [ Player ] [ DONE ]The GUI is still being developed. The next step is to properly separate Runner selection from Hunter selection, allow multiple hunters, and then send the selected roles to the server to actually start the Manhunt.Overall, today was mostly about building the foundation of the custom Manhunt GUI and getting player selection started.
I worked mainly on the player selection system for my Manhunt mod.I improved the starting GUI and made the flow more organized:Added the “LET’S PLAY MANHUNT” starting screen.Added Open LAN World and Start Manhunt buttons.Made the LAN screen return to the player selection screen after opening the world.Created a new Select Players screen.Added separate RUNNER and HUNTERS sections.Players can now be selected using checkbox-style buttons like [ ] and [✓].Only one player can be selected as the Runner.Multiple players can be selected as Hunters.A selected Runner cannot also be selected as a Hunter.Added the ability to unselect the Runner or Hunters.Made the player list update when players join or leave.Started converting the selected player names into their UUIDs.Created the ManhuntRoleSelectionPayload to prepare for sending the selected roles from the client to the server.The next step is connecting this selection system to the server so the selected Runner and Hunters actually become the roles used by the Manhunt game.Slowly getting the full Manhunt system together! 🚀
Today I worked on improving my Minecraft Manhunt mod.I fixed the compass tracking when the runner changes dimensions and made it track the portal properly. I also fixed the compass after hunter respawns and made it disappear when the game ends.I improved the HUD to make it smaller and cleaner, showing only the Manhunt title and timer.Also improved /manhunt status to show the runner, hunters, time, winner, and final time with better formatting.Slowly getting the mod closer to being fully playable! 🚀
Solving all the problems and errors and making the mod fully functional.
Today I worked on improving the Manhunt mod’s admin system and GUI. I added admin status networking so the client knows whether the current player is an admin. I also made the Player Selection button appear only for admins on the Manhunt start screen. I started working on adding a Player Selection button to the Minecraft pause menu, but I still need to finish the mixin part. and i have a lot more to do
Today I continued improving the Manhunt admin system and GUI. I added an admin-only Player Selection button to the pause menu and connected it to the player selection screen. I also worked on matching the button’s size and position with the vanilla Minecraft pause-menu buttons. I spent some time working with Mixins and Minecraft 26.1’s GUI methods to get everything working correctly.
Today, I continued working on my Minecraft Manhunt mod, focusing on the player selection UI and spectator system! Player Selection UI Improved the customized player selection screen.Organized the Runner, Hunter, and Spectator roles into separate sections.Worked on making the role selection interface cleaner and easier to use.Added support for selecting spectators alongside Runners and Hunters. Spectator SystemCreated a spectator target manager to track the Runner and Hunters.Added [ and ] keybindings to switch between players’ POVs.Updated the networking system to send player targets to spectators. Current ProgressI’m fixing a duplicate packet registration issue before testing the spectator system in-game.One step closer to making the Manhunt experience more polished and enjoyable! #Minecraft #FabricMC #Java #MinecraftModding #HackClub #GameDev
Today, I worked on saving the selected roles in the Manhunt mod. I created payloads to request and send the saved runner, hunters, and spectators between the server and client. I also added the networking code so that when the admin reopens the Player Selection screen, the previously assigned roles can be loaded again.
Today, I continued working on my Minecraft Manhunt mod. I reviewed the main game code, tracker, and commands to check the existing features and find possible bugs. I confirmed that the automatic start system already checks the 15-block distance between the runner and hunters. I also worked on improving the manual start command so the game cannot start without a selected runner and at least one hunter. I’m reviewing the code file by file to make the mod more stable and fix any remaining issues.
the manhunt mod is being polished and is now ready to publish after a final test
Ships:
Manhunt — A Minecraft Fabric Mod Manhunt is a Minecraft mod I made to bring the classic Runner vs. Hunters game mode into Minecraft with my own features and systems. The idea is simple: one player becomes the Runner and tries to defeat the Ender Dragon, while the Hunters try to find and stop them before they succeed. I wanted to make it easier to play Manhunt with friends without having to manage everything manually. I built features like a player selection screen, different player roles, a tracking compass for Hunters, a match timer HUD, and spectator controls. The mod also handles match rules, including when the chase begins and how the game ends. Spectators can switch between players to follow the action, while the Runner and Hunters focus on their own objectives. I built this project using Java and the Fabric modding API. While working on it, I learned more about Minecraft’s systems, user interfaces, networking, game logic, and how different parts of a mod work together. Debugging errors and testing features in-game were also important parts of the process. This project started as a way for me to learn Minecraft modding by making something I would actually enjoy playing. I’m still learning and improving my skills, and this mod is a step forward in understanding how to turn an idea into a working game experience....
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1793098120.8393428
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1793184520.8393428
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9976
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Timeline view in portfolio website by @M_Ahmed | S Timeline view in portfolio website by @M_Ahmed | Stardance...
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M_Ahmed
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1
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5.0
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12
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T11:32:47Z", "hours": 5.0, "multiplier": 2.57, "payout": 12, "blessing": "neutral", "text": "I Made an Animated Timeline Section in my portfolio website which showcases all my updates and learning over years. It was very challenging to align the items in mobile screen because the animated vertical line was not fitting but i just managed it out.", "repo": "https://github.com/Ak-Web-Dev/ak-dev", "demo": "https://ak-dev.is-a.dev"}]...
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[{"post_id": 8006, "ts": "2026 [{"post_id": 8006, "ts": "2026-06-13T11:09:29Z", "hours": 3.1986, "text": "Project completed! The timeline section of my portfolio is now finally completed. I Completed all remaining CSS styling and optimized for mobile screens. I also animated the cards and added a nice background image too. I also used JS to trigger the animated line of .timeline::after only when in viewport. The overall features of the timeline are: -> Showcase my web development advancements over the years in animated cards. -> The cards appear side by side with an animated line in middle for desktop screens. -> The cards are on right side with the animated line on left for mobile screens. -> Have icons and pictures of projects in timeline. -> A nice background image to complete the feel. -> Optimized to be responsive enough to fit on a smartwatch’s (SWR50) screen similar to rest of the website. Try it now at my website and tell what you think: https://ak-dev.is-a.dev Plus, you can also review me about the rest of the website as well."}, {"post_id": 5667, "ts": "2026-06-09T15:25:10Z", "hours": 1.0425, "text": "Completed styling for Timeline cards with css adn added an animated vertical line in middle. The whole thing is still under-progress for further refinement and UI tweaks."}, {"post_id": 3630, "ts": "2026-06-06T17:23:59Z", "hours": 0.3225, "text": "I am making a timeline view for my portfolio website. i have just started making the structure. i will make an AOS animation powered tiles to appear side by side to make a timeline showing my progress in web development."}]...
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Title: Timeline view in portfolio website by @M_Ah Title: Timeline view in portfolio website by @M_Ahmed | Stardance
Devlogs:
I am making a timeline view for my portfolio website. i have just started making the structure. i will make an AOS animation powered tiles to appear side by side to make a timeline showing my progress in web development.
Completed styling for Timeline cards with css adn added an animated vertical line in middle. The whole thing is still under-progress for further refinement and UI tweaks.
Project completed! The timeline section of my portfolio is now finally completed. I Completed all remaining CSS styling and optimized for mobile screens. I also animated the cards and added a nice background image too. I also used JS to trigger the animated line of .timeline::after only when in viewport. The overall features of the timeline are: -> Showcase my web development advancements over the years in animated cards. -> The cards appear side by side with an animated line in middle for desktop screens. -> The cards are on right side with the animated line on left for mobile screens. -> Have icons and pictures of projects in timeline. -> A nice background image to complete the feel. -> Optimized to be responsive enough to fit on a smartwatch’s (SWR50) screen similar to rest of the website. Try it now at my website and tell what you think: https://ak-dev.is-a.dev Plus, you can also review me about the rest of the website as well.
Ships:
I Made an Animated Timeline Section in my portfolio website which showcases all my updates and learning over years. It was very challenging to align the items in mobile screen because the animated vertical line was not fitting but i just managed it out....
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1793134038.5826826
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1793220438.5826826
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69889
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Touchless by @JoonHyuk | Stardance
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JoonHyuk
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0
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24.46
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0
|
[]
|
[{"post_id": 80057, "ts": "202 [{"post_id": 80057, "ts": "2026-10-16T03:01:05Z", "hours": 1.5667, "text": "#Started thinking more about dimensions and stuff ##All I did was checking the measurements so I will attach a photo of the same acrylic panel"}, {"post_id": 79833, "ts": "2026-10-15T15:52:19Z", "hours": 22.8894, "text": "Devlog #1: From “just project it” to building my own projector I wanted a Raspberry Pi display that doesn’t look like a normal monitor: an image that floats on an acrylic board. My first plan was the obvious one: point a projector down at an 880 x 300 mm acrylic board and call it a day. That fell apart fast. Clear acrylic doesn’t show a projected image because the light goes straight through, so I’d need frosted or white acrylic. The board’s shape was also a problem. 880 x 300 is about 2.9:1, while projectors output 16:9, so around 40% of the pixels would land off the board. And a normal projector needs to sit about a meter above it. Pivot: Pepper’s ghost So I switched to a Pepper’s ghost setup: a hidden screen above, and clear acrylic at 45° that reflects it toward you, so the image looks like it’s floating. Much cooler. The catch is that the floating image is exactly the size of the screen, so filling the board meant a huge, heavy, expensive monitor hanging overhead. Not happening on a Hack Club budget. Building my own projector What I actually wanted was to take a small screen and magnify it . I looked at a Fresnel lens over a screen, but the physics doesn’t work: a magnifier only makes the screen look bigger from one spot. It can’t put a sharp image onto a surface. The only thing that does that is a projector. So instead of buying one, I’m building one from parts : 5.5” 2K LCD panel + HDMI driver board 100W LED A pair of Fresnel lenses A multi-element projection lens The Pi just sees it as an HDMI monitor. The rest of the system OS: Arch Linux ARM. Hard mode, but I’ll actually understand the whole system. Input: a global-shutter camera running MediaPipe hand tracking, so the display works like a touchscreen without a touch sensor. I skipped YOLO; it’s object detection and overkill for tracking fingertips. Two Pis: Pi A runs the display and UI, and Pi B only does camera and hand tracking, then sends fingertip positions to Pi A. Splitting by workload means neither one stutters. Failover: planned for later. If Pi A dies, Pi B takes over the whole system. The budget fight The hardest part so far was the budget . Hack Club grants are capped at $600 and you only get one submission, so everything had to fit now. My first parts list came to $661, before shipping. I trimmed it line by line: Storage: microSD instead of NVMe for now. Keyboard projector: I’ll fund the second projector myself. Lens: kept the good multi-element one. That’s the one place I refused to cut, because it decides whether the image looks sharp or muddy. Frame: 3D-printed brackets instead of an aluminum extrusion frame. Then I checked every link and price, and found the Pi 5 had gotten a lot more expensive this year because of the RAM shortage. More rebalancing, but the final list fits. Next: CAD for the ghost box."}]...
|
Title: Touchless by @JoonHyuk | Stardance
Devlogs Title: Touchless by @JoonHyuk | Stardance
Devlogs:
Devlog #1: From “just project it” to building my own projector I wanted a Raspberry Pi display that doesn’t look like a normal monitor: an image that floats on an acrylic board. My first plan was the obvious one: point a projector down at an 880 x 300 mm acrylic board and call it a day. That fell apart fast. Clear acrylic doesn’t show a projected image because the light goes straight through, so I’d need frosted or white acrylic. The board’s shape was also a problem. 880 x 300 is about 2.9:1, while projectors output 16:9, so around 40% of the pixels would land off the board. And a normal projector needs to sit about a meter above it. Pivot: Pepper’s ghost So I switched to a Pepper’s ghost setup: a hidden screen above, and clear acrylic at 45° that reflects it toward you, so the image looks like it’s floating. Much cooler. The catch is that the floating image is exactly the size of the screen, so filling the board meant a huge, heavy, expensive monitor hanging overhead. Not happening on a Hack Club budget. Building my own projector What I actually wanted was to take a small screen and magnify it . I looked at a Fresnel lens over a screen, but the physics doesn’t work: a magnifier only makes the screen look bigger from one spot. It can’t put a sharp image onto a surface. The only thing that does that is a projector. So instead of buying one, I’m building one from parts : 5.5” 2K LCD panel + HDMI driver board 100W LED A pair of Fresnel lenses A multi-element projection lens The Pi just sees it as an HDMI monitor. The rest of the system OS: Arch Linux ARM. Hard mode, but I’ll actually understand the whole system. Input: a global-shutter camera running MediaPipe hand tracking, so the display works like a touchscreen without a touch sensor. I skipped YOLO; it’s object detection and overkill for tracking fingertips. Two Pis: Pi A runs the display and UI, and Pi B only does camera and hand tracking, then sends fingertip positions to Pi A. Splitting by workload means neither one stutters. Failover: planned for later. If Pi A dies, Pi B takes over the whole system. The budget fight The hardest part so far was the budget . Hack Club grants are capped at $600 and you only get one submission, so everything had to fit now. My first parts list came to $661, before shipping. I trimmed it line by line: Storage: microSD instead of NVMe for now. Keyboard projector: I’ll fund the second projector myself. Lens: kept the good multi-element one. That’s the one place I refused to cut, because it decides whether the image looks sharp or muddy. Frame: 3D-printed brackets instead of an aluminum extrusion frame. Then I checked every link and price, and found the Pi 5 had gotten a lot more expensive this year because of the RAM shortage. More rebalancing, but the final list fits. Next: CAD for the ghost box.
#Started thinking more about dimensions and stuff ##All I did was checking the measurements so I will attach a photo of the same acrylic panel...
|
1792918143.4570282
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1793522943.4570282
|
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67243
|
Soal a Q and A Bot by @dilesh596 | Stardance
|
dilesh596
|
1
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15.91
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T18:14:02Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make an AI-Assistant which can work online as well as offline. The challenging part was that I wanted to make it more powerful that it is like I wanted to use the model like gemma4:e2b but my laptop has a RAM problem and so that was the problem. I saw many students struggling to use the AI because of their expensive subscriptions so this project is for my fellow students. I am also a student so I can understand the problems that student face. You need nothing to use this app it only use some ram of your device. Then it is good to go.", "repo": "https://github.com/dilesh596/soul-qa-bot-ai-assistant/blob/main/README.md", "demo": "https://youtu.be/Ngq9Llm6L7E?si=4-5bmeA5ESNwQ54y"}]...
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[{"post_id": 80053, "ts": "202 [{"post_id": 80053, "ts": "2026-10-16T02:39:48Z", "hours": 1.9114, "text": "Hello folks we meet again and now I am building the app called Farmer’s Crop Advisor and iit is so cool. It can work without any internet and can give any advice to farmers as long as it is related to crops and farming. Ok so see you in the next devlog where we will discuss about this project. Till then fair well."}, {"post_id": 77634, "ts": "2026-10-07T18:05:52Z", "hours": 0.7486, "text": "Ok so this is it for this project we will see in the next project either a farmer AI or a website"}, {"post_id": 77480, "ts": "2026-10-07T05:25:15Z", "hours": 2.6489, "text": "Devlog #3: Mission Accomplished! 🚀 What I Built, What I Gained, and What’s NextHi everyone! Dilesh Zingare here, wrapping up my final devlog for the Hack Club Stardance hackathon! 🌟If you caught my last two updates, you know I set out to build an affordable, hybrid online/offline AI assistant to help students who face high internet costs or limited data plans. Powered by the lightweight gemma3:1b model running right on the user’s local machine, it provides instant support even with zero internet connectivity, while seamlessly pulling live web data whenever a connection is available.I am thrilled to announce that the project is officially built, tested, and submitted to the Stardance Arcade! 🎉What I Gained from This JourneyBuilding this hybrid system wasn’t just about writing code; it was a massive learning experience that helped me grow as an aspiring Developer Advocate:• Edge Computing Skills: Figuring out how to optimize and run a model as compact as gemma3:1b efficiently on everyday consumer hardware.• Smart Routing Logic: Designing a seamless fallback system that instantly switches between local inference and live API scraping depending on the user’s network status.• User-Centric Design: Learning how to build developer tools with empathy, ensuring that students with limited resources aren’t left behind in the AI revolution.• The Hack Club Spirit: Earning awesome arcade tickets while building something that genuinely solves a real-world problem for my peers.What’s Next?Just because the hackathon is ending doesn’t mean the project is! I plan to keep optimizing the local response times and look into adding specialized fine-tuned models for specific student subjects like math and coding.Thank you so much to the Hack Club community for the incredible support, the inspiration, and the motivation to push my boundaries.Come on, ask me anything—online or offline, this AI is ready to help!"}, {"post_id": 77014, "ts": "2026-10-05T11:30:50Z", "hours": 2.485, "text": "Hello and welcome to my 2nd devlog! 🚀 Previously we saw why I built this AI-Assistant, and now we are going to see how it works and what it needs.What it needs: Absolutely nothing! A working system is enough for it to work. No internet? No problem! Come on, ask me anything.How it works: Exactly like other AI-Assistants. If it has no internet, you will get information that is stored locally in the gemma3:1b model. If you have internet, no problem—it will pull live information for you!Wait for the next devlog where we will see what I gained after submitting this. This is my 2nd devlog!"}, {"post_id": 76692, "ts": "2026-10-04T11:01:52Z", "hours": 8.5831, "text": "🚀 Devlog #1: Building an Affordable, Hybrid Online/Offline AI for StudentsHi everyone! I am Dilesh Zingare, an aspiring Developer Advocate from Pune, India.I am building an AI assistant that can work both online and offline. I noticed that many people, especially students, want to use AI for their studies but cannot afford expensive internet recharges or data plans. On top of that, many major AI brands are now limiting their free tiers. This project is dedicated to everyone who cannot afford to spend large amounts of money just to access AI.As interesting as it sounds, it will work exactly as envisioned! Support me, wish me luck, and stay tuned for my 2nd devlog, where I will explain exactly how it works under the hood and what it can do."}]...
|
Title: Soal a Q and A Bot by @dilesh596 | Stardanc Title: Soal a Q and A Bot by @dilesh596 | Stardance
Devlogs:
🚀 Devlog #1: Building an Affordable, Hybrid Online/Offline AI for StudentsHi everyone! I am Dilesh Zingare, an aspiring Developer Advocate from Pune, India.I am building an AI assistant that can work both online and offline. I noticed that many people, especially students, want to use AI for their studies but cannot afford expensive internet recharges or data plans. On top of that, many major AI brands are now limiting their free tiers. This project is dedicated to everyone who cannot afford to spend large amounts of money just to access AI.As interesting as it sounds, it will work exactly as envisioned! Support me, wish me luck, and stay tuned for my 2nd devlog, where I will explain exactly how it works under the hood and what it can do.
Hello and welcome to my 2nd devlog! 🚀 Previously we saw why I built this AI-Assistant, and now we are going to see how it works and what it needs.What it needs: Absolutely nothing! A working system is enough for it to work. No internet? No problem! Come on, ask me anything.How it works: Exactly like other AI-Assistants. If it has no internet, you will get information that is stored locally in the gemma3:1b model. If you have internet, no problem—it will pull live information for you!Wait for the next devlog where we will see what I gained after submitting this. This is my 2nd devlog!
Devlog #3: Mission Accomplished! 🚀 What I Built, What I Gained, and What’s NextHi everyone! Dilesh Zingare here, wrapping up my final devlog for the Hack Club Stardance hackathon! 🌟If you caught my last two updates, you know I set out to build an affordable, hybrid online/offline AI assistant to help students who face high internet costs or limited data plans. Powered by the lightweight gemma3:1b model running right on the user’s local machine, it provides instant support even with zero internet connectivity, while seamlessly pulling live web data whenever a connection is available.I am thrilled to announce that the project is officially built, tested, and submitted to the Stardance Arcade! 🎉What I Gained from This JourneyBuilding this hybrid system wasn’t just about writing code; it was a massive learning experience that helped me grow as an aspiring Developer Advocate:• Edge Computing Skills: Figuring out how to optimize and run a model as compact as gemma3:1b efficiently on everyday consumer hardware.• Smart Routing Logic: Designing a seamless fallback system that instantly switches between local inference and live API scraping depending on the user’s network status.• User-Centric Design: Learning how to build developer tools with empathy, ensuring that students with limited resources aren’t left behind in the AI revolution.• The Hack Club Spirit: Earning awesome arcade tickets while building something that genuinely solves a real-world problem for my peers.What’s Next?Just because the hackathon is ending doesn’t mean the project is! I plan to keep optimizing the local response times and look into adding specialized fine-tuned models for specific student subjects like math and coding.Thank you so much to the Hack Club community for the incredible support, the inspiration, and the motivation to push my boundaries.Come on, ask me anything—online or offline, this AI is ready to help!
Ok so this is it for this project we will see in the next project either a farmer AI or a website
Hello folks we meet again and now I am building the app called Farmer’s Crop Advisor and iit is so cool. It can work without any internet and can give any advice to farmers as long as it is related to crops and farming. Ok so see you in the next devlog where we will discuss about this project. Till then fair well.
Ships:
I make an AI-Assistant which can work online as well as offline. The challenging part was that I wanted to make it more powerful that it is like I wanted to use the model like gemma4:e2b but my laptop has a RAM problem and so that was the problem. I saw many students struggling to use the AI because of their expensive subscriptions so this project is for my fellow students. I am also a student so I can understand the problems that student face. You need nothing to use this app it only use some ram of your device. Then it is good to go....
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1793217068.218092
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1793303468.218092
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23786
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chicagOS by @isadora_M | Stardance
|
isadora_M
|
2
|
64.87
|
478
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T03:31:35Z", "hours": 51.0, "multiplier": 9.34, "payout": 478, "blessing": "neutral", "text": "chicagOS has finally reached completion! I have spent over a month working on this project, and I am really proud of what I have accomplished. While I enjoyed working on all aspects of this project, I had the most fun playing around with CSS and creating fun animated features for the OS. I am no expert in JS or CSS, so there were many learning curves associated with this project. The biggest challenge I faced was converting my file system from localStorage to indexedDB I made this change due to the limitations of localStorage, but indexedDB uses a very different framework, so I ended up needing to completely redo the code for some of my apps. I am really excited about all the new things I learned in this process, and happy to create a fun project themed around my hometown of Chicago!", "repo": "https://github.com/IsaJM111/chicagOS", "demo": "https://isajm111.github.io/chicagOS/"}, {"ship_num": 2, "ts": "2026-07-06T01:01:19Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the Chicago-themed web OS I made for the WebOS 1 mission. I learned a lot about JS, HTML, and CSS. I have some experience with JS and HTML, but it is my first time using non-inline CSS, which has been fun. I had a great time designing the website and creating all of the features and apps. Some challenges included dealing with importing images, which took a very long time, and making certain UI elements look good.", "repo": "https://github.com/IsaJM111/chicagOS", "demo": "https://isajm111.github.io/chicagOS/"}]...
|
[{"post_id": 80052, "ts": "202 [{"post_id": 80052, "ts": "2026-10-16T02:36:27Z", "hours": 1.7725, "text": "chicagOS Devlog #20 - I have added the option to hide the taskbar, and I have also created a setting to toggle the taskbar from being on the bottom to being on the top. There are now 4 different options for the wallpaper, which I think makes the webpage even more fun! I changed some small things with the CSS, but soon I hope to add more fun small features that will make this OS even more useful."}, {"post_id": 78464, "ts": "2026-10-10T21:02:05Z", "hours": 1.0956, "text": "ChicagOS Devlog #19 - I’m reviving this project! I kept thinking of new things I could add to this project, so I will be starting work on this again after 2 months! The only real thing I did today was add new options for wallpapers, including this fun nighttime scene. Soon the first order of business will be getting better app icons, as currently they are just emojis, and adding a taskbar minimize."}, {"post_id": 49340, "ts": "2026-08-18T03:24:34Z", "hours": 1.0381, "text": "chicagOS Devlog #18 - Final devlog before shipping! Not many visual changes, as I have spent a lot of time cleaning up the code, removing unused classes from CSS, deleting temporary console.log() , removing unnecessary comments, etc. I cleaned up some animations in CSS, but other than that, none of the code has really changed. I’ve really enjoyed working on this OS project, but I’m definitely excited to start something new."}, {"post_id": 47842, "ts": "2026-08-16T02:02:58Z", "hours": 6.7161, "text": "chicagOS Devlog #17 - Lots of changes! I’m wrapping up this project soon, so I am putting some final touches on the UI and making some backend changes. The file system now runs entirely using indexedDB instead of localStorage which means all file types can be saved now. The music app and gallery app have been connected to the file system. I also added a small calendar popup when you click on the time element. My biggest visual change was adding a startup screen. It was made almost entirely in CSS, and a single function in JS. I’m not sure if I’m going to add any more features before shipping, so if anyone has any suggestions lmk,"}, {"post_id": 44975, "ts": "2026-08-11T02:54:46Z", "hours": 1.4706, "text": "chicagOS Devlog #16 - I am still being indecisive about possibly adding a new app, so I decided to spruce up one of my simplest apps so far, Gallery. I mainly wanted to change how the photos were displayed, which wasn’t too difficult. The only real new feature I added was the ability to add custom photos, which was pretty easy because I used direct input from the computer. I also added the ability for grid view. At first I tried rebuilding the HTML for grid view, but I decided it would be easier to just have an invisible <div> that contained the grid layout. I don’t have any ideas for other apps to update, so if anyone has new app ideas, lmk cause I ran out days ago."}, {"post_id": 42816, "ts": "2026-08-07T18:48:02Z", "hours": 4.9344, "text": "chicagOS Devlog #15 - I have created the Music player app! You can upload any audio file from your computer and queue it in the playlist on the right. There is volume control, a time slider, play/pause, and skip/reverse. It will automatically load the name of the song, artist, and cover art if it is known. I originally planned on integrating this app with the existing file system, but it turns out audio files cannot be stored in localStorage so I had to scrap that idea. Currently, the playlist is just an array, which means it unfortunately does not save once the page is reloaded. But trust me, I’m going to update the file system so it can store all file types soon! I don’t really know what apps I’m going to add next, so I guess we will see where the wind takes me."}, {"post_id": 38597, "ts": "2026-08-01T02:30:53Z", "hours": 4.5422, "text": "chicagOS- Devlog 14 I’ve added a lot more functionality to the file system. Now you can add new folders, delete folders, and rename folders. You can also drag to reorder the folders in the sidebar. I also added a custom alert/notification center, so alerts such as “cannot delete system folders,” etc will be displayed, along with any other possible notification features I might add. Next, I plan on making a music app."}, {"post_id": 37322, "ts": "2026-07-29T22:57:39Z", "hours": 4.6961, "text": "chicagOS Devlog 13- I have created the file explorer app, and built the new file system. Now, instead of each app being connected directly to localStorage, they all use the same newFile() and getFile() functions from a central file system. Each app has a dedicated folder within the system. Next up, I hope to make a music player app, with the ability to add audio files."}, {"post_id": 35563, "ts": "2026-07-27T02:55:29Z", "hours": 4.02, "text": "chicagOS #Devlog 12- Terminal app is pretty much done! Obviously, I will add new commands as the OS gets more features, but I have some basic commands done! I also added a switch to toggle the quotes visibility in the settings app. Next, I plan on adding a file explorer which will connect all the apps into a single file system!"}, {"post_id": 33291, "ts": "2026-07-23T02:33:15Z", "hours": 4.455, "text": "chicagOS Devlog 11- The Header has been turned into a dock! I tried to reuse my existing code to open apps, but I couldn’t get it to work, so I had to end up redoing it twice. I also added some JS so that when you click on an open window it is put into focus. This is what the dynamic background is looking like so far, hopefully I can improve it more. Next I plan on adding some more apps, possibly including a terminal and a file explorer."}, {"post_id": 30993, "ts": "2026-07-19T00:40:37Z", "hours": 3.1639, "text": "chicagOS Devlog 10- Dynamic wallpaper is done! (kinda) I’ve been having issues trying to use images that have the background removed, so if anyone knows how that works, please lmk! I created a settings app to choose between the classic wallpaper (non-animated) and the dynamic wallpaper (many animated parts). The dynamic wallpaper will probably change once I can figure out the images I’m using. Next up, I am planning on turning the header into a dock! I will probably move the quotes to a widget."}, {"post_id": 28973, "ts": "2026-07-15T16:21:10Z", "hours": 3.5811, "text": "chicagOS Devlog 9- The Mind Map app is finally working! all of the nodes are draggable, and you can zoom in and out. Turns out the issue was that new nodes coordinates were being calculated from the root node instead of their parent node, so the line drawing function couldn’t find the new nodes. Also, I expanded the notes app! Before you could not save notes, but now you can! I added a side bar to display the saved notes, and also added the ability to remove saved notes. Next I plan to make some more UI improvements, maybe even a dynamic background?"}, {"post_id": 27808, "ts": "2026-07-13T18:07:26Z", "hours": 3.3197, "text": "chicagOS Devlog #8 - Browser app is completed! I used i-frame to display the browser window. The search bar takes web addresses, and if what is entered is not a valid web address, it automatically inputs it as a Google search prompt instead. I also added some bookmarked web pages, and forward and backward buttons that work by storing the web history. Next, I want to add more functionality to the notes app, including the ability to save and delete notes."}, {"post_id": 26810, "ts": "2026-07-11T20:20:04Z", "hours": 4.0203, "text": "chicagOS Devlog 7- The Paint app is mostly done! I added functionality to the save and load paintings button. I also updated the UI of the toolbar. I created the UI for the browser app, which currently doesn’t have any functionality. I plan to use an iframe to display webpages and also provide some bookmarked websites."}, {"post_id": 25020, "ts": "2026-07-08T23:01:48Z", "hours": 5.1878, "text": "chicagOS Devlog 6- A lot of progress has been made! I’ve been waiting for my ship to be approved for WebOS1, which it just was! Yay! But in the last 4 days, I have made a lot of changes, so prepare yourselves. #1 - The UI has had major improvements! I went down the W3Schools rabbit hole and added a bunch of things to make the UI look cleaner, including the first animated element of the UI! #2- Paint app! - I added the paint app, and it currently has pretty basic functionality. You can draw, change colors, change brush size, erase, and clear the canvas. I plan to add a save feature soon. (The button currently doesn’t do anything.) #3- I WILL FIGURE OUT THIS MIND MAP APP! I fixed a few things, but some things still aren’t working. Currently, lines don’t get drawn past the root node, and I think it has something to do with the ID hierarchy? We will see. #4- I added a feature of the desktop header that rotates through quotes about Chicago! It has the same animated background as the welcome window. That’s it for now; hopefully I can continue to improve the UI and the paint app!"}, {"post_id": 22565, "ts": "2026-07-05T02:36:53Z", "hours": 0.5222, "text": "chicagOS Devlog #5- Getting ready to complete the guide for WebOS 1! I cleaned up a few things with the UI, and I have decided that the Mind Map app will not be included in this first ship :( But trust, when I get smarter it will be coming back!"}, {"post_id": 16634, "ts": "2026-06-27T01:52:28Z", "hours": 3.0778, "text": "chicagOS devlog #4- Not that much progress recently! Turns out working with images is very frustrating. I created the gallery app, which had its surprising challenges. I figured that the JS logic for cycling between the photos and looping back to the first image would be easy, but I was severely mistaken. I spent at least an hours trying to stop the images from taking up the whole window, repeating, stretching, somehow being mirrored, just about every issue you can imagine. All of these had very simple fixes, but I couldn’t figure out what I should put in the CSS file, and which needed to be in-line (spoiler alert- pretty much none of it). But either way, the images act like normal images now! Yay! More functionality in the notes app is what I have planned next."}, {"post_id": 15389, "ts": "2026-06-25T00:52:48Z", "hours": 3.4053, "text": "chicagOS devlog #3 - Alright so I have changed a few things recently. #1 - I rethemed the whole OS, but later I might add a way to choose a theme in a setting app? idk I haven’t decided yet. // #2, I started working on the Mind Map App, but I quickly realized that its actually more complicated than I originally thought, and since I’m not that good at this I decided that I will come back to that app later. // #3 I made a calculator app, which is fully functioning and (as far as i’m aware) doesn’t have any bugs. // #4 I finished the notes app, but I might add more functionality later. // Thats it in terms of new features, my future plans include possibly some sort of settings app, finishing the Mind Map App, and I would like to add some sort of photo gallery app, which is what I plan to work on next."}, {"post_id": 14041, "ts": "2026-06-23T00:46:53Z", "hours": 2.2753, "text": "chicagOS log 2 - I have since added the actual window for the notes app, and basic functionality including adding notes and writing in them. I plan to add a save feature, and the ability to have multiple notes open at the same time. While working through the guide, it told me to make a “mind map” using paper for brainstorming. I thought about how I didn’t want to get up to grab a piece of paper, and I knew what my next app would be: a Mind Map app! now I will never have to get up again. I haven’t added any functionality to this app yet, but it should be relatively simple. (currently the app icons are placeholders from google, I promise they will be better eventually!)"}, {"post_id": 13747, "ts": "2026-06-22T15:12:35Z", "hours": 1.2672, "text": "The basics of the webOS are done! It is Chicago themed, and all the apps will be useful to someone who lives/is visiting Chicago. I actually sent more time on this project but I couldn’t figure out hackatime :( Regardless, I finished the background, top bar, and welcome screen that is draggable and able to be opened and closed. I plan to work on the first app soon, which will likely be a notes type app."}]...
