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68265
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lola by @adel | Stardance
|
adel
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0
|
1.05
|
0
|
[]
|
[{"post_id": 77363, "ts": "202 [{"post_id": 77363, "ts": "2026-10-06T17:47:21Z", "hours": 1.0456, "text": "Today I built the basic lolOS desktop interface.I added the top bar, dock, live clock, Terminal, Notes and About windows.I also made the windows draggable using JavaScript.Next I want to make the apps interactive and improve the terminal."}]...
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Title: lola by @adel | Stardance
Devlogs:
Today I Title: lola by @adel | Stardance
Devlogs:
Today I built the basic lolOS desktop interface.I added the top bar, dock, live clock, Terminal, Notes and About windows.I also made the windows draggable using JavaScript.Next I want to make the apps interactive and improve the terminal....
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1793119885.1186373
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1793724685.1186373
|
|
43116
|
X-Revenant by @nejenabinupa | Stardance
|
nejenabinupa
|
1
|
49.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T17:17:01Z", "hours": 49.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this model is finished now all of the details are in the readme how you like it", "repo": "https://github.com/binupax6699/X-REVENANT-3D-MODLE", "demo": "https://sketchfab.com/3d-models/x-revenant-d105edc6008d4e148df14087eecc2355"}]...
|
[{"post_id": 77351, "ts": "202 [{"post_id": 77351, "ts": "2026-10-06T17:11:44Z", "hours": 1.4131, "text": "finished up all and its ready now"}, {"post_id": 43397, "ts": "2026-08-08T16:48:16Z", "hours": 6.4225, "text": "Finally finished baking the textures to the body"}, {"post_id": 42499, "ts": "2026-08-07T08:42:02Z", "hours": 9.8578, "text": "I did the texturing for the all and I make the interior and put weapons that come out from openings, next will be backing the texture and sum small details to make it perfect."}, {"post_id": 41340, "ts": "2026-08-05T14:27:20Z", "hours": 10.5606, "text": "I added small details and sum small changes to the topology and cut out opening to add this that come out and I add the landing gear and it was the most complex part today and i even animated it and it look so perfect."}, {"post_id": 40203, "ts": "2026-08-03T16:38:36Z", "hours": 10.9303, "text": "Did so much changes and I think this is the final model I can get, maybe little more changes and textures I can add in next devlog, it’s looking good i think I did a great job to get to here and make it much more my style and better over time"}, {"post_id": 39555, "ts": "2026-08-02T16:15:05Z", "hours": 10.265, "text": "Took so long to make the based mash and it was good enough to work ok and need to make it perfect and make some small small changes along the way."}]...
|
Title: X-Revenant by @nejenabinupa | Stardance
De Title: X-Revenant by @nejenabinupa | Stardance
Devlogs:
Took so long to make the based mash and it was good enough to work ok and need to make it perfect and make some small small changes along the way.
Did so much changes and I think this is the final model I can get, maybe little more changes and textures I can add in next devlog, it’s looking good i think I did a great job to get to here and make it much more my style and better over time
I added small details and sum small changes to the topology and cut out opening to add this that come out and I add the landing gear and it was the most complex part today and i even animated it and it look so perfect.
I did the texturing for the all and I make the interior and put weapons that come out from openings, next will be backing the texture and sum small details to make it perfect.
Finally finished baking the textures to the body
finished up all and its ready now
Ships:
this model is finished now all of the details are in the readme how you like it...
|
1793148441.4466455
|
1793234841.4466455
|
|
49526
|
RedC2 by @redsimit | Stardance
|
redsimit
|
3
|
7.0
|
71
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T16:53:51Z", "hours": 3.0, "multiplier": 10.97, "payout": 35, "blessing": "neutral", "text": "REDC2 is a terminal-based dashboard built in Python, designed to monitor and control multiple systems over SSH from a single window. I created this tool because I wanted a simpler way to manage my personal homelab (an old laptop and a Raspberry Pi) without cluttering my screen with endless terminal windows. Python’s simplicity made it the perfect choice since the project didn’t require low-level programming. Key Features & Updates • Centralized Dashboard: Run main.py to instantly view all your systems in a single terminal interface. • Simple Configuration: Devices and settings are easily managed through straightforward .toml files. • Real-Time Monitoring: Keep an eye on system health with live tracking for CPU usage, RAM usage, and system status. • Smooth Navigation: Press Escape to quickly jump between systems, or use Ctrl + P to open a command palette for interface customization. • Cross-Platform Stability: Completely fixed previous lagging and bugging issues across different operating systems. Ultimately, REDC2 removes the friction from managing a small homelab—making it faster, cleaner, and much more convenient.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}, {"ship_num": 2, "ts": "2026-10-02T13:16:25Z", "hours": 1.0, "multiplier": 11.02, "payout": 14, "blessing": "neutral", "text": "REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. FIXED LAGGING AND BUGGING IN DIFFIRENT OS’s !! The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}, {"ship_num": 3, "ts": "2026-08-17T15:19:37Z", "hours": 3.0, "multiplier": 8.55, "payout": 22, "blessing": "neutral", "text": "REDC2 REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell) . I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py , REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status . You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}]...
|
[{"post_id": 77341, "ts": "202 [{"post_id": 77341, "ts": "2026-10-06T16:51:57Z", "hours": 0.9006, "text": "Final Version REDC2 Works on Linux, MacOS and Windows without problems. Information about this project: REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows."}, {"post_id": 77096, "ts": "2026-10-05T17:00:28Z", "hours": 1.2503, "text": "Fixing MacOS compatability Issues"}, {"post_id": 76723, "ts": "2026-10-04T12:47:58Z", "hours": 1.0189, "text": "Spent an hour cleaning the code and the filesystem. So easy to read now"}, {"post_id": 52390, "ts": "2026-08-22T14:42:16Z", "hours": 0.5719, "text": "DEVLOG #5 Updated the parts where i used AI, The final project has no AI involved rn :) REDC2 lets you access your devices/machines through SSH using Python. It gives you the ability to switch between machines easily and gives you basic infos about your configured machines. I use this everyday messing with my homelab"}, {"post_id": 52277, "ts": "2026-08-22T11:55:14Z", "hours": 0.7256, "text": "Turned into exe and created a machines.toml.example file ready to ship"}, {"post_id": 48887, "ts": "2026-08-17T13:34:41Z", "hours": 0.4503, "text": "REDC2 DEVLOG 3 - squashed two nasty bugs Spent today hunting down two bugs that were making the SSH terminal panel basically unusable. Bug #1: crashing on select Selecting a machine from the command bar threw a DuplicateIds exception and killed the terminal widget. Turns out Textual’s Widget.remove() is async — it just schedules the removal, it doesn’t happen instantly. My code was removing the old terminal widget and then immediately mounting a new one with the same hardcoded id (ssh-terminal), so the two calls raced each other and Textual saw two widgets claiming the same id at once. Fixed it by giving each terminal instance a unique id (ssh-terminal-1, ssh-terminal-2, …) instead of reusing one. Bug #2: invisible typing in the command bar Typing into the main redc2> input box showed nothing on screen even though the input was working fine under the hood. Textual’s Input widget defaults to a border: tall style that needs ~3 rows to actually render the text row. My CSS forced the input down to height: 1 without accounting for the border, so the text row got squeezed to zero height and effectively vanished. Fix: stripped the border and added proper padding on the compact input. Both fixed now — dashboard select → terminal open → typing all work smoothly. Butter on warm bread. 🧈🍞"}, {"post_id": 48483, "ts": "2026-08-16T21:02:27Z", "hours": 1.3567, "text": "REDC2 Devlog 2 - Floating Terminal Feature Date: Aug 16, 2026 So I added a floating terminal panel to REDC2. The whole thing took a few hours. Why The dashboard was fine but having all command output in a separate section meant you couldn’t see both the machine status and what you just ran at the same time. Wanted the output accessible with a quick keybind without cluttering the main view. How Added a new FloatingTerminal container that sits in an overlay layer. It’s reactive so toggling visibility is smooth. Ctrl+T brings it up/down. All command output gets mirrored there automatically via the logging pipeline. Used Textual’s layer system to keep it from blocking the dashboard. Size and position are just CSS (width/height/offset), so it’s easy to customize. The Issues Initial CSS used right/bottom which Textual doesn’t support. Switched to offset. That fixed it.Paramiko had version issues with keys. Downgraded to 3.4.1 and added password auth support to the config since most people just want to use passwords anyway.SSH key format stuff is annoying. Just went with password auth as default and made it dead simple. What Works Toggle with Ctrl+TReal-time command outputScrollable history (max 2000 lines)Doesn’t block dashboard interactionWorks over SSH fine What’s Left Draggable terminal (low priority)Copy/paste in terminal (Textual limitation)Separate shell session option (would need more work) It’s production ready though. Deployed to homelab and it just works. Stats: ~100 lines of new code1 file modified (app.py)0 breaking changesWorks with password or key authNo new dependencies Pretty solid for an afternoon’s work."}, {"post_id": 48109, "ts": "2026-08-16T12:14:15Z", "hours": 0.7122, "text": "REDC2 devlog #1 Started REDC2, a small terminal tool for SSHing into my own machines (an Ubuntu server and a Raspberry Pi) without opening a new terminal every time. You type list, get an id for each machine, then select 0 and it just runs real ssh under the hood. No custom protocol, just a nicer front end for something I already do constantly. Spent today mostly fixing bugs from the first rough version. select was calling ssh_into(), a function that didn’t exist, so picking a machine just crashed. Also had bad indentation, the quit/exit handling was nested inside the select block instead of next to it, and the main guard was indented inside main() so the script never actually ran. Fixed both, then added colorama for colored output (green connecting, red errors, yellow on abort), and handling for when ssh isn’t installed at all, it checks /etc/os-release to find the distro and offers to install openssh instead of just crashing. Machines are still hardcoded in a list at the top of the file, works but doesn’t scale. Next up is moving that into a config file so I don’t have to edit the script to add a machine, and adding a status check so list shows which machines are actually reachable."}]...
|
Title: RedC2 by @redsimit | Stardance
Devlogs:
RE Title: RedC2 by @redsimit | Stardance
Devlogs:
REDC2 devlog #1 Started REDC2, a small terminal tool for SSHing into my own machines (an Ubuntu server and a Raspberry Pi) without opening a new terminal every time. You type list, get an id for each machine, then select 0 and it just runs real ssh under the hood. No custom protocol, just a nicer front end for something I already do constantly. Spent today mostly fixing bugs from the first rough version. select was calling ssh_into(), a function that didn’t exist, so picking a machine just crashed. Also had bad indentation, the quit/exit handling was nested inside the select block instead of next to it, and the main guard was indented inside main() so the script never actually ran. Fixed both, then added colorama for colored output (green connecting, red errors, yellow on abort), and handling for when ssh isn’t installed at all, it checks /etc/os-release to find the distro and offers to install openssh instead of just crashing. Machines are still hardcoded in a list at the top of the file, works but doesn’t scale. Next up is moving that into a config file so I don’t have to edit the script to add a machine, and adding a status check so list shows which machines are actually reachable.
REDC2 Devlog 2 - Floating Terminal Feature Date: Aug 16, 2026 So I added a floating terminal panel to REDC2. The whole thing took a few hours. Why The dashboard was fine but having all command output in a separate section meant you couldn’t see both the machine status and what you just ran at the same time. Wanted the output accessible with a quick keybind without cluttering the main view. How Added a new FloatingTerminal container that sits in an overlay layer. It’s reactive so toggling visibility is smooth. Ctrl+T brings it up/down. All command output gets mirrored there automatically via the logging pipeline. Used Textual’s layer system to keep it from blocking the dashboard. Size and position are just CSS (width/height/offset), so it’s easy to customize. The Issues Initial CSS used right/bottom which Textual doesn’t support. Switched to offset. That fixed it.Paramiko had version issues with keys. Downgraded to 3.4.1 and added password auth support to the config since most people just want to use passwords anyway.SSH key format stuff is annoying. Just went with password auth as default and made it dead simple. What Works Toggle with Ctrl+TReal-time command outputScrollable history (max 2000 lines)Doesn’t block dashboard interactionWorks over SSH fine What’s Left Draggable terminal (low priority)Copy/paste in terminal (Textual limitation)Separate shell session option (would need more work) It’s production ready though. Deployed to homelab and it just works. Stats: ~100 lines of new code1 file modified (app.py)0 breaking changesWorks with password or key authNo new dependencies Pretty solid for an afternoon’s work.
REDC2 DEVLOG 3 - squashed two nasty bugs Spent today hunting down two bugs that were making the SSH terminal panel basically unusable. Bug #1: crashing on select Selecting a machine from the command bar threw a DuplicateIds exception and killed the terminal widget. Turns out Textual’s Widget.remove() is async — it just schedules the removal, it doesn’t happen instantly. My code was removing the old terminal widget and then immediately mounting a new one with the same hardcoded id (ssh-terminal), so the two calls raced each other and Textual saw two widgets claiming the same id at once. Fixed it by giving each terminal instance a unique id (ssh-terminal-1, ssh-terminal-2, …) instead of reusing one. Bug #2: invisible typing in the command bar Typing into the main redc2> input box showed nothing on screen even though the input was working fine under the hood. Textual’s Input widget defaults to a border: tall style that needs ~3 rows to actually render the text row. My CSS forced the input down to height: 1 without accounting for the border, so the text row got squeezed to zero height and effectively vanished. Fix: stripped the border and added proper padding on the compact input. Both fixed now — dashboard select → terminal open → typing all work smoothly. Butter on warm bread. 🧈🍞
Turned into exe and created a machines.toml.example file ready to ship
DEVLOG #5 Updated the parts where i used AI, The final project has no AI involved rn :) REDC2 lets you access your devices/machines through SSH using Python. It gives you the ability to switch between machines easily and gives you basic infos about your configured machines. I use this everyday messing with my homelab
Spent an hour cleaning the code and the filesystem. So easy to read now
Fixing MacOS compatability Issues
Final Version REDC2 Works on Linux, MacOS and Windows without problems. Information about this project: REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
Ships:
REDC2 REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell) . I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py , REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status . You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. FIXED LAGGING AND BUGGING IN DIFFIRENT OS’s !! The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
REDC2 is a terminal-based dashboard built in Python, designed to monitor and control multiple systems over SSH from a single window. I created this tool because I wanted a simpler way to manage my personal homelab (an old laptop and a Raspberry Pi) without cluttering my screen with endless terminal windows. Python’s simplicity made it the perfect choice since the project didn’t require low-level programming. Key Features & Updates • Centralized Dashboard: Run main.py to instantly view all your systems in a single terminal interface. • Simple Configuration: Devices and settings are easily managed through straightforward .toml files. • Real-Time Monitoring: Keep an eye on system health with live tracking for CPU usage, RAM usage, and system status. • Smooth Navigation: Press Escape to quickly jump between systems, or use Ctrl + P to open a command palette for interface customization. • Cross-Platform Stability: Completely fixed previous lagging and bugging issues across different operating systems. Ultimately, REDC2 removes the friction from managing a small homelab—making it faster, cleaner, and much more convenient....
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1793141533.3178117
|
1793227933.3178117
|
|
8571
|
frc-aimbot by @joel_amaldas | Stardance
|
joel_amaldas
|
0
|
4.61
|
0
|
[]
|
[{"post_id": 7733, "ts": "2026 [{"post_id": 7733, "ts": "2026-06-12T22:04:39Z", "hours": 4.6075, "text": "im working on a shot calculator for the first robotics competition, so that anyone can put in their robot, game piece, and target specifications, and it will automatically calculate a dataset based off of an runge-kutta 4 physics engine for stationary shots. after that, it will simulate random velocities and accelerations, and recreate the dataset, which a neural network is then trained on. ideally, this would allow for acclerated shooting while moving scenarios, and outputs rpm, required launch angle, and turret angle correction. currently, the physics, dataset generation, and neural network part of my project is finally complete, so i’m starting to work on the gui (using tkinter and matplotlib)"}]...
|
Title: frc-aimbot by @joel_amaldas | Stardance
De Title: frc-aimbot by @joel_amaldas | Stardance
Devlogs:
im working on a shot calculator for the first robotics competition, so that anyone can put in their robot, game piece, and target specifications, and it will automatically calculate a dataset based off of an runge-kutta 4 physics engine for stationary shots. after that, it will simulate random velocities and accelerations, and recreate the dataset, which a neural network is then trained on. ideally, this would allow for acclerated shooting while moving scenarios, and outputs rpm, required launch angle, and turret angle correction. currently, the physics, dataset generation, and neural network part of my project is finally complete, so i’m starting to work on the gui (using tkinter and matplotlib)...
|
1792619250.5812783
|
1793224050.5812783
|
|
65955
|
web-os by @Anmolgotskills | Stardance
|
Anmolgotskills
|
0
|
6.21
|
0
|
[]
|
[{"post_id": 77329, "ts": "202 [{"post_id": 77329, "ts": "2026-10-06T15:34:20Z", "hours": 0.9611, "text": "devlog#2 i did few minor updates in my os i think its good and in future i am thinking of adding more"}, {"post_id": 74797, "ts": "2026-09-28T08:58:37Z", "hours": 5.2447, "text": "#devlog1:so i made this this awesome webos based on linus the founder of linux and everyone likes linux i likes you like everyone and i know its been 5hr i havent posted any devlog because this is my first project in hack club i have to learn and ask other people how to post devlog more often and i used html css and js to code this and also i added 3apps that i feel is the basic for any os"}]...
|
Title: web-os by @Anmolgotskills | Stardance
Devl Title: web-os by @Anmolgotskills | Stardance
Devlogs:
#devlog1:so i made this this awesome webos based on linus the founder of linux and everyone likes linux i likes you like everyone and i know its been 5hr i havent posted any devlog because this is my first project in hack club i have to learn and ask other people how to post devlog more often and i used html css and js to code this and also i added 3apps that i feel is the basic for any os
devlog#2 i did few minor updates in my os i think its good and in future i am thinking of adding more...
|
1793094489.6013725
|
1793699289.6013725
|
|
68274
|
My own site! by @itzdeep2 | Stardance
|
itzdeep2
|
1
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T15:34:35Z", "hours": 2.0, "multiplier": 1.37, "payout": 2, "blessing": "neutral", "text": "i did it all by my own as it is my first project. i have embeded the html and css both in the html file. The website is not a professional, but I hope that you like it. Thank You", "repo": "https://github.com/itzdeep2/Builder-Site-Portfolio", "demo": "https://itzdeep2.github.io/Builder-Site-Portfolio/"}]...
|
[{"post_id": 77328, "ts": "202 [{"post_id": 77328, "ts": "2026-10-06T15:32:25Z", "hours": 1.7064, "text": "i made the website by my own i have embeded the css in the html itself. the website is not professional but as it is my first project i hope you would like it….!!!!!"}]...
|
Title: My own site! by @itzdeep2 | Stardance
Devl Title: My own site! by @itzdeep2 | Stardance
Devlogs:
i made the website by my own i have embeded the css in the html itself. the website is not professional but as it is my first project i hope you would like it….!!!!!
Ships:
i did it all by my own as it is my first project. i have embeded the html and css both in the html file. The website is not a professional, but I hope that you like it. Thank You...
|
1793220906.1256177
|
1793307306.1256177
|
|
66348
|
the bot which slacks off by @Parrot | Stardance
|
Parrot
|
2
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T15:19:25Z", "hours": 0.0, "multiplier": 1.26, "payout": 1, "blessing": "neutral", "text": "Comment what I should add next! Added commands /parrot_nap /parrot_coffee and /parrot_panic", "repo": "https://github.com/ryan113cpu/SlackingOffBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*gzqgmu*_gcl_au*NDA4OTc1ODMxLjE3ODkxNTc1MjMuLS4tLjE3ODkxNTc1NTIuMjA1Mjg0NjA4OC4xNzkwNzY3Mzg4LjE3OTA3NjczODc."}, {"ship_num": 2, "ts": "2026-09-29T20:58:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YAYAYYAYAYAYYAYA! Finally finished my Slack bot after spend like 5 hours on nest:( BUT.. BUT…BUT i finally done!!!!!!!!!!!!!!!!!!!!!!!!!! GONNA ADD MORE COMMANDS STAY TUNED!!", "repo": "https://github.com/ryan113cpu/SlackingOffBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*gzqgmu*_gcl_au*NDA4OTc1ODMxLjE3ODkxNTc1MjMuLS4tLjE3ODkxNTc1NTIuMjA1Mjg0NjA4OC4xNzkwNzY3Mzg4LjE3OTA3NjczODc."}]...
|
[{"post_id": 77320, "ts": "202 [{"post_id": 77320, "ts": "2026-10-06T15:17:42Z", "hours": 0.4375, "text": "Summiting to see What commands I should add next!!"}, {"post_id": 75264, "ts": "2026-09-29T16:20:38Z", "hours": 0.2867, "text": "IM LIKE SO DONE WITH NEST HOW DO I GET IT TO WORK IVE BEEN TRYIN FOR LIKE 6 HOURS NOW"}, {"post_id": 75018, "ts": "2026-09-28T21:22:43Z", "hours": 0.2731, "text": "Ive actully spent over like 2 hours on this like figuring out the node and slack api tocken and then github giving me 6k repos and all that idk why its showing me only 16 min"}, {"post_id": 74997, "ts": "2026-09-28T20:10:45Z", "hours": 0.3642, "text": "Devlog #1 Curently working on connecting node and VScode»> >< «<"}]...
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Title: the bot which slacks off by @Parrot | Stard Title: the bot which slacks off by @Parrot | Stardance
Devlogs:
Devlog #1 Curently working on connecting node and VScode»> >< «<
Ive actully spent over like 2 hours on this like figuring out the node and slack api tocken and then github giving me 6k repos and all that idk why its showing me only 16 min
IM LIKE SO DONE WITH NEST HOW DO I GET IT TO WORK IVE BEEN TRYIN FOR LIKE 6 HOURS NOW
Summiting to see What commands I should add next!!
Ships:
YAYAYYAYAYAYYAYA! Finally finished my Slack bot after spend like 5 hours on nest:( BUT.. BUT…BUT i finally done!!!!!!!!!!!!!!!!!!!!!!!!!! GONNA ADD MORE COMMANDS STAY TUNED!!
Comment what I should add next! Added commands /parrot_nap /parrot_coffee and /parrot_panic...
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1793008386.7633896
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1793872386.7633896
|
|
37294
|
Voxelized by @luxi | Stardance
|
luxi
|
3
|
59.0
|
594
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T15:25:38Z", "hours": 16.0, "multiplier": 10.96, "payout": 90, "blessing": "neutral", "text": "I’ve finished another release of the voxel engine, it’s more optimized, has volumetric clouds, light sources and procedural generation.", "repo": "https://github.com/nixuntris/Voxelized", "demo": "https://github.com/nixuntris/Voxelized/releases"}, {"ship_num": 2, "ts": "2026-09-01T15:53:27Z", "hours": 20.0, "multiplier": 13.94, "payout": 279, "blessing": "neutral", "text": "I implemented GUI, more varied scenes, reflections to the water Along with general QOL and it should be slightly faster than before. I worked on documenting the technical details as well", "repo": "https://github.com/nixuntris/Voxelized", "demo": "https://github.com/nixuntris/Voxelized/releases"}, {"ship_num": 3, "ts": "2026-08-22T00:02:33Z", "hours": 23.0, "multiplier": 11.55, "payout": 225, "blessing": "neutral", "text": "I’ve implemented a software raytracer that runs on the CPU in real time. It’s quite heavy still so a beefy system is recommended. (I use a 5950x). It uses avx2 to speed up the direction calculations along with a low level ray pass (the complete list of functionality is listed in the release description on github)", "repo": "https://github.com/nixuntris/Voxelized", "demo": "https://github.com/nixuntris/Voxelized/releases"}]...