|
Title: chicagOS by @isadora_M | Stardance
Devlogs Title: chicagOS by @isadora_M | Stardance
Devlogs:
The basics of the webOS are done! It is Chicago themed, and all the apps will be useful to someone who lives/is visiting Chicago. I actually sent more time on this project but I couldn’t figure out hackatime :( Regardless, I finished the background, top bar, and welcome screen that is draggable and able to be opened and closed. I plan to work on the first app soon, which will likely be a notes type app.
chicagOS log 2 - I have since added the actual window for the notes app, and basic functionality including adding notes and writing in them. I plan to add a save feature, and the ability to have multiple notes open at the same time. While working through the guide, it told me to make a “mind map” using paper for brainstorming. I thought about how I didn’t want to get up to grab a piece of paper, and I knew what my next app would be: a Mind Map app! now I will never have to get up again. I haven’t added any functionality to this app yet, but it should be relatively simple. (currently the app icons are placeholders from google, I promise they will be better eventually!)
chicagOS devlog #3 - Alright so I have changed a few things recently. #1 - I rethemed the whole OS, but later I might add a way to choose a theme in a setting app? idk I haven’t decided yet. // #2, I started working on the Mind Map App, but I quickly realized that its actually more complicated than I originally thought, and since I’m not that good at this I decided that I will come back to that app later. // #3 I made a calculator app, which is fully functioning and (as far as i’m aware) doesn’t have any bugs. // #4 I finished the notes app, but I might add more functionality later. // Thats it in terms of new features, my future plans include possibly some sort of settings app, finishing the Mind Map App, and I would like to add some sort of photo gallery app, which is what I plan to work on next.
chicagOS devlog #4- Not that much progress recently! Turns out working with images is very frustrating. I created the gallery app, which had its surprising challenges. I figured that the JS logic for cycling between the photos and looping back to the first image would be easy, but I was severely mistaken. I spent at least an hours trying to stop the images from taking up the whole window, repeating, stretching, somehow being mirrored, just about every issue you can imagine. All of these had very simple fixes, but I couldn’t figure out what I should put in the CSS file, and which needed to be in-line (spoiler alert- pretty much none of it). But either way, the images act like normal images now! Yay! More functionality in the notes app is what I have planned next.
chicagOS Devlog #5- Getting ready to complete the guide for WebOS 1! I cleaned up a few things with the UI, and I have decided that the Mind Map app will not be included in this first ship :( But trust, when I get smarter it will be coming back!
chicagOS Devlog 6- A lot of progress has been made! I’ve been waiting for my ship to be approved for WebOS1, which it just was! Yay! But in the last 4 days, I have made a lot of changes, so prepare yourselves. #1 - The UI has had major improvements! I went down the W3Schools rabbit hole and added a bunch of things to make the UI look cleaner, including the first animated element of the UI! #2- Paint app! - I added the paint app, and it currently has pretty basic functionality. You can draw, change colors, change brush size, erase, and clear the canvas. I plan to add a save feature soon. (The button currently doesn’t do anything.) #3- I WILL FIGURE OUT THIS MIND MAP APP! I fixed a few things, but some things still aren’t working. Currently, lines don’t get drawn past the root node, and I think it has something to do with the ID hierarchy? We will see. #4- I added a feature of the desktop header that rotates through quotes about Chicago! It has the same animated background as the welcome window. That’s it for now; hopefully I can continue to improve the UI and the paint app!
chicagOS Devlog 7- The Paint app is mostly done! I added functionality to the save and load paintings button. I also updated the UI of the toolbar. I created the UI for the browser app, which currently doesn’t have any functionality. I plan to use an iframe to display webpages and also provide some bookmarked websites.
chicagOS Devlog #8 - Browser app is completed! I used i-frame to display the browser window. The search bar takes web addresses, and if what is entered is not a valid web address, it automatically inputs it as a Google search prompt instead. I also added some bookmarked web pages, and forward and backward buttons that work by storing the web history. Next, I want to add more functionality to the notes app, including the ability to save and delete notes.
chicagOS Devlog 9- The Mind Map app is finally working! all of the nodes are draggable, and you can zoom in and out. Turns out the issue was that new nodes coordinates were being calculated from the root node instead of their parent node, so the line drawing function couldn’t find the new nodes. Also, I expanded the notes app! Before you could not save notes, but now you can! I added a side bar to display the saved notes, and also added the ability to remove saved notes. Next I plan to make some more UI improvements, maybe even a dynamic background?
chicagOS Devlog 10- Dynamic wallpaper is done! (kinda) I’ve been having issues trying to use images that have the background removed, so if anyone knows how that works, please lmk! I created a settings app to choose between the classic wallpaper (non-animated) and the dynamic wallpaper (many animated parts). The dynamic wallpaper will probably change once I can figure out the images I’m using. Next up, I am planning on turning the header into a dock! I will probably move the quotes to a widget.
chicagOS Devlog 11- The Header has been turned into a dock! I tried to reuse my existing code to open apps, but I couldn’t get it to work, so I had to end up redoing it twice. I also added some JS so that when you click on an open window it is put into focus. This is what the dynamic background is looking like so far, hopefully I can improve it more. Next I plan on adding some more apps, possibly including a terminal and a file explorer.
chicagOS #Devlog 12- Terminal app is pretty much done! Obviously, I will add new commands as the OS gets more features, but I have some basic commands done! I also added a switch to toggle the quotes visibility in the settings app. Next, I plan on adding a file explorer which will connect all the apps into a single file system!
chicagOS Devlog 13- I have created the file explorer app, and built the new file system. Now, instead of each app being connected directly to localStorage, they all use the same newFile() and getFile() functions from a central file system. Each app has a dedicated folder within the system. Next up, I hope to make a music player app, with the ability to add audio files.
chicagOS- Devlog 14 I’ve added a lot more functionality to the file system. Now you can add new folders, delete folders, and rename folders. You can also drag to reorder the folders in the sidebar. I also added a custom alert/notification center, so alerts such as “cannot delete system folders,” etc will be displayed, along with any other possible notification features I might add. Next, I plan on making a music app.
chicagOS Devlog #15 - I have created the Music player app! You can upload any audio file from your computer and queue it in the playlist on the right. There is volume control, a time slider, play/pause, and skip/reverse. It will automatically load the name of the song, artist, and cover art if it is known. I originally planned on integrating this app with the existing file system, but it turns out audio files cannot be stored in localStorage so I had to scrap that idea. Currently, the playlist is just an array, which means it unfortunately does not save once the page is reloaded. But trust me, I’m going to update the file system so it can store all file types soon! I don’t really know what apps I’m going to add next, so I guess we will see where the wind takes me.
chicagOS Devlog #16 - I am still being indecisive about possibly adding a new app, so I decided to spruce up one of my simplest apps so far, Gallery. I mainly wanted to change how the photos were displayed, which wasn’t too difficult. The only real new feature I added was the ability to add custom photos, which was pretty easy because I used direct input from the computer. I also added the ability for grid view. At first I tried rebuilding the HTML for grid view, but I decided it would be easier to just have an invisible <div> that contained the grid layout. I don’t have any ideas for other apps to update, so if anyone has new app ideas, lmk cause I ran out days ago.
chicagOS Devlog #17 - Lots of changes! I’m wrapping up this project soon, so I am putting some final touches on the UI and making some backend changes. The file system now runs entirely using indexedDB instead of localStorage which means all file types can be saved now. The music app and gallery app have been connected to the file system. I also added a small calendar popup when you click on the time element. My biggest visual change was adding a startup screen. It was made almost entirely in CSS, and a single function in JS. I’m not sure if I’m going to add any more features before shipping, so if anyone has any suggestions lmk,
chicagOS Devlog #18 - Final devlog before shipping! Not many visual changes, as I have spent a lot of time cleaning up the code, removing unused classes from CSS, deleting temporary console.log() , removing unnecessary comments, etc. I cleaned up some animations in CSS, but other than that, none of the code has really changed. I’ve really enjoyed working on this OS project, but I’m definitely excited to start something new.
ChicagOS Devlog #19 - I’m reviving this project! I kept thinking of new things I could add to this project, so I will be starting work on this again after 2 months! The only real thing I did today was add new options for wallpapers, including this fun nighttime scene. Soon the first order of business will be getting better app icons, as currently they are just emojis, and adding a taskbar minimize.
chicagOS Devlog #20 - I have added the option to hide the taskbar, and I have also created a setting to toggle the taskbar from being on the bottom to being on the top. There are now 4 different options for the wallpaper, which I think makes the webpage even more fun! I changed some small things with the CSS, but soon I hope to add more fun small features that will make this OS even more useful.
Ships:
This is the Chicago-themed web OS I made for the WebOS 1 mission. I learned a lot about JS, HTML, and CSS. I have some experience with JS and HTML, but it is my first time using non-inline CSS, which has been fun. I had a great time designing the website and creating all of the features and apps. Some challenges included dealing with importing images, which took a very long time, and making certain UI elements look good.
chicagOS has finally reached completion! I have spent over a month working on this project, and I am really proud of what I have accomplished. While I enjoyed working on all aspects of this project, I had the most fun playing around with CSS and creating fun animated features for the OS. I am no expert in JS or CSS, so there were many learning curves associated with this project. The biggest challenge I faced was converting my file system from localStorage to indexedDB I made this change due to the limitations of localStorage, but indexedDB uses a very different framework, so I ended up needing to completely redo the code for some of my apps. I am really excited about all the new things I learned in this process, and happy to create a fun project themed around my hometown of Chicago!...
|
1793137686.222532
|
1793224086.222532
|
|
62172
|
simple-alarm by @Tawhidulh | Stardance
|
Tawhidulh
|
0
|
10.12
|
0
|
[]
|
[{"post_id": 80050, "ts": "202 [{"post_id": 80050, "ts": "2026-10-16T02:25:57Z", "hours": 3.9597, "text": "simple-alarm (blare) Devlog #3 (closing devlog) Phew, After a long month of on and off working on this project (due to school and life), I am happy to say that I “might” have finally finished this project. What I did I finished up the code for the alarm, this took a while as this is one of my first times working with c++, especially with hardware. I also separated the project into it’s respected structure (as described in the blare guide) Problems I’ve faced I did not really have any way to visualize the screen(other than like wokwi, but that was hard to work with). So I had to use AI to help me with this, without ai I feel like I would have taken much longer for this project. AI(or SI nowadays) is just a tool (just like wokwi) and I think some people are too harsh on it. Politics aside, I also faced some problems with splitting my parts in CAD into bottom and top, I ended up by just selecting the relevant bottom parts and exported it manually that way since my union for them were not working. Going forward I don’t have much further plans for this project but if I feel like it, I might add some cool functionality to this thing."}, {"post_id": 73163, "ts": "2026-09-24T14:52:45Z", "hours": 3.5789, "text": "simple-alarm (blare) Devlog #2 What I did I finished the 3d model for the alarm and updated the pcb a bit (mainly to fix the errors). Problems I dealt with When I was initially putting together the 3d model (I had zero experience with 3d models and cad) the pcb was not importing due to some errors. I asked ai what was happening and it told me to check for erros in kicad. I did that an it worked!. I also had many issues with using cad but I was able to learn them along the way with google and ai (you can see it in my lapse, they are all public) Also I had an issue with the model, when I uploaded the .step model to a random model viewer, it said It had issues with the model. If anyone reading this familliar with this please let me know if this is something to worry about when sending it: Some edges are shared by more than two facets, which leaves a slicer no single inside to fill. What’s next? I would assume programing is next. I hope this is more of a breeze as I have more of a programming background than a 3d modeler or a pcb designer (or whatever you call that). I have never programmed with arduino language but I learned that it is very similar to C and C++ so it should probably be fine."}, {"post_id": 69493, "ts": "2026-09-17T05:14:55Z", "hours": 2.5792, "text": "simple-alarm(blare) Devlog 1 What I did After 2 hours of messing around with my pcb and schematics I have finally completed the pcb and schematic!!! Problems I’ve faced I had issues many problems along the way (It was expected since this is my first ever pcb) I ran into issues with the ratsnest or whatever the blue and red lines were. Pretty much I was following the guide and pressing X to connect pads to pads, but I eventually ran into issues as I created a mess. Blue lines couldn’t reach their final destination. I later figured out how to use via by press V whilst figuring the path. Another issue I ran into was setting up kicad itself, I needed the kicad-library kicad-library-3d packages which I had missing. So I spent a while setting up kicad. Future plans I plan on deviating from the tutorial when I am building the 3d design for the alarm as I want to make it different from other projects, some of them were really interesting. Closing thought I am not 100% sure what programming language I need to use for this (I hope it’s not python) I learned alot from this, I might continue making pcbs after this project, If I end up finishing it. Any feedback is welcome! (please, I need it)"}]...
|
Title: simple-alarm by @Tawhidulh | Stardance
Dev Title: simple-alarm by @Tawhidulh | Stardance
Devlogs:
simple-alarm(blare) Devlog 1 What I did After 2 hours of messing around with my pcb and schematics I have finally completed the pcb and schematic!!! Problems I’ve faced I had issues many problems along the way (It was expected since this is my first ever pcb) I ran into issues with the ratsnest or whatever the blue and red lines were. Pretty much I was following the guide and pressing X to connect pads to pads, but I eventually ran into issues as I created a mess. Blue lines couldn’t reach their final destination. I later figured out how to use via by press V whilst figuring the path. Another issue I ran into was setting up kicad itself, I needed the kicad-library kicad-library-3d packages which I had missing. So I spent a while setting up kicad. Future plans I plan on deviating from the tutorial when I am building the 3d design for the alarm as I want to make it different from other projects, some of them were really interesting. Closing thought I am not 100% sure what programming language I need to use for this (I hope it’s not python) I learned alot from this, I might continue making pcbs after this project, If I end up finishing it. Any feedback is welcome! (please, I need it)
simple-alarm (blare) Devlog #2 What I did I finished the 3d model for the alarm and updated the pcb a bit (mainly to fix the errors). Problems I dealt with When I was initially putting together the 3d model (I had zero experience with 3d models and cad) the pcb was not importing due to some errors. I asked ai what was happening and it told me to check for erros in kicad. I did that an it worked!. I also had many issues with using cad but I was able to learn them along the way with google and ai (you can see it in my lapse, they are all public) Also I had an issue with the model, when I uploaded the .step model to a random model viewer, it said It had issues with the model. If anyone reading this familliar with this please let me know if this is something to worry about when sending it: Some edges are shared by more than two facets, which leaves a slicer no single inside to fill. What’s next? I would assume programing is next. I hope this is more of a breeze as I have more of a programming background than a 3d modeler or a pcb designer (or whatever you call that). I have never programmed with arduino language but I learned that it is very similar to C and C++ so it should probably be fine.
simple-alarm (blare) Devlog #3 (closing devlog) Phew, After a long month of on and off working on this project (due to school and life), I am happy to say that I “might” have finally finished this project. What I did I finished up the code for the alarm, this took a while as this is one of my first times working with c++, especially with hardware. I also separated the project into it’s respected structure (as described in the blare guide) Problems I’ve faced I did not really have any way to visualize the screen(other than like wokwi, but that was hard to work with). So I had to use AI to help me with this, without ai I feel like I would have taken much longer for this project. AI(or SI nowadays) is just a tool (just like wokwi) and I think some people are too harsh on it. Politics aside, I also faced some problems with splitting my parts in CAD into bottom and top, I ended up by just selecting the relevant bottom parts and exported it manually that way since my union for them were not working. Going forward I don’t have much further plans for this project but if I feel like it, I might add some cool functionality to this thing....
|
1793044248.1207976
|
1793649048.1207976
|
|
13893
|
My very own WebOS by @codemaster | Stardance
|
codemaster
|
0
|
1.24
|
0
|
[]
|
[{"post_id": 8005, "ts": "2026 [{"post_id": 8005, "ts": "2026-06-13T11:07:35Z", "hours": 0.5428, "text": "added js, and css"}, {"post_id": 7980, "ts": "2026-06-13T09:46:18Z", "hours": 0.4075, "text": "Added styling"}, {"post_id": 7963, "ts": "2026-06-13T09:08:09Z", "hours": 0.2944, "text": "Basic Website"}]...
|
Title: My very own WebOS by @codemaster | Stardanc Title: My very own WebOS by @codemaster | Stardance
Devlogs:
Basic Website
Added styling
added js, and css...
|
1792644726.8648667
|
1793249526.8648667
|
|
69960
|
XenoOS by @Xenoxx | Stardance
|
Xenoxx
|
0
|
22.44
|
0
|
[]
|
[{"post_id": 80049, "ts": "202 [{"post_id": 80049, "ts": "2026-10-16T02:25:48Z", "hours": 22.4422, "text": "My OS, uhh got a very high number so imma incearse it"}]...
|
Title: XenoOS by @Xenoxx | Stardance
Devlogs:
My Title: XenoOS by @Xenoxx | Stardance
Devlogs:
My OS, uhh got a very high number so imma incearse it...
|
1792957884.486915
|
1793821884.486915
|
|
43548
|
Cheesebox by @Grodzia91 | Stardance
|
Grodzia91
|
0
|
33.25
|
0
|
[]
|
[{"post_id": 80047, "ts": "202 [{"post_id": 80047, "ts": "2026-10-16T02:16:18Z", "hours": 4.255, "text": "DEVLOG 9: I updated my BOM and README as requested, and I changed the chips around to get more cost-effective ones. Also, some of my original chips were obsolete so I replaced them with newer ones."}, {"post_id": 74069, "ts": "2026-09-26T16:50:23Z", "hours": 0.4047, "text": "DEVLOG 8: To be more cost-effective, I turned the 8-layer PCB into a 6-layer PCB. This cuts the price from like ~$100 USD to ~$50 USD."}, {"post_id": 72528, "ts": "2026-09-23T04:20:14Z", "hours": 2.3444, "text": "DEVLOG 7: I finished up the DRC and my case design, and I’m pretty proud of it. It looks cool, works great (in theory), and is small enough to print on an A1 Mini. The large red piece is the button that goes through the hole at the top. It won’t be red in the final version. The smaller red pieces are SSD standoffs that limit how far down you can secure the SSD with a screw. There are three because I don’t know exactly how tall they need to be for the SSD to sit completely flat."}, {"post_id": 72084, "ts": "2026-09-22T04:17:25Z", "hours": 5.4956, "text": "DEVLOG 6: I accidently crashed Kicad without saving while I was adding the 3d models for the external ports, so I had to do the whole board over again. Other than that, its been smooth sailing. I added a standoff hole for a 2242 NVMe drive, I got the models for the rest of the external IO and now need to start doing ERC checks."}, {"post_id": 71335, "ts": "2026-09-20T17:26:25Z", "hours": 3.1978, "text": "DEVLOG 5: I did a TON of rewiring to fix the 5V and GND plane issue. I also finished wiring the front IO to the CM5, like two USB ports and one Type-C port, along with other miscellaneous wiring."}, {"post_id": 70849, "ts": "2026-09-19T21:18:44Z", "hours": 1.4167, "text": "DEVLOG 4: I FINALY figured out what was wrong with my board. There was a single wire that was connecting 5V and GND in a capacitor setup for my USB port hub. I have since fixed it and started working again on wiring things up"}, {"post_id": 50291, "ts": "2026-08-19T13:23:48Z", "hours": 5.805, "text": "DEVLOG 3: I finished wiring the audio jack (I realized later that this was the physical plug and not the port for it), rewired the fan header and did the ERC checks. Along with that, I realized that the m.2 slot was not a slot, it was actually a male header to go into a m.2 slot. So, I had to find a new footprint. There is also an issue with the GND plane. For some reason all of the GND pins say they are +5V. I looked and I couldn’t find any place where they connect so that might be a good 2 hours of my next timelapse just trying to debug that… https://lapse.hackclub.com/timelapse/gL8ZBrI2DDL1"}, {"post_id": 48611, "ts": "2026-08-17T02:29:28Z", "hours": 8.84, "text": "DEVLOG 2: At this point I started wiring up all of the internal and external headers and ports including An NVMe m.2 slot A Magjack ethernet port A HDMI port Two USB A 3.0 ports Another USBC port A microSD card slot And an internal 4pin fan header I still want to wire up a few things like a 3.5 mm audio jack."}, {"post_id": 45954, "ts": "2026-08-12T19:31:39Z", "hours": 1.4922, "text": "DEVLOG 1: I placed the CM5 chip symbol down and the USBC port to power it. Then I proceeded to try and make a voltage regulator/buck converter to make the power input always 5V 5A. But then I realized that USBC already delivered 5V and that I never had to regulate the voltage in the first place, and it is highly unlikely that anyone will accidentally input anything higher than 5A and if they input anything drastically low, the CM5 will just throw a low power error anyway. https://lapse.hackclub.com/timelapse/_2j6yBSqNBtB https://lapse.hackclub.com/timelapse/_eZ7KOj5F4mC"}]...
|
Title: Cheesebox by @Grodzia91 | Stardance
Devlog Title: Cheesebox by @Grodzia91 | Stardance
Devlogs:
DEVLOG 1: I placed the CM5 chip symbol down and the USBC port to power it. Then I proceeded to try and make a voltage regulator/buck converter to make the power input always 5V 5A. But then I realized that USBC already delivered 5V and that I never had to regulate the voltage in the first place, and it is highly unlikely that anyone will accidentally input anything higher than 5A and if they input anything drastically low, the CM5 will just throw a low power error anyway. https://lapse.hackclub.com/timelapse/_2j6yBSqNBtB https://lapse.hackclub.com/timelapse/_eZ7KOj5F4mC
DEVLOG 2: At this point I started wiring up all of the internal and external headers and ports including An NVMe m.2 slot A Magjack ethernet port A HDMI port Two USB A 3.0 ports Another USBC port A microSD card slot And an internal 4pin fan header I still want to wire up a few things like a 3.5 mm audio jack.
DEVLOG 3: I finished wiring the audio jack (I realized later that this was the physical plug and not the port for it), rewired the fan header and did the ERC checks. Along with that, I realized that the m.2 slot was not a slot, it was actually a male header to go into a m.2 slot. So, I had to find a new footprint. There is also an issue with the GND plane. For some reason all of the GND pins say they are +5V. I looked and I couldn’t find any place where they connect so that might be a good 2 hours of my next timelapse just trying to debug that… https://lapse.hackclub.com/timelapse/gL8ZBrI2DDL1
DEVLOG 4: I FINALY figured out what was wrong with my board. There was a single wire that was connecting 5V and GND in a capacitor setup for my USB port hub. I have since fixed it and started working again on wiring things up
DEVLOG 5: I did a TON of rewiring to fix the 5V and GND plane issue. I also finished wiring the front IO to the CM5, like two USB ports and one Type-C port, along with other miscellaneous wiring.
DEVLOG 6: I accidently crashed Kicad without saving while I was adding the 3d models for the external ports, so I had to do the whole board over again. Other than that, its been smooth sailing. I added a standoff hole for a 2242 NVMe drive, I got the models for the rest of the external IO and now need to start doing ERC checks.
DEVLOG 7: I finished up the DRC and my case design, and I’m pretty proud of it. It looks cool, works great (in theory), and is small enough to print on an A1 Mini. The large red piece is the button that goes through the hole at the top. It won’t be red in the final version. The smaller red pieces are SSD standoffs that limit how far down you can secure the SSD with a screw. There are three because I don’t know exactly how tall they need to be for the SSD to sit completely flat.
DEVLOG 8: To be more cost-effective, I turned the 8-layer PCB into a 6-layer PCB. This cuts the price from like ~$100 USD to ~$50 USD.
DEVLOG 9: I updated my BOM and README as requested, and I changed the chips around to get more cost-effective ones. Also, some of my original chips were obsolete so I replaced them with newer ones....
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1793227845.320293
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1793832645.320293
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69413
|
Gamepad by @reyaanshgadia | Stardance
|
reyaanshgadia
|
0
|
0.79
|
0
|
[]
|
[{"post_id": 80046, "ts": "202 [{"post_id": 80046, "ts": "2026-10-16T02:10:36Z", "hours": 0.7936, "text": "I’ve been learning how to effectively use Kicad, with the micro controller provided by hackpad. Making some progress!!! (Still trying to learn how to implement QMK firmware)"}]...
|
Title: Gamepad by @reyaanshgadia | Stardance
Devl Title: Gamepad by @reyaanshgadia | Stardance
Devlogs:
I’ve been learning how to effectively use Kicad, with the micro controller provided by hackpad. Making some progress!!! (Still trying to learn how to implement QMK firmware)...
|
1792814036.8693042
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1793418836.8693042
|
|
43292
|
Outreach DB by @mrnullone | Stardance
|
mrnullone
|
0
|
15.15
|
0
|
[]
|
[{"post_id": 80044, "ts": "202 [{"post_id": 80044, "ts": "2026-10-16T01:56:47Z", "hours": 5.2636, "text": "Since the last update, I’ve added a map that shows teams where they can find outreach opportunities, and improved the individual event page. The map was hard because I needed to learn about leaflet and how to style it, and make it work cleanly with svelte."}, {"post_id": 39868, "ts": "2026-08-03T04:09:49Z", "hours": 9.8892, "text": "Working on this project for my FIRST robotics team that indexes outreach opportunities (opportunities to help out within the community and beyond). Right now it’s just a basic “create events” and “view events” with rather crude styling, but as it develops it’ll have much more features. At some point, it’ll feature cloudflare web scraping to automatically find events."}]...
|
Title: Outreach DB by @mrnullone | Stardance
Devl Title: Outreach DB by @mrnullone | Stardance
Devlogs:
Working on this project for my FIRST robotics team that indexes outreach opportunities (opportunities to help out within the community and beyond). Right now it’s just a basic “create events” and “view events” with rather crude styling, but as it develops it’ll have much more features. At some point, it’ll feature cloudflare web scraping to automatically find events.
Since the last update, I’ve added a map that shows teams where they can find outreach opportunities, and improved the individual event page. The map was hard because I needed to learn about leaflet and how to style it, and make it work cleanly with svelte....
|
1793213375.7626634
|
1793818175.7626634
|
|
68268
|
Quantum tunneling project by @dakshesh236 | Starda Quantum tunneling project by @dakshesh236 | Stardance...
|
dakshesh236
|
0
|
0.5
|
0
|
[]
|
[{"post_id": 80042, "ts": "202 [{"post_id": 80042, "ts": "2026-10-16T01:45:46Z", "hours": 0.5, "text": "The most recent part I did is to make a website to visualise the diagrams and graphs , I also with ai wrote a latex paper you can download that from my website, go to my GitHub…"}]...
|
Title: Quantum tunneling project by @dakshesh236 | Title: Quantum tunneling project by @dakshesh236 | Stardance
Devlogs:
The most recent part I did is to make a website to visualise the diagrams and graphs , I also with ai wrote a latex paper you can download that from my website, go to my GitHub…...
|
1793119887.7299068
|
1793724687.7299068
|
|
28429
|
Hackpad by @darshini_raghavendra | Stardance
|
darshini_raghavendra
|
0
|
0.71
|
0
|
[]
|
[{"post_id": 80041, "ts": "202 [{"post_id": 80041, "ts": "2026-10-16T01:43:54Z", "hours": 0.34, "text": "I made the pcb design for my hackpad! It took a while to get it routed and minimize the errors/warnings, but I somehow got it done!"}, {"post_id": 80033, "ts": "2026-10-16T01:13:12Z", "hours": 0.3719, "text": "I made the schematic design for my hackpad! It has 6 key switches, a rotary encoder, 6 LEDs, and an OLED display."}]...
|
Title: Hackpad by @darshini_raghavendra | Stardanc Title: Hackpad by @darshini_raghavendra | Stardance
Devlogs:
I made the schematic design for my hackpad! It has 6 key switches, a rotary encoder, 6 LEDs, and an OLED display.
I made the pcb design for my hackpad! It took a while to get it routed and minimize the errors/warnings, but I somehow got it done!...
|
1792604882.782878
|
1793209682.782878
|
|
58209
|
Wait, How Does That Work? by @Domenica | Stardance
|
Domenica
|
0
|
3.12
|
0
|
[]
|
[{"post_id": 80039, "ts": "202 [{"post_id": 80039, "ts": "2026-10-16T01:38:26Z", "hours": 0.4406, "text": "Hello there! I’m happy to announce that I’ve just finished the Index.html of my site. Check out the pictures! I finished the courses’ part by making 3 rectangles that let you hover on top of them. Later, I’m thinking of creating a separate html file for each course and inside it, add separate files for each question I decide to answer within the area of knowledge. Moreover, I created a section with the next courses I’m thinking of adding. Now I’m looking forward on actually investigating content that is useful for those using the website. Actually, if you have a random question regarding your understanding of the world or anything related to the proposed subjects, comment below and I’ll look for the answer and add it as part of one course. Hope you like it!"}, {"post_id": 79697, "ts": "2026-10-15T03:02:28Z", "hours": 0.9311, "text": "Hello there! I’ve started coding the body of the site, and I have to say I’m really excited. As you can see in the pictures, just like I did in the Alimentae website, I wanted to put something new on the start of page. This time I decided to make some rectangles with fancy colours that provide you some info about the page. Later on, I started with the courses section. I made a search bar and put some info. Hope you like it!"}, {"post_id": 75753, "ts": "2026-09-30T23:47:10Z", "hours": 0.9106, "text": "Hello there! I’m happy to comment that I’ve successfully finished all the style section of the index.html of the website. When I created the logo, I didn’t really thought about brand colors, but rather the core idea: getting to discover the questions that don’t let you sleep (that’s why the question mark from the magnifying glass). Well then, I thought about white, blueish and tealish colors to get the brand identity. Idk, it just felt right this time. Now, I’m thinking on starting to investigate about stuff that we use or see on our daily life, but we really don’t know how does it actually work. See ya!"}, {"post_id": 71554, "ts": "2026-09-21T01:42:27Z", "hours": 0.8333, "text": "Hello there! So for starters, I’m creating a new website called “Wait, How Does That Work?” which aims to teach you how things you see in your daily life actually work. In short, I’m gonna learn what’s behind things and teach them to you on the website. Based on that, I made my logo drawing. Im gonna make it better later, but this is the general idea. Check out the process in Lapse! Hope you like it!"}]...
|
Title: Wait, How Does That Work? by @Domenica | St Title: Wait, How Does That Work? by @Domenica | Stardance
Devlogs:
Hello there! So for starters, I’m creating a new website called “Wait, How Does That Work?” which aims to teach you how things you see in your daily life actually work. In short, I’m gonna learn what’s behind things and teach them to you on the website. Based on that, I made my logo drawing. Im gonna make it better later, but this is the general idea. Check out the process in Lapse! Hope you like it!
Hello there! I’m happy to comment that I’ve successfully finished all the style section of the index.html of the website. When I created the logo, I didn’t really thought about brand colors, but rather the core idea: getting to discover the questions that don’t let you sleep (that’s why the question mark from the magnifying glass). Well then, I thought about white, blueish and tealish colors to get the brand identity. Idk, it just felt right this time. Now, I’m thinking on starting to investigate about stuff that we use or see on our daily life, but we really don’t know how does it actually work. See ya!
Hello there! I’ve started coding the body of the site, and I have to say I’m really excited. As you can see in the pictures, just like I did in the Alimentae website, I wanted to put something new on the start of page. This time I decided to make some rectangles with fancy colours that provide you some info about the page. Later on, I started with the courses section. I made a search bar and put some info. Hope you like it!
Hello there! I’m happy to announce that I’ve just finished the Index.html of my site. Check out the pictures! I finished the courses’ part by making 3 rectangles that let you hover on top of them. Later, I’m thinking of creating a separate html file for each course and inside it, add separate files for each question I decide to answer within the area of knowledge. Moreover, I created a section with the next courses I’m thinking of adding. Now I’m looking forward on actually investigating content that is useful for those using the website. Actually, if you have a random question regarding your understanding of the world or anything related to the proposed subjects, comment below and I’ll look for the answer and add it as part of one course. Hope you like it!...
|
1792741917.16994
|
1793346717.16994
|
|
20886
|
Study helper by @dakshesh236 | Stardance
|
dakshesh236
|
0
|
0.5
|
0
|
[]
|
[{"post_id": 80037, "ts": "202 [{"post_id": 80037, "ts": "2026-10-16T01:28:19Z", "hours": 0.5, "text": "I am so dumb , I have already finished creating this project months back but really, idk how to post this lol any way I found out today and did it…"}]...
|
Title: Study helper by @dakshesh236 | Stardance
D Title: Study helper by @dakshesh236 | Stardance
Devlogs:
I am so dumb , I have already finished creating this project months back but really, idk how to post this lol any way I found out today and did it…...
|
1792590925.8706887
|
1793195725.8706887
|
|
69430
|
My very own WebOS by @kevgar1810 | Stardance
|
kevgar1810
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T01:25:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this to see if stuff like this is something I want to continue or do", "repo": "https://github.com/kevgar1810-design/OS", "demo": "https://kevgar1810-design.github.io/OS/"}]...
|
[{"post_id": 80035, "ts": "202 [{"post_id": 80035, "ts": "2026-10-16T01:18:37Z", "hours": 0.9983, "text": "I finished the note taking app i am finished with my os for now"}, {"post_id": 79666, "ts": "2026-10-15T00:43:50Z", "hours": 0.9072, "text": "Im working on getting an app started although i am having troubles with the fragging and closing function i need help"}, {"post_id": 79440, "ts": "2026-10-14T00:23:33Z", "hours": 1.0311, "text": "I added a drag function and made it so you can close and open the window"}, {"post_id": 79204, "ts": "2026-10-13T01:03:07Z", "hours": 1.0797, "text": "I created a background,enter,screen and working clock element."}]...
|
Title: My very own WebOS by @kevgar1810 | Stardanc Title: My very own WebOS by @kevgar1810 | Stardance
Devlogs:
I created a background,enter,screen and working clock element.
I added a drag function and made it so you can close and open the window
Im working on getting an app started although i am having troubles with the fragging and closing function i need help
I finished the note taking app i am finished with my os for now
Ships:
I made this to see if stuff like this is something I want to continue or do...
|
1793245948.4020412
|
1793332348.4020412
|
|
19911
|
Hackpad-V1 by @ajay | Stardance
|
ajay
|
0
|
7.43
|
0
|
[]
|
[{"post_id": 80034, "ts": "202 [{"post_id": 80034, "ts": "2026-10-16T01:15:53Z", "hours": 0.6625, "text": "Making a few last min changes for PCB making. ahh yea this was for making a few changes and I had spent a day check and rechecking my PCB for it to get rejected by the manufacturer 2 two times and only then I got to know that I had to use another extension."}, {"post_id": 73803, "ts": "2026-09-26T01:32:07Z", "hours": 0.3261, "text": "BOM FIXEDD!!!!!!!!!!!! so my BOM renders correctly now on github, yayy"}, {"post_id": 72710, "ts": "2026-09-23T15:46:58Z", "hours": 0.8858, "text": "Update I just updated the project’s README to fit ship requirements and reorganized for the same, so yayy, how it gets approved:) P.S.: \"minor changes\""}, {"post_id": 60397, "ts": "2026-09-02T18:14:05Z", "hours": 0.6914, "text": "PROJECT DONEE!!!! readme done, pushed to github, all done, only pending is that I need to submit, Imma submit bye!!"}, {"post_id": 60262, "ts": "2026-09-02T14:59:00Z", "hours": 1.0625, "text": "Almost done yayy I have completed the full project and pushed it to github, athough I have just the readme to complete, I guess I’ll do it today, may the lord bless me with the motivation and knowledge for it. things done: remodelled the case to fit my rotary encoder fixed sm issues in pcb comitted all the files to git things left to do: write README push to github submit(yayayayay)"}, {"post_id": 59323, "ts": "2026-09-01T01:33:03Z", "hours": 0.6156, "text": "Firmware done yayayay so i just completed the firmware for today, like reading the docs killed me, hence I did the most sensible decision: took a lil bit of help from AI, like i didn’t want to drag this project for a loong time, but hey knowing python helped A LOT in understanding C. Ok that’s all for now, the rest will prolly be js me submitting. Byee:)"}, {"post_id": 57792, "ts": "2026-08-30T02:46:30Z", "hours": 0.6006, "text": "Added a rotary switch so I spent………..idk like 45-60mins on reading the documentation and I’ve added and routed the rotary switch and now the major thing pending is just that I need to write or configure the firmware, until then bye bye!!"}, {"post_id": 57706, "ts": "2026-08-29T23:06:40Z", "hours": 1.4839, "text": "FINALY FINISHED MY CAD AAAAA!!!!!!!! after numerous crashes and cad software changes and driver issues, I finally completed my cad(basic), although I may improve this by adding a bluetooth module and/or a rotatory switch as I’m planning to control music this #Blender is best"}, {"post_id": 54610, "ts": "2026-08-25T17:08:35Z", "hours": 1.1003, "text": "Designing PCB is fun, I js designed the pcb from the guide and later tomorrow I’m planning to convert it to a mini-keeb which can let me traverse through workspaces on my hyprland rice or js control music, I’m always open to ideas. I use arch btw:) https://cdn.hackclub.com/01a03942-5b6f-7a40-afdb-92d1d3d9e873/hackpad-v1.kicad_pcb"}]...
|
Title: Hackpad-V1 by @ajay | Stardance
Devlogs:
D Title: Hackpad-V1 by @ajay | Stardance
Devlogs:
Designing PCB is fun, I js designed the pcb from the guide and later tomorrow I’m planning to convert it to a mini-keeb which can let me traverse through workspaces on my hyprland rice or js control music, I’m always open to ideas. I use arch btw:) https://cdn.hackclub.com/01a03942-5b6f-7a40-afdb-92d1d3d9e873/hackpad-v1.kicad_pcb
FINALY FINISHED MY CAD AAAAA!!!!!!!! after numerous crashes and cad software changes and driver issues, I finally completed my cad(basic), although I may improve this by adding a bluetooth module and/or a rotatory switch as I’m planning to control music this #Blender is best
Added a rotary switch so I spent………..idk like 45-60mins on reading the documentation and I’ve added and routed the rotary switch and now the major thing pending is just that I need to write or configure the firmware, until then bye bye!!
Firmware done yayayay so i just completed the firmware for today, like reading the docs killed me, hence I did the most sensible decision: took a lil bit of help from AI, like i didn’t want to drag this project for a loong time, but hey knowing python helped A LOT in understanding C. Ok that’s all for now, the rest will prolly be js me submitting. Byee:)
Almost done yayy I have completed the full project and pushed it to github, athough I have just the readme to complete, I guess I’ll do it today, may the lord bless me with the motivation and knowledge for it. things done: remodelled the case to fit my rotary encoder fixed sm issues in pcb comitted all the files to git things left to do: write README push to github submit(yayayayay)
PROJECT DONEE!!!! readme done, pushed to github, all done, only pending is that I need to submit, Imma submit bye!!
Update I just updated the project’s README to fit ship requirements and reorganized for the same, so yayy, how it gets approved:) P.S.: "minor changes"
BOM FIXEDD!!!!!!!!!!!! so my BOM renders correctly now on github, yayy
Making a few last min changes for PCB making. ahh yea this was for making a few changes and I had spent a day check and rechecking my PCB for it to get rejected by the manufacturer 2 two times and only then I got to know that I had to use another extension....
|
1792586939.7008543
|
1793191739.7008543
|
|
68724
|
Havoc Labs by @MangoMasterX | Stardance
|
MangoMasterX
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T01:39:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website about me (not too personal) and about my goals for Havoc Labs and things in general. What was challenging was getting Cursor set up and understanding how to use because it can be a little confusing at the start. However as the project went on I began to familiarize myself with it’s UI and really lock in. It was pretty fun to code again (I haven’t coded in a while).", "repo": "https://github.com/MangoMasterX/HackClubPersonalWebsite", "demo": "https://mangomasterx.github.io/HackClubPersonalWebsite/"}]...
|
[{"post_id": 80028, "ts": "202 [{"post_id": 80028, "ts": "2026-10-16T00:54:26Z", "hours": 0.2736, "text": "Code (not fully updated)"}, {"post_id": 80019, "ts": "2026-10-16T00:06:31Z", "hours": 0.9844, "text": "Repo"}]...
|
Title: Havoc Labs by @MangoMasterX | Stardance
De Title: Havoc Labs by @MangoMasterX | Stardance
Devlogs:
Repo
Code (not fully updated)
Ships:
I made a personal website about me (not too personal) and about my goals for Havoc Labs and things in general. What was challenging was getting Cursor set up and understanding how to use because it can be a little confusing at the start. However as the project went on I began to familiarize myself with it’s UI and really lock in. It was pretty fun to code again (I haven’t coded in a while)....
|
1793123634.1198714
|
1793210034.1198714
|
|
55565
|
THE 9TH WAVE: APOCALYPSE by @jdaviddg077 | Stardan THE 9TH WAVE: APOCALYPSE by @jdaviddg077 | Stardance...
|
jdaviddg077
|
0
|
59.3
|
0
|
[]
|
[{"post_id": 80024, "ts": "202 [{"post_id": 80024, "ts": "2026-10-16T00:25:09Z", "hours": 5.3261, "text": "Hi! We’ve been fixing up more things in the game; it’s turning out really epic."}, {"post_id": 73816, "ts": "2026-09-26T02:41:18Z", "hours": 5.6961, "text": "Hi! Today we were adding the monsters and several other things."}, {"post_id": 73435, "ts": "2026-09-25T02:37:09Z", "hours": 5.6336, "text": "Hello! Today we set the scene and started working with the monsters."}, {"post_id": 72846, "ts": "2026-09-23T21:09:45Z", "hours": 6.4003, "text": "Hi, today we were fixing bugs and working on sounds and atmosphere."}, {"post_id": 72511, "ts": "2026-09-23T03:18:04Z", "hours": 6.4108, "text": "Hi, today we were working on the game’s atmosphere and recording audio as well."}, {"post_id": 72290, "ts": "2026-09-22T16:24:00Z", "hours": 0.8, "text": "Hi! Today we were editing the project’s ambient sounds to make it more immersive."}, {"post_id": 70412, "ts": "2026-09-19T04:29:31Z", "hours": 6.3008, "text": "Hello, today we had some problems, I can’t upload videos to the studio, what do I have to do to record audio for the setting?"}, {"post_id": 68891, "ts": "2026-09-15T23:39:00Z", "hours": 4.6731, "text": "Hello we’ve further improved the lighting, and we’ve also added spaces for you to explore and discover the stories hidden within."}, {"post_id": 65150, "ts": "2026-09-10T02:51:08Z", "hours": 6.0111, "text": "Hi! Today we were modeling and tweaking the map a bit more, and we added a flashlight with batteries."}, {"post_id": 61943, "ts": "2026-09-05T03:49:27Z", "hours": 4.9172, "text": "Hi, we got quite a bit of work done today; we modeled interiors and some lighting.d"}, {"post_id": 59997, "ts": "2026-09-02T02:45:14Z", "hours": 5.2836, "text": "Log 2: Today we worked a bit more on the map and on some creature animations."}, {"post_id": 57037, "ts": "2026-08-29T03:30:10Z", "hours": 1.8503, "text": "Hi! Today we were working on the game terrain and the streets."}]...
|
Title: THE 9TH WAVE: APOCALYPSE by @jdaviddg077 | Title: THE 9TH WAVE: APOCALYPSE by @jdaviddg077 | Stardance
Devlogs:
Hi! Today we were working on the game terrain and the streets.
Log 2: Today we worked a bit more on the map and on some creature animations.
Hi, we got quite a bit of work done today; we modeled interiors and some lighting.d
Hi! Today we were modeling and tweaking the map a bit more, and we added a flashlight with batteries.
Hello we’ve further improved the lighting, and we’ve also added spaces for you to explore and discover the stories hidden within.
Hello, today we had some problems, I can’t upload videos to the studio, what do I have to do to record audio for the setting?
Hi! Today we were editing the project’s ambient sounds to make it more immersive.
Hi, today we were working on the game’s atmosphere and recording audio as well.
Hi, today we were fixing bugs and working on sounds and atmosphere.
Hello! Today we set the scene and started working with the monsters.
Hi! Today we were adding the monsters and several other things.
Hi! We’ve been fixing up more things in the game; it’s turning out really epic....
|
1793166822.2606685
|
1793771622.2606685
|
|
37469
|
Trolley Chaos by @benMakesStuff | Stardance
|
benMakesStuff
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T10:42:43Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game innitially for one key but i didnt have the time to finish it properly so i have worked on it in stardance. You are a kid in a trolly running away from dogs and thats basically the whole game but if u read the readme u can see what im working on to make it better and im only shipping rn cus its in a good testing state but i dont want my hours wasted (like in terms of hackclub)", "repo": "https://github.com/benvelzul/Trolley-Chaos", "demo": "https://benvelzul.itch.io/trolley-chaos"}]...
|
[{"post_id": 80023, "ts": "202 [{"post_id": 80023, "ts": "2026-10-16T00:24:39Z", "hours": 2.1394, "text": "Im finnaly locking in for this project cus i wanna finish it and ive got like 100000000000000000000000 million ideas so ye. I started with the map and i it will have a park, buildings, roads, and alleys and there is going to be like 3 more enemies u can see, u will need to pickup some stuff and then go to ur house (at the other side of the map) and once u get there u are rated depending how long u took to get there how many thing u got (groceries) and ye."}, {"post_id": 67865, "ts": "2026-09-14T04:34:27Z", "hours": 3.4139, "text": "I added the main page animation and everything to look better, and i also added a little sprite that moves from side to side."}, {"post_id": 32069, "ts": "2026-07-20T23:37:06Z", "hours": 4.9311, "text": "Made the game over screen, collisions with the dog, added score and high score and i also made my own font for it"}, {"post_id": 31562, "ts": "2026-07-20T02:17:04Z", "hours": 3.7867, "text": "Made the basic movement, obstacles, dog chasing and finished pixel art (looks amazing)"}]...
|
Title: Trolley Chaos by @benMakesStuff | Stardance Title: Trolley Chaos by @benMakesStuff | Stardance
Devlogs:
Made the basic movement, obstacles, dog chasing and finished pixel art (looks amazing)
Made the game over screen, collisions with the dog, added score and high score and i also made my own font for it
I added the main page animation and everything to look better, and i also added a little sprite that moves from side to side.
Im finnaly locking in for this project cus i wanna finish it and ive got like 100000000000000000000000 million ideas so ye. I started with the map and i it will have a park, buildings, roads, and alleys and there is going to be like 3 more enemies u can see, u will need to pickup some stuff and then go to ur house (at the other side of the map) and once u get there u are rated depending how long u took to get there how many thing u got (groceries) and ye.
Ships:
I made a game innitially for one key but i didnt have the time to finish it properly so i have worked on it in stardance. You are a kid in a trolly running away from dogs and thats basically the whole game but if u read the readme u can see what im working on to make it better and im only shipping rn cus its in a good testing state but i dont want my hours wasted (like in terms of hackclub)...
|
1793155951.7607365
|
1793242351.7607365
|
|
17528
|
My very own WebOS by @Samhita | Stardance
|
Samhita
|
0
|
3.71
|
0
|
[]
|
[{"post_id": 80022, "ts": "202 [{"post_id": 80022, "ts": "2026-10-16T00:17:15Z", "hours": 0.31, "text": "I tried making the window movable, but for some reason it is not working, I am currently in the process of debugging."}, {"post_id": 79348, "ts": "2026-10-13T16:14:43Z", "hours": 0.9344, "text": "I transferred the JavaScript code into its own file, and encountered an error with the time again. It turned out to be because I wrote “scr” instead of “src”. After that I started writing additional code in that script.js to make the windows movable, but its not working right now. I will work on fixing that next time."}, {"post_id": 78472, "ts": "2026-10-10T21:39:19Z", "hours": 0.4839, "text": "I got the time DIV to update on its own because last time I had to write the time and it wouldn’t change. I also improved the spacing between the flex DIVs. I also added a blur as the background instead of a solid white background."}, {"post_id": 67831, "ts": "2026-09-14T02:49:28Z", "hours": 0.3147, "text": "Added another DIV for the time and added a desktop background."}, {"post_id": 66335, "ts": "2026-09-12T03:22:45Z", "hours": 0.4189, "text": "I added a double line border and rounded the corners. I also set the position of the div and added style to the div. I set the top and left positions, translated it, added padding, added a border, and changed the width."}, {"post_id": 65772, "ts": "2026-09-11T04:18:14Z", "hours": 0.3183, "text": "Rounded the corners of the image and played around with the fonts and colours. I had a few syntax errors with the quotation marks that I had to fix. Added more to the style tags in the headers 1 & 2 and first paragraph."}, {"post_id": 44987, "ts": "2026-08-11T03:39:07Z", "hours": 0.3644, "text": "I learned how to add different colors and add different styles such as margins, background colors, text colors, text fonts, etc."}, {"post_id": 44367, "ts": "2026-08-10T02:37:16Z", "hours": 0.5653, "text": "Created the project on GitHub and learned basic coding in HTML. Created an outline and added an image."}]...
|
Title: My very own WebOS by @Samhita | Stardance
Title: My very own WebOS by @Samhita | Stardance
Devlogs:
Created the project on GitHub and learned basic coding in HTML. Created an outline and added an image.
I learned how to add different colors and add different styles such as margins, background colors, text colors, text fonts, etc.
Rounded the corners of the image and played around with the fonts and colours. I had a few syntax errors with the quotation marks that I had to fix. Added more to the style tags in the headers 1 & 2 and first paragraph.
I added a double line border and rounded the corners. I also set the position of the div and added style to the div. I set the top and left positions, translated it, added padding, added a border, and changed the width.
Added another DIV for the time and added a desktop background.
I got the time DIV to update on its own because last time I had to write the time and it wouldn’t change. I also improved the spacing between the flex DIVs. I also added a blur as the background instead of a solid white background.
I transferred the JavaScript code into its own file, and encountered an error with the time again. It turned out to be because I wrote “scr” instead of “src”. After that I started writing additional code in that script.js to make the windows movable, but its not working right now. I will work on fixing that next time.
I tried making the window movable, but for some reason it is not working, I am currently in the process of debugging....
|
1792691534.753224
|
1793296334.753224
|
|
62555
|
Ftc biobuzz season by @AvianAlloy | Stardance
|
AvianAlloy
|
0
|
15.91
|
0
|
[]
|
[{"post_id": 80020, "ts": "202 [{"post_id": 80020, "ts": "2026-10-16T00:14:27Z", "hours": 0.3439, "text": "Idk it just accumulated this, I dont even know what ive done in an hour 😭 so heres a picture of one of my cats"}, {"post_id": 80007, "ts": "2026-10-15T23:06:59Z", "hours": 5.9022, "text": "OMG I DIDNT REALIZE MY STUFF DIDNT LOAD D: anyway… Ive been working on more computer vision! Im making more stuff while the hardware team works on building the robot… So, ive got processors like color blob, new tag cluster detections, and ive even started to poke at threading and future/optional stuff (I still dont understand). Once my Huskylens2 comes though, we can load a real model I made onto it from roboflow! (That blue box is what the model thinks is a robot)"}, {"post_id": 72977, "ts": "2026-09-24T04:35:41Z", "hours": 1.3664, "text": "Okay! my stuff doesnt work… I tried but like all the hardware map stuff just didnt work 😭 so Im gonna try and work on it over our work weekend and maybe hopefully itll work! (it wont) But Im also working on filtering blob detection. Shadows give us some ~30 detections when theres literally nothing there, so thats an issue… :P I have nothing good so lemme find a random photo from my downloads… Ehh I guess this work? A photo from our robot pov to do color calib (yes those are decode pieces with tape on them)"}, {"post_id": 72083, "ts": "2026-09-22T04:16:58Z", "hours": 3.66, "text": "Yipee!! Much more work got done today, I added a bunch of new features! All of whom using new found computer vision code and processors. Auto_TURN: It automatically turns to face a game piece, put it in the center of the game piece, and it will track it! AUTO_FORWARD: Pretty self explanitory, but it will automatically drive toward a game piece, using PID too! FULL_AUTO: Also pretty self explanitory, it automatically does both, drives forward AND rotates, effectively just going to the piece itself MANUAL: Its full driver control… (Image 1: Auto rotate controller; Image 2: Drive controller; Image 3: Enum and drive managing; Image 4: just drive mode switching)"}, {"post_id": 69495, "ts": "2026-09-17T05:30:42Z", "hours": 1.2089, "text": "Okay did some more vision work, got color (circle & rectangle) detection working, and I figured out I can stack color processors??? Anyway, apparently FIRST rewrote the vision stuff for BioBuzz, all about new metadata and clusters -_- I get it for the hive, but even the examples didnt work!! (the update came out four days ago I gotta chill) but now Im working on not just taking the example opmode, and actually writing my own vision stuff. Also apparently we’re gonna get a limelight 3a soon?! peak, Im so excited (Again, this picture isnt mine ) [Ooh they got round AND circular??]"}, {"post_id": 68742, "ts": "2026-09-15T17:35:48Z", "hours": 3.4336, "text": "Okay, so the start of the FTC season was just a few days ago, and our team finally got apriltag detection working! We were able to detect all of the ftc decode tags, but none of the biobuzz ones, yet. I think its an sdk issue, I dont really know :/ (Also this isnt our robot, this is just a picture I found because the robot isnt here) But anyway, we got a limelight 3a ordered so hopefully that comes in handy and makes our code faster…"}]...
|
Title: Ftc biobuzz season by @AvianAlloy | Stardan Title: Ftc biobuzz season by @AvianAlloy | Stardance
Devlogs:
Okay, so the start of the FTC season was just a few days ago, and our team finally got apriltag detection working! We were able to detect all of the ftc decode tags, but none of the biobuzz ones, yet. I think its an sdk issue, I dont really know :/ (Also this isnt our robot, this is just a picture I found because the robot isnt here) But anyway, we got a limelight 3a ordered so hopefully that comes in handy and makes our code faster…
Okay did some more vision work, got color (circle & rectangle) detection working, and I figured out I can stack color processors??? Anyway, apparently FIRST rewrote the vision stuff for BioBuzz, all about new metadata and clusters -_- I get it for the hive, but even the examples didnt work!! (the update came out four days ago I gotta chill) but now Im working on not just taking the example opmode, and actually writing my own vision stuff. Also apparently we’re gonna get a limelight 3a soon?! peak, Im so excited (Again, this picture isnt mine ) [Ooh they got round AND circular??]
Yipee!! Much more work got done today, I added a bunch of new features! All of whom using new found computer vision code and processors. Auto_TURN: It automatically turns to face a game piece, put it in the center of the game piece, and it will track it! AUTO_FORWARD: Pretty self explanitory, but it will automatically drive toward a game piece, using PID too! FULL_AUTO: Also pretty self explanitory, it automatically does both, drives forward AND rotates, effectively just going to the piece itself MANUAL: Its full driver control… (Image 1: Auto rotate controller; Image 2: Drive controller; Image 3: Enum and drive managing; Image 4: just drive mode switching)
Okay! my stuff doesnt work… I tried but like all the hardware map stuff just didnt work 😭 so Im gonna try and work on it over our work weekend and maybe hopefully itll work! (it wont) But Im also working on filtering blob detection. Shadows give us some ~30 detections when theres literally nothing there, so thats an issue… :P I have nothing good so lemme find a random photo from my downloads… Ehh I guess this work? A photo from our robot pov to do color calib (yes those are decode pieces with tape on them)
OMG I DIDNT REALIZE MY STUFF DIDNT LOAD D: anyway… Ive been working on more computer vision! Im making more stuff while the hardware team works on building the robot… So, ive got processors like color blob, new tag cluster detections, and ive even started to poke at threading and future/optional stuff (I still dont understand). Once my Huskylens2 comes though, we can load a real model I made onto it from roboflow! (That blue box is what the model thinks is a robot)
Idk it just accumulated this, I dont even know what ive done in an hour 😭 so heres a picture of one of my cats...
|
1793044505.8787994
|
1793649305.8787994
|
|
67952
|
Personal Website by @daval | Stardance
|
daval
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T00:04:09Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I completed the Personal Site mission. I made a personal website with zero AI, right now it’s only one page, but I am planning on adding a lot more, specially using the code I made to connect with Last.fm, and adding my Digital Portfolio would be cool. I really enjoyed the flashcard theme, I didn’t know there was a way to make something look 3D in HTML before, guess we learn something new each day.", "repo": "https://github.com/davalanisv1/daval", "demo": "https://davalanisv1.github.io/daval/index.html"}]...
|
[{"post_id": 80017, "ts": "202 [{"post_id": 80017, "ts": "2026-10-16T00:01:47Z", "hours": 1.4389, "text": "Added a bunch of stuff, like a grid system that organizes the flashcards better. I made the flashcards change sizes depending on the content inside them, and then made the flashcards be the same size as the biggest card. Added some particles in the back along with animations in the navigation tab (making the links lighten up when hovered)"}, {"post_id": 78899, "ts": "2026-10-11T23:06:22Z", "hours": 3.8836, "text": "Rest is for the weak I got started on a less formal website, I’ll probably use this one for like, social media and stuff, and keep the first one for more profesional environments… I’ll have to adapt it though, maybe change the pictures and information in it… Whatever. This time I’m going for a more playful style, my Physics test is coming in two days, so I was doing some flashcards, hence the idea, the hardest part was definetly making the flashcards flip when hovered on and making the lines align with the text. I did not use AI! (except for debugging because I’m too lazy to do that myself) but after a bunch of Youtube tutorials and a couple Wikihow searches I managed to do this by hand!"}]...
|
Title: Personal Website by @daval | Stardance
Dev Title: Personal Website by @daval | Stardance
Devlogs:
Rest is for the weak I got started on a less formal website, I’ll probably use this one for like, social media and stuff, and keep the first one for more profesional environments… I’ll have to adapt it though, maybe change the pictures and information in it… Whatever. This time I’m going for a more playful style, my Physics test is coming in two days, so I was doing some flashcards, hence the idea, the hardest part was definetly making the flashcards flip when hovered on and making the lines align with the text. I did not use AI! (except for debugging because I’m too lazy to do that myself) but after a bunch of Youtube tutorials and a couple Wikihow searches I managed to do this by hand!