|
[{"post_id": 77319, "ts": "202 [{"post_id": 77319, "ts": "2026-10-06T15:13:15Z", "hours": 1.5731, "text": "I implemented a chunk based acceleration tree, so that only chunks within the radius of the light get lit. Not that much. Been busy with school and studying math. I will be working on documenting the technical changes since the last blog post. Currently just releasing since a lot of hours accumulated since the last release"}, {"post_id": 68531, "ts": "2026-09-15T08:34:43Z", "hours": 3.5928, "text": "I have implemented lights, currently they are pixel pixel. Not going with per voxel probes, too expensive. Probably gonna do irradiance 8^3 probes. Very simple not yet optimized"}, {"post_id": 64404, "ts": "2026-09-08T19:12:52Z", "hours": 2.1897, "text": "I’ll let the video speak for itself"}, {"post_id": 63546, "ts": "2026-09-07T13:52:14Z", "hours": 2.6008, "text": "I’ve implemented gradual world gen, so instead of generating all at once they get generated on demand. Currently it’s still constrained to a specific size but I will fix it by changing to a hashmap. I need to also implement chunk prioritization for better experience and multi thread it better."}, {"post_id": 62385, "ts": "2026-09-05T18:31:27Z", "hours": 6.4331, "text": "Clouds and more optimizations. I store 2 pre-calculated noise maps, one is height, the other is density I use them in combination to create clouds"}, {"post_id": 59644, "ts": "2026-09-01T15:49:00Z", "hours": 7.4706, "text": "I have implemented more different world types, gui improvements, water reflections, world loading and unloading etc… Mostly general optimizations and QOL improvements rather than a deep technique. Something I plan for the release after this one"}, {"post_id": 57639, "ts": "2026-08-29T20:56:01Z", "hours": 5.1456, "text": "I implemented larger worlds and a very basic menu to choose it’s size. Along with the ability to dynamically change resolutions, (currently controllable by keyboard but I want to make a full ui for all the graphical stuff). I removed trees as I want to move towards space colonization and ones that will actually look good. Overall rendering a world that is 4096^2x512 is not much slower than 8192^2x512 thanks to distance fields. I am moving forward with getting acceptable performance for a game, but it’s still not perfect. Also superliminal gave me a license to their cpu debugging software suite for free ;) so it will get fine tuned after I have all techniques implemented"}, {"post_id": 56222, "ts": "2026-08-27T21:51:26Z", "hours": 2.3972, "text": "I’ve been working on documenting my ray tracer further. Here’s a link to my blog post explaining the technical details: https://nixuntris.github.io/Private-Website/blueprint.html?id=raytracer"}, {"post_id": 53363, "ts": "2026-08-23T21:40:11Z", "hours": 5.0497, "text": "I implemented colored lighting, and light absorption, eg different materials absorb different amounts of light along with light diffusion so that light scatters, I am working on an upscaler and on demand probe allocation(it’s easily the heaviest part of the storage). I also implemented quantizing distance4 values to consume less memory. I also speed up world generation and multithreaded it. Overall focusing on memory storage. It’s very buggy rn however so a lot of bug fixing incoming"}, {"post_id": 51979, "ts": "2026-08-21T23:48:26Z", "hours": 6.6522, "text": "I’ve been optimizing the project. Now it can handle much larger render distances, at higher fps and I added deduping along with light absorption per material. It’s highly experimental but it works. I’ve improved on the terrain gen a bit more so that the scene is a bit more complex. I also finished lods. I am preping the ship"}, {"post_id": 51054, "ts": "2026-08-20T15:15:56Z", "hours": 2.9011, "text": "I’ve been working on optimizing the renderer and the world structure and acceleration data generation. I’ve implemented that low resolution pass, screen space lods that calculate the distance to start based on resolution and fovy. Along with just making the algorithm faster. I added secondary rays that use per voxel data as it’s faster to calculate (so a cheat code in a way because per pixel shadows are more expensive) they are only a visibility check for now. Along with speeding up the world gen and adding actual tree crowns. I plan on simiding the rays themself now along with the fact that speeding up world gen and making it more interesting is one of my more important tasks along with implementing proper global illumination and upscaling(there is a partial simple implementantion however it does no edge detection and smoothing). This is all running on a 5950x at 1000x1000 resolution at about 40-45 fps average (yes I know a frame time should be given instead of fps but I haven’t yet exactly built a debugger for it) however at 80% internal resolution it’s about 50-60 fps."}, {"post_id": 49233, "ts": "2026-08-17T21:58:24Z", "hours": 13.7969, "text": "I’ve been working on a realtime CPU voxel raytracer. It utilizes raymarching combined with multi level DDA for fast primary rays. I calculate distance fields stored in an octree format to optimize the raymarcher. I simded the ray direction calculation and multithreaded it. It utilizes checkerboard rendering while keeping the quality seemless. Every even frame gets to use odd’s frame distance, to speed up the traversal speeds. I want to implement a low level traversal algorithm for odd frames to speed up their traversal as well. Sadly I am not yet ready to blog but I am forced to as to not lose more hours. I tried to experiment with more techniques but I decided to still go with raytracing as I already have anotehr rasterization project going on."}]...
|
Title: Voxelized by @luxi | Stardance
Devlogs:
I’ Title: Voxelized by @luxi | Stardance
Devlogs:
I’ve been working on a realtime CPU voxel raytracer. It utilizes raymarching combined with multi level DDA for fast primary rays. I calculate distance fields stored in an octree format to optimize the raymarcher. I simded the ray direction calculation and multithreaded it. It utilizes checkerboard rendering while keeping the quality seemless. Every even frame gets to use odd’s frame distance, to speed up the traversal speeds. I want to implement a low level traversal algorithm for odd frames to speed up their traversal as well. Sadly I am not yet ready to blog but I am forced to as to not lose more hours. I tried to experiment with more techniques but I decided to still go with raytracing as I already have anotehr rasterization project going on.
I’ve been working on optimizing the renderer and the world structure and acceleration data generation. I’ve implemented that low resolution pass, screen space lods that calculate the distance to start based on resolution and fovy. Along with just making the algorithm faster. I added secondary rays that use per voxel data as it’s faster to calculate (so a cheat code in a way because per pixel shadows are more expensive) they are only a visibility check for now. Along with speeding up the world gen and adding actual tree crowns. I plan on simiding the rays themself now along with the fact that speeding up world gen and making it more interesting is one of my more important tasks along with implementing proper global illumination and upscaling(there is a partial simple implementantion however it does no edge detection and smoothing). This is all running on a 5950x at 1000x1000 resolution at about 40-45 fps average (yes I know a frame time should be given instead of fps but I haven’t yet exactly built a debugger for it) however at 80% internal resolution it’s about 50-60 fps.
I’ve been optimizing the project. Now it can handle much larger render distances, at higher fps and I added deduping along with light absorption per material. It’s highly experimental but it works. I’ve improved on the terrain gen a bit more so that the scene is a bit more complex. I also finished lods. I am preping the ship
I implemented colored lighting, and light absorption, eg different materials absorb different amounts of light along with light diffusion so that light scatters, I am working on an upscaler and on demand probe allocation(it’s easily the heaviest part of the storage). I also implemented quantizing distance4 values to consume less memory. I also speed up world generation and multithreaded it. Overall focusing on memory storage. It’s very buggy rn however so a lot of bug fixing incoming
I’ve been working on documenting my ray tracer further. Here’s a link to my blog post explaining the technical details: https://nixuntris.github.io/Private-Website/blueprint.html?id=raytracer
I implemented larger worlds and a very basic menu to choose it’s size. Along with the ability to dynamically change resolutions, (currently controllable by keyboard but I want to make a full ui for all the graphical stuff). I removed trees as I want to move towards space colonization and ones that will actually look good. Overall rendering a world that is 4096^2x512 is not much slower than 8192^2x512 thanks to distance fields. I am moving forward with getting acceptable performance for a game, but it’s still not perfect. Also superliminal gave me a license to their cpu debugging software suite for free ;) so it will get fine tuned after I have all techniques implemented
I have implemented more different world types, gui improvements, water reflections, world loading and unloading etc… Mostly general optimizations and QOL improvements rather than a deep technique. Something I plan for the release after this one
Clouds and more optimizations. I store 2 pre-calculated noise maps, one is height, the other is density I use them in combination to create clouds
I’ve implemented gradual world gen, so instead of generating all at once they get generated on demand. Currently it’s still constrained to a specific size but I will fix it by changing to a hashmap. I need to also implement chunk prioritization for better experience and multi thread it better.
I’ll let the video speak for itself
I have implemented lights, currently they are pixel pixel. Not going with per voxel probes, too expensive. Probably gonna do irradiance 8^3 probes. Very simple not yet optimized
I implemented a chunk based acceleration tree, so that only chunks within the radius of the light get lit. Not that much. Been busy with school and studying math. I will be working on documenting the technical changes since the last blog post. Currently just releasing since a lot of hours accumulated since the last release
Ships:
I’ve implemented a software raytracer that runs on the CPU in real time. It’s quite heavy still so a beefy system is recommended. (I use a 5950x). It uses avx2 to speed up the direction calculations along with a low level ray pass (the complete list of functionality is listed in the release description on github)
I implemented GUI, more varied scenes, reflections to the water Along with general QOL and it should be slightly faster than before. I worked on documenting the technical details as well
I’ve finished another release of the voxel engine, it’s more optimized, has volumetric clouds, light sources and procedural generation....
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1793285364.0787628
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1793371764.0787628
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31015
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BKpad by @Nanobi | Stardance
|
Nanobi
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0
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33.1
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0
|
[]
|
[{"post_id": 77313, "ts": "202 [{"post_id": 77313, "ts": "2026-10-06T14:55:01Z", "hours": 12.8356, "text": "Devlog 1 s2 This is my first “ after-shipment MakeLog ”, I am so happy to have my components that I actually forgot to devlog properly, so this one is for the physical build What is the BKpad? This custom shaped macropad lets you write emojis, change your system volume, and is the best controller for BKball, my game :D What did I do this time? I received all the pieces!!! I now have: the custom PCB all the pieces from the kit The case (rip the lost one) With all that, I soldered the components, I tested the connections, I cut 0.5mm on each hole of the case, the translucent material is not very precise :3 I got to make the pcb go into the case then I soldered the keys. I later had to make the inserts go in ! (don’t look to the 0.5mm not in the hole ) I had to resolder my first led and then everything was nice. It was super nice to have a “pro” soldering station (8898 JCD on aliexpress hehe). Finally, I had to find a cable which could go in my case. Xiaomi cables are too big, some other wasn’t “data” . A no name one was good, so if I upgrade the design I will have to think about make more space inside What’s next? ( I already did this but I prefer to cut the process in clear steps) I will have to test the firmware, modify it, find it is deprecated then sell my soul to the demon Goodbye :D"}, {"post_id": 53195, "ts": "2026-08-23T17:10:45Z", "hours": 7.8597, "text": "Devlog 6 What is my project? The BKpad is a small keyboard that let you emoji someone easily! You can also control your volume and luminosity by turning his ears What was already done? 7 hours of hackatime: Code : I have done research and chose KMK software, a circuit python library (this is modular!) Then I worked with Mu Editor :/, a circuit python ide (this app is designed too big) I started to do the functions, see what pins were what component It was hard, I didn’t understand the library and there was different things not well explained for my smol brain ;-; I decided to switch to VScode :D, a more convenient ide where you see a lot more of your code easily I added support for every component one by one :) The code is messy BUT I think it works 👍 Website! I need a presentation website. I think of it like a way to show to everyone and not just for the technical persons. This hardware project makes me learn a lot into technical, but it is not an HTML project so I tried something new… No-code options! (this is experimental and this is not good) In less than 2 hour I have a beautiful website traduced in french and English by myself, responsive and good for normal people to see. I used a solution named Odoo, 80% open source and free -> BKpad.odoo.com (However, this is no great to do big websites, for one page it’s good but if you want to expand i’m not convinced) GitHub! I updated the readme.md: I added new images placed in some tables I added/updated explanations, how I made it in steps, the link to the website I uploaded all the files needed and there are now in folders (it imported my gitignore Iol) -> PCB / CAD files / firmware Fun facts: My project is indexed on Google, if you search “BKpad github” it finds :) Future actions: Shipping ! I will ship my project, he is functional and can be produced, it have no problems in the PCB editor, tolerances for the box and all the files are on github! Goodbye and thanks for reading!"}, {"post_id": 37010, "ts": "2026-07-29T14:02:45Z", "hours": 4.4875, "text": "DEVLOG 5!!!! What is my project? This macro pad helps you with your social interactions by letting you control the volume or typing emojis with a single clic OwO What’s new? I designed the whole case, there is everything needed: a hole for the cable supports that the pcb don’t break while you press on it :) light diffusions hairs in 3d but easy to print holes for all the parts head elements like the noze :-) decoration inside the box!! (you can’t see it when closed BUT it is cool :3) You finished the case? Yeah totally (I hope), now I need to program my little controller :) I hope this devlog was good and not too long thanks for reading !"}, {"post_id": 34531, "ts": "2026-07-25T10:08:08Z", "hours": 5.1572, "text": "HELLOWWW - Devlog 4 What is my project? a macro board designed for social innteractions, inspired by the boykisser! What is already done? global design, choosing components PCB design (with a custom shape, not just a rectangle) Learned KiCad and Fusion360 What since the last devlog??? 6 hours of work! not wasted :) The components moved a little and I wired it, not just logically but definitively with the pencil I ajusted the shape of the whole thing (it’s optimal now!) I moved on fusion360 to make the case ! for this I did research, mental utilisation and google.com/How to copy paste fusion360 I needed to make another project with the pcb to save it and then only use it :o Last steps I did: Make the boykisser shape, then cut the pcb into it with 0.20/0.25mm more than the original shape I have now the shape !!!!! (I’m happy, took too much time and braincells) what’s next? Cutouts onto the box, and top of the box I think I always move forward, even if I don’t know what to do, there is always one thing to do!!! Thanks for reading :)"}, {"post_id": 28823, "ts": "2026-07-15T10:08:07Z", "hours": 2.0506, "text": "# Devlog 3!!! I firstly discovered the blueprint problem after one night of sleep :o In Kicad I used the native SK6812MINI-E RGB LEDs blueprint instead of the one given by the hack club (now it works!) In a second time, I ended up finishing my component choices! 2 switches 2 rotary encoders 12 leds 1 oled Then: Design time! I tried a first time to wire it all, two leds at the oposite are linked (this is not intentional) and i will be forced to use my brain to make them closer to each other :3 I swapped between designing on fusion360 and Kicad, at the right scale, to have my pcb under 100x100mm and try to see the shape I will use more precisely :) You can see down there the design! I had time to update my Github to make it more readable and more accurate to my actual design I am discovering integrated emojis while typing this :o Now I plan to wire the components, use only the time laps in browser (the app don’t sync with my browser who go to sleep, RIP my 8gig laptop who is forced to use fusion360 on windows :o) Yesterday (14 of July) was in France the national celebration. (additionally they lost against Spain but this is not my problem :)). I lost 2 hours looking at the strikers going on top of my house and the military on television in Paris UwU (didn’t recorded it as project time)."}, {"post_id": 27199, "ts": "2026-07-12T15:22:42Z", "hours": 0.4, "text": "Devlog! I discovered at the moment that the time-laps counts in the whole time :o I firstly discovered that I did not had enought pins to wire it all so i shrinked it up! I have now a new design with the right number of components! I worked on my pad: logically wired all my components followed the instruction saying “This LED must match this blueprint” (it does not match :/) Now I must find where is the problem with my LED socket then fusion360 will enter in my life a second time ! I also verified my identity with persona and I will think to update my github! I try to upgrade the beauty of my devlog I hope this is good!"}, {"post_id": 26007, "ts": "2026-07-10T15:57:37Z", "hours": 0.3086, "text": "First devlog! I firstly drown my idea on gimp, it seemed a really good idea so i started to work on it! To start my project, I firstly looked at the tutorial. KiCad was nice to use, but fusion360 was just not usable for me (I only used tinkercad before). I watched a 21 minuts french video about making a lamp in this software (it really helped me just to know the commands :o). Knowing I can use KiCad and Fusion360, I started the project, making this page, a github, a readme for it and worked on KiCad! My repo github already received an issue for a typo and then a pull request named “make the project frenchier”, which I accepted (having a french flag in my repo is nice :3). What I have now is all my components on Kicad, and I hope I can use the switches without the matrix system. I am now looking what pin can do what for the module. I like very much this “beginner” project. I see this as hard but nevermind :)"}]...