Added a bunch of stuff, like a grid system that organizes the flashcards better. I made the flashcards change sizes depending on the content inside them, and then made the flashcards be the same size as the biggest card. Added some particles in the back along with animations in the navigation tab (making the links lighten up when hovered)
Ships:
I completed the Personal Site mission. I made a personal website with zero AI, right now it’s only one page, but I am planning on adding a lot more, specially using the code I made to connect with Last.fm, and adding my Digital Portfolio would be cool. I really enjoyed the flashcard theme, I didn’t know there was a way to make something look 3D in HTML before, guess we learn something new each day....
|
1792857185.3541932
|
1793721185.3541932
|
|
68354
|
Archery by @Sadiya | Stardance
|
Sadiya
|
1
|
2.0
|
13
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T21:46:55Z", "hours": 2.0, "multiplier": 5.17, "payout": 13, "blessing": "neutral", "text": "I made Archery where the player use their touchpad to shoot at a moving target. The goal is to earn as many points as possible before the timer runs out or the player gets three misses and the game is over. A challenge was getting the JS to work such as the canvas to make the arrows and target. I am proud of being able to finally ship this project since it took me awhile because of school.", "repo": "https://github.com/sadiyameem/archery", "demo": "https://sadiyameem.github.io/archery/"}]...
|
[{"post_id": 80013, "ts": "202 [{"post_id": 80013, "ts": "2026-10-15T23:40:34Z", "hours": 0.4144, "text": "I have finished this project and I plan on writing a readme but haven’t gotten the time to (main reason is school) so hopefully I can get it done as so as I can so I can ship this project. Here is a video of how it looks."}, {"post_id": 79191, "ts": "2026-10-12T23:34:06Z", "hours": 0.8489, "text": "So far I have improved this by fixing the errors in my JS and changing things in my CSS and it is looking betters than before. Here is a video showing how it is so far."}, {"post_id": 78824, "ts": "2026-10-11T18:12:51Z", "hours": 1.2189, "text": "This is what I have so far and it does not look how I expect it to look so I know there are issues, so I will be looking into that but this is what I have so far as of writing all of the code."}]...
|
Title: Archery by @Sadiya | Stardance
Devlogs:
Th Title: Archery by @Sadiya | Stardance
Devlogs:
This is what I have so far and it does not look how I expect it to look so I know there are issues, so I will be looking into that but this is what I have so far as of writing all of the code.
So far I have improved this by fixing the errors in my JS and changing things in my CSS and it is looking betters than before. Here is a video showing how it is so far.
I have finished this project and I plan on writing a readme but haven’t gotten the time to (main reason is school) so hopefully I can get it done as so as I can so I can ship this project. Here is a video of how it looks.
Ships:
I made Archery where the player use their touchpad to shoot at a moving target. The goal is to earn as many points as possible before the timer runs out or the player gets three misses and the game is over. A challenge was getting the JS to work such as the canvas to make the arrows and target. I am proud of being able to finally ship this project since it took me awhile because of school....
|
1793155852.6012313
|
1793242252.6012313
|
|
7250
|
PCA9685 Debugging Panel by @xk | Stardance
|
xk
|
1
|
7.56
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T16:20:20Z", "hours": 6.0, "multiplier": 3.44, "payout": 19, "blessing": "neutral", "text": "This is a web-based remote-control panel for debugging PCA9685 servo drivers on robots. The first problem I encountered was the accessibility of the hardware. Sometimes I want to debug the UI and API, but I don’t have a PCA9685 board nearby. So, I co-op with Deepseek to develop the mock mode, enabling the robot to “pretend that it has established an I2C connection to a PCA9685 driver”. If you are using the PCA9685 on your robot, you can easily debug it by simply installing this package via pip on the robot. Even if you don’t have the corresponding hardware, you can also use the mock mode to observe how the UI works. I hope this will inspire you. I’m still working on this project, and I hope it to become a “de facto standard” sometime.", "repo": "https://github.com/xiaokai-lyk/PCA9685-debugging-panel", "demo": "https://pypi.org/project/pca9685-debugging-panel/"}]...
|
[{"post_id": 8001, "ts": "2026 [{"post_id": 8001, "ts": "2026-06-13T10:52:09Z", "hours": 1.5586, "text": "V 0.2.0 now available! ✨ New Features: Action Recording & Replay Internationalization (i18n) Debug Mode (–debug) Clear Cache 💅 Improvements JS-fail overlay Accessibility Enhanced action buttons See GitHub release below for more infomation: https://github.com/xiaokai-lyk/PCA9685-debugging-panel/releases/tag/v0.2.0"}, {"post_id": 2199, "ts": "2026-06-04T15:50:08Z", "hours": 5.5567, "text": "v0.1.0 — Initial Release 🎉 Basic functions are now available and it has been published to PyPi~ Co-authed by Claude-code (used Deepseek as LLM) Visit the Github repo for more demonstrations~"}]...
|
Title: PCA9685 Debugging Panel by @xk | Stardance
Title: PCA9685 Debugging Panel by @xk | Stardance
Devlogs:
v0.1.0 — Initial Release 🎉 Basic functions are now available and it has been published to PyPi~ Co-authed by Claude-code (used Deepseek as LLM) Visit the Github repo for more demonstrations~
V 0.2.0 now available! ✨ New Features: Action Recording & Replay Internationalization (i18n) Debug Mode (–debug) Clear Cache 💅 Improvements JS-fail overlay Accessibility Enhanced action buttons See GitHub release below for more infomation: https://github.com/xiaokai-lyk/PCA9685-debugging-panel/releases/tag/v0.2.0
Ships:
This is a web-based remote-control panel for debugging PCA9685 servo drivers on robots. The first problem I encountered was the accessibility of the hardware. Sometimes I want to debug the UI and API, but I don’t have a PCA9685 board nearby. So, I co-op with Deepseek to develop the mock mode, enabling the robot to “pretend that it has established an I2C connection to a PCA9685 driver”. If you are using the PCA9685 on your robot, you can easily debug it by simply installing this package via pip on the robot. Even if you don’t have the corresponding hardware, you can also use the mock mode to observe how the UI works. I hope this will inspire you. I’m still working on this project, and I hope it to become a “de facto standard” sometime....
|
1793203011.2029216
|
1793289411.2029216
|
|
69396
|
EpicSlackBot by @Epicninja3 | Stardance
|
Epicninja3
|
0
|
3.04
|
0
|
[]
|
[{"post_id": 80005, "ts": "202 [{"post_id": 80005, "ts": "2026-10-15T22:50:00Z", "hours": 3.0439, "text": "First Commands! Along with the default joke and help commands, I added a new command that shows today’s NASA Astronomy Picture of the Day and the weather! APOD Returns today’s APOD image and the explanation Weather Asks for city input using a modal Returns: Current temperature High and low temperature Precipitation and wind information Sunrise and Sunset timings"}]...
|
Title: EpicSlackBot by @Epicninja3 | Stardance
De Title: EpicSlackBot by @Epicninja3 | Stardance
Devlogs:
First Commands! Along with the default joke and help commands, I added a new command that shows today’s NASA Astronomy Picture of the Day and the weather! APOD Returns today’s APOD image and the explanation Weather Asks for city input using a modal Returns: Current temperature High and low temperature Precipitation and wind information Sunrise and Sunset timings...
|
1792810372.5354855
|
1793415172.5354855
|
|
25723
|
ADeck by @Aashish | Stardance
|
Aashish
|
0
|
28.98
|
0
|
[]
|
[{"post_id": 79999, "ts": "202 [{"post_id": 79999, "ts": "2026-10-15T20:45:17Z", "hours": 0.9408, "text": "worked on the tft rotation feature added 4 rotation modes like monitor orientation and connected the web app controls to the physical tft fixed the layout issues at 180 and 270 degrees so the icons and labels align properly fixed the web preview so it actually rotates with the selected orientation instead of looking the same and moved the rotate button below the background colour section to keep the ui clean i was gonna work on the remaining 3 themes next but felt like this feature was more imp rn so worked on it first"}, {"post_id": 79827, "ts": "2026-10-15T15:41:57Z", "hours": 1.3206, "text": "changed the key colours to custom background colours instead of separate box colours so the app icons blend in better. now the key bg automatically picks the dominant colour of the selected app icon, like orange for brave, so the colours actually match the apps added the first theme called space with a dark bg and floating stars tweaked the star animations to make them smoother and more natural, fixed stars getting stuck together and slightly increased their count cleaned up the theme preview by removing unnecessary labels and fixing the heading sizes. still got 3 more themes to build, will update them as i work on them"}, {"post_id": 79626, "ts": "2026-10-14T18:59:21Z", "hours": 1.6972, "text": "resized tft display app icons , themes and codecleanup made the icons on the physical tft a bit bigger so they’re easier to recognize and use at a glance. they might look a lil pixelated up close bczz of the display resolution, but the goal was to make them more usable cleaned up the code in a few places and removing unnecessary comments and organizing things that had become a bit messy while developing also added the theme selection and save ui to the web app with 4 preset themes planned for now. the idea is that whichever theme you select should also show up on the physical display. the web side is done, but the actual theme implementation is still in progress. starting with a nothing-inspired black and white theme, while the other themes are still being planned and i have also added a subtle, minimal animation on click, so it feels more responsive and gives you that little visual feedback that the click actually registered. Looks pretty good tbh"}, {"post_id": 68832, "ts": "2026-09-15T20:32:47Z", "hours": 1.4953, "text": "the installed app picker is now connected with the physical tft display so when an app is selected, its windows icon can be used on that specific adeck key and the icon data is now going through the web app, python backend and arduino firmware instead of being only part of the web side so the actual logo can be rendered on the display added the icon data flow from the selected app config to the backend and then to the arduino, converted the windows icons into a tft compatible format and added the firmware side code to receive and draw the icon on the correct key tested the icon rendering with different installed apps and checked that each icon stays with its selected key while normal commands like git and npm still use the normal command flow still need to polish the app part so the logos look better and text below them fits properly and the box colors and backgrounds look cleaner on the display"}, {"post_id": 60451, "ts": "2026-09-02T19:45:49Z", "hours": 1.0867, "text": "added automatic installed app detection to the adeck app which makes setting up app shortcuts much easier now since adeck can find installed apps from the pc and most of the setup happens automatically before this i had to find and paste exe paths manually, so i added an installed apps list to make this easier i kept installed apps separate from normal commands like git and npm so both dont get mixed together and the app list was getting pretty long, so i also added search to quickly find the app i want after getting it working i tested it with different apps and also checked normal commands to make sure both still work properly now when i select an app, its name and launch path are added to the selected key automatically"}, {"post_id": 60235, "ts": "2026-09-02T13:57:15Z", "hours": 0.6928, "text": "now i can install ADeck from the browser and use it more like a normal desktop app instead of opening the project files manually every time bczz i made adeck into an actual installable web app instead of having to open the html files manually every time added the web app manifest so ADeck can be installed like a normal app added the adeck app icons in different sizes including the maskable one added the service worker for the installed web app and connected the new setup with the existing adeck web interface without changing the main layout tested the installed version and checked that it opens as its own app instead of just another browser tab and also checked the existing profiles, settings and hardware preview after installing it so the old stuff still works"}, {"post_id": 60169, "ts": "2026-09-02T11:52:23Z", "hours": 1.275, "text": "cut minimise and open added and fixed the app relaunch option in settings, Now we can choose what happens when the same app is pressed again, either open another window, minimize or restore the same app, or close it I also made sure this only applies to app opening commands. Things like git commands and other normal commands still work the same way Tested all three options and the app now behaves correctly based on the selected setting"}, {"post_id": 58818, "ts": "2026-08-31T12:24:04Z", "hours": 6.3956, "text": "worked on the local backend this update was mainly about taking the web app i made earlier and actually connecting it with the ADeck board and my pc. the web part was already getting pretty complete with profiles, slots, themes and local storage so now i started working on the python side and making the whole thing actually work with the board made the main deck.py file for the local python backend connected the web app with the uno r4 wifi through the serial connection and added auto detection for the board and its COM port so i dont have to keep changing the port manually added the firmware install part using Arduino CLI so the board can be setup from the project itself added the ping pong check so the backend can make sure the correct adeck firmware is actually responding added saving of the profiles and button settings on the pc so the data stays there even after restarting connected the save button with the real TFT so changing a label or color in the web app also changes it on the physical adeck added command support so now a button on the adeck can run things on my pc and tested this with vs code, Notepad, Calculator and Paint, also i had a small problem where the apps were opening in the background instead of coming in front. had to change the windows command launching part in deck.py and test it again with different apps made adeck_control.py for controlling the backend from the terminal and added the small ADeck-Control.bat menu where i can use options like 1 start, **2 **check system, 3 install or repair, 4 firmware, 5 logs, 6 stop, 7 errors and 8 status fixed the problem where starting adeck again while it was already running was causing another backend to start and show an error changed the setup so it checks if ADeck is already healthy and reuses it instead of starting another one and added the Setup ADeck.bat and Start ADeck.bat files so setup and normal starting can be done without typing all the python commands every time added test_reliability.py and used it to check the main startup and recovery cases tested stopping and starting the backend again and also tested removing and reconnecting the board and added .gitignore so things like .venv , .build and other generated files dont get pushed to github there were quite a few small problems while connecting everything together but now the web app, python backend, pc commands and the physical adeck are all working together. the next part will be more testing and adding more things on top of this sorry for those irritating lines on the TFT display🥀🥲 i guess some moisture messed it up a bit and thats why those lines showed up"}, {"post_id": 55520, "ts": "2026-08-27T13:01:17Z", "hours": 2.4714, "text": "i mostly worked on fixing those small things which were making ADeck feel more like a website than an actual app replaced the normal browser popups with custom ones for creating renaming and deleting profiles. now everything opens inside the adeck ui itself and matches the rest of the design much better and also fixed a small annoying thing where clicking anywhere outside the popup was closing it even if i was typing something. now it only closes when i actually press cancel or complete the action worked more on the profile system and duplicate profile stuff. also fixed the alerts bczz before if multiple actions happened the alerts could stack on each other. now only one alert stays there and when a new one comes the old one goes away first with a small simple animation dark mode needed some work too bczz light mode was looking pretty good but some parts in dark mode were feeling kinda weird and uncomfortable. fixed the contrast in those areas and also removed a lot of unnecessary yellow accent lines. now they are only used in places where they actually need to be changed Day and Night to Light and Dark and made the theme change a little smoother instead of instantly switching like befor cleaned up the color section too. there was an extra dropdown showing the same colors again which was honestly looking useless so removed that and kept the cleaner color list. also added a custom color picker so now im not limited to only the few preset colors also changed the display label from the old short 2.4 inch TFT text to the proper 2.4-inch TFT LCD Display ILI9341 name so it matches the actual hardware properly now"}, {"post_id": 48488, "ts": "2026-08-16T21:10:59Z", "hours": 2.7536, "text": "it was just a blank dashed wireframe box before but now i mapped out the colored 6-slot hardware grid in the dom to match the physical deck. major update this time is local storage logic bczz losing data on every refresh was getting anoying. getting the dom elements to talk to each other and sync state purely in vanilla js is coming together interactive 6-slot grid: swapped the empty black TFT placeholder with an actual css grid of 6 keys. whatever u set in the editor like colors (slate or signal) and labels instantly renders here dynamic slot editor: hooked up basic click events so if u tap a button like slot 03 it gets an active class. the right inspector panel dynamically updates to show u are editing that specific key’s command and hex code wrote basic data persistence using localStorage.setItem and JSON.stringify() . so when u hit + to add a profile or edit a key it pushes to the state array and saves it locally added top nav & status bar, actual pages for Settings and About. the topbar nw has a working day/night toggle and a live clock ticking via setInterval. bottom status bar finally tracks the active profile and save status instead of being static text added a raw css variable based theme switcher. hooked up the day/night button in the topbar to flip the data-theme attribute on the body so it switches between light and dark modes instantly still got work left to do on the python bridge side but the web config layout is getting there tbh."}, {"post_id": 47097, "ts": "2026-08-14T18:51:33Z", "hours": 2.1056, "text": "finally started making the ui feel like an actual tool instead of just a basic prototype added the top menu with Dashboard Profiles Settings and About and changed the hardware preview from the old empty box to a proper 6 slot layout added the right side editor where i can edit the selected slot and also added profile search and buttons for rename duplicate export import and delete added the bottom status bar to show save status profile and other basic info and the day mode and device status part in the top but yeaahh, still have few things left to do"}, {"post_id": 46506, "ts": "2026-08-13T19:42:21Z", "hours": 1.4283, "text": "before it was just a blank dashed wireframe box but now i actually mapped out the 6-slot hardware grid in the dom to match the physical deck the major update this time is the local storage logic bczz losing data n every refresh was getting annoying. wrote simple loadState() and saveState() functions using localStorage.setItem and JSON.stringify() , so now when u hit the +new profile button it actually pushes to the state array and saves it permanetly and also added the third panel on the right for the action editor. hoked up basic click events so if u tap a button like slot 05 it gets an active class and the right panel dynamically updates to show u are editing that specific slot. getting the dom elements to talk to each other and sync state purely in vanilla js is actually working out perfectly"}, {"post_id": 46387, "ts": "2026-08-13T15:44:57Z", "hours": 2.1756, "text": "so moving away from the hardware headache for a bit and starting the actual web app configurator for Adeck decided to keep it completely vanilla with just html css and js instead of bloating it with react or anything heavy. first goal was just getting the basic ui skeleton ready so it doesn’t look like a blank screen built the main dashboard using a standard css grid layout to divide it into zone-a for the profiles list and zone-b for the hardware preview set up basic css variables for the themes and threw in the doto font which is heavily Nothing inspired so the whole interface feels raw and industrial right from the start wrote the initial js boilerplate with a simple state object tracking things like activeProfileId and activeSlotIndex and hooked up some basic dom refs using document.getElementById() just to make sure the base is solid btw right now this is just a super basic placeholder layout… still got a ton of work left to do on this page"}, {"post_id": 30641, "ts": "2026-07-18T11:34:32Z", "hours": 0.92, "text": "thought the hardware phase was over but my old TFT screen died 🤡 so i had to order a replacement. it looked exactly the same from outside but internally it behaved completely differently. because of that the whole project got delayed for a bit and i had to go back into hardware debugging again instead of continuing the software side got a replacement that looked identical but touch refused to work. turns out these cheap screens have different internal wiring depending on the batch. wrote a diagnostic script and figured out the pins were different. had to swap XP and YM to digital pins 8 and 9 and route XM and YP to analog A2 and A3 to wake it up once it was alive it started reading garbage noise with the Z axis pressure hitting crazy numbers like -13681 . added strict MINPRESSURE 5 and MAXPRESSURE 3500 limits in the C++ code to filter out the fake inputs.then realized the manufacturer slapped the touch digitizer upside down. tapping top left opened the bottom right app. just inverted the coordinates in the Arduino map() function and flipped the Y axis completely through software.i have also pushed all the changes made for the new display in this commit if you want to compare what changed after replacing the hardware you can check it here Commit after recalibrating everything on the new display the hardware is finally back to the same stage as before. now the touch feels accurate again the bridge is stable and i can finally continue building the actual UI instead of fighting the hardware 😭"}, {"post_id": 22169, "ts": "2026-07-04T14:22:08Z", "hours": 1.3522, "text": "today was mostly about connecting the hardware with the PC and making the whole bridge actually usable. the UI side was already working but getting Arduino and Python to talk properly and now the deck can actually trigger apps on the computer instead of just opening test screens. fixed a weird glitch where apps were automatically closing or returning back to the home screen after a few seconds even when i was not touching anything increased the touch sensitivity by tuning the MINPRESSURE value so random touches are ignored and only proper presses get detected built the first working Arduino to Python bridge so touch events from the TFT can directly control apps on the PC nd fixed touch mapping and serial communication bkzz wrong apps were opening due to incorrect touch coordinates and unstable data tested different app launch methods for Windows until browser apps desktop apps and installed apps all started opening correctly from the touchscreen now the deck can actually trigger apps on the computer instead of just opening test screens. (by the way ignore that poor flickering display recording🙃)"}, {"post_id": 15858, "ts": "2026-06-25T19:44:38Z", "hours": 0.8653, "text": "started building the main touchscreen interface using the same Arduino UNO R4 WiFi and 2.4 inch TFT display setup that i already used before. instead of jumping into the PC side first i wanted to get the hardware feeling right because if touch detection itself is not reliable then the whole project falls apart. so i first made a simple landscape UI with six app tiles and started testing how every touch was actually getting mapped on the screen. the biggest issue was touch calibration. the display was rendering everything perfectly but the resistive touch layer was returning different raw values than expected. while mapping p.x and p.y using the map() function and checking each app boundary with the apps[i].x, apps[i].y, bw and bh values i noticed the touch coordinates were not lining up with the actual grid. because of that pressing one app was opening another one and some buttons only responded with extra pressure. spent most of the time tuning the MINPRESSURE threshold recalibrating the raw touch range and matching the mapped coordinates with the display rotation until every touch area finally started responding to the correct app."}]...
|
Title: ADeck by @Aashish | Stardance
Devlogs:
sta Title: ADeck by @Aashish | Stardance
Devlogs:
started building the main touchscreen interface using the same Arduino UNO R4 WiFi and 2.4 inch TFT display setup that i already used before. instead of jumping into the PC side first i wanted to get the hardware feeling right because if touch detection itself is not reliable then the whole project falls apart. so i first made a simple landscape UI with six app tiles and started testing how every touch was actually getting mapped on the screen. the biggest issue was touch calibration. the display was rendering everything perfectly but the resistive touch layer was returning different raw values than expected. while mapping p.x and p.y using the map() function and checking each app boundary with the apps[i].x, apps[i].y, bw and bh values i noticed the touch coordinates were not lining up with the actual grid. because of that pressing one app was opening another one and some buttons only responded with extra pressure. spent most of the time tuning the MINPRESSURE threshold recalibrating the raw touch range and matching the mapped coordinates with the display rotation until every touch area finally started responding to the correct app.
today was mostly about connecting the hardware with the PC and making the whole bridge actually usable. the UI side was already working but getting Arduino and Python to talk properly and now the deck can actually trigger apps on the computer instead of just opening test screens. fixed a weird glitch where apps were automatically closing or returning back to the home screen after a few seconds even when i was not touching anything increased the touch sensitivity by tuning the MINPRESSURE value so random touches are ignored and only proper presses get detected built the first working Arduino to Python bridge so touch events from the TFT can directly control apps on the PC nd fixed touch mapping and serial communication bkzz wrong apps were opening due to incorrect touch coordinates and unstable data tested different app launch methods for Windows until browser apps desktop apps and installed apps all started opening correctly from the touchscreen now the deck can actually trigger apps on the computer instead of just opening test screens. (by the way ignore that poor flickering display recording🙃)
thought the hardware phase was over but my old TFT screen died 🤡 so i had to order a replacement. it looked exactly the same from outside but internally it behaved completely differently. because of that the whole project got delayed for a bit and i had to go back into hardware debugging again instead of continuing the software side got a replacement that looked identical but touch refused to work. turns out these cheap screens have different internal wiring depending on the batch. wrote a diagnostic script and figured out the pins were different. had to swap XP and YM to digital pins 8 and 9 and route XM and YP to analog A2 and A3 to wake it up once it was alive it started reading garbage noise with the Z axis pressure hitting crazy numbers like -13681 . added strict MINPRESSURE 5 and MAXPRESSURE 3500 limits in the C++ code to filter out the fake inputs.then realized the manufacturer slapped the touch digitizer upside down. tapping top left opened the bottom right app. just inverted the coordinates in the Arduino map() function and flipped the Y axis completely through software.i have also pushed all the changes made for the new display in this commit if you want to compare what changed after replacing the hardware you can check it here Commit after recalibrating everything on the new display the hardware is finally back to the same stage as before. now the touch feels accurate again the bridge is stable and i can finally continue building the actual UI instead of fighting the hardware 😭
so moving away from the hardware headache for a bit and starting the actual web app configurator for Adeck decided to keep it completely vanilla with just html css and js instead of bloating it with react or anything heavy. first goal was just getting the basic ui skeleton ready so it doesn’t look like a blank screen built the main dashboard using a standard css grid layout to divide it into zone-a for the profiles list and zone-b for the hardware preview set up basic css variables for the themes and threw in the doto font which is heavily Nothing inspired so the whole interface feels raw and industrial right from the start wrote the initial js boilerplate with a simple state object tracking things like activeProfileId and activeSlotIndex and hooked up some basic dom refs using document.getElementById() just to make sure the base is solid btw right now this is just a super basic placeholder layout… still got a ton of work left to do on this page
before it was just a blank dashed wireframe box but now i actually mapped out the 6-slot hardware grid in the dom to match the physical deck the major update this time is the local storage logic bczz losing data n every refresh was getting annoying. wrote simple loadState() and saveState() functions using localStorage.setItem and JSON.stringify() , so now when u hit the +new profile button it actually pushes to the state array and saves it permanetly and also added the third panel on the right for the action editor. hoked up basic click events so if u tap a button like slot 05 it gets an active class and the right panel dynamically updates to show u are editing that specific slot. getting the dom elements to talk to each other and sync state purely in vanilla js is actually working out perfectly
finally started making the ui feel like an actual tool instead of just a basic prototype added the top menu with Dashboard Profiles Settings and About and changed the hardware preview from the old empty box to a proper 6 slot layout added the right side editor where i can edit the selected slot and also added profile search and buttons for rename duplicate export import and delete added the bottom status bar to show save status profile and other basic info and the day mode and device status part in the top but yeaahh, still have few things left to do
it was just a blank dashed wireframe box before but now i mapped out the colored 6-slot hardware grid in the dom to match the physical deck. major update this time is local storage logic bczz losing data on every refresh was getting anoying. getting the dom elements to talk to each other and sync state purely in vanilla js is coming together interactive 6-slot grid: swapped the empty black TFT placeholder with an actual css grid of 6 keys. whatever u set in the editor like colors (slate or signal) and labels instantly renders here dynamic slot editor: hooked up basic click events so if u tap a button like slot 03 it gets an active class. the right inspector panel dynamically updates to show u are editing that specific key’s command and hex code wrote basic data persistence using localStorage.setItem and JSON.stringify() . so when u hit + to add a profile or edit a key it pushes to the state array and saves it locally added top nav & status bar, actual pages for Settings and About. the topbar nw has a working day/night toggle and a live clock ticking via setInterval. bottom status bar finally tracks the active profile and save status instead of being static text added a raw css variable based theme switcher. hooked up the day/night button in the topbar to flip the data-theme attribute on the body so it switches between light and dark modes instantly still got work left to do on the python bridge side but the web config layout is getting there tbh.
i mostly worked on fixing those small things which were making ADeck feel more like a website than an actual app replaced the normal browser popups with custom ones for creating renaming and deleting profiles. now everything opens inside the adeck ui itself and matches the rest of the design much better and also fixed a small annoying thing where clicking anywhere outside the popup was closing it even if i was typing something. now it only closes when i actually press cancel or complete the action worked more on the profile system and duplicate profile stuff. also fixed the alerts bczz before if multiple actions happened the alerts could stack on each other. now only one alert stays there and when a new one comes the old one goes away first with a small simple animation dark mode needed some work too bczz light mode was looking pretty good but some parts in dark mode were feeling kinda weird and uncomfortable. fixed the contrast in those areas and also removed a lot of unnecessary yellow accent lines. now they are only used in places where they actually need to be changed Day and Night to Light and Dark and made the theme change a little smoother instead of instantly switching like befor cleaned up the color section too. there was an extra dropdown showing the same colors again which was honestly looking useless so removed that and kept the cleaner color list. also added a custom color picker so now im not limited to only the few preset colors also changed the display label from the old short 2.4 inch TFT text to the proper 2.4-inch TFT LCD Display ILI9341 name so it matches the actual hardware properly now
worked on the local backend this update was mainly about taking the web app i made earlier and actually connecting it with the ADeck board and my pc. the web part was already getting pretty complete with profiles, slots, themes and local storage so now i started working on the python side and making the whole thing actually work with the board made the main deck.py file for the local python backend connected the web app with the uno r4 wifi through the serial connection and added auto detection for the board and its COM port so i dont have to keep changing the port manually added the firmware install part using Arduino CLI so the board can be setup from the project itself added the ping pong check so the backend can make sure the correct adeck firmware is actually responding added saving of the profiles and button settings on the pc so the data stays there even after restarting connected the save button with the real TFT so changing a label or color in the web app also changes it on the physical adeck added command support so now a button on the adeck can run things on my pc and tested this with vs code, Notepad, Calculator and Paint, also i had a small problem where the apps were opening in the background instead of coming in front. had to change the windows command launching part in deck.py and test it again with different apps made adeck_control.py for controlling the backend from the terminal and added the small ADeck-Control.bat menu where i can use options like 1 start, **2 **check system, 3 install or repair, 4 firmware, 5 logs, 6 stop, 7 errors and 8 status fixed the problem where starting adeck again while it was already running was causing another backend to start and show an error changed the setup so it checks if ADeck is already healthy and reuses it instead of starting another one and added the Setup ADeck.bat and Start ADeck.bat files so setup and normal starting can be done without typing all the python commands every time added test_reliability.py and used it to check the main startup and recovery cases tested stopping and starting the backend again and also tested removing and reconnecting the board and added .gitignore so things like .venv , .build and other generated files dont get pushed to github there were quite a few small problems while connecting everything together but now the web app, python backend, pc commands and the physical adeck are all working together. the next part will be more testing and adding more things on top of this sorry for those irritating lines on the TFT display🥀🥲 i guess some moisture messed it up a bit and thats why those lines showed up
cut minimise and open added and fixed the app relaunch option in settings, Now we can choose what happens when the same app is pressed again, either open another window, minimize or restore the same app, or close it I also made sure this only applies to app opening commands. Things like git commands and other normal commands still work the same way Tested all three options and the app now behaves correctly based on the selected setting
now i can install ADeck from the browser and use it more like a normal desktop app instead of opening the project files manually every time bczz i made adeck into an actual installable web app instead of having to open the html files manually every time added the web app manifest so ADeck can be installed like a normal app added the adeck app icons in different sizes including the maskable one added the service worker for the installed web app and connected the new setup with the existing adeck web interface without changing the main layout tested the installed version and checked that it opens as its own app instead of just another browser tab and also checked the existing profiles, settings and hardware preview after installing it so the old stuff still works
added automatic installed app detection to the adeck app which makes setting up app shortcuts much easier now since adeck can find installed apps from the pc and most of the setup happens automatically before this i had to find and paste exe paths manually, so i added an installed apps list to make this easier i kept installed apps separate from normal commands like git and npm so both dont get mixed together and the app list was getting pretty long, so i also added search to quickly find the app i want after getting it working i tested it with different apps and also checked normal commands to make sure both still work properly now when i select an app, its name and launch path are added to the selected key automatically
the installed app picker is now connected with the physical tft display so when an app is selected, its windows icon can be used on that specific adeck key and the icon data is now going through the web app, python backend and arduino firmware instead of being only part of the web side so the actual logo can be rendered on the display added the icon data flow from the selected app config to the backend and then to the arduino, converted the windows icons into a tft compatible format and added the firmware side code to receive and draw the icon on the correct key tested the icon rendering with different installed apps and checked that each icon stays with its selected key while normal commands like git and npm still use the normal command flow still need to polish the app part so the logos look better and text below them fits properly and the box colors and backgrounds look cleaner on the display
resized tft display app icons , themes and codecleanup made the icons on the physical tft a bit bigger so they’re easier to recognize and use at a glance. they might look a lil pixelated up close bczz of the display resolution, but the goal was to make them more usable cleaned up the code in a few places and removing unnecessary comments and organizing things that had become a bit messy while developing also added the theme selection and save ui to the web app with 4 preset themes planned for now. the idea is that whichever theme you select should also show up on the physical display. the web side is done, but the actual theme implementation is still in progress. starting with a nothing-inspired black and white theme, while the other themes are still being planned and i have also added a subtle, minimal animation on click, so it feels more responsive and gives you that little visual feedback that the click actually registered. Looks pretty good tbh
changed the key colours to custom background colours instead of separate box colours so the app icons blend in better. now the key bg automatically picks the dominant colour of the selected app icon, like orange for brave, so the colours actually match the apps added the first theme called space with a dark bg and floating stars tweaked the star animations to make them smoother and more natural, fixed stars getting stuck together and slightly increased their count cleaned up the theme preview by removing unnecessary labels and fixing the heading sizes. still got 3 more themes to build, will update them as i work on them
worked on the tft rotation feature added 4 rotation modes like monitor orientation and connected the web app controls to the physical tft fixed the layout issues at 180 and 270 degrees so the icons and labels align properly fixed the web preview so it actually rotates with the selected orientation instead of looking the same and moved the rotate button below the background colour section to keep the ui clean i was gonna work on the remaining 3 themes next but felt like this feature was more imp rn so worked on it first...