|
Title: BKpad by @Nanobi | Stardance
Devlogs:
Firs Title: BKpad by @Nanobi | Stardance
Devlogs:
First devlog! I firstly drown my idea on gimp, it seemed a really good idea so i started to work on it! To start my project, I firstly looked at the tutorial. KiCad was nice to use, but fusion360 was just not usable for me (I only used tinkercad before). I watched a 21 minuts french video about making a lamp in this software (it really helped me just to know the commands :o). Knowing I can use KiCad and Fusion360, I started the project, making this page, a github, a readme for it and worked on KiCad! My repo github already received an issue for a typo and then a pull request named “make the project frenchier”, which I accepted (having a french flag in my repo is nice :3). What I have now is all my components on Kicad, and I hope I can use the switches without the matrix system. I am now looking what pin can do what for the module. I like very much this “beginner” project. I see this as hard but nevermind :)
Devlog! I discovered at the moment that the time-laps counts in the whole time :o I firstly discovered that I did not had enought pins to wire it all so i shrinked it up! I have now a new design with the right number of components! I worked on my pad: logically wired all my components followed the instruction saying “This LED must match this blueprint” (it does not match :/) Now I must find where is the problem with my LED socket then fusion360 will enter in my life a second time ! I also verified my identity with persona and I will think to update my github! I try to upgrade the beauty of my devlog I hope this is good!
# Devlog 3!!! I firstly discovered the blueprint problem after one night of sleep :o In Kicad I used the native SK6812MINI-E RGB LEDs blueprint instead of the one given by the hack club (now it works!) In a second time, I ended up finishing my component choices! 2 switches 2 rotary encoders 12 leds 1 oled Then: Design time! I tried a first time to wire it all, two leds at the oposite are linked (this is not intentional) and i will be forced to use my brain to make them closer to each other :3 I swapped between designing on fusion360 and Kicad, at the right scale, to have my pcb under 100x100mm and try to see the shape I will use more precisely :) You can see down there the design! I had time to update my Github to make it more readable and more accurate to my actual design I am discovering integrated emojis while typing this :o Now I plan to wire the components, use only the time laps in browser (the app don’t sync with my browser who go to sleep, RIP my 8gig laptop who is forced to use fusion360 on windows :o) Yesterday (14 of July) was in France the national celebration. (additionally they lost against Spain but this is not my problem :)). I lost 2 hours looking at the strikers going on top of my house and the military on television in Paris UwU (didn’t recorded it as project time).
HELLOWWW - Devlog 4 What is my project? a macro board designed for social innteractions, inspired by the boykisser! What is already done? global design, choosing components PCB design (with a custom shape, not just a rectangle) Learned KiCad and Fusion360 What since the last devlog??? 6 hours of work! not wasted :) The components moved a little and I wired it, not just logically but definitively with the pencil I ajusted the shape of the whole thing (it’s optimal now!) I moved on fusion360 to make the case ! for this I did research, mental utilisation and google.com/How to copy paste fusion360 I needed to make another project with the pcb to save it and then only use it :o Last steps I did: Make the boykisser shape, then cut the pcb into it with 0.20/0.25mm more than the original shape I have now the shape !!!!! (I’m happy, took too much time and braincells) what’s next? Cutouts onto the box, and top of the box I think I always move forward, even if I don’t know what to do, there is always one thing to do!!! Thanks for reading :)
DEVLOG 5!!!! What is my project? This macro pad helps you with your social interactions by letting you control the volume or typing emojis with a single clic OwO What’s new? I designed the whole case, there is everything needed: a hole for the cable supports that the pcb don’t break while you press on it :) light diffusions hairs in 3d but easy to print holes for all the parts head elements like the noze :-) decoration inside the box!! (you can’t see it when closed BUT it is cool :3) You finished the case? Yeah totally (I hope), now I need to program my little controller :) I hope this devlog was good and not too long thanks for reading !
Devlog 6 What is my project? The BKpad is a small keyboard that let you emoji someone easily! You can also control your volume and luminosity by turning his ears What was already done? 7 hours of hackatime: Code : I have done research and chose KMK software, a circuit python library (this is modular!) Then I worked with Mu Editor :/, a circuit python ide (this app is designed too big) I started to do the functions, see what pins were what component It was hard, I didn’t understand the library and there was different things not well explained for my smol brain ;-; I decided to switch to VScode :D, a more convenient ide where you see a lot more of your code easily I added support for every component one by one :) The code is messy BUT I think it works 👍 Website! I need a presentation website. I think of it like a way to show to everyone and not just for the technical persons. This hardware project makes me learn a lot into technical, but it is not an HTML project so I tried something new… No-code options! (this is experimental and this is not good) In less than 2 hour I have a beautiful website traduced in french and English by myself, responsive and good for normal people to see. I used a solution named Odoo, 80% open source and free -> BKpad.odoo.com (However, this is no great to do big websites, for one page it’s good but if you want to expand i’m not convinced) GitHub! I updated the readme.md: I added new images placed in some tables I added/updated explanations, how I made it in steps, the link to the website I uploaded all the files needed and there are now in folders (it imported my gitignore Iol) -> PCB / CAD files / firmware Fun facts: My project is indexed on Google, if you search “BKpad github” it finds :) Future actions: Shipping ! I will ship my project, he is functional and can be produced, it have no problems in the PCB editor, tolerances for the box and all the files are on github! Goodbye and thanks for reading!
Devlog 1 s2 This is my first “ after-shipment MakeLog ”, I am so happy to have my components that I actually forgot to devlog properly, so this one is for the physical build What is the BKpad? This custom shaped macropad lets you write emojis, change your system volume, and is the best controller for BKball, my game :D What did I do this time? I received all the pieces!!! I now have: the custom PCB all the pieces from the kit The case (rip the lost one) With all that, I soldered the components, I tested the connections, I cut 0.5mm on each hole of the case, the translucent material is not very precise :3 I got to make the pcb go into the case then I soldered the keys. I later had to make the inserts go in ! (don’t look to the 0.5mm not in the hole ) I had to resolder my first led and then everything was nice. It was super nice to have a “pro” soldering station (8898 JCD on aliexpress hehe). Finally, I had to find a cable which could go in my case. Xiaomi cables are too big, some other wasn’t “data” . A no name one was good, so if I upgrade the design I will have to think about make more space inside What’s next? ( I already did this but I prefer to cut the process in clear steps) I will have to test the firmware, modify it, find it is deprecated then sell my soul to the demon Goodbye :D...
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1792615914.2335756
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1793220714.2335756
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228
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Foldup, scissor-lift, cross-cantilever 3D printer Foldup, scissor-lift, cross-cantilever 3D printer by @kai | Stardance...
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kai
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0
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1.24
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0
|
[]
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[{"post_id": 7731, "ts": "2026 [{"post_id": 7731, "ts": "2026-06-12T22:03:42Z", "hours": 1.2369, "text": "Hello World :D"}]...
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Title: Foldup, scissor-lift, cross-cantilever 3D p Title: Foldup, scissor-lift, cross-cantilever 3D printer by @kai | Stardance
Devlogs:
Hello World :D...
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1793195575.6347198
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1793800375.6347198
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68248
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My own site! by @aaru5h | Stardance
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aaru5h
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T07:06:10Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i built a personal site with 3 math facts. its pretty basic tbh. i created this as my first project so i kept it basic", "repo": "https://github.com/aaru5h21/Personal-site", "demo": "https://aaru5h21.github.io/Personal-site/"}]...
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[{"post_id": 77304, "ts": "202 [{"post_id": 77304, "ts": "2026-10-06T14:17:44Z", "hours": 0.4364, "text": "Just finished coding my first website, not much to see, but, will use the experience to make more cooler projects"}]...
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Title: My own site! by @aaru5h | Stardance
Devlog Title: My own site! by @aaru5h | Stardance
Devlogs:
Just finished coding my first website, not much to see, but, will use the experience to make more cooler projects
Ships:
i built a personal site with 3 math facts. its pretty basic tbh. i created this as my first project so i kept it basic...
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1793217221.5735252
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1793303621.5735252
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68108
|
Starbee by @anura | Stardance
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anura
|
0
|
2.07
|
0
|
[]
|
[{"post_id": 77299, "ts": "202 [{"post_id": 77299, "ts": "2026-10-06T13:58:26Z", "hours": 2.0667, "text": "Pcb for starbee having trouble with footers(T-T)"}]...
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Title: Starbee by @anura | Stardance
Devlogs:
Pcb Title: Starbee by @anura | Stardance
Devlogs:
Pcb for starbee having trouble with footers(T-T)...
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1792468517.3145282
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1793332517.3145282
|
|
68130
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Weather by @PahalDesai | Stardance
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PahalDesai
|
0
|
1.28
|
0
|
[]
|
[{"post_id": 77297, "ts": "202 [{"post_id": 77297, "ts": "2026-10-06T13:54:07Z", "hours": 1.2775, "text": "Devlog 1 Hi. this’d be a very small and tiny project. I’m making an aesthetic and minimal looking weather site I designed the basic layout and made it working using JS. I used open-meteo API for showing the weather."}]...
|
Title: Weather by @PahalDesai | Stardance
Devlogs Title: Weather by @PahalDesai | Stardance
Devlogs:
Devlog 1 Hi. this’d be a very small and tiny project. I’m making an aesthetic and minimal looking weather site I designed the basic layout and made it working using JS. I used open-meteo API for showing the weather....
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1793119699.822746
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1793724499.822746
|
|
64800
|
YoutubeLiveCommentGrabber by @blowupthenoobs | Sta YoutubeLiveCommentGrabber by @blowupthenoobs | Stardance...
|
blowupthenoobs
|
0
|
2.69
|
0
|
[]
|
[{"post_id": 77293, "ts": "202 [{"post_id": 77293, "ts": "2026-10-06T13:42:10Z", "hours": 2.6928, "text": "Got a knockoff API working, but I’ve also put in some time to try and figure out the official youtube API stuff since this one could technically break at any point if Youtube decides to change how their platform works."}]...
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Title: YoutubeLiveCommentGrabber by @blowupthenoob Title: YoutubeLiveCommentGrabber by @blowupthenoobs | Stardance
Devlogs:
Got a knockoff API working, but I’ve also put in some time to try and figure out the official youtube API stuff since this one could technically break at any point if Youtube decides to change how their platform works....
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1793066060.5289016
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1793670860.5289016
|
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17578
|
dave by @_b6 | Stardance
|
_b6
|
0
|
1.25
|
0
|
[]
|
[{"post_id": 7729, "ts": "2026 [{"post_id": 7729, "ts": "2026-06-12T22:00:35Z", "hours": 1.2475, "text": "Added whatsapp login and message retrieval"}]...
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Title: dave by @_b6 | Stardance
Devlogs:
Added wh Title: dave by @_b6 | Stardance
Devlogs:
Added whatsapp login and message retrieval...