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1792785192.6882958
|
1793389992.6882958
|
|
69616
|
Bears OS by @HELLOPI | Stardance
|
HELLOPI
|
0
|
4.48
|
0
|
[]
|
[{"post_id": 79993, "ts": "202 [{"post_id": 79993, "ts": "2026-10-15T20:25:09Z", "hours": 2.6817, "text": "A very good improvement from the previous period. learned some cool stuff about JS too. simply put the coding journey is really fun and a bit challenging at times but not bigger than the reward of figuring it out."}, {"post_id": 79642, "ts": "2026-10-14T20:00:54Z", "hours": 1.7958, "text": "On the way trying to make my first web OS."}]...
|
Title: Bears OS by @HELLOPI | Stardance
Devlogs:
Title: Bears OS by @HELLOPI | Stardance
Devlogs:
On the way trying to make my first web OS.
A very good improvement from the previous period. learned some cool stuff about JS too. simply put the coding journey is really fun and a bit challenging at times but not bigger than the reward of figuring it out....
|
1792857245.6645677
|
1793462045.6645677
|
|
62333
|
Time-Bridge by @AidenHammy | Stardance
|
AidenHammy
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T20:05:18Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally shipped TimeBridge, a Chrome extension I built to solve a problem I have every single day. Doing mental math for timezone scheduling while typing in chat apps. Not just for me but every remote worker knows the pain. You type “let’s call tomorrow at 3pm” in Slack. Then you stop, open a new tab, plug it into a timezone converter, figure out what time that is in Tokyo and come back to type it. Undoubtedly it does break your flow. TimeBridge fixes this by living right inside your chat box. Instead of bouncing between Slack and a timezone converter, TimeBridge uses natural language processing to read what you’re typing. When it sees a time phrase, it quietly drops a little clock icon next to your text box. You click it and it tells you what time that is for your contacts. Why it’s different: Passive UI: It doesn’t shout at you. Well, don’t take it literally. It’s just a quiet 26px clock icon you can click or ignore. Real language: Understands phrases like “next Tuesday at noon” or “in 2 hours” using natural language parsing. Privacy-first: It doesn’t run on every website. It defaults to an allowlist (Slack, WhatsApp, Gmail) that you control.", "repo": "https://github.com/AidenHammy/timeBridge", "demo": "https://github.com/AidenHammy/timeBridge/releases/tag/v1.0.0"}]...
|
[{"post_id": 79991, "ts": "202 [{"post_id": 79991, "ts": "2026-10-15T19:59:39Z", "hours": 0.7172, "text": "Logging the leftover time that got caught up during the project maintenance and finalization"}, {"post_id": 79980, "ts": "2026-10-15T18:42:52Z", "hours": 1.4169, "text": "Devlog #3: Playing Nice (Allowlists & Passive UI) The core loop works. So you type a time, the badge pops up and it tells you what time it is for your contact. But after using it for a few days, two massive problems became obvious: it was running everywhere and it was too loud. Here’s how I fixed the extension to play nice with your browsing experience. Problem 1: The “Everywhere” Problem Originally, the manifest was set to <all_urls> . This meant the content script was injecting itself into every single page you visited. Your banking site, Reddit, random blogs. Even if the badge didn’t pop up, the event listeners were running on every text box on the internet which felt invasive and heavy. So I added an enabledSites list to chrome.storage.local . The extension now defaults to only running on whatsapp.com, slack.com and mail.google.com. I also updated the popup UI. If you want to add a new site (like discord.com), you can either type it manually in the popup or just hit the “+ Add current site” button which grabs the URL of the tab you’re currently looking at. The content script listens to storage changes so if you add a site, the extension instantly activates on that tab and no reload is required. Problem 2: The Noise Problem The badge was a full card which activated whenever you typed a time or date, a giant dark tooltip would expand below your text box. If you were just typing a normal message that happened to include a time, the UI was visually shouting at you. SO I shrunk the UI down to a tiny 26x26 pixel clock icon (🕐). It still appears when you type a time phrase but it stays out of your way. If you actually want to see the conversion, you click the icon and the full panel expands. If you click away, it collapses back to the icon. It’s much less stressful to type with!"}, {"post_id": 79846, "ts": "2026-10-15T16:32:13Z", "hours": 2.755, "text": "Devlog #2: The Core Loop The skeleton is alive, the real-world quirks are patched and the timezone picker doesn’t suck anymore. But how does it actually feel to use? Here’s how it works. You add a contact and the extension detects the time for them right where you’re typing. Step 1: Telling TimeBridge who you know When you click the extension icon, the popup opens. That right there is your contact book. Before, I was using a native <select> dropdown for the timezones which meant scrolling through 418 IANA zones which was terrible. Now, it’s a custom search-as-you-type combobox. You just type a name (like “Jean”) then start typing a country, city or abbreviation in the timezone box. If you type “Europe” the combobox instantly surfaces the available results because of the alias map I added. It still needs to be refined since it doesn’t yet contain ALL of the timezones. Also when you hit Enter and click “Add Contact”, it saves to chrome.storage.local , Jean now shows up in your list with her current local time updating live. Step 2: Typing in the wild Now you head over to Gmail, Slack web or Twitter, anywhere with a text box. You start typing a message, lets say “Let’s sync tomorrow at 3pm” Behind the scenes, it works like this: The Listener: A content script is running on the page. It’s using a single delegated document.addEventListener in the capture phase. This means it catches your typing whether you’re in a plain , a rich text with nested formatting spans or even a contact form embedded in an iframe. The Debounce: It doesn’t parse on every single keystroke (that would lag the browser). It uses a 250ms debounce. When you pause typing for a quarter of a second, it grabs the text. The Parser: It passes that text to chrono-node, the parsing library I bundled. Chrono looks at the phrase “tomorrow at 3pm” and figures out what “tomorrow” actually is based on today’s date and spits out an actual Date object. Step 3: The Badge If Chrono finds a time, the extension builds a floating, dark-colored tooltip (the badge) and injects it right below the text box you’re typing in. The badge does three things: It shows you the exact phrase it detected: “tomorrow at 3pm” It grabs the last contact you used (in this case, Jean) and automatically converts that 3pm time into her local time, displaying it right there. It gives you a dropdown. If you actually meant to schedule this with a different contact, you can switch the dropdown right in the badge and it recalculates the time instantly. One of the most annoying things to figure out was what happens when you hit Enter. On Slack or WhatsApp, Enter sends the message and clears the text box immediately. Because of my 250ms debounce, the extension was occasionally showing the badge after the message was already sent, making it float over an empty text box. The fix was adding a specific keydown listener. If you hit enter (without shift), the extension kills the debounce timer and hides the badge instantly which means no more ghost badges"}, {"post_id": 79289, "ts": "2026-10-13T10:33:20Z", "hours": 2.2542, "text": "Devlog #1: Getting TimeBridge Off the Ground Spent the weekend building the first version of TimeBridge, a small Chrome extension aimed at making timezone coordination less of a headache. The idea is to detect time references as you type and eventually let you convert them to your contacts’ local times without doing the math yourself. I started with two core features. A popup contact book that saves names and timezones using chrome.storage.local and a live text parser powered by chrono-node . The popup displays contacts’ local times while the parser detects phrases like “let’s call tomorrow at 3pm” using a debounced content script. I also used the browser’s native Intl.supportedValuesOf(\"timeZone\") API to populate the timezone list instead of maintaining one manually and bundled only the English parser to bring its size down from around 400 KB to 100 KB but getting everything to run turned out to be its own challenge. Chrome refused to load the extension because the bundled parser file was missing and regenerating it exposed an empty package.json that caused npm to throw an EJSONPARSE error. After fixing the dependencies, rebuilding the bundle with esbuild and correcting the script order in the manifest, the extension finally loaded. I also had to enable file URL access in Chrome before my local test page would work with the content script. The skeleton is alive and well, the contacts persist, local times update and time expressions are detected as I type. There’s no UI for the parser yet so everything still goes to the console"}]...
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Title: Time-Bridge by @AidenHammy | Stardance
Dev Title: Time-Bridge by @AidenHammy | Stardance
Devlogs:
Devlog #1: Getting TimeBridge Off the Ground Spent the weekend building the first version of TimeBridge, a small Chrome extension aimed at making timezone coordination less of a headache. The idea is to detect time references as you type and eventually let you convert them to your contacts’ local times without doing the math yourself. I started with two core features. A popup contact book that saves names and timezones using chrome.storage.local and a live text parser powered by chrono-node . The popup displays contacts’ local times while the parser detects phrases like “let’s call tomorrow at 3pm” using a debounced content script. I also used the browser’s native Intl.supportedValuesOf("timeZone") API to populate the timezone list instead of maintaining one manually and bundled only the English parser to bring its size down from around 400 KB to 100 KB but getting everything to run turned out to be its own challenge. Chrome refused to load the extension because the bundled parser file was missing and regenerating it exposed an empty package.json that caused npm to throw an EJSONPARSE error. After fixing the dependencies, rebuilding the bundle with esbuild and correcting the script order in the manifest, the extension finally loaded. I also had to enable file URL access in Chrome before my local test page would work with the content script. The skeleton is alive and well, the contacts persist, local times update and time expressions are detected as I type. There’s no UI for the parser yet so everything still goes to the console
Devlog #2: The Core Loop The skeleton is alive, the real-world quirks are patched and the timezone picker doesn’t suck anymore. But how does it actually feel to use? Here’s how it works. You add a contact and the extension detects the time for them right where you’re typing. Step 1: Telling TimeBridge who you know When you click the extension icon, the popup opens. That right there is your contact book. Before, I was using a native <select> dropdown for the timezones which meant scrolling through 418 IANA zones which was terrible. Now, it’s a custom search-as-you-type combobox. You just type a name (like “Jean”) then start typing a country, city or abbreviation in the timezone box. If you type “Europe” the combobox instantly surfaces the available results because of the alias map I added. It still needs to be refined since it doesn’t yet contain ALL of the timezones. Also when you hit Enter and click “Add Contact”, it saves to chrome.storage.local , Jean now shows up in your list with her current local time updating live. Step 2: Typing in the wild Now you head over to Gmail, Slack web or Twitter, anywhere with a text box. You start typing a message, lets say “Let’s sync tomorrow at 3pm” Behind the scenes, it works like this: The Listener: A content script is running on the page. It’s using a single delegated document.addEventListener in the capture phase. This means it catches your typing whether you’re in a plain , a rich text with nested formatting spans or even a contact form embedded in an iframe. The Debounce: It doesn’t parse on every single keystroke (that would lag the browser). It uses a 250ms debounce. When you pause typing for a quarter of a second, it grabs the text. The Parser: It passes that text to chrono-node, the parsing library I bundled. Chrono looks at the phrase “tomorrow at 3pm” and figures out what “tomorrow” actually is based on today’s date and spits out an actual Date object. Step 3: The Badge If Chrono finds a time, the extension builds a floating, dark-colored tooltip (the badge) and injects it right below the text box you’re typing in. The badge does three things: It shows you the exact phrase it detected: “tomorrow at 3pm” It grabs the last contact you used (in this case, Jean) and automatically converts that 3pm time into her local time, displaying it right there. It gives you a dropdown. If you actually meant to schedule this with a different contact, you can switch the dropdown right in the badge and it recalculates the time instantly. One of the most annoying things to figure out was what happens when you hit Enter. On Slack or WhatsApp, Enter sends the message and clears the text box immediately. Because of my 250ms debounce, the extension was occasionally showing the badge after the message was already sent, making it float over an empty text box. The fix was adding a specific keydown listener. If you hit enter (without shift), the extension kills the debounce timer and hides the badge instantly which means no more ghost badges
Devlog #3: Playing Nice (Allowlists & Passive UI) The core loop works. So you type a time, the badge pops up and it tells you what time it is for your contact. But after using it for a few days, two massive problems became obvious: it was running everywhere and it was too loud. Here’s how I fixed the extension to play nice with your browsing experience. Problem 1: The “Everywhere” Problem Originally, the manifest was set to <all_urls> . This meant the content script was injecting itself into every single page you visited. Your banking site, Reddit, random blogs. Even if the badge didn’t pop up, the event listeners were running on every text box on the internet which felt invasive and heavy. So I added an enabledSites list to chrome.storage.local . The extension now defaults to only running on whatsapp.com, slack.com and mail.google.com. I also updated the popup UI. If you want to add a new site (like discord.com), you can either type it manually in the popup or just hit the “+ Add current site” button which grabs the URL of the tab you’re currently looking at. The content script listens to storage changes so if you add a site, the extension instantly activates on that tab and no reload is required. Problem 2: The Noise Problem The badge was a full card which activated whenever you typed a time or date, a giant dark tooltip would expand below your text box. If you were just typing a normal message that happened to include a time, the UI was visually shouting at you. SO I shrunk the UI down to a tiny 26x26 pixel clock icon (🕐). It still appears when you type a time phrase but it stays out of your way. If you actually want to see the conversion, you click the icon and the full panel expands. If you click away, it collapses back to the icon. It’s much less stressful to type with!
Logging the leftover time that got caught up during the project maintenance and finalization
Ships:
I finally shipped TimeBridge, a Chrome extension I built to solve a problem I have every single day. Doing mental math for timezone scheduling while typing in chat apps. Not just for me but every remote worker knows the pain. You type “let’s call tomorrow at 3pm” in Slack. Then you stop, open a new tab, plug it into a timezone converter, figure out what time that is in Tokyo and come back to type it. Undoubtedly it does break your flow. TimeBridge fixes this by living right inside your chat box. Instead of bouncing between Slack and a timezone converter, TimeBridge uses natural language processing to read what you’re typing. When it sees a time phrase, it quietly drops a little clock icon next to your text box. You click it and it tells you what time that is for your contacts. Why it’s different: Passive UI: It doesn’t shout at you. Well, don’t take it literally. It’s just a quiet 26px clock icon you can click or ignore. Real language: Understands phrases like “next Tuesday at noon” or “in 2 hours” using natural language parsing. Privacy-first: It doesn’t run on every website. It defaults to an allowlist (Slack, WhatsApp, Gmail) that you control....
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1793155775.8503776
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1793242175.8503776
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52506
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Particle simulation (Vulkan Compute Shaders + C++) Particle simulation (Vulkan Compute Shaders + C++) by @Knaj | Stardance...
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Knaj
|
1
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33.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T19:12:22Z", "hours": 33.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Particle Simulation, semi-finished. At last I’ve done it, this a mini-dream come true. I’ve finally “mastered” Vulkan compute shaders and got better at using C++ and GLSL. The program spawns 2000 particles (a very humble number, so I can run it on almost any machine) and simulates their gravity and collisions. In my very humble opinion, it’s quite impressive.", "repo": "https://github.com/Knajp/ParticleSimulation", "demo": "https://github.com/Knajp/ParticleSimulation/releases/tag/1.0.0"}]...
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[{"post_id": 79981, "ts": "202 [{"post_id": 79981, "ts": "2026-10-15T18:46:09Z", "hours": 7.6886, "text": "The end? Probably not, but it sounds cool and is a Minecraft reference. Anyway, as you can see, I (sadly along with the help of an LLM, since I’m not the best at physics (i promise I only used it to explain the physics part and fix some insanely weird bugs)) implemented the collision system. What it took So, to achieve this and not make my computer burn down, I used a spatial grid. The way this one worked is: I added 2 buffers, one for cell heads, and other for next particles Created a linked list using those, with the last one pointing to index -1. Then, using some nonsense calculations, for every particle I checked every particle in their own cell and the 8 surrounding ones. That way I didn’t have to make a literal billion if statements per second. Then I fiddled around with making the particles stop moving on their own, and bim bam boom, I’ve got a nice layer of particles at the bottom. What’s next? I probably won’t finish this during stardance, but I’ll add some mouse interactions so the simulation isn’t so stagnant, and that should probably be it. Attachments In the attachments you’ve got a simulation of 2,000 and 100,000 particles, and a screenshot of the final result."}, {"post_id": 76212, "ts": "2026-10-02T18:03:56Z", "hours": 9.3442, "text": "Not a nothingburger anymore! Just a regular burger now, though. As you can see, the particles are there. And there’s many of them. Three thousand if I remember correctly. I can’t lie, implementing this took a lot and made me experiment with a lot of new things and especially modern Vulkan. What it took So, in my last devlog I said that the particles were in memory. They in fact were not, because my compute invocation was broken. But as you might imagine by now, I fixed that. What was wrong is that I was calling vkDispatch(cb, [actual number of dispatches], 0, 0) . Since x * 0 * 0 = 0 , the total number of calls was, you guessed it - zero. Changed it to vkDispatch(..., 1, 1) and it worked like a charm. Then I had issues with displaying the stuff (passing uninitialized values to the shaders), and also making the particles round. Overall, a nice challenging part of the project."}, {"post_id": 70047, "ts": "2026-09-18T11:08:06Z", "hours": 8.6511, "text": "A very big nothingburger. Yup. Despite working on this devlog for about 9 hours, I’ve made no visible progress. There’s still no window displaying anything (there is one on traditional DEs, but it won’t work on Hyprland for some unknown reason). However, it’s not as simple as it sounds, since I had to be working on something, right? Right. That thing being the base for the particle simulation – The compute pipeline, the compute shader, the compute everything. Additionally, I’ve finished the renderer init. Now the program launches without any issues! Somehow. Lol. The obvious next step is to actually get something rendering, and since the particles, or at least potential particles should be in their SSBO by now, I think I should be able to make a humble hundred-thousand-vertex draw call and be good! In theory, of course. How it will turn out in practice, we will see. And because as I said, I don’t have any visual output yet, you can have another picture of the terminal output as a treat."}, {"post_id": 61481, "ts": "2026-09-04T12:47:12Z", "hours": 7.3406, "text": "Devlog #1 Project Setup This was supposed to be covered a separate devlog, however posting the devlog failed and I simply gave up. Anyhow, I set up the project in quite a simple way, hoping to minimize the amount of bloat in the vendor directory. The project uses C++, Vulkan (my two beloved technologies) and CMake, which is a first for me. Renderer base So far, I’ve made use of GLFW to create a window and then used Vulkan to create a window surface and prepare the swapchain. What the swapchain in plain terms is that it makes sure you dont have to wait for the next frame to be rendered with a blank screen. Next Steps The next obvious step would be a graphics pipeline, however this time I’m thinking of going straight into rendering particles instead of the regular triangle. That would require a different (possibly instanced) . graphics pipeline, more sophisticated shaders and of course, a compute pipeline, learning which is the very point of this project. -# ignore assert failed please"}]...
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Title: Particle simulation (Vulkan Compute Shaders Title: Particle simulation (Vulkan Compute Shaders + C++) by @Knaj | Stardance
Devlogs:
Devlog #1 Project Setup This was supposed to be covered a separate devlog, however posting the devlog failed and I simply gave up. Anyhow, I set up the project in quite a simple way, hoping to minimize the amount of bloat in the vendor directory. The project uses C++, Vulkan (my two beloved technologies) and CMake, which is a first for me. Renderer base So far, I’ve made use of GLFW to create a window and then used Vulkan to create a window surface and prepare the swapchain. What the swapchain in plain terms is that it makes sure you dont have to wait for the next frame to be rendered with a blank screen. Next Steps The next obvious step would be a graphics pipeline, however this time I’m thinking of going straight into rendering particles instead of the regular triangle. That would require a different (possibly instanced) . graphics pipeline, more sophisticated shaders and of course, a compute pipeline, learning which is the very point of this project. -# ignore assert failed please
A very big nothingburger. Yup. Despite working on this devlog for about 9 hours, I’ve made no visible progress. There’s still no window displaying anything (there is one on traditional DEs, but it won’t work on Hyprland for some unknown reason). However, it’s not as simple as it sounds, since I had to be working on something, right? Right. That thing being the base for the particle simulation – The compute pipeline, the compute shader, the compute everything. Additionally, I’ve finished the renderer init. Now the program launches without any issues! Somehow. Lol. The obvious next step is to actually get something rendering, and since the particles, or at least potential particles should be in their SSBO by now, I think I should be able to make a humble hundred-thousand-vertex draw call and be good! In theory, of course. How it will turn out in practice, we will see. And because as I said, I don’t have any visual output yet, you can have another picture of the terminal output as a treat.
Not a nothingburger anymore! Just a regular burger now, though. As you can see, the particles are there. And there’s many of them. Three thousand if I remember correctly. I can’t lie, implementing this took a lot and made me experiment with a lot of new things and especially modern Vulkan. What it took So, in my last devlog I said that the particles were in memory. They in fact were not, because my compute invocation was broken. But as you might imagine by now, I fixed that. What was wrong is that I was calling vkDispatch(cb, [actual number of dispatches], 0, 0) . Since x * 0 * 0 = 0 , the total number of calls was, you guessed it - zero. Changed it to vkDispatch(..., 1, 1) and it worked like a charm. Then I had issues with displaying the stuff (passing uninitialized values to the shaders), and also making the particles round. Overall, a nice challenging part of the project.
The end? Probably not, but it sounds cool and is a Minecraft reference. Anyway, as you can see, I (sadly along with the help of an LLM, since I’m not the best at physics (i promise I only used it to explain the physics part and fix some insanely weird bugs)) implemented the collision system. What it took So, to achieve this and not make my computer burn down, I used a spatial grid. The way this one worked is: I added 2 buffers, one for cell heads, and other for next particles Created a linked list using those, with the last one pointing to index -1. Then, using some nonsense calculations, for every particle I checked every particle in their own cell and the 8 surrounding ones. That way I didn’t have to make a literal billion if statements per second. Then I fiddled around with making the particles stop moving on their own, and bim bam boom, I’ve got a nice layer of particles at the bottom. What’s next? I probably won’t finish this during stardance, but I’ll add some mouse interactions so the simulation isn’t so stagnant, and that should probably be it. Attachments In the attachments you’ve got a simulation of 2,000 and 100,000 particles, and a screenshot of the final result.
Ships:
Particle Simulation, semi-finished. At last I’ve done it, this a mini-dream come true. I’ve finally “mastered” Vulkan compute shaders and got better at using C++ and GLSL. The program spawns 2000 particles (a very humble number, so I can run it on almost any machine) and simulates their gravity and collisions. In my very humble opinion, it’s quite impressive....
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1793199064.404929
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1793285464.404929
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21987
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off-road autonomous robot by @leila | Stardance
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leila
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0
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173.99
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0
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[]
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[{"post_id": 79978, "ts": "202 [{"post_id": 79978, "ts": "2026-08-13T00:00:00Z", "hours": 7.0, "text": "ok so from here on we just started placing the robots at different places trying to show what they could do if the washboard didnt always destroy their runs Exhibition 1: Team Big Fish and THE HILL … for our first exhibition, the other team set up the robot before the hill and took some stabs and speeding their way over it. in the end, none of the attempts made it, but i have video of the third one where they got so close that one of the wheels drove onto the other side of the hill and kept the robot there, until their driver let go of the throttle and let it down. it was super cool!! Exhibition 2: Team 10 and THE HOOK finally it was time for my teammates magnum opus of the past two weeks to be revealed and truly tested, and that of course was THE CLIMB!!!! and by the climb i mean a big pink plastic hook on the end of a measuring tape roll taken out of its case that we lovingly call “the bomb” (because it WILL explode if not handled properly). like i said a while ago though, the climb didnt have enough force to pull up the robot, but thats fine! theres still partial points for hooking, so all this exhibition really was was the hook rising at an almost comedically slow pace, before i carefully drove the robot over to the bar (as to not fold over the tape from the velocity) and gingerly brought the hook down on it. and everybody clapped! Exhibition 3: Team Big Fish and THE DUNK aka they used their shooter. it was super cool actually! they have a whole system with conveyor belt squeezing balls forward from above a slanted metal sheet, with flywheels at the end that can block balls for storage purposes until the gate is opened and the conveyor belts are forwarded to shoot them! it was suprisingly good and consistent, shooting from behind the second-to-last line. i wish we could do that… its okay they dont have a climb so we’re better and that was pretty much it! this experience has been so incredibly helpful for my learning and for me in general, and it really was(😢) one of the most fun times of my life. i dont even think i could near catalogue how much fun i had and how many things i learned. i really cant put it into words. thank you lucas, carlos, jade, maanya, patrick, alfonso, and trina for making this what it was, and of course thank you big zrl for sponsoring my attendance. if you’re reviewing this project, i recommend looking at devlogs further down if you’re missing context. the photos should hopefully help see the progression as well (if i can get those uploaded…) i leave you with 3 photos: the state of the robot right before i turned it off for the last time, the absolute state of our whiteboard after we used for brainstorming, and a last minute photo of the hallway i knew i would never walk again. happy hack clubbing!"}, {"post_id": 79977, "ts": "2026-08-12T00:00:00Z", "hours": 7.0, "text": "ladies, gentlemen, and my beautiful enbies * ITS TIME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! *(ok so i admit this entry was written days later cause i had to go to school next day so my memory is foggy but! its still cool :3) basically the first half of the day (before everyone came in) was spent finalizing somethings we’d waved off earlier, like cable management and wiring in general, especially the motor wires were dangerously close to the suspension rods and a bunch of other things like that power and attaching the battery, since we really needed to keep the batteries charged properly to prevent the pi being underpowered and the battery needed to be held on with something a little less flimsy than straight up velcro 😭 THE GOD DAMN SET SCREWS HOLY TUNA THESE THINGS WILL NOT STAY TIGHT NO MATTER WHAT WE ARE NEVER GOING UP THAT HILL AGAIN ISTG (subtle foreshadowing) keeping the kill switch always accessible from the top and attaching it with a little more than tape and prayers making sure the wheels are attached properly and wont jut out weirdly as it has in the past, throwing the driving off balance as it getting the climb to actually work which is lowk a lost cause but we ball praying theres something we can do about the intake situation 😭🙏 among much more of course, the time eventually came when people started arriving (like alfonso, shoutout my goat) including a whole lot of parents. we started by showing them our robots as we made some final tweaks, like making sure the pi wouldnt fall off of our beautiful, incredibly complex attachment scheme (velcro mounting strips) until it finally happened… COMPETITION START‼️ so the way this ended up going is that each team alternated runs, usually getting progressively further (keyword usually …) Run 1: Team Big Fish (not us) their first run didn’t go too bad!! their ball intake was suprisingly functional (and by suprisingly i mean at all) (better than us tho) and they were almost able to get around the cones autonomously without hitting one! however, when it came to the washboard, it didnt really work out… their bot very quickly got stuck on a pipe and was ill equipped to unstuck itself, ending the first run. Run 2: Team 10 (US!!!!!!!!‼️!!!!!) also not too bad somehow!!!!!!!!!! of course there was no ball intake so we just drove over them, but we were able to slowly but surely get past the slalom with wide margins and very very slow turns in place. as for the washboard though, our run wasnt much better… i took the robot off of the ramp at the start rather fast, making sure to turn up the throttle limit in the hopes it would get us over a few obstacles. spoiler alert: it didnt. we pretty quickly just crashed into a full cinder block, bending the sheet metal base and unsurprisingly making it hard to continue the run! but whatever it was not too bad for a first attempt Run 3: Team Big Fish this one was probably their best! the ball intake was great, and they were able to carry them all through a perfect no-hit slalom! unfortunately, a similar fate to last time met them at the washboard. third times the charm hopefully… Run 4: Team 10 although the robot was slightly banged up now, it was still totally good to go! this slalom attempt was not nearly as graceful, and that certainly applies to the washboard too: i turned up the throttle limit more on the ramp and really just sent it, only to get stuck on top of that cinderblock instead of past it. fun stuff!"}, {"post_id": 79976, "ts": "2026-08-11T00:00:00Z", "hours": 7.0, "text": "and i call it frickmas cause THE COMPETITIONS TOMORROW OMG OMG OMG OMG OK SO here’s what on the agenda: making sure the set screws dont destroy themselves on the field getting the climb attached and making sure it maintains enough torque to actually pull the robot figuring out some sort of system for intake lining up all the suspension to prevent it from getting stuck, damaging the metal, or crapping out on the washboard section making sure the pi mount, buck converter, code, suspension actuation, and every other subsystem actually work testing!!! lots of testing of all of everything!!!!!!! for the first one, my partner had already spent so long on the set screws so some testing was all it took to see that they were fine, and that was enough cause they were not really going to get any better. my other partner finally got around to actually finishing up the climb and attaching it to the front of the bot. good news: it hooks! bad news: it doesn’t even remotely pull back! luckily, the rules still gove points for hook but no lift, so we decided to leave it there since his effort could be best spent elsewhere with this little time left the intake system was determined to be pretty much a dud by the end of the day, cause of course cardboard couldn’t really carry anything, and we didn’t have time to design something better since the last system fully failed lining up the suspension was pretty easy, just took a bit of manual adjustment and a good amount of testing on the field each of these were kind of annoying to address but i have a feeling itll be rather important at the end of the day (which is basically how long until handling all the wiring and subsystems took us) lastly for the testing, we just drove like a bunch of times! honestly the runs went like okayish ig, we rarely made it past the washboard and of course NEVER made it over the hill ever since we did it first a couple weeks ago. otherwise though, the robot was stable the entire time and didnt have any weird glitches or hardware malfunctions (thank god we taped down the battery this time) so we were good(ish) to go! below is basically what our final robot is gonna look like (minus the climb)"}, {"post_id": 79974, "ts": "2026-08-10T00:00:00Z", "hours": 7.0, "text": "OKAY it is time to get down to business we do NOT have much time. first order of business was looking at the TPU wheels reflect printed! they had come in while i was gone, and compared to our flywheels they were actually suprisingly good (although they lowk had their heads blown shmoove off (the tops were weirdly disconnected and ripped off)). most of all, our wheels were much too stiff and theirs were relatively soft, so we decided to go with theirs. we’d also gotten metal parts back from lucas; unfortunately, lucas’ parts were cut kinda incorrectly and for whatever reason the machine shop didn’t make them!! so, i spent today primarily trying to figure out how to do intake while one partner was working on (OF COURSE) retightening and loctite-ing the set screws and the other partner was working on finishing/testing the climb with a smaller motor he bought online over my hiatus. and by figuring out the intake, i mean taping a cardboard box to the bottom of the robot and letting it flap down while desperately PRAYING that the balls go in. i was also driving around a bunch trying to figure out why the robot was still really struggling to take turns, especially on the foam. eventually i had the insight that the friction on the wheels was simply too much, and Lucas came up with the idea of wrapping tape around the wheels to reduce it!! after that it was insane how well it drove and took turns, especially off of the foam floor. i lowk drove it around for like 45 mins straight it was so insanely fun to see something we made acting like a real machine, cause it was driving at a quality i could actually expect in like a real product! it was so cool and gratifying :3 of course i forgot to get a picture of video of it, which i have a feeling im gonna regret…"}, {"post_id": 79971, "ts": "2026-08-04T00:00:00Z", "hours": 7.0, "text": "okay so like i said last entry ill be leaving for three days, which means that i had to finish up some things today! i decided at this point that we were not going to able to mount a plate in the front for the intake (rip that idea and the whole bunch of filament we wasted on it 😭) so i spent the entire day pivoting on that idea and making the articulated suspension!!!! this was a really cool idea i talked with carlos about for like an hour, although we were thinking about only servos for suspension. this time around, i modified those servo mounts to place the head of of the edge of the main plate and used a bit of kevlar string Trina donated (ty Trina!) and tied it to the servo head and around the wheels hub. this means that when the servo is drawn up, the string pulls on the wheel, compresses the spring, and brings the robot down. for context, there is an 8 inch height requirement* that we had yet to succesfully get under. by that i mean the robot was like 11in. so, to get around that, these servo mounts could effectively deactivate the suspension at will, not only making driving more stable in the ball collection phase, but also actually getting under the height requirement! (since it was only a starting height requirement, we were allowed to expand after) anyways i made one mount, tested it, it didnt fully work, designed another and printed two of them, codexed while that was printing, tested one (it worked perfectly), printed 2 more, codexed the code for different states and positions for the servos and configuration stuff ofc, assembled the rest, tested all 4 of them out at the same time, actually tied good knots, and it was done by the end of the day!! im really proud of finishing this subsytem in one day before i left, it was suprisingly fun to see the robot dancing and doing pushups as it drove. and honestly, i think today really gave me that feeling of how incredible it is to see something like this just come to life, the way i feel when i make progress on a good coding project. i lowk want a 3d printer now… maybe that radish jam money could really come in handy……."}, {"post_id": 79970, "ts": "2026-08-03T00:00:00Z", "hours": 7.0, "text": "i am gonna be gone wednesday, thursday, and friday this week due to my schools orientation happening right before CalTech’s WiSTEM (which i am indeed going to :3), both of which are on weekdays. thus, with the intake challenge pushed even further to this wednesday (marking a full week delay), i will need to spend some time getting our existing systems to a good place and helping my partners with whatever they need over today and tomorrow before im gone. that being said, we did very little locking in today (hence calling it the dawn) because we had both a speaker and a tour!! Will Heltsley, former VP of Propulsion of SpaceX and an insanely knowledgable engineer, talked to us about different engineering concepts and some strategies for finding a stable job and a community of like-minded nerds that are fun to work beside. i asked a few questions about working with teams (because this program has shown me that it’ll be a very valuable skill to learn), especially since Will has done everything from working on a 3-person team to managing a group of 350 engineers. he was really helpful!! we also got to tour another startup, Forge Atomics, and it was awesome to see the inner workings of a company that is just getting of the ground! they had a really cool concept and i loved their mission, which in talking to one of the co-founders (Rex the goat) i learned was one of the most important things in finding a team that is going to work well: your missions need to align. also i learned from both mentors that, unless you plan on doing something research heavy like quantum computing, you should NOT get a PhD. guess what i want to do!"}, {"post_id": 79969, "ts": "2026-07-31T00:00:00Z", "hours": 7.0, "text": "okay this day was an experience fs. the start of the day was relatively normal, i was working a bit on ball detection while my partners assembled the intake/outtake thingy, and all of a sudden the pi turns off . this happened before when the power draw was low and peripherals were connected, so i just took out the camera and turned it on. yup, works fine. ok so lets plug the camera in while its on and it turns off . odd, looks like its probably some random bug or connection issue, so i just unplugged it, reseated it, and restarted the Pi. and it doesnt even turn on. ok, well theres another port. idk whats going on, but maybe thatll fix it? nothing. theres spare cables, lets try those ig? nope. ok what the hell the camera must be broken, so lets try a spare camera. doesnt turn on. ok what the actual ****???? lets try it on their robot and then theirs doesnt turn on either . at this point i am positively destroyed and fuming, luckily we have some very good food coming from a place nearby called the melt, so hopefully having a nice gooey cheesesteak can help me calm down, lock in, and figure out whats going on. big mistake. an hour passes. the adults have put on a movie, a fast and furious movie. you dont feel delirious, nor subdued, but simply off. its almost as if you are both more aware of your environment and slowly less aware of yourself. an hour passes. the car noises are still going. focus was a lost cause. one adult is stretching on the floor. the other is sitting at a table, still watching. you’re on the floor too. you’re not getting anything done. it was a lost cause anyways. an hour passes. carlos is sleeping on the slanted wooden plank of the hill. jade is lying on the floor and staring straight up. somehow your partner is locked in. the car noises continue. you are two inches away from meeting God, before you start laughing. shes laughing too, as well as your partner. presumably at carlos. sanity was a lost cause, and you lost it four and a half hours ago. cant believe its somehow 3:30. long story short, we slowly went insane with tokyo drift in the background as i pulled my hair out from the pi frying our cameras and the movie making it hard to focus, while one of my partners locked in to an unprecedented level, one just watched the movie casually, and the rest of us went crazy for no particular reason at all. this was a wild day (hence why im writing this the day after) never eating at the melt again bruh 😭"}, {"post_id": 79968, "ts": "2026-07-30T00:00:00Z", "hours": 7.0, "text": "I FORGOT TO PUT THE PRINT PLATE IN THE PRINTER YESTERDAY GOD DAMN IT 😭😭😭😭😭 its fine. ok so today was generally pretty mundane BUT!!! WE DROVE UP THE HILL LITERALLY ONCE!!!!! just on a whim my partner decided to go full power up the hill after my other partner had just loctited every set screw to see if we could make it, and we did!!!!!!!!!!!!!!!!!!!!!! …….unfortunately……… nobody filmed it…………………………….. -# god damn it…………………………. it was really cool though! i think it represents that we’re really nearing a functionally useful robot and that were actually overcoming the challenges that have plagued us for like weeks anyways heres a picture of our bot looking super duper cool"}, {"post_id": 79967, "ts": "2026-07-29T00:00:00Z", "hours": 7.0, "text": "so my GOATED teammate whose shall not be named figured out the TPU problem: the printer just wasnt strong enough to feed it in! i honestly have some doubt that that was THE problem, considering how easy the solution is (just unspool a bunch of filament onto the ground), but whatever we ball‼️ anyways the first third of today was spent working on that servo mount and arms CAD file i mentioned before as my partners finished up cutting the shafts and legs for the new tensioners. i also got the tensioners printed, but that was pretty quick since its just a few ~1x0.5” pieces the second third was spent doing the assembly for all the pieces, since we had to take apart each leg completely, and then go down the assembly line to put it together. i was responsible for putting on the tensioners and then the motors with these really handy alligator clips Carlos graciously gave us that allowed me to get short screws into holes that were far into the leg. then, once the motor is attached, my partner would attach the wheel and get the belt on there. i think he used some like dark magic cause the belt was really hard to get on before it was tensioned, idek how he did it now… my other partner would then put on the insert, bearings, and shaft for attaching the leg to the chassis. once we were done, we all spent some time getting the legs on the chassis but we didnt finish. i rushed to start the flywheel TPU print we designed a while ago before we left and spent the rest of the day on… THE SPACE X TOUR!!!!!!!!!!!!!!!!!!!!!!!!!! we got to go to spacex and have a little tour with one of patricks friends!!!!!!!!!! it was really really really cool, the facility was huge and we such a bunch of fuel tanks, satellites, an engine actively being built, and a phased antenna array. that last thing nerdsniped me so hard, and because Simon (one of our “tour guides”) was an engineer that worked on the Starlink user terminals (which also had the same type of antenna array as the Starlink satellites) i was able to ask a bunch of questions about it. apparently, they both have a bunch of antenna put together and arranged such that, by controlling the phase of the signal coming through each of the ~50 antennae, can focus on a narrow beam of EMF waves and effectively filter out signal to only a specific Starlink satellite in the sky. super cool!!!! no photo(s) cause we weren’t allowed to take any but its chill"}, {"post_id": 79966, "ts": "2026-07-28T00:00:00Z", "hours": 7.0, "text": "the TPU arrived! guess what though: it lowk doesnt work with the X1c (our printer)!!!!!!! we refined the design for the flywheel a bit, but after figuring out the TPU settings in the printer, our test prints didn’t work at all. at some point, it just seems to run out of filament (usually before the first layer finishes) and leaves these dots of plastic where its supposed to be entirely filled in. no TPU ig!! my teammates spent most of the day figuring out where to cut holes for the tensioner and then actually drilling those holes for the eventual assembly (prob tomorrow). it looked really sucky cause the hacksaw is time-consuming and lowk rather annoying, especially when we need to cut 3 shafts into like 12 pieces, so thank you teammates that was very nice 🙏 i spent the whole rest of the day on the CAD for the articulated arms that we’re gonna have in front and on top of the entire robot, and i designed a servo mount that’ll keep the servos attached to the robot at the exact height we need them to be to make a plate that hits the ground, settles at a nice angle, holds the flywheels, and all the while still fits on the print bed. i tried to print one of those mounts but after like 5 prints that failed on the first layer, the only succesful print ran out of filament on the second to last layer 😭 its lowk chill though cause it looks kinda cool so im gonna keep it attached is the lowk awesome lowk cooked servo mount that i lowk made and printed lowk"}, {"post_id": 79965, "ts": "2026-07-27T00:00:00Z", "hours": 7.0, "text": "GUESS WHAT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! the belt is skipping. turns out the belt needs to be tensioned to not yknow skip horribly. any real torque that the wheel experiences back on it, including the torque inherently present in turning with tank drive (which is really high cause we have really grippy wheels and their laid out in a rectangle), makes the belt slip on the teeth and not drive the tire at all, leaving the motor spinning but the robot not moving. basically, we’re gonna need a tensioner to slot into the legs. in other news, we still have to get intake/outtake working by friday hopefully. i’ve ordered TPU filament online and got on of my teammates to start on a design for a flywheel that has a PLA hub and TPU tire, maybe we’ll print it tomorrow? although one good thing about this is that the robot looks super cool awesome now (source: see below)"}, {"post_id": 79964, "ts": "2026-07-24T00:00:00Z", "hours": 7.0, "text": "the parts came! literally all of today was spent assembling the drive system as my partners were drilling the holes and cutting the shafts for the wheels, pivots, and spring dowels. we’ve unfortunately found out that the belt drives skip kind of a lot, so hopefully this doesn’t cause issues with driving under torque when we get to that… (i swear if this is foreshadowing) we also went out to Reflect Orbital today!! seeing the mirrors was incredibly cool, and the material they made it out of felt really interesting. something about its very small thickness (2.8 microns!!) made it feel like it was barely on your finger if you weren’t looking at it. In addition, I talked to one of the software engineers (shoutout Alfonso) about how they get the software done, including things like: Double buffering updates (seemingly called ABing) to make sure that no update permanently breaks the system Using the Yocto project to make a custom Linux kernel for their embedded systems Monolithic applications vs. a more service based approach that also goes hand in hand with… Error handling and making sure that something like an illegal instruction won’t crash your expensive space satellite Testing with the ground-sat (all of the components on the real satellite connected together on a table in a room) and an approach that involves uploading the changed code to the ground-sat every night and running a whole test suite to make sure none of the changes broke anything and that they (hopefully) achieved what they were written for overall it was pretty damn cool you should check out Reflect :3 below is one of the legs, and as you can see theres a whole belt going from the motor to the wheel!"}, {"post_id": 79963, "ts": "2026-07-23T00:00:00Z", "hours": 7.0, "text": "guess what THE BEARINGS AND SHAFTS GOT DELAYED!!!! YAAAAAAAAAAAYYYYY its fine. we spent today CADing and printing new designs for both the leg inserts and one piece of the rod-ends, and i think they’re in a pretty good place (for not having the actual components needed). I also did some testing with the ball/cone detection and came to the conclusion that it simply sucks and just isn’t good enough, so I got Codex to give me suggestions for an overhaul and I picked which approach would be the best to go for. The demo it produced for me using new shape detection and differentiating objects from its surroundings (in camera space) was so bad that I’ve decided on a completely different approach altogether: ML!! I got it to do another overhaul that would add a mode to the existing code that allowed camera snapshots to be taken and put in a folder with a press of a button on the controller. Then, it made a tool that could be run on my laptop that would bring the images up one by one, I would mark balls and cones on there, and then that data would be used to train an ONNX model (with ROCM acceleration on my Radeon 890M iGPU, of course) that could then be uploaded onto the Pi and ran as the new detection backend!! we’ll see if it works, cause I did all this at the end of the day and had no time to gather training data (of course i came up with this after two days of having very little to do)."}, {"post_id": 79949, "ts": "2026-07-22T00:00:00Z", "hours": 8.0169, "text": "7/21 - EVERYTHING GOT DELAYED VERY BAD NEWS: every single thing we needed to order for the drive train and suspension got delayed by a day 😭 anyways completely unrelated but the second competition is being moved to thursday, cause we cant drive through the course with literally 0 suspension the first 2 hours of today was spent rushing out an onshape sketch to get our metal legs cut by Lucas cause he (reasonably enough) wanted the drawing by 11 before he left the shop. i had to remember how to do drawings, with a lottt of help from carlos. unfortunately, i forgot the holes for the spring on the top so we’ll have to figure that eventually. i also forgot to put holes that would make screwing in the motor remotely possible but lucas the GOAT put those in for us. could not appreciate it more we might be lowk cooked now, cause the bearings say they’re gonna arrive thursday night so we may not even have the robot driving again until next week 😭😭 that being said we ball‼️ also ill be posting a devlog every weekday now cause i need to journal every day anyways attached below are 2 of the legs we got cut with the motors on them"}, {"post_id": 79948, "ts": "2026-07-22T00:00:00Z", "hours": 0.5692, "text": "7/22 - not much we can do about it much of today was spent moping about how everything would be arriving tonight (and of course the belts are arriving tomorrow night, one of the parts that is literally necessary to drive the thing at all). so much of today was spent just trying to design, cad, and otherwise figure out details for the legs before we actually had the components necessary to make them. i spent some time with one of my teammates figuring out where specifically the springs for the legs are gonna go, and he made a quick 3d printed rod-end that’ll hold in the shaft that acts as the spring dowel. we also planned out where we could put the legs’ pivot point on the chassis and just generally planned every element of assembly that we could. this also involved figuring out last second that i had no idea how we were gonna mount the springs and chassis on the leg at all and that my teammates didn’t know too much either, but its cool we figured it out and started the print by the end of the day 👍 attached: us figuring out where we’re gonna mount both the leg and the spring on the chassis and me drawing the top view of all the drive train stuff going on inside the leg (ignore my horrible handwriting its the board i swear)"}, {"post_id": 79960, "ts": "2026-07-20T00:00:00Z", "hours": 7.0, "text": "almost all of today was spent discussing and weighing different suspension designs and drive train implementations, culminating us in finally buying some parts and basically finishing out our $1000 budget from the start of the program to the end of this week. we settled on the 4 independent legs early, so the options were between: mounting the motor on the chassis on the same pivot point as the leg itself mounting the motor on the chassis and using a u-joint articulated axle mounting the motor high up on the leg and using a belt drive eventually we arrived on that last option because the other ones didnt really pose a benefit that was worth the complexity they would introduce (especially the first one) towards the end of the day, we ordered all the parts we needed to install it hopefully over tomorrow and wednesday also! we finished printing the finalized(…) wheel design so now we have four rigidly attached and bead-locked wheels+tires!! turns out the robot is like significantly faster than we thought so uhhh throttle limit is gonna have to be pretty low for a bit. below is a sample of our mad drawings (mostly mine 😭) trying to figure out how the hell this thing is gonna work"}, {"post_id": 79959, "ts": "2026-07-17T00:00:00Z", "hours": 7.0, "text": "my day was spent entirely on programming two things: the controls - i (codex) spent a bunch of time setting up: the tank controls to individually drive each motor making the motor channels and configuration set in environment variables, and making a shell script that loads those environment variables from a shell script, enters the py venv, and runs the program adding different modes/states to the program and a radial menu to switch between them (all in a TUI by the way) adding a throttle limit and button presses to change it on the fly adding a button to start driving and making it so that every unrecognized button press stops it as a safety measure it wasnt alllll codex tho, i came up with the all ideas for these and usually gave rather specific details for how i wanted them implemented i also worked on the ball detection , which mostly involved sitting down and just adjusting parameters until the detection was like maybe almost passable, adding (asking codex to) add new parameters when the existing ones didn’t encompass the mistaks the detector was making. needless to say this lowk took a while but we’re in a good place rn i think!!! we have a moving robot with some kinda maybe working ball detection, which is like half of the first phase (the easiest part). so were slightly cooked but still yay it works!!"}, {"post_id": 79958, "ts": "2026-07-16T00:00:00Z", "hours": 7.0, "text": "ok sooooo turned out the wheels actually highkey sucked. the shaft was circular, so of course the motor didn’t rotate it well (its a d-shaft motor so its shaft output has a chunk taken out of it), but even once we added the d-shaft it just turned the hole circular by itself anyways 😭 luckily Lucas told us about these things called shaft hubs that dig in to the shaft with set screws and provide screw holes perpendicular to the shaft that can be a lot better at transferring the rotational power without yknow slipping. so we bought those on amazon ofc! but still the assembly went really well!! all the ports worked together, including the motor holes on the legs, and we were able to put the pi on top and connect all the electronics, eventually getting the motors actually moving while in the air by the end of the day! (with a lot lot of codexing ofc) this is what the robot btw!! its super duper duper cool isnt it :3"}, {"post_id": 79957, "ts": "2026-07-15T00:00:00Z", "hours": 7.0, "text": "by that i mean we cut holes in a cardboard box, screwed the motors into them, stuck the wheels on, and codexed like no tomorrow until the motors somehow worked (THANK YOU SO MUCH LUCAS and also gpt luna), but our stupid dingy two-wheeled cardboard box actually moved! baby steps i swear ok but more important we’ve actually designed a metal base for the robot!! its literally a flat metal sheet with holes cut in it + 2 bent sheet metal pieces with motor holes cut out in them but! we learned about onshape a bunch more, the process of sheet metal modeling, and especially how to work with a machine shop. you heard that right, we’re getting our parts sent to a machine shop!!!! im really excited to see this piece come to life after we bumbled around on an onshape tab for like 3 hours trying to design it, i have a feeling its gonna be really cool. oh also were getting it tomorrow afternoon yay!!!! attached is that slightly cooked “robot”"}, {"post_id": 79956, "ts": "2026-07-14T00:00:00Z", "hours": 7.0, "text": "luckily the tires were able to arrive this morning, so Jade (one of the adults at the program) brought them in and we got to designing + 3d printing wheels for them! luckily we have full access to a bambu lab x1 carbon here, so we took some lessons from Carlos (one of the mentors) in Onshape and tried to design a preliminary wheel. of course it didnt fit cause we have no idea how to use calipers seemingly, but the second attempt actually worked pretty well! you could try to turn the tire and stop the wheel, and it wouldnt move unless you put a lot of force. we left a shaft hole in it ofc so we can put it on the motors when we recieve them tomorrow. very awesome very cool!!"}, {"post_id": 79950, "ts": "2026-07-14T00:00:00Z", "hours": 4.4017, "text": "so i may have forgotten to make a project when we started this a week ago but! the motors and camera are all connected successfully to the pi and it has a gh repo set up with a Codex’d ball/cone detector that automatically drives the motors (or manually with a usb xbox controller clone). all we need now is for the sheet metal chassis we designed friday to arrive and the bidirectional ESCs we ordered to replace the small and kinda inconsistent generic ESCs we have now"}, {"post_id": 79955, "ts": "2026-07-13T00:00:00Z", "hours": 7.0, "text": "we’ve finally formed our real groups! i got placed with two dudes, one my age and the other surprisingly young for the caliber of challenge we had ahead we also got $1000 to spend at our discretion for the next two weeks!!!!!🤑!!!!!!! we immediately made an amazon account and ordered some fundamental stuff, like: a controller! i just bought a cheap usb xbox controller clone, since we dont really need quality but we do need a reliable connection that works on startup. most importantly, motors!!!! this took a lot lot lot of deliberation (the whole day basically) and talking to our motors, but we eventually decided on these Maxynos planetary gear motors cause they have really good torque, theyre not too expensive, and we can easily buy some ESCs to connect to them. speaking off… ESCs and power distribution cables: this constisted of the motor speed controllers that were very specifically bought for their XT60 plugs, and then 3 splitter cables (2 2-way and 1 3-way) to distribute the power to each of the 4 motors and the pi as well. battery: at the advice of Lucas, one of our mentors who clearly knows a lot about projects like this, recommended Spektrum smart batteries so we bought a few of those + a brand smart charger for both teams 5V converter: to feed battery power to the Pi without literally kabooming it up (and to connect it in the first place). tires: we spent a lot of time on this decision! once again, lucas came in clutch suggesting rc car crawlers wheels because they have a lot of friction but also are very bendy. plus they have listed dimensions and a lip to attach a “bead-locked” wheel to, so we can just design our own wheel and put it in once it arrives and that was the day! whole lot of money spent for sure but its fineeeeeee (probably) (hopefully)"}, {"post_id": 79954, "ts": "2026-07-10T00:00:00Z", "hours": 7.0, "text": "one of my partners had already been working on a ball detection demo over the last couple of days that worked with their laptop camera, so i (Codex) took some time to add a picamera2 backend along with the existing opencv2 one and getting the code actually uploaded to the pi. there were a bunch of issues with libraries and venvs and maintaining stable input and output to and from the pi, but eventually we got some kind of a demo working. we had to plug in the pi’s power supply in the corner of the room and partially covered by like 20 chairs, but the ball detection kind of almost maybe worked a bit! one problem was that they made the program assuming manual mouse input for initially cataloging the different colored balls under those lighting conditions, but that had to be removed because there was no good way to have mouse input and realtime monitor output for the pi *and we certainly wouldn’t have that on the course itself)"}, {"post_id": 79953, "ts": "2026-07-09T00:00:00Z", "hours": 7.0, "text": "the start of the day was spent with all of us drawing our ideas for how we’d design a robot that could complete the course and then discussing what we drew, which was pretty helpful since i changed my design a few times based on what other people drew. i spent some time trying to get the IMX708 camera they bought to connect, which of course took the entire day 😭 the problem was that i was plugging it into port zero but the line in /boot/firmware/config.txt was dtoverlay=imx708 . of course it was supposed to be include cam0 to specify it was plugged into port 0 and not the apparent default of port 1(?!?). but whatever, i got the camera plugged in and showing stills by the end of the day"}, {"post_id": 79952, "ts": "2026-07-08T00:00:00Z", "hours": 7.0, "text": "finished setting up the Pis (finally), despite the train of issues that tried to stop us: the first problem was that the college wifi required sign in, so setting it up headless wasnt working. i tried to use lynx , but the website required js on its sign-in page(??) so i couldnt do that. i tried to use my tether (basically a hotspot but without hotspot data) but wpa_supplicant wasn’t authenticating properly. i tried to use my real hotspot, but the wifi didn’t work with that either. on a whim i switched to 2.4GHz and WPA2 and it worked magically? of course rpi connect still didn’t work and ssh wasn’t allowed over my hotspot for some reason so i just had them buy us a monitor, reformatted with a desktop installed, and plugged in a usb mouse and keyboard to authenticate manually. of course ssh is blocked on the school wifi (what im using now), but rpi connect works enough. that was pretty much the entire day though, the only other thing i did was getting a git repository set up on the pi"}, {"post_id": 79951, "ts": "2026-07-07T00:00:00Z", "hours": 7.0, "text": "we met each other, got a look at the course, and all drove the RC car through it one at a time. we also made accounts and signed up for Onshape and ChatGPT Plus, then Patrick showed us how to use Codex since that’s how we’ll be “coding” the entire project. another classmate and i then proceeded to spend the rest of the day setting up the Raspberry Pis that we’re going to use as our robots’ brains (we didn’t finish that day) attaached is a picture of that rc car"}]...
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Title: off-road autonomous robot by @leila | Stard Title: off-road autonomous robot by @leila | Stardance
Devlogs:
we met each other, got a look at the course, and all drove the RC car through it one at a time. we also made accounts and signed up for Onshape and ChatGPT Plus, then Patrick showed us how to use Codex since that’s how we’ll be “coding” the entire project. another classmate and i then proceeded to spend the rest of the day setting up the Raspberry Pis that we’re going to use as our robots’ brains (we didn’t finish that day) attaached is a picture of that rc car
finished setting up the Pis (finally), despite the train of issues that tried to stop us: the first problem was that the college wifi required sign in, so setting it up headless wasnt working. i tried to use lynx , but the website required js on its sign-in page(??) so i couldnt do that. i tried to use my tether (basically a hotspot but without hotspot data) but wpa_supplicant wasn’t authenticating properly. i tried to use my real hotspot, but the wifi didn’t work with that either. on a whim i switched to 2.4GHz and WPA2 and it worked magically? of course rpi connect still didn’t work and ssh wasn’t allowed over my hotspot for some reason so i just had them buy us a monitor, reformatted with a desktop installed, and plugged in a usb mouse and keyboard to authenticate manually. of course ssh is blocked on the school wifi (what im using now), but rpi connect works enough. that was pretty much the entire day though, the only other thing i did was getting a git repository set up on the pi
the start of the day was spent with all of us drawing our ideas for how we’d design a robot that could complete the course and then discussing what we drew, which was pretty helpful since i changed my design a few times based on what other people drew. i spent some time trying to get the IMX708 camera they bought to connect, which of course took the entire day 😭 the problem was that i was plugging it into port zero but the line in /boot/firmware/config.txt was dtoverlay=imx708 . of course it was supposed to be include cam0 to specify it was plugged into port 0 and not the apparent default of port 1(?!?). but whatever, i got the camera plugged in and showing stills by the end of the day
one of my partners had already been working on a ball detection demo over the last couple of days that worked with their laptop camera, so i (Codex) took some time to add a picamera2 backend along with the existing opencv2 one and getting the code actually uploaded to the pi. there were a bunch of issues with libraries and venvs and maintaining stable input and output to and from the pi, but eventually we got some kind of a demo working. we had to plug in the pi’s power supply in the corner of the room and partially covered by like 20 chairs, but the ball detection kind of almost maybe worked a bit! one problem was that they made the program assuming manual mouse input for initially cataloging the different colored balls under those lighting conditions, but that had to be removed because there was no good way to have mouse input and realtime monitor output for the pi *and we certainly wouldn’t have that on the course itself)
we’ve finally formed our real groups! i got placed with two dudes, one my age and the other surprisingly young for the caliber of challenge we had ahead we also got $1000 to spend at our discretion for the next two weeks!!!!!🤑!!!!!!! we immediately made an amazon account and ordered some fundamental stuff, like: a controller! i just bought a cheap usb xbox controller clone, since we dont really need quality but we do need a reliable connection that works on startup. most importantly, motors!!!! this took a lot lot lot of deliberation (the whole day basically) and talking to our motors, but we eventually decided on these Maxynos planetary gear motors cause they have really good torque, theyre not too expensive, and we can easily buy some ESCs to connect to them. speaking off… ESCs and power distribution cables: this constisted of the motor speed controllers that were very specifically bought for their XT60 plugs, and then 3 splitter cables (2 2-way and 1 3-way) to distribute the power to each of the 4 motors and the pi as well. battery: at the advice of Lucas, one of our mentors who clearly knows a lot about projects like this, recommended Spektrum smart batteries so we bought a few of those + a brand smart charger for both teams 5V converter: to feed battery power to the Pi without literally kabooming it up (and to connect it in the first place). tires: we spent a lot of time on this decision! once again, lucas came in clutch suggesting rc car crawlers wheels because they have a lot of friction but also are very bendy. plus they have listed dimensions and a lip to attach a “bead-locked” wheel to, so we can just design our own wheel and put it in once it arrives and that was the day! whole lot of money spent for sure but its fineeeeeee (probably) (hopefully)
so i may have forgotten to make a project when we started this a week ago but! the motors and camera are all connected successfully to the pi and it has a gh repo set up with a Codex’d ball/cone detector that automatically drives the motors (or manually with a usb xbox controller clone). all we need now is for the sheet metal chassis we designed friday to arrive and the bidirectional ESCs we ordered to replace the small and kinda inconsistent generic ESCs we have now
luckily the tires were able to arrive this morning, so Jade (one of the adults at the program) brought them in and we got to designing + 3d printing wheels for them! luckily we have full access to a bambu lab x1 carbon here, so we took some lessons from Carlos (one of the mentors) in Onshape and tried to design a preliminary wheel. of course it didnt fit cause we have no idea how to use calipers seemingly, but the second attempt actually worked pretty well! you could try to turn the tire and stop the wheel, and it wouldnt move unless you put a lot of force. we left a shaft hole in it ofc so we can put it on the motors when we recieve them tomorrow. very awesome very cool!!
by that i mean we cut holes in a cardboard box, screwed the motors into them, stuck the wheels on, and codexed like no tomorrow until the motors somehow worked (THANK YOU SO MUCH LUCAS and also gpt luna), but our stupid dingy two-wheeled cardboard box actually moved! baby steps i swear ok but more important we’ve actually designed a metal base for the robot!! its literally a flat metal sheet with holes cut in it + 2 bent sheet metal pieces with motor holes cut out in them but! we learned about onshape a bunch more, the process of sheet metal modeling, and especially how to work with a machine shop. you heard that right, we’re getting our parts sent to a machine shop!!!! im really excited to see this piece come to life after we bumbled around on an onshape tab for like 3 hours trying to design it, i have a feeling its gonna be really cool. oh also were getting it tomorrow afternoon yay!!!! attached is that slightly cooked “robot”
ok sooooo turned out the wheels actually highkey sucked. the shaft was circular, so of course the motor didn’t rotate it well (its a d-shaft motor so its shaft output has a chunk taken out of it), but even once we added the d-shaft it just turned the hole circular by itself anyways 😭 luckily Lucas told us about these things called shaft hubs that dig in to the shaft with set screws and provide screw holes perpendicular to the shaft that can be a lot better at transferring the rotational power without yknow slipping. so we bought those on amazon ofc! but still the assembly went really well!! all the ports worked together, including the motor holes on the legs, and we were able to put the pi on top and connect all the electronics, eventually getting the motors actually moving while in the air by the end of the day! (with a lot lot of codexing ofc) this is what the robot btw!! its super duper duper cool isnt it :3
my day was spent entirely on programming two things: the controls - i (codex) spent a bunch of time setting up: the tank controls to individually drive each motor making the motor channels and configuration set in environment variables, and making a shell script that loads those environment variables from a shell script, enters the py venv, and runs the program adding different modes/states to the program and a radial menu to switch between them (all in a TUI by the way) adding a throttle limit and button presses to change it on the fly adding a button to start driving and making it so that every unrecognized button press stops it as a safety measure it wasnt alllll codex tho, i came up with the all ideas for these and usually gave rather specific details for how i wanted them implemented i also worked on the ball detection , which mostly involved sitting down and just adjusting parameters until the detection was like maybe almost passable, adding (asking codex to) add new parameters when the existing ones didn’t encompass the mistaks the detector was making. needless to say this lowk took a while but we’re in a good place rn i think!!! we have a moving robot with some kinda maybe working ball detection, which is like half of the first phase (the easiest part). so were slightly cooked but still yay it works!!