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1792734615.5879729
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1793339415.5879729
|
|
41042
|
MICO - TV head by @eunalian | Stardance
|
eunalian
|
0
|
23.61
|
0
|
[]
|
[{"post_id": 77289, "ts": "202 [{"post_id": 77289, "ts": "2026-10-06T13:29:55Z", "hours": 12.5267, "text": "ive had a convention so i needed to finish this in time, haven’t had the time to write any devlog at all in the end i couldnt make it in time but hey, ive assembled mostly everything, things are working, i have some vibecoded placeholder code that ill replace with my own code soon enough, and some art i drew myself turns out…. its too front heavy, unbearably so. im too burnt out to work on this for now, ill probably move on to something else in the meantime"}, {"post_id": 69261, "ts": "2026-09-16T18:08:21Z", "hours": 6.0403, "text": "Its all polishing……. Its ALL polishing…….. Always refining and tweaking and adjusting My timeline has 122 features and at this point its such a jumbled mess that if I adjust anything at least 30 other things will break in propagation I hate parametric CAD, but whatever this is is almost ready to print. Finally"}, {"post_id": 59234, "ts": "2026-08-31T22:07:02Z", "hours": 0.5167, "text": "spent 30 minutes just fumbling with onshape’s draft tool. just to make. cat ears. thats all </3"}, {"post_id": 58369, "ts": "2026-08-30T19:33:11Z", "hours": 1.3833, "text": "this is actually starting to come together now, spent a good part of the evening just trying out random ideas on onshape and seeing what sticks, turns out the best way to work is not to overthink too much next i will probably need to set up the github page, write a readme.md and all"}, {"post_id": 57568, "ts": "2026-08-29T19:07:57Z", "hours": 1.2, "text": "created a mount that holds the actual display to the damn bezel, though the sketch looks kind of cursed ( address me , the cloud of mirror constraints says) i find that I get distracted on small details instead of drawing the rest of the owl. (/ref) case in point, much of the hour I spent making on this was spent arguing things like: do I design the fillets straight into the sketch or just apply it after extruding? so I think it’s best if I give myself a roadmap I need to follow. decide how I want it to look , and decide quickly, so that I’ll have time to work on the technical details later. the technical details :) how will I assemble different parts together? how do I plan to actually see out of this mess? software. well here, I’m not too sure yet. I’ll figure something out. here’s to future me! maybe next devlog i’ll add some design flare to make it look less like a box of plastic and more like my lovingly personalized box of plastic."}, {"post_id": 56584, "ts": "2026-08-28T12:07:21Z", "hours": 1.9453, "text": "Spent a few hours fighting onshape, trying my best to turn the ideas I have in my head into exact dimensions and constraints and 2d sketches. CAD is SO tedious, I swear. But at least I ended up with what I wanted, a roughly TV shaped helmet sized to fit my own head. Well, after two hours I have something that looks a little bland :/ The design I had been hoping for was something more inspired with Nintendo’s FAMICOM. But I think I’m getting ahead of myself?"}]...
|
Title: MICO - TV head by @eunalian | Stardance
De Title: MICO - TV head by @eunalian | Stardance
Devlogs:
Spent a few hours fighting onshape, trying my best to turn the ideas I have in my head into exact dimensions and constraints and 2d sketches. CAD is SO tedious, I swear. But at least I ended up with what I wanted, a roughly TV shaped helmet sized to fit my own head. Well, after two hours I have something that looks a little bland :/ The design I had been hoping for was something more inspired with Nintendo’s FAMICOM. But I think I’m getting ahead of myself?
created a mount that holds the actual display to the damn bezel, though the sketch looks kind of cursed ( address me , the cloud of mirror constraints says) i find that I get distracted on small details instead of drawing the rest of the owl. (/ref) case in point, much of the hour I spent making on this was spent arguing things like: do I design the fillets straight into the sketch or just apply it after extruding? so I think it’s best if I give myself a roadmap I need to follow. decide how I want it to look , and decide quickly, so that I’ll have time to work on the technical details later. the technical details :) how will I assemble different parts together? how do I plan to actually see out of this mess? software. well here, I’m not too sure yet. I’ll figure something out. here’s to future me! maybe next devlog i’ll add some design flare to make it look less like a box of plastic and more like my lovingly personalized box of plastic.
this is actually starting to come together now, spent a good part of the evening just trying out random ideas on onshape and seeing what sticks, turns out the best way to work is not to overthink too much next i will probably need to set up the github page, write a readme.md and all
spent 30 minutes just fumbling with onshape’s draft tool. just to make. cat ears. thats all </3
Its all polishing……. Its ALL polishing…….. Always refining and tweaking and adjusting My timeline has 122 features and at this point its such a jumbled mess that if I adjust anything at least 30 other things will break in propagation I hate parametric CAD, but whatever this is is almost ready to print. Finally
ive had a convention so i needed to finish this in time, haven’t had the time to write any devlog at all in the end i couldnt make it in time but hey, ive assembled mostly everything, things are working, i have some vibecoded placeholder code that ill replace with my own code soon enough, and some art i drew myself turns out…. its too front heavy, unbearably so. im too burnt out to work on this for now, ill probably move on to something else in the meantime...
|
1792788531.3735645
|
1793393331.3735645
|
|
56873
|
Smart Switchboard by @yashtakhtani | Stardance
|
yashtakhtani
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T14:00:53Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made the smart switchboard, it makes the non smart devices in the room actually smart. I faced a few challenges. Mainly the led lights, they were 2mm wide and I could not solder them at all. 2nd the switches. I wanted to order buttons but I ordered buttons which toggle. however this was as easy fix I just stuck some cardboard on the bottom so they don’t go all the way in and it worked. now I didn’t install it completely because it’s a rented place and mounting was way complicated then it is supposed to be so I just connected and tested with one of the bulbs in my room.", "repo": "https://github.com/Yash-Takhtani/Smart-Switchboard", "demo": ""}]...
|
[{"post_id": 77286, "ts": "202 [{"post_id": 77286, "ts": "2026-10-06T13:20:06Z", "hours": 9.4656, "text": "Built! I made the switchboard. I came up with one issue only. The led are 2mm wide so its basically not possible to solder them. other than that it works"}, {"post_id": 64123, "ts": "2026-09-08T10:11:12Z", "hours": 2.7467, "text": "Devlog 7 Completed the Firmware The firmware is also ready!!! I made the firmware through which you could control the 4 relays mapped to 3 lights and a socket with either the webserver or the physical buttons. The led lights would respond accordingly. The rotary will be used to control my smart fan via an IR blaster API. Right now it might not be he best but I will improve and fix bugs once I get the hardware."}, {"post_id": 62694, "ts": "2026-09-06T05:42:54Z", "hours": 0.7236, "text": "Devlog 6 Made a simple webpage Today I made a simple html and css page which will be used to control the devices. It just has a title and a few buttons in a grid. Later I will map javascript functions to actually control them."}, {"post_id": 62308, "ts": "2026-09-05T16:39:58Z", "hours": 0.3806, "text": "Devlog 5 README! Made a Readme specifying the entire project and also a Bill Of Materials (BOM). The firmware part is still left though."}, {"post_id": 62281, "ts": "2026-09-05T16:01:16Z", "hours": 1.2669, "text": "Devlog 4 Finished the 3D model I just finished with the 3D model. I have made the complete base with borders. I measured the position of screw holes in my current switchboard and placed the screw holes in this accordingly. However I don’t know how do I hide these screw holes. I just added these circular caps. It is not the best solution so if you have any ideas on how can I cover the screw holes then pls tell me in comments. I also made and initialised the github repo."}, {"post_id": 61592, "ts": "2026-09-04T16:02:48Z", "hours": 1.5167, "text": "Devlog 3 I made a simple 3D for the switchboard plate. It has holes to place the LEDs, push buttons and rotary. The buttons and rotary will also be 3D printed. The plug socket will be stuck behind it. Next I need to add screw holes to mount it and a border."}, {"post_id": 61308, "ts": "2026-09-04T05:00:50Z", "hours": 1.1336, "text": "Devlog 2 I reworked the schematic. My light bulb has some kind proprietary way of controlling and doesn’t have any simple API. So I just added another relay. I also added LED’s which will act as indicators around my switches and rotary. I already have socket so I will reuse it. I did the wiring and since everything is not on a single pcb and things have to be placed far away I will just keep this as a schematic and not make a pcb. -_-"}, {"post_id": 59164, "ts": "2026-08-31T19:54:07Z", "hours": 0.7733, "text": "Devlog 1 Smart Switchboard I am working on this smart switch board. It will have 4 buttons and rotary encoder switch controlling non smart devices with relays and a smartlight and smartfan with their API. 2 buttons will be controlling 2 lights via a relay and 1 button will be controlling a socket with relay. 1 button will control a smartbulb via esp 32. Then a smartfan will be controlled by a rotary encoder switch with smart fan api. I started working on the schematic and wasted so much time looking for the right symbol and footprints of a relay module. Right now its pretty messy I will fix this and also add LED indicators."}]...
|
Title: Smart Switchboard by @yashtakhtani | Starda Title: Smart Switchboard by @yashtakhtani | Stardance
Devlogs:
Devlog 1 Smart Switchboard I am working on this smart switch board. It will have 4 buttons and rotary encoder switch controlling non smart devices with relays and a smartlight and smartfan with their API. 2 buttons will be controlling 2 lights via a relay and 1 button will be controlling a socket with relay. 1 button will control a smartbulb via esp 32. Then a smartfan will be controlled by a rotary encoder switch with smart fan api. I started working on the schematic and wasted so much time looking for the right symbol and footprints of a relay module. Right now its pretty messy I will fix this and also add LED indicators.
Devlog 2 I reworked the schematic. My light bulb has some kind proprietary way of controlling and doesn’t have any simple API. So I just added another relay. I also added LED’s which will act as indicators around my switches and rotary. I already have socket so I will reuse it. I did the wiring and since everything is not on a single pcb and things have to be placed far away I will just keep this as a schematic and not make a pcb. -_-
Devlog 3 I made a simple 3D for the switchboard plate. It has holes to place the LEDs, push buttons and rotary. The buttons and rotary will also be 3D printed. The plug socket will be stuck behind it. Next I need to add screw holes to mount it and a border.
Devlog 4 Finished the 3D model I just finished with the 3D model. I have made the complete base with borders. I measured the position of screw holes in my current switchboard and placed the screw holes in this accordingly. However I don’t know how do I hide these screw holes. I just added these circular caps. It is not the best solution so if you have any ideas on how can I cover the screw holes then pls tell me in comments. I also made and initialised the github repo.
Devlog 5 README! Made a Readme specifying the entire project and also a Bill Of Materials (BOM). The firmware part is still left though.
Devlog 6 Made a simple webpage Today I made a simple html and css page which will be used to control the devices. It just has a title and a few buttons in a grid. Later I will map javascript functions to actually control them.
Devlog 7 Completed the Firmware The firmware is also ready!!! I made the firmware through which you could control the 4 relays mapped to 3 lights and a socket with either the webserver or the physical buttons. The led lights would respond accordingly. The rotary will be used to control my smart fan via an IR blaster API. Right now it might not be he best but I will improve and fix bugs once I get the hardware.
Built! I made the switchboard. I came up with one issue only. The led are 2mm wide so its basically not possible to solder them. other than that it works
Ships:
I have made the smart switchboard, it makes the non smart devices in the room actually smart. I faced a few challenges. Mainly the led lights, they were 2mm wide and I could not solder them at all. 2nd the switches. I wanted to order buttons but I ordered buttons which toggle. however this was as easy fix I just stuck some cardboard on the bottom so they don’t go all the way in and it worked. now I didn’t install it completely because it’s a rented place and mounting was way complicated then it is supposed to be so I just connected and tested with one of the bulbs in my room....
|
1793152174.9366112
|
1793238574.9366112
|
|
47090
|
My (not so) Cool Site >:) by @vaito | Stardance
|
vaito
|
2
|
27.0
|
98
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T11:28:39Z", "hours": 14.0, "multiplier": 7.22, "payout": 98, "blessing": "neutral", "text": "I made a personal website :D so…. what changes Previously, I have made it with vanilla HTML and CSS to submit to Personal site quest. Now I have switched to Astro and TailwindCSS. I choose Astro because I just need SSG, no client-side code needed. Also, I added the education page where I yap about my schools. And I reworked the Projects page for cleaner looks Thats it :D P/s: Some of these images are clickable. wanna know more ._.? So the tech stack I use is: Astro + Vite, TailwindCSS for CSS things I use Github Pages (automated with Github Action) for hosting this site (thank you Github). But I’m planning to self-host it.", "repo": "https://github.com/VaitoSoi/vaito", "demo": "https://vaito.dev"}, {"ship_num": 2, "ts": "2026-08-17T09:12:59Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple site to introduce myself :D It has: the home, project and links section, as simple as that", "repo": "https://github.com/VaitoSoi/vaito", "demo": "https://vaito.dev"}]...
|
[{"post_id": 77282, "ts": "202 [{"post_id": 77282, "ts": "2026-10-06T12:43:32Z", "hours": 0.4419, "text": "I just made some changes to adapt the normal scale on Windows browser :D"}, {"post_id": 77089, "ts": "2026-10-05T16:52:06Z", "hours": 0.7775, "text": "The UI for phone is quite complete now. But the responsive UI support of TailwindCSS is quite limited, so I can’t implement the UI for tablet yet. Also, if you have a bad experience with the UI, the elements are randomly placed, try to decrease the scale of your browser, it may fix the problem"}, {"post_id": 77077, "ts": "2026-10-05T15:55:27Z", "hours": 2.1472, "text": "I’m doing the responsive UI"}, {"post_id": 76751, "ts": "2026-10-04T14:19:38Z", "hours": 4.5711, "text": "Some updates here: I split the education into a separate part I have done the about me page. I think I have to reorganize the about me page because it looks a bit messy. I have done the projects page: Thats all"}, {"post_id": 75605, "ts": "2026-09-30T15:24:26Z", "hours": 5.5722, "text": "It is quite a long time from the last update, isn’t it >:) To sum up, I’m moving to Astro for SSG and TailwindCSS so I don’t have to manually do the CSS Also, I’m adding new section is about my life (or education )"}, {"post_id": 48342, "ts": "2026-08-16T17:32:09Z", "hours": 1.1739, "text": "My site is live now"}, {"post_id": 48252, "ts": "2026-08-16T15:36:17Z", "hours": 3.3483, "text": "I have done the projects section Sorry for a 3hr devlog ;-; My first design for this part is scroll sync-link (or whatever it called), meaning that when you scroll the site, instead of boring scroll like normal, the site will change itself based on the scroll. Sound cool right >:) Thats until you work on its. It took me so much time that I decided to move to the traditional, click to see method."}, {"post_id": 47931, "ts": "2026-08-16T06:14:21Z", "hours": 8.7872, "text": "I have done the hero section and moving to the projects section :D"}]...
|
Title: My (not so) Cool Site >:) by @vaito | St Title: My (not so) Cool Site >:) by @vaito | Stardance
Devlogs:
I have done the hero section and moving to the projects section :D
I have done the projects section Sorry for a 3hr devlog ;-; My first design for this part is scroll sync-link (or whatever it called), meaning that when you scroll the site, instead of boring scroll like normal, the site will change itself based on the scroll. Sound cool right >:) Thats until you work on its. It took me so much time that I decided to move to the traditional, click to see method.
My site is live now
It is quite a long time from the last update, isn’t it >:) To sum up, I’m moving to Astro for SSG and TailwindCSS so I don’t have to manually do the CSS Also, I’m adding new section is about my life (or education )
Some updates here: I split the education into a separate part I have done the about me page. I think I have to reorganize the about me page because it looks a bit messy. I have done the projects page: Thats all
I’m doing the responsive UI
The UI for phone is quite complete now. But the responsive UI support of TailwindCSS is quite limited, so I can’t implement the UI for tablet yet. Also, if you have a bad experience with the UI, the elements are randomly placed, try to decrease the scale of your browser, it may fix the problem
I just made some changes to adapt the normal scale on Windows browser :D
Ships:
I made a simple site to introduce myself :D It has: the home, project and links section, as simple as that
I made a personal website :D so…. what changes Previously, I have made it with vanilla HTML and CSS to submit to Personal site quest. Now I have switched to Astro and TailwindCSS. I choose Astro because I just need SSG, no client-side code needed. Also, I added the education page where I yap about my schools. And I reworked the Projects page for cleaner looks Thats it :D P/s: Some of these images are clickable. wanna know more ._.? So the tech stack I use is: Astro + Vite, TailwindCSS for CSS things I use Github Pages (automated with Github Action) for hosting this site (thank you Github). But I’m planning to self-host it....
|
1793220469.7194283
|
1793306869.7194283
|
|
67600
|
bbOS by @adityakashyapxyz | Stardance
|
adityakashyapxyz
|
0
|
23.73
|
0
|
[]
|
[{"post_id": 77279, "ts": "202 [{"post_id": 77279, "ts": "2026-10-06T12:32:29Z", "hours": 3.695, "text": "Done with BBOS"}, {"post_id": 77074, "ts": "2026-10-05T15:47:44Z", "hours": 10.5683, "text": "BOREDOM GETTING THE BEST OF IT"}, {"post_id": 76821, "ts": "2026-10-04T18:26:05Z", "hours": 4.2667, "text": "Sipping coffee while writing them codes (Even they feel high)"}, {"post_id": 76602, "ts": "2026-10-04T04:35:07Z", "hours": 5.2, "text": "Almost there"}]...
|
Title: bbOS by @adityakashyapxyz | Stardance
Devl Title: bbOS by @adityakashyapxyz | Stardance
Devlogs:
Almost there
Sipping coffee while writing them codes (Even they feel high)
BOREDOM GETTING THE BEST OF IT
Done with BBOS...
|
1793112664.499513
|
1793717464.499513
|
|
68242
|
MY-PAGE by @ellie_wood | Stardance
|
ellie_wood
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T12:53:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webpage about myself that I can also use similar to a portfolio for myself. The page includes information on me as well as links to other project(s) that I have and will be creating. Through this project, styling and me just didn’t seem to get along. I always ended up messing up which seemed to normally end up with it just being an issue of a nested div not being correct. Though these tend to mess me up since I never seem to spot them. Style wise though I am happy with the results of how the page looks. I wanted to take inspiration from old newspapers for the style of the page and I think I did my best to represent this idea. Though I did have the limitations of how I wanted it to look vs. what I was actually putting on the page for content. I did not use AI to code any of this site, I only used it to point out where two errors were, both of which were the nested div errors that I was just being very very blind to. I did not use AI in any other way.", "repo": "https://github.com/elliewoodward2024-ops/Portfolio", "demo": "https://elliewoodward2024-ops.github.io/Portfolio/"}]...
|
[{"post_id": 77277, "ts": "202 [{"post_id": 77277, "ts": "2026-10-06T12:26:11Z", "hours": 4.8531, "text": "I made a personal website. I decided to try my best to match an old newspaper aesthetic, so this is what I ended up with."}]...
|
Title: MY-PAGE by @ellie_wood | Stardance
Devlogs Title: MY-PAGE by @ellie_wood | Stardance
Devlogs:
I made a personal website. I decided to try my best to match an old newspaper aesthetic, so this is what I ended up with.
Ships:
I made a webpage about myself that I can also use similar to a portfolio for myself. The page includes information on me as well as links to other project(s) that I have and will be creating. Through this project, styling and me just didn’t seem to get along. I always ended up messing up which seemed to normally end up with it just being an issue of a nested div not being correct. Though these tend to mess me up since I never seem to spot them. Style wise though I am happy with the results of how the page looks. I wanted to take inspiration from old newspapers for the style of the page and I think I did my best to represent this idea. Though I did have the limitations of how I wanted it to look vs. what I was actually putting on the page for content. I did not use AI to code any of this site, I only used it to point out where two errors were, both of which were the nested div errors that I was just being very very blind to. I did not use AI in any other way....
|
1793217215.1105082
|
1793303615.1105082
|
|
62499
|
RoboTrack by @CatPowerz | Stardance
|
CatPowerz
|
0
|
36.98
|
0
|
[]
|
[{"post_id": 77276, "ts": "202 [{"post_id": 77276, "ts": "2026-10-06T12:19:27Z", "hours": 5.8583, "text": "Wooohoo, it can actually sync to the robot and read the flash! With bi-directional communication, you can send commands and recieve data, like, in the picture below “GETSLOTS” which recieves what slots are occupied! Overall really nice, and I polished it a bit."}, {"post_id": 75114, "ts": "2026-09-29T05:10:49Z", "hours": 2.2922, "text": "Added a virtual/live robot connected mark (so you can actually see if the robot is a mock or not) with a package counter and hopefully working battery indicator in the future! Also better visualisations and less lag due to setState being called every 20ms (which rebuilds the entire page every tick)"}, {"post_id": 74888, "ts": "2026-09-28T15:02:06Z", "hours": 6.1944, "text": "The project is getting way better, mostly because of the BLE-telemetry now working and connecting! You can actually see your robot live due to my python changes. Now it’s time to work on recording and changing specific slots."}, {"post_id": 74267, "ts": "2026-09-27T03:14:28Z", "hours": 5.425, "text": "Getting way better using Flutter, I’m really learning it. I now have a cool analytics page, starring a location visualisation, battery bar, X/Y and yaw/pitch/roll gyro plus visualisation. I’m ready to start coding Bluetooth communication now."}, {"post_id": 73471, "ts": "2026-09-25T06:04:07Z", "hours": 2.8561, "text": "I’m almost done with the python script, but I started to work on the big boy RoboTrack app, which you can see a visualisation of what the RoboTrack robot thinks. Every grid square is 1 cm and it nearly updates live. I also implemented some mock data generators. If you do not have a SPIKE robot, you can still test it out because the app emulates a robot."}, {"post_id": 72997, "ts": "2026-09-24T05:55:22Z", "hours": 3.4147, "text": "I’ve started to work on the Flutter Dart Frontend for RoboTrack and made the python script way more robust. It’s hard, really hard to make sure that the hardware-side of this project is doing as it should. It always spins or lives it’s own life."}, {"post_id": 72359, "ts": "2026-09-22T19:06:50Z", "hours": 1.0619, "text": "OMG I was busy for SO long finding ONE simple bug regarding the robot spinning in circles. It was really simple. Most bugs are. However, I found it out and now it’s getting better every update! I really hope no more bugs show up, but it’s inevitable."}, {"post_id": 72291, "ts": "2026-09-22T16:27:33Z", "hours": 1.3131, "text": "I got motorsnapshots working, so you can program motors other than wheels. This is really important for the robot but really hard to implement with the strict 8-byte limit on each instruction. I managed to get it working by combining signed 16-bit integers and unsigned 8-bit integers."}, {"post_id": 72202, "ts": "2026-09-22T13:25:02Z", "hours": 3.1122, "text": "I finished the framework of the RoboTrack main Python script. It now uses odometry to calculate it’s position and can drive to specific coordinates. It can write bytes to flash memory and can read them. It’s now time to write a bytecode interpreter to actually give meaning to the written and read bytes."}, {"post_id": 71240, "ts": "2026-09-20T14:41:42Z", "hours": 2.5156, "text": "I started to work on the logic for the LEGO robot, it can now track it’s position using sin(rad) and cos(rad) where rad = angle * pi / 180 and applies it to x, y and last_distance. Sorry sometimes I use devlogs to nerd talk :)"}, {"post_id": 69794, "ts": "2026-09-17T20:02:35Z", "hours": 2.9344, "text": "I FINALLY, FINALLY managed to finish the Pybricks firmware-fork in order to upgrade limited storage size of 512 bytes to 8 kilobytes. This allows longer programs to be stored on the flash without needing a computer attached. I also fixed some annoying problems with btstack, which is apparently a seperate github thing, or so I thought? I’ll find what the problem actually was. Fixing it was mostly time consuming trial-and-error."}]...
|
Title: RoboTrack by @CatPowerz | Stardance
Devlog Title: RoboTrack by @CatPowerz | Stardance
Devlogs:
I FINALLY, FINALLY managed to finish the Pybricks firmware-fork in order to upgrade limited storage size of 512 bytes to 8 kilobytes. This allows longer programs to be stored on the flash without needing a computer attached. I also fixed some annoying problems with btstack, which is apparently a seperate github thing, or so I thought? I’ll find what the problem actually was. Fixing it was mostly time consuming trial-and-error.
I started to work on the logic for the LEGO robot, it can now track it’s position using sin(rad) and cos(rad) where rad = angle * pi / 180 and applies it to x, y and last_distance. Sorry sometimes I use devlogs to nerd talk :)
I finished the framework of the RoboTrack main Python script. It now uses odometry to calculate it’s position and can drive to specific coordinates. It can write bytes to flash memory and can read them. It’s now time to write a bytecode interpreter to actually give meaning to the written and read bytes.
I got motorsnapshots working, so you can program motors other than wheels. This is really important for the robot but really hard to implement with the strict 8-byte limit on each instruction. I managed to get it working by combining signed 16-bit integers and unsigned 8-bit integers.
OMG I was busy for SO long finding ONE simple bug regarding the robot spinning in circles. It was really simple. Most bugs are. However, I found it out and now it’s getting better every update! I really hope no more bugs show up, but it’s inevitable.
I’ve started to work on the Flutter Dart Frontend for RoboTrack and made the python script way more robust. It’s hard, really hard to make sure that the hardware-side of this project is doing as it should. It always spins or lives it’s own life.
I’m almost done with the python script, but I started to work on the big boy RoboTrack app, which you can see a visualisation of what the RoboTrack robot thinks. Every grid square is 1 cm and it nearly updates live. I also implemented some mock data generators. If you do not have a SPIKE robot, you can still test it out because the app emulates a robot.
Getting way better using Flutter, I’m really learning it. I now have a cool analytics page, starring a location visualisation, battery bar, X/Y and yaw/pitch/roll gyro plus visualisation. I’m ready to start coding Bluetooth communication now.
The project is getting way better, mostly because of the BLE-telemetry now working and connecting! You can actually see your robot live due to my python changes. Now it’s time to work on recording and changing specific slots.