almost all of today was spent discussing and weighing different suspension designs and drive train implementations, culminating us in finally buying some parts and basically finishing out our $1000 budget from the start of the program to the end of this week. we settled on the 4 independent legs early, so the options were between: mounting the motor on the chassis on the same pivot point as the leg itself mounting the motor on the chassis and using a u-joint articulated axle mounting the motor high up on the leg and using a belt drive eventually we arrived on that last option because the other ones didnt really pose a benefit that was worth the complexity they would introduce (especially the first one) towards the end of the day, we ordered all the parts we needed to install it hopefully over tomorrow and wednesday also! we finished printing the finalized(…) wheel design so now we have four rigidly attached and bead-locked wheels+tires!! turns out the robot is like significantly faster than we thought so uhhh throttle limit is gonna have to be pretty low for a bit. below is a sample of our mad drawings (mostly mine 😭) trying to figure out how the hell this thing is gonna work
7/22 - not much we can do about it much of today was spent moping about how everything would be arriving tonight (and of course the belts are arriving tomorrow night, one of the parts that is literally necessary to drive the thing at all). so much of today was spent just trying to design, cad, and otherwise figure out details for the legs before we actually had the components necessary to make them. i spent some time with one of my teammates figuring out where specifically the springs for the legs are gonna go, and he made a quick 3d printed rod-end that’ll hold in the shaft that acts as the spring dowel. we also planned out where we could put the legs’ pivot point on the chassis and just generally planned every element of assembly that we could. this also involved figuring out last second that i had no idea how we were gonna mount the springs and chassis on the leg at all and that my teammates didn’t know too much either, but its cool we figured it out and started the print by the end of the day 👍 attached: us figuring out where we’re gonna mount both the leg and the spring on the chassis and me drawing the top view of all the drive train stuff going on inside the leg (ignore my horrible handwriting its the board i swear)
7/21 - EVERYTHING GOT DELAYED VERY BAD NEWS: every single thing we needed to order for the drive train and suspension got delayed by a day 😭 anyways completely unrelated but the second competition is being moved to thursday, cause we cant drive through the course with literally 0 suspension the first 2 hours of today was spent rushing out an onshape sketch to get our metal legs cut by Lucas cause he (reasonably enough) wanted the drawing by 11 before he left the shop. i had to remember how to do drawings, with a lottt of help from carlos. unfortunately, i forgot the holes for the spring on the top so we’ll have to figure that eventually. i also forgot to put holes that would make screwing in the motor remotely possible but lucas the GOAT put those in for us. could not appreciate it more we might be lowk cooked now, cause the bearings say they’re gonna arrive thursday night so we may not even have the robot driving again until next week 😭😭 that being said we ball‼️ also ill be posting a devlog every weekday now cause i need to journal every day anyways attached below are 2 of the legs we got cut with the motors on them
guess what THE BEARINGS AND SHAFTS GOT DELAYED!!!! YAAAAAAAAAAAYYYYY its fine. we spent today CADing and printing new designs for both the leg inserts and one piece of the rod-ends, and i think they’re in a pretty good place (for not having the actual components needed). I also did some testing with the ball/cone detection and came to the conclusion that it simply sucks and just isn’t good enough, so I got Codex to give me suggestions for an overhaul and I picked which approach would be the best to go for. The demo it produced for me using new shape detection and differentiating objects from its surroundings (in camera space) was so bad that I’ve decided on a completely different approach altogether: ML!! I got it to do another overhaul that would add a mode to the existing code that allowed camera snapshots to be taken and put in a folder with a press of a button on the controller. Then, it made a tool that could be run on my laptop that would bring the images up one by one, I would mark balls and cones on there, and then that data would be used to train an ONNX model (with ROCM acceleration on my Radeon 890M iGPU, of course) that could then be uploaded onto the Pi and ran as the new detection backend!! we’ll see if it works, cause I did all this at the end of the day and had no time to gather training data (of course i came up with this after two days of having very little to do).
the parts came! literally all of today was spent assembling the drive system as my partners were drilling the holes and cutting the shafts for the wheels, pivots, and spring dowels. we’ve unfortunately found out that the belt drives skip kind of a lot, so hopefully this doesn’t cause issues with driving under torque when we get to that… (i swear if this is foreshadowing) we also went out to Reflect Orbital today!! seeing the mirrors was incredibly cool, and the material they made it out of felt really interesting. something about its very small thickness (2.8 microns!!) made it feel like it was barely on your finger if you weren’t looking at it. In addition, I talked to one of the software engineers (shoutout Alfonso) about how they get the software done, including things like: Double buffering updates (seemingly called ABing) to make sure that no update permanently breaks the system Using the Yocto project to make a custom Linux kernel for their embedded systems Monolithic applications vs. a more service based approach that also goes hand in hand with… Error handling and making sure that something like an illegal instruction won’t crash your expensive space satellite Testing with the ground-sat (all of the components on the real satellite connected together on a table in a room) and an approach that involves uploading the changed code to the ground-sat every night and running a whole test suite to make sure none of the changes broke anything and that they (hopefully) achieved what they were written for overall it was pretty damn cool you should check out Reflect :3 below is one of the legs, and as you can see theres a whole belt going from the motor to the wheel!
GUESS WHAT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! the belt is skipping. turns out the belt needs to be tensioned to not yknow skip horribly. any real torque that the wheel experiences back on it, including the torque inherently present in turning with tank drive (which is really high cause we have really grippy wheels and their laid out in a rectangle), makes the belt slip on the teeth and not drive the tire at all, leaving the motor spinning but the robot not moving. basically, we’re gonna need a tensioner to slot into the legs. in other news, we still have to get intake/outtake working by friday hopefully. i’ve ordered TPU filament online and got on of my teammates to start on a design for a flywheel that has a PLA hub and TPU tire, maybe we’ll print it tomorrow? although one good thing about this is that the robot looks super cool awesome now (source: see below)
the TPU arrived! guess what though: it lowk doesnt work with the X1c (our printer)!!!!!!! we refined the design for the flywheel a bit, but after figuring out the TPU settings in the printer, our test prints didn’t work at all. at some point, it just seems to run out of filament (usually before the first layer finishes) and leaves these dots of plastic where its supposed to be entirely filled in. no TPU ig!! my teammates spent most of the day figuring out where to cut holes for the tensioner and then actually drilling those holes for the eventual assembly (prob tomorrow). it looked really sucky cause the hacksaw is time-consuming and lowk rather annoying, especially when we need to cut 3 shafts into like 12 pieces, so thank you teammates that was very nice 🙏 i spent the whole rest of the day on the CAD for the articulated arms that we’re gonna have in front and on top of the entire robot, and i designed a servo mount that’ll keep the servos attached to the robot at the exact height we need them to be to make a plate that hits the ground, settles at a nice angle, holds the flywheels, and all the while still fits on the print bed. i tried to print one of those mounts but after like 5 prints that failed on the first layer, the only succesful print ran out of filament on the second to last layer 😭 its lowk chill though cause it looks kinda cool so im gonna keep it attached is the lowk awesome lowk cooked servo mount that i lowk made and printed lowk
so my GOATED teammate whose shall not be named figured out the TPU problem: the printer just wasnt strong enough to feed it in! i honestly have some doubt that that was THE problem, considering how easy the solution is (just unspool a bunch of filament onto the ground), but whatever we ball‼️ anyways the first third of today was spent working on that servo mount and arms CAD file i mentioned before as my partners finished up cutting the shafts and legs for the new tensioners. i also got the tensioners printed, but that was pretty quick since its just a few ~1x0.5” pieces the second third was spent doing the assembly for all the pieces, since we had to take apart each leg completely, and then go down the assembly line to put it together. i was responsible for putting on the tensioners and then the motors with these really handy alligator clips Carlos graciously gave us that allowed me to get short screws into holes that were far into the leg. then, once the motor is attached, my partner would attach the wheel and get the belt on there. i think he used some like dark magic cause the belt was really hard to get on before it was tensioned, idek how he did it now… my other partner would then put on the insert, bearings, and shaft for attaching the leg to the chassis. once we were done, we all spent some time getting the legs on the chassis but we didnt finish. i rushed to start the flywheel TPU print we designed a while ago before we left and spent the rest of the day on… THE SPACE X TOUR!!!!!!!!!!!!!!!!!!!!!!!!!! we got to go to spacex and have a little tour with one of patricks friends!!!!!!!!!! it was really really really cool, the facility was huge and we such a bunch of fuel tanks, satellites, an engine actively being built, and a phased antenna array. that last thing nerdsniped me so hard, and because Simon (one of our “tour guides”) was an engineer that worked on the Starlink user terminals (which also had the same type of antenna array as the Starlink satellites) i was able to ask a bunch of questions about it. apparently, they both have a bunch of antenna put together and arranged such that, by controlling the phase of the signal coming through each of the ~50 antennae, can focus on a narrow beam of EMF waves and effectively filter out signal to only a specific Starlink satellite in the sky. super cool!!!! no photo(s) cause we weren’t allowed to take any but its chill
I FORGOT TO PUT THE PRINT PLATE IN THE PRINTER YESTERDAY GOD DAMN IT 😭😭😭😭😭 its fine. ok so today was generally pretty mundane BUT!!! WE DROVE UP THE HILL LITERALLY ONCE!!!!! just on a whim my partner decided to go full power up the hill after my other partner had just loctited every set screw to see if we could make it, and we did!!!!!!!!!!!!!!!!!!!!!! …….unfortunately……… nobody filmed it…………………………….. -# god damn it…………………………. it was really cool though! i think it represents that we’re really nearing a functionally useful robot and that were actually overcoming the challenges that have plagued us for like weeks anyways heres a picture of our bot looking super duper cool
okay this day was an experience fs. the start of the day was relatively normal, i was working a bit on ball detection while my partners assembled the intake/outtake thingy, and all of a sudden the pi turns off . this happened before when the power draw was low and peripherals were connected, so i just took out the camera and turned it on. yup, works fine. ok so lets plug the camera in while its on and it turns off . odd, looks like its probably some random bug or connection issue, so i just unplugged it, reseated it, and restarted the Pi. and it doesnt even turn on. ok, well theres another port. idk whats going on, but maybe thatll fix it? nothing. theres spare cables, lets try those ig? nope. ok what the hell the camera must be broken, so lets try a spare camera. doesnt turn on. ok what the actual ****???? lets try it on their robot and then theirs doesnt turn on either . at this point i am positively destroyed and fuming, luckily we have some very good food coming from a place nearby called the melt, so hopefully having a nice gooey cheesesteak can help me calm down, lock in, and figure out whats going on. big mistake. an hour passes. the adults have put on a movie, a fast and furious movie. you dont feel delirious, nor subdued, but simply off. its almost as if you are both more aware of your environment and slowly less aware of yourself. an hour passes. the car noises are still going. focus was a lost cause. one adult is stretching on the floor. the other is sitting at a table, still watching. you’re on the floor too. you’re not getting anything done. it was a lost cause anyways. an hour passes. carlos is sleeping on the slanted wooden plank of the hill. jade is lying on the floor and staring straight up. somehow your partner is locked in. the car noises continue. you are two inches away from meeting God, before you start laughing. shes laughing too, as well as your partner. presumably at carlos. sanity was a lost cause, and you lost it four and a half hours ago. cant believe its somehow 3:30. long story short, we slowly went insane with tokyo drift in the background as i pulled my hair out from the pi frying our cameras and the movie making it hard to focus, while one of my partners locked in to an unprecedented level, one just watched the movie casually, and the rest of us went crazy for no particular reason at all. this was a wild day (hence why im writing this the day after) never eating at the melt again bruh 😭
i am gonna be gone wednesday, thursday, and friday this week due to my schools orientation happening right before CalTech’s WiSTEM (which i am indeed going to :3), both of which are on weekdays. thus, with the intake challenge pushed even further to this wednesday (marking a full week delay), i will need to spend some time getting our existing systems to a good place and helping my partners with whatever they need over today and tomorrow before im gone. that being said, we did very little locking in today (hence calling it the dawn) because we had both a speaker and a tour!! Will Heltsley, former VP of Propulsion of SpaceX and an insanely knowledgable engineer, talked to us about different engineering concepts and some strategies for finding a stable job and a community of like-minded nerds that are fun to work beside. i asked a few questions about working with teams (because this program has shown me that it’ll be a very valuable skill to learn), especially since Will has done everything from working on a 3-person team to managing a group of 350 engineers. he was really helpful!! we also got to tour another startup, Forge Atomics, and it was awesome to see the inner workings of a company that is just getting of the ground! they had a really cool concept and i loved their mission, which in talking to one of the co-founders (Rex the goat) i learned was one of the most important things in finding a team that is going to work well: your missions need to align. also i learned from both mentors that, unless you plan on doing something research heavy like quantum computing, you should NOT get a PhD. guess what i want to do!
okay so like i said last entry ill be leaving for three days, which means that i had to finish up some things today! i decided at this point that we were not going to able to mount a plate in the front for the intake (rip that idea and the whole bunch of filament we wasted on it 😭) so i spent the entire day pivoting on that idea and making the articulated suspension!!!! this was a really cool idea i talked with carlos about for like an hour, although we were thinking about only servos for suspension. this time around, i modified those servo mounts to place the head of of the edge of the main plate and used a bit of kevlar string Trina donated (ty Trina!) and tied it to the servo head and around the wheels hub. this means that when the servo is drawn up, the string pulls on the wheel, compresses the spring, and brings the robot down. for context, there is an 8 inch height requirement* that we had yet to succesfully get under. by that i mean the robot was like 11in. so, to get around that, these servo mounts could effectively deactivate the suspension at will, not only making driving more stable in the ball collection phase, but also actually getting under the height requirement! (since it was only a starting height requirement, we were allowed to expand after) anyways i made one mount, tested it, it didnt fully work, designed another and printed two of them, codexed while that was printing, tested one (it worked perfectly), printed 2 more, codexed the code for different states and positions for the servos and configuration stuff ofc, assembled the rest, tested all 4 of them out at the same time, actually tied good knots, and it was done by the end of the day!! im really proud of finishing this subsytem in one day before i left, it was suprisingly fun to see the robot dancing and doing pushups as it drove. and honestly, i think today really gave me that feeling of how incredible it is to see something like this just come to life, the way i feel when i make progress on a good coding project. i lowk want a 3d printer now… maybe that radish jam money could really come in handy…….
OKAY it is time to get down to business we do NOT have much time. first order of business was looking at the TPU wheels reflect printed! they had come in while i was gone, and compared to our flywheels they were actually suprisingly good (although they lowk had their heads blown shmoove off (the tops were weirdly disconnected and ripped off)). most of all, our wheels were much too stiff and theirs were relatively soft, so we decided to go with theirs. we’d also gotten metal parts back from lucas; unfortunately, lucas’ parts were cut kinda incorrectly and for whatever reason the machine shop didn’t make them!! so, i spent today primarily trying to figure out how to do intake while one partner was working on (OF COURSE) retightening and loctite-ing the set screws and the other partner was working on finishing/testing the climb with a smaller motor he bought online over my hiatus. and by figuring out the intake, i mean taping a cardboard box to the bottom of the robot and letting it flap down while desperately PRAYING that the balls go in. i was also driving around a bunch trying to figure out why the robot was still really struggling to take turns, especially on the foam. eventually i had the insight that the friction on the wheels was simply too much, and Lucas came up with the idea of wrapping tape around the wheels to reduce it!! after that it was insane how well it drove and took turns, especially off of the foam floor. i lowk drove it around for like 45 mins straight it was so insanely fun to see something we made acting like a real machine, cause it was driving at a quality i could actually expect in like a real product! it was so cool and gratifying :3 of course i forgot to get a picture of video of it, which i have a feeling im gonna regret…
and i call it frickmas cause THE COMPETITIONS TOMORROW OMG OMG OMG OMG OK SO here’s what on the agenda: making sure the set screws dont destroy themselves on the field getting the climb attached and making sure it maintains enough torque to actually pull the robot figuring out some sort of system for intake lining up all the suspension to prevent it from getting stuck, damaging the metal, or crapping out on the washboard section making sure the pi mount, buck converter, code, suspension actuation, and every other subsystem actually work testing!!! lots of testing of all of everything!!!!!!! for the first one, my partner had already spent so long on the set screws so some testing was all it took to see that they were fine, and that was enough cause they were not really going to get any better. my other partner finally got around to actually finishing up the climb and attaching it to the front of the bot. good news: it hooks! bad news: it doesn’t even remotely pull back! luckily, the rules still gove points for hook but no lift, so we decided to leave it there since his effort could be best spent elsewhere with this little time left the intake system was determined to be pretty much a dud by the end of the day, cause of course cardboard couldn’t really carry anything, and we didn’t have time to design something better since the last system fully failed lining up the suspension was pretty easy, just took a bit of manual adjustment and a good amount of testing on the field each of these were kind of annoying to address but i have a feeling itll be rather important at the end of the day (which is basically how long until handling all the wiring and subsystems took us) lastly for the testing, we just drove like a bunch of times! honestly the runs went like okayish ig, we rarely made it past the washboard and of course NEVER made it over the hill ever since we did it first a couple weeks ago. otherwise though, the robot was stable the entire time and didnt have any weird glitches or hardware malfunctions (thank god we taped down the battery this time) so we were good(ish) to go! below is basically what our final robot is gonna look like (minus the climb)
ladies, gentlemen, and my beautiful enbies * ITS TIME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! *(ok so i admit this entry was written days later cause i had to go to school next day so my memory is foggy but! its still cool :3) basically the first half of the day (before everyone came in) was spent finalizing somethings we’d waved off earlier, like cable management and wiring in general, especially the motor wires were dangerously close to the suspension rods and a bunch of other things like that power and attaching the battery, since we really needed to keep the batteries charged properly to prevent the pi being underpowered and the battery needed to be held on with something a little less flimsy than straight up velcro 😭 THE GOD DAMN SET SCREWS HOLY TUNA THESE THINGS WILL NOT STAY TIGHT NO MATTER WHAT WE ARE NEVER GOING UP THAT HILL AGAIN ISTG (subtle foreshadowing) keeping the kill switch always accessible from the top and attaching it with a little more than tape and prayers making sure the wheels are attached properly and wont jut out weirdly as it has in the past, throwing the driving off balance as it getting the climb to actually work which is lowk a lost cause but we ball praying theres something we can do about the intake situation 😭🙏 among much more of course, the time eventually came when people started arriving (like alfonso, shoutout my goat) including a whole lot of parents. we started by showing them our robots as we made some final tweaks, like making sure the pi wouldnt fall off of our beautiful, incredibly complex attachment scheme (velcro mounting strips) until it finally happened… COMPETITION START‼️ so the way this ended up going is that each team alternated runs, usually getting progressively further (keyword usually …) Run 1: Team Big Fish (not us) their first run didn’t go too bad!! their ball intake was suprisingly functional (and by suprisingly i mean at all) (better than us tho) and they were almost able to get around the cones autonomously without hitting one! however, when it came to the washboard, it didnt really work out… their bot very quickly got stuck on a pipe and was ill equipped to unstuck itself, ending the first run. Run 2: Team 10 (US!!!!!!!!‼️!!!!!) also not too bad somehow!!!!!!!!!! of course there was no ball intake so we just drove over them, but we were able to slowly but surely get past the slalom with wide margins and very very slow turns in place. as for the washboard though, our run wasnt much better… i took the robot off of the ramp at the start rather fast, making sure to turn up the throttle limit in the hopes it would get us over a few obstacles. spoiler alert: it didnt. we pretty quickly just crashed into a full cinder block, bending the sheet metal base and unsurprisingly making it hard to continue the run! but whatever it was not too bad for a first attempt Run 3: Team Big Fish this one was probably their best! the ball intake was great, and they were able to carry them all through a perfect no-hit slalom! unfortunately, a similar fate to last time met them at the washboard. third times the charm hopefully… Run 4: Team 10 although the robot was slightly banged up now, it was still totally good to go! this slalom attempt was not nearly as graceful, and that certainly applies to the washboard too: i turned up the throttle limit more on the ramp and really just sent it, only to get stuck on top of that cinderblock instead of past it. fun stuff!
ok so from here on we just started placing the robots at different places trying to show what they could do if the washboard didnt always destroy their runs Exhibition 1: Team Big Fish and THE HILL … for our first exhibition, the other team set up the robot before the hill and took some stabs and speeding their way over it. in the end, none of the attempts made it, but i have video of the third one where they got so close that one of the wheels drove onto the other side of the hill and kept the robot there, until their driver let go of the throttle and let it down. it was super cool!! Exhibition 2: Team 10 and THE HOOK finally it was time for my teammates magnum opus of the past two weeks to be revealed and truly tested, and that of course was THE CLIMB!!!! and by the climb i mean a big pink plastic hook on the end of a measuring tape roll taken out of its case that we lovingly call “the bomb” (because it WILL explode if not handled properly). like i said a while ago though, the climb didnt have enough force to pull up the robot, but thats fine! theres still partial points for hooking, so all this exhibition really was was the hook rising at an almost comedically slow pace, before i carefully drove the robot over to the bar (as to not fold over the tape from the velocity) and gingerly brought the hook down on it. and everybody clapped! Exhibition 3: Team Big Fish and THE DUNK aka they used their shooter. it was super cool actually! they have a whole system with conveyor belt squeezing balls forward from above a slanted metal sheet, with flywheels at the end that can block balls for storage purposes until the gate is opened and the conveyor belts are forwarded to shoot them! it was suprisingly good and consistent, shooting from behind the second-to-last line. i wish we could do that… its okay they dont have a climb so we’re better and that was pretty much it! this experience has been so incredibly helpful for my learning and for me in general, and it really was(😢) one of the most fun times of my life. i dont even think i could near catalogue how much fun i had and how many things i learned. i really cant put it into words. thank you lucas, carlos, jade, maanya, patrick, alfonso, and trina for making this what it was, and of course thank you big zrl for sponsoring my attendance. if you’re reviewing this project, i recommend looking at devlogs further down if you’re missing context. the photos should hopefully help see the progression as well (if i can get those uploaded…) i leave you with 3 photos: the state of the robot right before i turned it off for the last time, the absolute state of our whiteboard after we used for brainstorming, and a last minute photo of the hallway i knew i would never walk again. happy hack clubbing!...
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1792752594.3365576
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1793357394.3365576
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61531
|
Ducks Can Fly Too! by @Choc0latesauce | Stardance
|
Choc0latesauce
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T18:13:51Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first ever proper game, I hope I did Ok!! Here’s a description: Ducks Can Fly Too! 🦆 My surreal adventure about ducks and appreciating their ability to fly! - Created for Haven Jumpstart Game Mechanics / Features: Flappy bird style flying mechanics Dynamic animations Energy system Energy pickups Enemies Traps Interactable NPCs Dynamic parallax backgrounds Dynamic music system What I Learnt: Almost everything to do with my project, I learnt from scratch. I had made basic Godot games before but hadn’t gotten past making a basic character script and tile map level. I am pretty experienced with python which helped with coding GD script a little. It was so much fun to learn everything though! How do I play? Controls: Space to jump, D to move right, A to move left and E to interact Play from the releases tab! General Info: The game is very short at the moment! Plan to do more though! There is an ending, please keep going even if you find certain parts hard! :3 IN VERY EARLY DEVELOPMENT!", "repo": "https://github.com/Choc0latesauce/Ducks-Can-Fly-Too", "demo": "https://choc0fr.itch.io/ducks"}]...
|
[{"post_id": 79947, "ts": "202 [{"post_id": 79947, "ts": "2026-10-15T18:11:39Z", "hours": 0.3194, "text": "Gained a few extra mins from doing some final polish, this was a lot of fun to make and I’m looking forward to continuing it in the future! Hope you enjoy!"}, {"post_id": 73048, "ts": "2026-09-24T08:32:50Z", "hours": 4.5411, "text": "The first playable build is complete and is up on itch! I’ve added more interact-able npcs, a whole new underground level, more lore, new biomes and fan traps. I started making this game as my haven jumpstart project but am going to continue working on it as there’s still so much more I want to do. (especially polishing it more)"}, {"post_id": 70870, "ts": "2026-09-19T22:04:42Z", "hours": 5.7614, "text": "Been hard at work! Improved the levels, added an interactable npc, enemies, energy pickups, easter eggs and more!! I’m having a lot of fun learning as this is my first time actually putting effort into getting to grips with godot . Gone for a surreal mix of photorealistic imagery and pixel art"}, {"post_id": 67384, "ts": "2026-09-13T14:09:23Z", "hours": 3.4561, "text": "Almost done with the basics required for the game! Added in new flappy bird style jumping, dynamic camera movement, parallax backgrounds, animations, and energy system and ui, new tile sets, etc etc. I can’t wait to add some actual objectives next! I’m having a lot of fun"}, {"post_id": 66880, "ts": "2026-09-12T20:35:33Z", "hours": 0.7856, "text": "Following the haven jumpstart guide as a basis for the game and am about to move on from it, gotten basic movement and some admittedly creepy placeholder textures in place."}]...
|
Title: Ducks Can Fly Too! by @Choc0latesauce | Sta Title: Ducks Can Fly Too! by @Choc0latesauce | Stardance
Devlogs:
Following the haven jumpstart guide as a basis for the game and am about to move on from it, gotten basic movement and some admittedly creepy placeholder textures in place.
Almost done with the basics required for the game! Added in new flappy bird style jumping, dynamic camera movement, parallax backgrounds, animations, and energy system and ui, new tile sets, etc etc. I can’t wait to add some actual objectives next! I’m having a lot of fun
Been hard at work! Improved the levels, added an interactable npc, enemies, energy pickups, easter eggs and more!! I’m having a lot of fun learning as this is my first time actually putting effort into getting to grips with godot . Gone for a surreal mix of photorealistic imagery and pixel art
The first playable build is complete and is up on itch! I’ve added more interact-able npcs, a whole new underground level, more lore, new biomes and fan traps. I started making this game as my haven jumpstart project but am going to continue working on it as there’s still so much more I want to do. (especially polishing it more)
Gained a few extra mins from doing some final polish, this was a lot of fun to make and I’m looking forward to continuing it in the future! Hope you enjoy!
Ships:
This is my first ever proper game, I hope I did Ok!! Here’s a description: Ducks Can Fly Too! 🦆 My surreal adventure about ducks and appreciating their ability to fly! - Created for Haven Jumpstart Game Mechanics / Features: Flappy bird style flying mechanics Dynamic animations Energy system Energy pickups Enemies Traps Interactable NPCs Dynamic parallax backgrounds Dynamic music system What I Learnt: Almost everything to do with my project, I learnt from scratch. I had made basic Godot games before but hadn’t gotten past making a basic character script and tile map level. I am pretty experienced with python which helped with coding GD script a little. It was so much fun to learn everything though! How do I play? Controls: Space to jump, D to move right, A to move left and E to interact Play from the releases tab! General Info: The game is very short at the moment! Plan to do more though! There is an ending, please keep going even if you find certain parts hard! :3 IN VERY EARLY DEVELOPMENT!...