Added a virtual/live robot connected mark (so you can actually see if the robot is a mock or not) with a package counter and hopefully working battery indicator in the future! Also better visualisations and less lag due to setState being called every 20ms (which rebuilds the entire page every tick)
Wooohoo, it can actually sync to the robot and read the flash! With bi-directional communication, you can send commands and recieve data, like, in the picture below “GETSLOTS” which recieves what slots are occupied! Overall really nice, and I polished it a bit....
|
1793044459.8713224
|
1793649259.8713224
|
|
51338
|
el que llora by @andrei | Stardance
|
andrei
|
0
|
8.37
|
0
|
[]
|
[{"post_id": 77275, "ts": "202 [{"post_id": 77275, "ts": "2026-10-06T12:18:05Z", "hours": 0.3, "text": "heat-set all the inserts and bolted the pcb to the case and thats the hackpad done! looks awesome - now all thats left is to ship it :))"}, {"post_id": 76357, "ts": "2026-10-03T09:13:40Z", "hours": 0.6472, "text": "finished the soldering! not much to say other than now that left is to wait for the 3d printed parts to ship - its looking good!"}, {"post_id": 52344, "ts": "2026-08-22T13:39:01Z", "hours": 0.6961, "text": "and so the design process comes to an end! the readme has been finished and i’m very proud of how it looks - see for yourself in the images :) now to submit the design for funding!!"}, {"post_id": 52237, "ts": "2026-08-22T10:28:31Z", "hours": 0.6739, "text": "renderring complete! i made 5 renders in blender and i’m really happy with the results, which you can see in the images below. all thats left is finishing off the repo, then i can ship it!!!"}, {"post_id": 51586, "ts": "2026-08-21T11:07:09Z", "hours": 0.6364, "text": "and that’s the base firmware complete! i made sure all the gpio pins matched their assignment in qmk with the xiao documentation, and now have a (hopefully) functional piece of firmware to test the board with. the firmware also includes encoder functionality and a basic rgb lighting pattern for the leds - although i will be further testing it once i actually physically build it! the firmware does NOT include via functionality OR oled functionality YET - and i will be uploading both the non-oled firmware and the oled + via firmware to the repo when i get around to committing all the files to it. for now - all that’s left is rendering and repo polishing!!"}, {"post_id": 51543, "ts": "2026-08-21T09:35:59Z", "hours": 2.0367, "text": "so, pcb art am i right? i finished off my silkscreen art and im honestly so happy with it and all the little references that i put in :) also a little aesthetic choice that i tweaked because it’ll end up looking cooler than before - the solder mask and case are now going to be white with the art showing in a black silkscreen (like ulquiorra’s skin in bleach) next up is making the firmware, which shouldn’t take all that long, rendering the model in blender and updating the repo with all production files and the finalised readme!"}, {"post_id": 50457, "ts": "2026-08-19T16:52:24Z", "hours": 0.5019, "text": "the readme is like 70% of the way there already! (all the blank parts are placeholders for art and images ) i really like the designs of some of my other readmes, especially peroxide and pentoxide (wasted a really cool idea on pentoxide and im still fuming) so i copied most of the formatting from them and then once i get some batteries for my pen - ill make some art for the readme and the pcb! next on the agenda is obviously art, but also renders, qmk firmware writing AND making it via compatible are the next courses of action!"}, {"post_id": 50407, "ts": "2026-08-19T15:54:29Z", "hours": 1.8856, "text": "downloaded the pcb’s step files and imported into onshape! designed a really low profile case - because i want the bare pcb kinda aesthetic - so its literally an angled plate with standoffs for heat set inserts. spent a lot of time tweaking and tinkering with the case and also made some really quick of art to engrave in the case and encoder knobs :) finally downloaded all the 3d models of the parts i will use, then assembled them using mates in my main assembly. hackpad’s pretty much fully finished, so the next couple of devlogs will be dedicated to making art, a proper github page and firmware using qmk!"}, {"post_id": 50236, "ts": "2026-08-19T11:44:26Z", "hours": 0.9933, "text": "i came up with a design that i wanted to use before i began the project thats based off of bleach - so i began with that in mind. i then looked at the hackpad website for all approved parts in the hackpad kit and placed in all of the components that i wanted in my schematic. the schematic was easy enough to create as the pinouts for all the components are either widely available or on the hackpad website :) after that, placed all the things i wanted down in the pcb editor roughly where i wanted to, tweaked a bit, routed traces and voila - bare pcb before i add any art to it!"}]...
|
Title: el que llora by @andrei | Stardance
Devlog Title: el que llora by @andrei | Stardance
Devlogs:
i came up with a design that i wanted to use before i began the project thats based off of bleach - so i began with that in mind. i then looked at the hackpad website for all approved parts in the hackpad kit and placed in all of the components that i wanted in my schematic. the schematic was easy enough to create as the pinouts for all the components are either widely available or on the hackpad website :) after that, placed all the things i wanted down in the pcb editor roughly where i wanted to, tweaked a bit, routed traces and voila - bare pcb before i add any art to it!
downloaded the pcb’s step files and imported into onshape! designed a really low profile case - because i want the bare pcb kinda aesthetic - so its literally an angled plate with standoffs for heat set inserts. spent a lot of time tweaking and tinkering with the case and also made some really quick of art to engrave in the case and encoder knobs :) finally downloaded all the 3d models of the parts i will use, then assembled them using mates in my main assembly. hackpad’s pretty much fully finished, so the next couple of devlogs will be dedicated to making art, a proper github page and firmware using qmk!
the readme is like 70% of the way there already! (all the blank parts are placeholders for art and images ) i really like the designs of some of my other readmes, especially peroxide and pentoxide (wasted a really cool idea on pentoxide and im still fuming) so i copied most of the formatting from them and then once i get some batteries for my pen - ill make some art for the readme and the pcb! next on the agenda is obviously art, but also renders, qmk firmware writing AND making it via compatible are the next courses of action!
so, pcb art am i right? i finished off my silkscreen art and im honestly so happy with it and all the little references that i put in :) also a little aesthetic choice that i tweaked because it’ll end up looking cooler than before - the solder mask and case are now going to be white with the art showing in a black silkscreen (like ulquiorra’s skin in bleach) next up is making the firmware, which shouldn’t take all that long, rendering the model in blender and updating the repo with all production files and the finalised readme!
and that’s the base firmware complete! i made sure all the gpio pins matched their assignment in qmk with the xiao documentation, and now have a (hopefully) functional piece of firmware to test the board with. the firmware also includes encoder functionality and a basic rgb lighting pattern for the leds - although i will be further testing it once i actually physically build it! the firmware does NOT include via functionality OR oled functionality YET - and i will be uploading both the non-oled firmware and the oled + via firmware to the repo when i get around to committing all the files to it. for now - all that’s left is rendering and repo polishing!!
renderring complete! i made 5 renders in blender and i’m really happy with the results, which you can see in the images below. all thats left is finishing off the repo, then i can ship it!!!
and so the design process comes to an end! the readme has been finished and i’m very proud of how it looks - see for yourself in the images :) now to submit the design for funding!!
finished the soldering! not much to say other than now that left is to wait for the 3d printed parts to ship - its looking good!
heat-set all the inserts and bolted the pcb to the case and thats the hackpad done! looks awesome - now all thats left is to ship it :))...
|
1792666299.4831936
|
1793271099.4831936
|
|
68233
|
webOS by @ava_b_r | Stardance
|
ava_b_r
|
0
|
1.47
|
0
|
[]
|
[{"post_id": 77272, "ts": "202 [{"post_id": 77272, "ts": "2026-10-06T11:55:28Z", "hours": 1.4664, "text": "I’m following the webOS project thing to advertise another website which I built, PlanMyPanic (a study schedule maker website), but all of my text at the top of the page is being cut off!"}]...
|
Title: webOS by @ava_b_r | Stardance
Devlogs:
I’m Title: webOS by @ava_b_r | Stardance
Devlogs:
I’m following the webOS project thing to advertise another website which I built, PlanMyPanic (a study schedule maker website), but all of my text at the top of the page is being cut off!...
|
1793119849.3027043
|
1793724649.3027043
|
|
67475
|
SpeedRunning by @RishuKamboj | Stardance
|
RishuKamboj
|
1
|
1.8
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T14:29:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website that features three sections :- 1)Heading and about me 2)Images 3)A thank you message. I’m gonna be very honest i needed 5 stardusts for pcb grant and this was the only option to get it asap it was fun speedrunning tho,", "repo": "https://github.com/rydei/Speedrun", "demo": "https://speedrun-eight-silk.vercel.app/"}]...
|
[{"post_id": 77271, "ts": "202 [{"post_id": 77271, "ts": "2026-10-06T11:35:25Z", "hours": 0.7986, "text": "Added two more section! Games i like and a music section."}, {"post_id": 76149, "ts": "2026-10-02T14:27:07Z", "hours": 0.6189, "text": "I made an about me page featuring some photos from projects and my skills hehe."}]...
|
Title: SpeedRunning by @RishuKamboj | Stardance
D Title: SpeedRunning by @RishuKamboj | Stardance
Devlogs:
I made an about me page featuring some photos from projects and my skills hehe.
Added two more section! Games i like and a music section.
Ships:
I made a personal website that features three sections :- 1)Heading and about me 2)Images 3)A thank you message. I’m gonna be very honest i needed 5 stardusts for pcb grant and this was the only option to get it asap it was fun speedrunning tho,...
|
1793217098.882171
|
1793303498.882171
|
|
65852
|
SIXzero by @Sanadofe | Stardance
|
Sanadofe
|
0
|
13.19
|
0
|
[]
|
[{"post_id": 77270, "ts": "202 [{"post_id": 77270, "ts": "2026-10-06T11:26:22Z", "hours": 1.5953, "text": "Finished Firmware, for now….."}, {"post_id": 76688, "ts": "2026-10-04T10:48:12Z", "hours": 2.2047, "text": "Started writing the firmware for the SIXzero, harder than I expected still have a lot to write, and a lot to learn. :((("}, {"post_id": 76565, "ts": "2026-10-03T23:45:44Z", "hours": 0.5283, "text": "Exploded view of SIXzero"}, {"post_id": 76384, "ts": "2026-10-03T11:32:06Z", "hours": 0.6675, "text": "Added things to the silk screen, made it more unique."}, {"post_id": 76377, "ts": "2026-10-03T10:37:43Z", "hours": 1.9011, "text": "Finished Case design, But I still need to do one more tweak to the pcb and Need to make a start on the firmware :("}, {"post_id": 76322, "ts": "2026-10-03T06:21:00Z", "hours": 1.5861, "text": "I’ve Finished the main build of the alarm, just gotta add the final touches like color and stuff."}, {"post_id": 76111, "ts": "2026-10-02T10:33:18Z", "hours": 2.9042, "text": "tweaked the pcb, added components into fusion, next time im going to make the screen slightly higher"}, {"post_id": 76035, "ts": "2026-10-02T04:31:27Z", "hours": 0.8825, "text": "I’ve made the first version of the case in fusion. idk how I feel about this so far"}, {"post_id": 75865, "ts": "2026-10-01T11:51:13Z", "hours": 0.9233, "text": "I’ve done the schematics and the PCB. I’m planning to have the controls at 180 degrees and then the screen angled to 60 degrees. Giving it a overall angle of 120."}]...
|
Title: SIXzero by @Sanadofe | Stardance
Devlogs:
Title: SIXzero by @Sanadofe | Stardance
Devlogs:
I’ve done the schematics and the PCB. I’m planning to have the controls at 180 degrees and then the screen angled to 60 degrees. Giving it a overall angle of 120.
I’ve made the first version of the case in fusion. idk how I feel about this so far
tweaked the pcb, added components into fusion, next time im going to make the screen slightly higher
I’ve Finished the main build of the alarm, just gotta add the final touches like color and stuff.
Finished Case design, But I still need to do one more tweak to the pcb and Need to make a start on the firmware :(
Added things to the silk screen, made it more unique.
Exploded view of SIXzero
Started writing the firmware for the SIXzero, harder than I expected still have a lot to write, and a lot to learn. :(((
Finished Firmware, for now….....
|
1793091200.9455261
|
1793696000.9455261
|
|
16140
|
My very own WebOS by @sircheetodust | Stardance
|
sircheetodust
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T22:20:05Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is unnamed OS. Feature list: Custom window system Allows window resizing Easier app creation(one JavaScript command) Completely custom notepad app(No Pad - -) Saving to browser’s localstorage so that notes are saved even through reloads and closing and reopening the website Loading screen simulator Game of the year, source code in its folder This is my first project for hack club so any feedback is appreciated", "repo": "https://github.com/word9317/webOs", "demo": "https://word9317.github.io/webOs/"}]...
|
[{"post_id": 7727, "ts": "2026 [{"post_id": 7727, "ts": "2026-06-12T21:55:44Z", "hours": 0.54, "text": "Updated the readme to be more comprehensive"}, {"post_id": 7697, "ts": "2026-06-12T21:05:35Z", "hours": 1.0128, "text": "Added a notepad app I added NoPad –, it has saving that persists through reloads and text that tells you if its saved or not!"}, {"post_id": 7559, "ts": "2026-06-12T17:14:15Z", "hours": 1.1333, "text": "Added a new app! Ever since i migrated to a new window system, adding apps is so much easier. You create your app as an html file and just add a shortcut to the desktop to open it. I added a very fun game called loading screen simulator. I am going to make some more apps soon!"}, {"post_id": 7204, "ts": "2026-06-12T00:58:04Z", "hours": 1.5847, "text": "Lots of work was done! I redid the background and also completely revised the window system. Now the window has maximizing. Window system is polished so that apps can be launched via a javascript command(scripts are revised versions of scripts i used in a previous project)"}, {"post_id": 7078, "ts": "2026-06-11T21:07:39Z", "hours": 1.6397, "text": "Created a basic window system. Added widgets. Going to continue with the tutorial and then customize it"}]...
|
Title: My very own WebOS by @sircheetodust | Stard Title: My very own WebOS by @sircheetodust | Stardance
Devlogs:
Created a basic window system. Added widgets. Going to continue with the tutorial and then customize it
Lots of work was done! I redid the background and also completely revised the window system. Now the window has maximizing. Window system is polished so that apps can be launched via a javascript command(scripts are revised versions of scripts i used in a previous project)
Added a new app! Ever since i migrated to a new window system, adding apps is so much easier. You create your app as an html file and just add a shortcut to the desktop to open it. I added a very fun game called loading screen simulator. I am going to make some more apps soon!