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1793155768.8816943
|
1793242168.8816943
|
|
15414
|
Alttre os by @Alttre | Stardance
|
Alttre
|
1
|
1.31
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T07:18:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created alttre.os, a modern, premium Web OS mockup built from scratch using React, Vite, and Framer Motion. 🚀 What did you make? Fully functional draggable and resizable window manager. Customizable Taskbar styles (Classic and Dock Layout) with a live Setup Screen. Premium glassmorphism UI with interactive live wallpaper engines (3D Particles & Fluid physics). A collection of built-in apps: A 3D STL File Viewer, 3D Studio Editor, Python IDE, Notepad, terminal, Lofi music player, Live Weather, Paint, games (Snake, Memory, TicTacToe), and a simulated InstaClone. ⚡️ What was challenging? Implementing smooth, absolute window dragging and custom resizing overlays without breaking embedded iframe components (like the 3D canvas and terminal). Handling viewport height scaling (dvh resets) in nested iframe environments (especially preventing bottom Dock cutoff in dashboard previews). Building the virtual file system (VFS) to share data state smoothly between apps like Notepad and Devlog. 🌟 What are you proud of? The premium, fluid, and highly polished glassmorphism design system. Designing a separate, completely modular preview system for the setup screen layout options. The ultra-responsive desktop feel and smooth custom cursor effects. 🔍 How to test it: Complete the setup screen to customize your OS username, wallpaper, cursor, and taskbar style (Classic or Dock). Use the menu on the top-left to launch applications. Open the “Stardance Devlog” app to see the progress log, and try resizing/dragging the windows to test out the multitasking window manager!", "repo": "https://github.com/Alttrest/web-os", "demo": "https://alttre-os.vercel.app/"}]...
|
[{"post_id": 7991, "ts": "2026 [{"post_id": 7991, "ts": "2026-06-13T10:24:06Z", "hours": 0.3092, "text": "Ifix the screen eror and make a better readme"}, {"post_id": 7332, "ts": "2026-06-12T07:13:00Z", "hours": 0.4847, "text": "I Posted 2 Devlog but ı cant ship my projecet ı write this for a test pls somene help me and ı want say aout somethinf my project ı finished eveythıng .add games resıble windeows editorsand ı fixed dock prewiew bug"}, {"post_id": 6892, "ts": "2026-06-11T15:37:03Z", "hours": 0.4419, "text": "ı aded a stl wiewer and 3d wiewer ı add a python editor based monaca editor ı thınk ıts enought but u have a ıdea ı can make ıt and ı fıunıshed the filesystem ı see some bugs about window system localhost before deployment update and ı fix them"}, {"post_id": 6856, "ts": "2026-06-11T14:45:05Z", "hours": 0.4764, "text": "ı am tryıng add a folder mechanic for my os and ı want make a pdf doc editor with stl wiewer"}]...
|
Title: Alttre os by @Alttre | Stardance
Devlogs:
Title: Alttre os by @Alttre | Stardance
Devlogs:
ı am tryıng add a folder mechanic for my os and ı want make a pdf doc editor with stl wiewer
ı aded a stl wiewer and 3d wiewer ı add a python editor based monaca editor ı thınk ıts enought but u have a ıdea ı can make ıt and ı fıunıshed the filesystem ı see some bugs about window system localhost before deployment update and ı fix them
I Posted 2 Devlog but ı cant ship my projecet ı write this for a test pls somene help me and ı want say aout somethinf my project ı finished eveythıng .add games resıble windeows editorsand ı fixed dock prewiew bug
Ifix the screen eror and make a better readme
Ships:
I created alttre.os, a modern, premium Web OS mockup built from scratch using React, Vite, and Framer Motion. 🚀 What did you make? Fully functional draggable and resizable window manager. Customizable Taskbar styles (Classic and Dock Layout) with a live Setup Screen. Premium glassmorphism UI with interactive live wallpaper engines (3D Particles & Fluid physics). A collection of built-in apps: A 3D STL File Viewer, 3D Studio Editor, Python IDE, Notepad, terminal, Lofi music player, Live Weather, Paint, games (Snake, Memory, TicTacToe), and a simulated InstaClone. ⚡️ What was challenging? Implementing smooth, absolute window dragging and custom resizing overlays without breaking embedded iframe components (like the 3D canvas and terminal). Handling viewport height scaling (dvh resets) in nested iframe environments (especially preventing bottom Dock cutoff in dashboard previews). Building the virtual file system (VFS) to share data state smoothly between apps like Notepad and Devlog. 🌟 What are you proud of? The premium, fluid, and highly polished glassmorphism design system. Designing a separate, completely modular preview system for the setup screen layout options. The ultra-responsive desktop feel and smooth custom cursor effects. 🔍 How to test it: Complete the setup screen to customize your OS username, wallpaper, cursor, and taskbar style (Classic or Dock). Use the menu on the top-left to launch applications. Open the “Stardance Devlog” app to see the progress log, and try resizing/dragging the windows to test out the multitasking window manager!...
|
1793202584.3350332
|
1793288984.3350332
|
|
5550
|
PelagoHaven by @Kokoio01 | Stardance
|
Kokoio01
|
0
|
63.28
|
0
|
[]
|
[{"post_id": 79871, "ts": "202 [{"post_id": 79871, "ts": "2026-10-15T17:58:24Z", "hours": 11.0725, "text": "A devlog? So I am still in the middle of coding the Option Creator but it is making good progress. I have already finished the complex script to searilize the option data and cache it in sqlite and am now at creating the ui for it. The Ui is also making some progress, I already have rendering of the most basic option types implemented and am now trying to make the rest of the UI functional (you cant edit the options currently). Currently we have implemented: Toggle (and DefaultOnToggle) Text Input (FreeText) Select (Choice) Range Range with Options (NamedRange) So 6/20 different option types… Bye!"}, {"post_id": 77417, "ts": "2026-10-06T21:42:23Z", "hours": 10.4872, "text": "What happened? You ask? I finished the new Library tab! So what actually differentiates this one from the old one? Instead of a two column design, we now use cards for each world and can therefore show vastly more worlds in less space, also the cards are the right size to later support grid art! The backend works completely different: the old one read manifest files to get its data, this one asks the runtime directly! Caching in a DB, so loads are really fast! This also provides the basis for the following new Option Creator, which I will work on next! Bye!"}, {"post_id": 76823, "ts": "2026-10-04T18:30:05Z", "hours": 9.0603, "text": "Its been a long time, but i made a decission that I think is correct, but is sort of a scarry one, I decided to start over from scratch again. Reason for this move is that the old architecture built around PyInstaller wasnt really a way i could continue foward, as it had too much Problems and while I probably could have switched that out, I decided to just start over. So what happend in the new Version? I added well almost the complete bootstrap flow, so the App now downloads a python runtime and the archipelago source code and installs all dependencies automatically! I will now continue working on reimplementing the basic layout and the option editor Bye!"}, {"post_id": 44023, "ts": "2026-08-09T15:05:52Z", "hours": 7.7142, "text": "Here we are again, it’s been a bit of time, so what has happened? The option editor was updated to actually work (wuhhhhhh), we now handle rendering the options and allow editing of these options, supported option types are: Toggle Range Named Range Choice (Select). Text Choice (Combobox) List Text The editor also now allows selecting the apworld you want to edit and adding new ones (this was hardcoded before). Up next is a bit of styling work on the option editor, the room setup screen, and maybe getting started with generation of the YAML files. I too need to again take a look at the option extraction, as I ran into multiple errors with extracting options, ranging from missing deps to other errors. Bye!"}, {"post_id": 41472, "ts": "2026-08-05T18:11:50Z", "hours": 9.8719, "text": "So, it’s time for another devlog. So, what has happened? As I talked about in the last devlog, I got the program added to the .apworld file format in the Windows Explorer, so that one can install apworlds just by double pressing. I also made a lot of progress on handling the options creator, originally I wanted to use PyO3 for integrating with the official Archipelago runtime, which I realised isn’t that great of an idea as shipping a Python interpreter with it is kind of a pain. So I ended up using PyInstaller to create an executable of the runtime + my wrapper and bundling that executable with the application. This executable now allows me to read the options from an apworld, which I am using to recreate the options creator in a more intuitive way by bundling the seed generation and room creation all in one flow, so a user can in one flow create all configurations, configure their room, generate their seed and upload it to a webhost of their choosing. From that flow, I already have some basics of the slot configuration set up, as well as, of course, the option reader. Next up I will try to complete the slot configuration and try myself at the seed generation, as well as the room configuration UI. Bye!"}, {"post_id": 24377, "ts": "2026-07-07T22:00:43Z", "hours": 12.2931, "text": "So, well… This took a bit longer than expected, but here we are again. Over the last days, I managed to make some big progress on the launcher, to the point that it now has a World Manager. (For context, a world is basically a game, or, to be more specific, the piece of software that tells Archipelago how a game works and how it should generate the items.) Writing this World Manager was way more difficult than originally thought, since I personally am neither an expert on Archipelago nor an expert on Tauri. It also didn’t help that the manifest file “archipelago.json” isn’t really a standard, as every world has different values and keys available, even the builtin worlds don’t have a consistent schema here. So, what actually is new? Some basic settings for selecting the path of your Archipelago Folder The Library tab to view installed Worlds An APWorld Installation flow The ability to remove Worlds Next I will have to look what I do, in terms of the world management I would really like to add the program to the Windows file picker, so opening the APWorld files would open this launcher instead of the official one. I also now need to more focus on the core part of the project, the Generation side, there I currently don’t have a plan how to do that yet, as I need to read a lot of Python for that, I will probably end up using PyO3, but I will have to look. Bye!"}, {"post_id": 2587, "ts": "2026-06-05T05:42:19Z", "hours": 2.7783, "text": "Hi there, I have been working on making a basic Layout and getting those pesky traffic light buttons to look good, this is what i ended up on. Yeah also setup my Tauri dev enviroment but thats the boring stuff"}]...
|
Title: PelagoHaven by @Kokoio01 | Stardance
Devlo Title: PelagoHaven by @Kokoio01 | Stardance
Devlogs:
Hi there, I have been working on making a basic Layout and getting those pesky traffic light buttons to look good, this is what i ended up on. Yeah also setup my Tauri dev enviroment but thats the boring stuff
So, well… This took a bit longer than expected, but here we are again. Over the last days, I managed to make some big progress on the launcher, to the point that it now has a World Manager. (For context, a world is basically a game, or, to be more specific, the piece of software that tells Archipelago how a game works and how it should generate the items.) Writing this World Manager was way more difficult than originally thought, since I personally am neither an expert on Archipelago nor an expert on Tauri. It also didn’t help that the manifest file “archipelago.json” isn’t really a standard, as every world has different values and keys available, even the builtin worlds don’t have a consistent schema here. So, what actually is new? Some basic settings for selecting the path of your Archipelago Folder The Library tab to view installed Worlds An APWorld Installation flow The ability to remove Worlds Next I will have to look what I do, in terms of the world management I would really like to add the program to the Windows file picker, so opening the APWorld files would open this launcher instead of the official one. I also now need to more focus on the core part of the project, the Generation side, there I currently don’t have a plan how to do that yet, as I need to read a lot of Python for that, I will probably end up using PyO3, but I will have to look. Bye!
So, it’s time for another devlog. So, what has happened? As I talked about in the last devlog, I got the program added to the .apworld file format in the Windows Explorer, so that one can install apworlds just by double pressing. I also made a lot of progress on handling the options creator, originally I wanted to use PyO3 for integrating with the official Archipelago runtime, which I realised isn’t that great of an idea as shipping a Python interpreter with it is kind of a pain. So I ended up using PyInstaller to create an executable of the runtime + my wrapper and bundling that executable with the application. This executable now allows me to read the options from an apworld, which I am using to recreate the options creator in a more intuitive way by bundling the seed generation and room creation all in one flow, so a user can in one flow create all configurations, configure their room, generate their seed and upload it to a webhost of their choosing. From that flow, I already have some basics of the slot configuration set up, as well as, of course, the option reader. Next up I will try to complete the slot configuration and try myself at the seed generation, as well as the room configuration UI. Bye!
Here we are again, it’s been a bit of time, so what has happened? The option editor was updated to actually work (wuhhhhhh), we now handle rendering the options and allow editing of these options, supported option types are: Toggle Range Named Range Choice (Select). Text Choice (Combobox) List Text The editor also now allows selecting the apworld you want to edit and adding new ones (this was hardcoded before). Up next is a bit of styling work on the option editor, the room setup screen, and maybe getting started with generation of the YAML files. I too need to again take a look at the option extraction, as I ran into multiple errors with extracting options, ranging from missing deps to other errors. Bye!
Its been a long time, but i made a decission that I think is correct, but is sort of a scarry one, I decided to start over from scratch again. Reason for this move is that the old architecture built around PyInstaller wasnt really a way i could continue foward, as it had too much Problems and while I probably could have switched that out, I decided to just start over. So what happend in the new Version? I added well almost the complete bootstrap flow, so the App now downloads a python runtime and the archipelago source code and installs all dependencies automatically! I will now continue working on reimplementing the basic layout and the option editor Bye!
What happened? You ask? I finished the new Library tab! So what actually differentiates this one from the old one? Instead of a two column design, we now use cards for each world and can therefore show vastly more worlds in less space, also the cards are the right size to later support grid art! The backend works completely different: the old one read manifest files to get its data, this one asks the runtime directly! Caching in a DB, so loads are really fast! This also provides the basis for the following new Option Creator, which I will work on next! Bye!
A devlog? So I am still in the middle of coding the Option Creator but it is making good progress. I have already finished the complex script to searilize the option data and cache it in sqlite and am now at creating the ui for it. The Ui is also making some progress, I already have rendering of the most basic option types implemented and am now trying to make the rest of the UI functional (you cant edit the options currently). Currently we have implemented: Toggle (and DefaultOnToggle) Text Input (FreeText) Select (Choice) Range Range with Options (NamedRange) So 6/20 different option types… Bye!...
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1793166732.3029583
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1793771532.3029583
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68933
|
in-locker by @Ggiver | Stardance
|
Ggiver
|
0
|
1.62
|
0
|
[]
|
[{"post_id": 79870, "ts": "202 [{"post_id": 79870, "ts": "2026-10-15T17:55:31Z", "hours": 0.6192, "text": "I have just added the “pomodoro” functionality to my project. For those who don’t know, the pomodoro technique is a studying technique which consists in studying for a set amount of time (or more) and then taking a short break, multiple times. I just added this in sessions of 6+ minutes of locking in, then 3- minutes of pause time. Hopefully, this will help me get better grades at school ;)"}, {"post_id": 79754, "ts": "2026-10-15T08:55:20Z", "hours": 1.0033, "text": "I have just finished the version 0.1 of in-locker. This device allows users to stop any distractions to focus on a project (“lock in”) for a set amount of time. When they spend more time than the mandatory displayed time, they enter “overtime”, where the device tracks the additional time they spent locked in. I bet this will be super useful for winter arc 🗿"}]...
|
Title: in-locker by @Ggiver | Stardance
Devlogs:
Title: in-locker by @Ggiver | Stardance
Devlogs:
I have just finished the version 0.1 of in-locker. This device allows users to stop any distractions to focus on a project (“lock in”) for a set amount of time. When they spend more time than the mandatory displayed time, they enter “overtime”, where the device tracks the additional time they spent locked in. I bet this will be super useful for winter arc 🗿
I have just added the “pomodoro” functionality to my project. For those who don’t know, the pomodoro technique is a studying technique which consists in studying for a set amount of time (or more) and then taking a short break, multiple times. I just added this in sessions of 6+ minutes of locking in, then 3- minutes of pause time. Hopefully, this will help me get better grades at school ;)...
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1793127203.688174
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1793732003.688174
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|
46825
|
Comet dryer by @Plomyk | Stardance
|
Plomyk
|
0
|
82.99
|
0
|
[]
|
[{"post_id": 79864, "ts": "202 [{"post_id": 79864, "ts": "2026-10-15T17:27:27Z", "hours": 9.5903, "text": "Devblog 9 I made the modeled and printed all the parts! Designing the filament stand took longer than I originally thought it would, and I ended up having to completly remake it, as there turned out to be a bit of issues with my original design. Mainly that: It was too large, and would not fit in my container I decided (for now) not to rotate the spools while drying It likely break under the load of 2 spools, because of a weak spot Why not rotate the spools? Among other than taking up a lot of space, the motors would either be too pricy, large or had way too high RPM, which would be inefficient to slow down. It was hard to find ones that would be readily available, and even then they would arrive too late for me to finish in time Next changes: I will now move onto assembling everything together! Since my last devblog, I also found out, that there is another issue with my PCB. Somehow, I did not fill the zone connecting the trace to the heater pads. While I was able to fix my board manually, I will have to fix this before shipping"}, {"post_id": 75008, "ts": "2026-09-28T20:49:36Z", "hours": 8.845, "text": "Devblog 8 I finally finished the software! The largest change is the new annealing menu. I also just spent over an hour trying to fix a bug that turned out to just be caused by the function being run before one parameter was set. Changes since last devblog: Added the annealing menu Fixed a ton of bugs I run into while making it Cleaned up the code from debug features Next changes: I need to make an enclosure now, after that it will be just mounting the components together, and prepairing it for SHIPPING"}, {"post_id": 74461, "ts": "2026-09-27T12:52:19Z", "hours": 10.1153, "text": "Devblog 7 I soldered all the components on the PCB! And of course after finishing it, I learned that i should have added gate resistors. I then went to unsolder the mosfets and add the resistors, which somehow took me 3 HOURS. Also added support for a fan and motor to rotate the filament so it dries evenly Changes since last devblog: Soldered the PCB Added support for a fan and motor Made a github repository for the project Fixed a bug where scrolling in the settings menu wouldn’t always work Next changes I will add the annealing menu, and after that the software part of the project should be done. Next i will move on to designing the enclosure"}, {"post_id": 70348, "ts": "2026-09-19T00:35:30Z", "hours": 7.2689, "text": "Devblog 6 I finished the PCB and the Color theme selection menu! I had to make the PCB fit in a 100x100mm square to avoid extra charges, and rewrite the Color theme selection menu. I changed the whole menu because the previous one was really buggy and didn’t really look good. I also finally using git correctly, as I did not really understand how to use it before, and have just been stating changes without making any commits. Changes since last devblog: Finished the PCB Rewrote the color selection menu Started using git correctly Next changes I will add the annealing menu and some QOL features, while I wait for the PCB to arrive next week I made a gif to show the color themes, but for some reason it breaks when i upload it ):"}, {"post_id": 65484, "ts": "2026-09-10T17:27:05Z", "hours": 9.4367, "text": "Devblog 5 Almost finished the PCB! I decided to make the components attach from both sides, so that there is only one pcb needed, otherwise the display and rotary encoder would have to be on a seperate board Changes since last devblog: Made a design for the PCB Did some work on the theme selection menu Why is this not the final version? The design I made turned out to be 10mm to wide, causing the price of the pcb to increase by almost 5x somehow… So I will have to change the design to be more vertical. I wish I knew about this before wiring everything and fixing 137 DRC errors and warnings Theme selection menu The theme selection menu is bugged currently, will probably have to change how I had it planned, because the theme previews are a bit too small currently"}, {"post_id": 60410, "ts": "2026-09-02T18:27:46Z", "hours": 9.0603, "text": "Devblog 4 I added 13 different color themes to the display! (It is not fully finished yet, I still need to add a selection menu). Now you can customize the colors to something else if you prefer it from the default colors! Also made the filament drying menu. And fixed quite a bit of bugs that i found while making the changes Changes since last devblog: Added a safety feature, preventing you from starting if the temperature sensor initialization fails Added a menu that displays the current statistics while drying filament Added 13 color themes Updated the UI code to be a lot more variable controlled, instead of hard coded Bugs fixed: Fixed some of the buttons flickering when selecting or unselecting Fixed the remaining drying time : Made it go down instead of changing randomally Fixed an issue where it would pass by in slow motion instead of pausing And probably some other bugs i forgot about… Future changes / things i plan to add: Add a menu for selecting the color theme Add an option to anneal 3d print (this will probably only slightly help with PLA, since the temperature required for other materials is way higher) Make a PCB (?)! The features of this project are probably mostly in place now, so this seems like a good next step. I may also keep the 3D printable PCB (see Devblog 2) as an alternative in case you cannot get a PCB manufactured (I selected a different theme for each picture)"}, {"post_id": 54510, "ts": "2026-08-25T15:16:11Z", "hours": 18.2872, "text": "Devblog 3 I did not know that time past 10 hours between devblogs doesn’t count…. well there goes the last 2 days when i probably did the most work on this project ): I am still working on the UI, since I tried to make it actually good. I have finished a large part of it already, so only the last 2 (currently planed) pages are left. I will probably try to polish it up a lot more than I originally thought I would (as I just realised that stardance ends in september, not in august, so I don’t need to rush it as much), hopefully that will help recover some of the time I lost. What has changed since the last devblog: I have finished the main menu Finished the screen where you select from filament presets or put put your own custom drying settings Made 15 different presets for things possible to dry Begun working on the screen visible while drying Fixed a lot of bugs I encountered while adding new things to the code For now, I will keep working on expanding and polishing the UI further"}, {"post_id": 52259, "ts": "2026-08-22T11:17:21Z", "hours": 6.2414, "text": "Devblog 2 I have done quite a bit since last devblog, mostly trying to design and make a plastic PCB (Just a board to hold the components, without traces) Why not actually make a PCB? The reasoning mostly comes down to it taking too much time. Having never made a PCB before, I would need to learn the software. Not only that, even if I had the PCB already designed, it would have been extremally expensive to order shipping quick enough, for me to be able to do the rest of this project before Stardance ends. (And this scenario assumes I would get the PCB right first try) What else have i been working on? I was able to make a circuit for controlling the 12v components with a 3.3v signal from the MCU Started working on the enclosure for the electronics and wiring Made a prototype of how I want the menu to look Made the text not flash when being overriden Added a temperature and humidity sensor What next? That is pretty much most of what I’ve done. The next part I plan to do is making the menu run on the controller. Probably also slight upgrades to the PCB and some work on the enclosure"}, {"post_id": 49178, "ts": "2026-08-17T20:22:39Z", "hours": 4.1439, "text": "Devblog 1 I was able got the display and rotary encoder to work! This took quite a long time because the encoder was causing issues. I tried to read it’s position with interruptions, but i couldn’t get that to work. Debugging this and trying to get the button on the encoder not to register multiple times when pressed probably slowed me down the most. The next thing I want to figure out is how to control the rest of the components (which will be 12v) with the 3.3v microcontroller"}]...
|
Title: Comet dryer by @Plomyk | Stardance
Devlogs Title: Comet dryer by @Plomyk | Stardance
Devlogs:
Devblog 1 I was able got the display and rotary encoder to work! This took quite a long time because the encoder was causing issues. I tried to read it’s position with interruptions, but i couldn’t get that to work. Debugging this and trying to get the button on the encoder not to register multiple times when pressed probably slowed me down the most. The next thing I want to figure out is how to control the rest of the components (which will be 12v) with the 3.3v microcontroller
Devblog 2 I have done quite a bit since last devblog, mostly trying to design and make a plastic PCB (Just a board to hold the components, without traces) Why not actually make a PCB? The reasoning mostly comes down to it taking too much time. Having never made a PCB before, I would need to learn the software. Not only that, even if I had the PCB already designed, it would have been extremally expensive to order shipping quick enough, for me to be able to do the rest of this project before Stardance ends. (And this scenario assumes I would get the PCB right first try) What else have i been working on? I was able to make a circuit for controlling the 12v components with a 3.3v signal from the MCU Started working on the enclosure for the electronics and wiring Made a prototype of how I want the menu to look Made the text not flash when being overriden Added a temperature and humidity sensor What next? That is pretty much most of what I’ve done. The next part I plan to do is making the menu run on the controller. Probably also slight upgrades to the PCB and some work on the enclosure
Devblog 3 I did not know that time past 10 hours between devblogs doesn’t count…. well there goes the last 2 days when i probably did the most work on this project ): I am still working on the UI, since I tried to make it actually good. I have finished a large part of it already, so only the last 2 (currently planed) pages are left. I will probably try to polish it up a lot more than I originally thought I would (as I just realised that stardance ends in september, not in august, so I don’t need to rush it as much), hopefully that will help recover some of the time I lost. What has changed since the last devblog: I have finished the main menu Finished the screen where you select from filament presets or put put your own custom drying settings Made 15 different presets for things possible to dry Begun working on the screen visible while drying Fixed a lot of bugs I encountered while adding new things to the code For now, I will keep working on expanding and polishing the UI further
Devblog 4 I added 13 different color themes to the display! (It is not fully finished yet, I still need to add a selection menu). Now you can customize the colors to something else if you prefer it from the default colors! Also made the filament drying menu. And fixed quite a bit of bugs that i found while making the changes Changes since last devblog: Added a safety feature, preventing you from starting if the temperature sensor initialization fails Added a menu that displays the current statistics while drying filament Added 13 color themes Updated the UI code to be a lot more variable controlled, instead of hard coded Bugs fixed: Fixed some of the buttons flickering when selecting or unselecting Fixed the remaining drying time : Made it go down instead of changing randomally Fixed an issue where it would pass by in slow motion instead of pausing And probably some other bugs i forgot about… Future changes / things i plan to add: Add a menu for selecting the color theme Add an option to anneal 3d print (this will probably only slightly help with PLA, since the temperature required for other materials is way higher) Make a PCB (?)! The features of this project are probably mostly in place now, so this seems like a good next step. I may also keep the 3D printable PCB (see Devblog 2) as an alternative in case you cannot get a PCB manufactured (I selected a different theme for each picture)
Devblog 5 Almost finished the PCB! I decided to make the components attach from both sides, so that there is only one pcb needed, otherwise the display and rotary encoder would have to be on a seperate board Changes since last devblog: Made a design for the PCB Did some work on the theme selection menu Why is this not the final version? The design I made turned out to be 10mm to wide, causing the price of the pcb to increase by almost 5x somehow… So I will have to change the design to be more vertical. I wish I knew about this before wiring everything and fixing 137 DRC errors and warnings Theme selection menu The theme selection menu is bugged currently, will probably have to change how I had it planned, because the theme previews are a bit too small currently
Devblog 6 I finished the PCB and the Color theme selection menu! I had to make the PCB fit in a 100x100mm square to avoid extra charges, and rewrite the Color theme selection menu. I changed the whole menu because the previous one was really buggy and didn’t really look good. I also finally using git correctly, as I did not really understand how to use it before, and have just been stating changes without making any commits. Changes since last devblog: Finished the PCB Rewrote the color selection menu Started using git correctly Next changes I will add the annealing menu and some QOL features, while I wait for the PCB to arrive next week I made a gif to show the color themes, but for some reason it breaks when i upload it ):
Devblog 7 I soldered all the components on the PCB! And of course after finishing it, I learned that i should have added gate resistors. I then went to unsolder the mosfets and add the resistors, which somehow took me 3 HOURS. Also added support for a fan and motor to rotate the filament so it dries evenly Changes since last devblog: Soldered the PCB Added support for a fan and motor Made a github repository for the project Fixed a bug where scrolling in the settings menu wouldn’t always work Next changes I will add the annealing menu, and after that the software part of the project should be done. Next i will move on to designing the enclosure
Devblog 8 I finally finished the software! The largest change is the new annealing menu. I also just spent over an hour trying to fix a bug that turned out to just be caused by the function being run before one parameter was set. Changes since last devblog: Added the annealing menu Fixed a ton of bugs I run into while making it Cleaned up the code from debug features Next changes: I need to make an enclosure now, after that it will be just mounting the components together, and prepairing it for SHIPPING
Devblog 9 I made the modeled and printed all the parts! Designing the filament stand took longer than I originally thought it would, and I ended up having to completly remake it, as there turned out to be a bit of issues with my original design. Mainly that: It was too large, and would not fit in my container I decided (for now) not to rotate the spools while drying It likely break under the load of 2 spools, because of a weak spot Why not rotate the spools? Among other than taking up a lot of space, the motors would either be too pricy, large or had way too high RPM, which would be inefficient to slow down. It was hard to find ones that would be readily available, and even then they would arrive too late for me to finish in time Next changes: I will now move onto assembling everything together! Since my last devblog, I also found out, that there is another issue with my PCB. Somehow, I did not fill the zone connecting the trace to the heater pads. While I was able to fix my board manually, I will have to fix this before shipping...
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1793155786.4940414
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1793760586.4940414
|
|
69861
|
Custom Clock by @ArnavVerma | Stardance
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ArnavVerma
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0
|
0.96
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0
|
[]
|
[{"post_id": 79856, "ts": "202 [{"post_id": 79856, "ts": "2026-10-15T16:59:17Z", "hours": 0.9572, "text": "Guys I have completed the schematic and 90% pcb design of my alarm clock"}]...
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Title: Custom Clock by @ArnavVerma | Stardance
De Title: Custom Clock by @ArnavVerma | Stardance
Devlogs:
Guys I have completed the schematic and 90% pcb design of my alarm clock...
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1792878639.4212253
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1793483439.4212253
|
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65148
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Overbot -self-balancing robot +v2.0 PCB and full r Overbot -self-balancing robot +v2.0 PCB and full robot!!!! by @MaxMadeGG | Stardance...
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MaxMadeGG
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0
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14.45
|
0
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[]
|
[{"post_id": 79855, "ts": "202 [{"post_id": 79855, "ts": "2026-10-15T16:56:55Z", "hours": 0.7003, "text": "Ok so it works so now printing full half"}, {"post_id": 79806, "ts": "2026-10-15T14:07:58Z", "hours": 1.4336, "text": "Hey! The perfboard version works! So now i did the model of the robot that might be named Chickbot finally instead of Overbot…anyway it’s not finished the model, now printing a test of it"}, {"post_id": 79359, "ts": "2026-10-13T17:05:35Z", "hours": 2.1169, "text": "😭 😭 😭 POV: you decide to make all on a perfboard because 1. 3 ESP32 are dead 2. two versions of your custom PCB don’t work 3. you become crazy … then you decide to make all on a perfboard 1. you start doing it 2. you solder for a week and then … you finish … but one encoder doesn’t want to work you try to fix it but then nothing works on bus 0 T_T this becomes very very frustrating 😭 https://youtube.com/shorts/Bv5i3sjUlMk?si=PIeCnRF1LWGG5C7 _"}, {"post_id": 79086, "ts": "2026-10-12T16:29:00Z", "hours": 1.7833, "text": "Oh yeah i’m back buddy and the PCB is almost done! just the encoders to wire and then…wohoo"}, {"post_id": 75614, "ts": "2026-09-30T15:43:30Z", "hours": 2.15, "text": "Again unsoldering everithing from the PCB 😭because the ESP32 doens’t want to boot so i decided to let go these 💩PCB’s and make all on a perf board…i hope it will work🙏"}, {"post_id": 74881, "ts": "2026-09-28T14:25:02Z", "hours": 0.6167, "text": "Fixed some wiring…now charging the battery"}, {"post_id": 74853, "ts": "2026-09-28T13:24:39Z", "hours": 1.2669, "text": "Ok ok so finished the body and put it to print…i also changed the robot name from QuadCat to Overbot because it doesn’t look like a cat anymore and it’s kinda over scoped this project so that’s why Overbot :D"}, {"post_id": 74353, "ts": "2026-09-27T07:00:00Z", "hours": 0.6844, "text": "The odd frame is almost done but now i have to go so i will finish later"}, {"post_id": 74054, "ts": "2026-09-26T16:31:23Z", "hours": 0.8003, "text": "So i’m at a place where i don’t have a 3D printer but i have a laptop so i was making the components that i have in the physical life into fusion 360 that i can see more how to make the shell and i also decided to make just a odd frame for now and then make the beatuiful stuff…i didn’t have time to make the frame T-T so i will finish it tomorrow"}, {"post_id": 73678, "ts": "2026-09-25T17:53:38Z", "hours": 2.9, "text": "Hi after a long time :D anyway the ESP32 that i destroy due to a stupid mistake a new has finally arrived so i started soldering all permanently…hope it’s not a mistake T_T and will finish tomorrow because now i’m kinda tired and i start making stupid mistakes 😅"}]...
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Title: Overbot -self-balancing robot +v2.0 PCB and Title: Overbot -self-balancing robot +v2.0 PCB and full robot!!!! by @MaxMadeGG | Stardance
Devlogs:
Hi after a long time :D anyway the ESP32 that i destroy due to a stupid mistake a new has finally arrived so i started soldering all permanently…hope it’s not a mistake T_T and will finish tomorrow because now i’m kinda tired and i start making stupid mistakes 😅
So i’m at a place where i don’t have a 3D printer but i have a laptop so i was making the components that i have in the physical life into fusion 360 that i can see more how to make the shell and i also decided to make just a odd frame for now and then make the beatuiful stuff…i didn’t have time to make the frame T-T so i will finish it tomorrow
The odd frame is almost done but now i have to go so i will finish later
Ok ok so finished the body and put it to print…i also changed the robot name from QuadCat to Overbot because it doesn’t look like a cat anymore and it’s kinda over scoped this project so that’s why Overbot :D
Fixed some wiring…now charging the battery
Again unsoldering everithing from the PCB 😭because the ESP32 doens’t want to boot so i decided to let go these 💩PCB’s and make all on a perf board…i hope it will work🙏
Oh yeah i’m back buddy and the PCB is almost done! just the encoders to wire and then…wohoo
😭 😭 😭 POV: you decide to make all on a perfboard because 1. 3 ESP32 are dead 2. two versions of your custom PCB don’t work 3. you become crazy … then you decide to make all on a perfboard 1. you start doing it 2. you solder for a week and then … you finish … but one encoder doesn’t want to work you try to fix it but then nothing works on bus 0 T_T this becomes very very frustrating 😭 https://youtube.com/shorts/Bv5i3sjUlMk?si=PIeCnRF1LWGG5C7 _
Hey! The perfboard version works! So now i did the model of the robot that might be named Chickbot finally instead of Overbot…anyway it’s not finished the model, now printing a test of it
Ok so it works so now printing full half...
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