Added a notepad app I added NoPad –, it has saving that persists through reloads and text that tells you if its saved or not!
Updated the readme to be more comprehensive
Ships:
This is unnamed OS. Feature list: Custom window system Allows window resizing Easier app creation(one JavaScript command) Completely custom notepad app(No Pad - -) Saving to browser’s localstorage so that notes are saved even through reloads and closing and reopening the website Loading screen simulator Game of the year, source code in its folder This is my first project for hack club so any feedback is appreciated...
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1793220750.7387896
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1793307150.7387896
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44857
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Nautilus by @MrChompDev | Stardance
|
MrChompDev
|
1
|
11.23
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T23:14:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Alpha 0.1 of Nautilus.", "repo": "https://github.com/MrChompDev/Nautilus", "demo": "https://github.com/MrChompDev/Nautilus/releases/tag/Beta"}]...
|
[{"post_id": 77268, "ts": "202 [{"post_id": 77268, "ts": "2026-10-06T11:11:18Z", "hours": 2.2886, "text": "Devlog #16 It has been a while since I last posted a Devlog but I went on a trip and I was told my wallpaper was AI even though. It was a mix of images from google. But I changed the wallpaper to a photo from my trip and I also have shipped Surfline it is basically finished still needs a tone of work done mainly on the search engine but it is out on Beta now."}, {"post_id": 64126, "ts": "2026-09-08T10:17:04Z", "hours": 0.3239, "text": "Devlog #15 I have just finished the cyber security tool box I am turning this from a normal OS to a cyber security OS. Most of these tools are simulated but I am working on real ones like port scanners and ways to scrap the internet for peoples social media with their username etc."}, {"post_id": 60171, "ts": "2026-09-02T11:54:14Z", "hours": 0.4733, "text": "Devlog #14 I have just added some more life to the home screen with app icons and a wallpaper"}, {"post_id": 59504, "ts": "2026-09-01T11:39:31Z", "hours": 0.41, "text": "Devlog #13 I have just finshed the baseline of the custom search engine for surfline it still needs to styling but it works."}, {"post_id": 52990, "ts": "2026-08-23T11:32:57Z", "hours": 0.3261, "text": "Devlog #12 I am working on a custom search engine I just started coding it don’t, mind the errors. I just want to log something for today."}, {"post_id": 51498, "ts": "2026-08-21T07:48:46Z", "hours": 0.3794, "text": "#Devlog 11 I have now added a homepage that loads when you launch Surfline"}, {"post_id": 50923, "ts": "2026-08-20T12:06:50Z", "hours": 1.0217, "text": "#Devlog 10 I got the start of the Surfline Browser working to launch google on startup no just have to add the GUI and build a custom search engine and have a home screen."}, {"post_id": 50888, "ts": "2026-08-20T11:01:49Z", "hours": 0.3103, "text": "#Devlog 9 Added a dock bar to the bottom of the screen with the apps planning to add more and due to the new code it is really easy to add them."}, {"post_id": 50827, "ts": "2026-08-20T08:18:08Z", "hours": 0.4289, "text": "Devlog #8 I just fixed a few bugs the clock and a nice little title for the top bar now shows. Next I am going to work on building Surfline Browser and Logbook working and adding them to a application bar."}, {"post_id": 50245, "ts": "2026-08-19T12:06:26Z", "hours": 0.8042, "text": "#Devlog 7 I made the decision to restart the whole project and code it all my self and also the files where getting way to messy so this is what I have after about 40 minutes."}, {"post_id": 50208, "ts": "2026-08-19T10:49:47Z", "hours": 0.8303, "text": "#Devlog 6 Update Megalodon model configuration and weights- Increased vocabulary size from 1024 to 4096 and block size from 256 to 512 in config.json.- Enhanced model parameters from 1,214,720 to 35,931,136, updated training profile to “full”, and adjusted training steps and tokens in model.json.- Updated weights.npz to reflect changes in model architecture.- Modified main.py to change the script’s purpose from building a Flappy Bird game to creating a simple GUI test script.- Added a new story.md file detailing a narrative about “Write Me A Story”. This is for tests with the AI model.- Ran a training session that went for 5-6 hours with opencode training all 4 models 83 minutes each use data collected from hugging face website. All models seem to work on an average model working on optimising each model to be more personal. The models seem to be working but I am changing the colour coded and the whole ui to custom ones that I am creating so the code doesn’t launch correctly as of now due to some parts still wanting the old colour codes."}, {"post_id": 49480, "ts": "2026-08-18T10:54:46Z", "hours": 0.2781, "text": "#Devlog 5 I am working training the models after a tone of research I was able to gather a series of websites that documents and data for me to train the 4 models on. I was able to get the models working and printing out basic test items in plain English after getting a error making them speak gibberish."}, {"post_id": 48798, "ts": "2026-08-17T10:35:41Z", "hours": 0.3542, "text": "#Devlog 4 I have started build out the AI application that will come with the operating system. It has four models each made to run a different type of task. Kraken - Is a fully local Ai that runs on the system built and trained for coding. Leviathan - Is again a custom local AI but this one is built to right documentation. Charybdis - Is again a custom local AI but this is built to give you image and video generation. Megalodon - Is again a custom local AI but this one is by far one of the most important ones along side kraken this is a pentesting AI for your code so it runs your website or app with your permission and finds possible vulnerabilities with in your code which could lead to you getting hacked if not fixed. What I am doing next? I will be working on training the models to improve them and make them better. Working the UI/UX side of the app to make it fit more of claude or chatgpt desktop. I would be making a CLI version to run in your termnial."}, {"post_id": 47892, "ts": "2026-08-16T04:55:28Z", "hours": 0.565, "text": "#Devlog 3 I have just finished a full remodel of all the UI for the home and lock screen with full custom logos and wallpapers (I used comfy UI for it). I have just published it on github so you can see all the code and files their now. I am currently working on making a AI for it called Kraken it has 4 models each built for certain things. 1st model a coding model, 2nd model and writing model for documents, 3rd model a image/video model and 4th a pentesting check for any errors in my codes that would lead to attacks."}, {"post_id": 46281, "ts": "2026-08-13T12:31:04Z", "hours": 0.2619, "text": "#Devlog 2 I got the source code pushed onto github now you can all go check it out beware this is like early early stages so please report any bugs to my email [email protected]"}, {"post_id": 46209, "ts": "2026-08-13T08:49:39Z", "hours": 2.6117, "text": "#Devlog 1 Welcome to Nautilus, you are probably wondering what it is well I was watching a interview with Linus the creator of Linux and he said if they are crazier and they have the knowledge someone else can build the own Operating System so I took that and I am building a 8GB Ram operating system with fully working browser code editor music player all built in python."}]...
|
Title: Nautilus by @MrChompDev | Stardance
Devlog Title: Nautilus by @MrChompDev | Stardance
Devlogs:
#Devlog 1 Welcome to Nautilus, you are probably wondering what it is well I was watching a interview with Linus the creator of Linux and he said if they are crazier and they have the knowledge someone else can build the own Operating System so I took that and I am building a 8GB Ram operating system with fully working browser code editor music player all built in python.
#Devlog 2 I got the source code pushed onto github now you can all go check it out beware this is like early early stages so please report any bugs to my email [email protected]
#Devlog 3 I have just finished a full remodel of all the UI for the home and lock screen with full custom logos and wallpapers (I used comfy UI for it). I have just published it on github so you can see all the code and files their now. I am currently working on making a AI for it called Kraken it has 4 models each built for certain things. 1st model a coding model, 2nd model and writing model for documents, 3rd model a image/video model and 4th a pentesting check for any errors in my codes that would lead to attacks.
#Devlog 4 I have started build out the AI application that will come with the operating system. It has four models each made to run a different type of task. Kraken - Is a fully local Ai that runs on the system built and trained for coding. Leviathan - Is again a custom local AI but this one is built to right documentation. Charybdis - Is again a custom local AI but this is built to give you image and video generation. Megalodon - Is again a custom local AI but this one is by far one of the most important ones along side kraken this is a pentesting AI for your code so it runs your website or app with your permission and finds possible vulnerabilities with in your code which could lead to you getting hacked if not fixed. What I am doing next? I will be working on training the models to improve them and make them better. Working the UI/UX side of the app to make it fit more of claude or chatgpt desktop. I would be making a CLI version to run in your termnial.
#Devlog 5 I am working training the models after a tone of research I was able to gather a series of websites that documents and data for me to train the 4 models on. I was able to get the models working and printing out basic test items in plain English after getting a error making them speak gibberish.
#Devlog 6 Update Megalodon model configuration and weights- Increased vocabulary size from 1024 to 4096 and block size from 256 to 512 in config.json.- Enhanced model parameters from 1,214,720 to 35,931,136, updated training profile to “full”, and adjusted training steps and tokens in model.json.- Updated weights.npz to reflect changes in model architecture.- Modified main.py to change the script’s purpose from building a Flappy Bird game to creating a simple GUI test script.- Added a new story.md file detailing a narrative about “Write Me A Story”. This is for tests with the AI model.- Ran a training session that went for 5-6 hours with opencode training all 4 models 83 minutes each use data collected from hugging face website. All models seem to work on an average model working on optimising each model to be more personal. The models seem to be working but I am changing the colour coded and the whole ui to custom ones that I am creating so the code doesn’t launch correctly as of now due to some parts still wanting the old colour codes.
#Devlog 7 I made the decision to restart the whole project and code it all my self and also the files where getting way to messy so this is what I have after about 40 minutes.
Devlog #8 I just fixed a few bugs the clock and a nice little title for the top bar now shows. Next I am going to work on building Surfline Browser and Logbook working and adding them to a application bar.
#Devlog 9 Added a dock bar to the bottom of the screen with the apps planning to add more and due to the new code it is really easy to add them.
#Devlog 10 I got the start of the Surfline Browser working to launch google on startup no just have to add the GUI and build a custom search engine and have a home screen.
#Devlog 11 I have now added a homepage that loads when you launch Surfline
Devlog #12 I am working on a custom search engine I just started coding it don’t, mind the errors. I just want to log something for today.
Devlog #13 I have just finshed the baseline of the custom search engine for surfline it still needs to styling but it works.
Devlog #14 I have just added some more life to the home screen with app icons and a wallpaper
Devlog #15 I have just finished the cyber security tool box I am turning this from a normal OS to a cyber security OS. Most of these tools are simulated but I am working on real ones like port scanners and ways to scrap the internet for peoples social media with their username etc.
Devlog #16 It has been a while since I last posted a Devlog but I went on a trip and I was told my wallpaper was AI even though. It was a mix of images from google. But I changed the wallpaper to a photo from my trip and I also have shipped Surfline it is basically finished still needs a tone of work done mainly on the search engine but it is out on Beta now.
Ships:
This is Alpha 0.1 of Nautilus....
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1793231411.061504
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1793317811.061504
|
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48127
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W-labs project #1, ARIA & SEG4 by @JoonHyuk | W-labs project #1, ARIA & SEG4 by @JoonHyuk | Stardance...
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JoonHyuk
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0
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75.29
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0
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[]
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[{"post_id": 77266, "ts": "202 [{"post_id": 77266, "ts": "2026-10-06T11:04:21Z", "hours": 12.2397, "text": "Devlog: From bigram to building my own tokenizer Last time I had a bigram model trained on The Wizard of Oz that mostly made gibberish. Since then ARIA has gone through three versions, and I ended up writing most of the pipeline from scratch. ARIA-01 / 02: a real transformer I replaced the bigram with a character-level GPT: 8 layers, 512-dim embeddings, 8 attention heads, 256-character context, trained on web text on my RTX 5060 Ti. Bumped block_size from 8 to 256 so the model can actually see whole sentences Added bf16 autocast, which cut VRAM use roughly in half Found out the hard way that when VRAM fills up, Windows quietly spills into system RAM and training gets about 20x slower. Batch 128 was taking 6 to 9 seconds per step; batch 64 was 0.35 seconds Fixed a bunch of bugs along the way, like my argparse -batch_size flag secretly setting block_size , and eval running 500 batches every 250 steps Final pretraining loss was about 1.30 per character, and it started writing real English sentences (that didn’t make sense yet). Teaching it to chat The base model only continues text, so I fine-tuned it on Alpaca formatted as User: ... / ARIA: ... conversations, with a lower learning rate so it wouldn’t forget English. Loss went down to about 0.91. Then I had to fix the chat script: wrapping prompts in the right format, cutting replies at the end of a turn, and adding temperature + top-k sampling so it stopped picking random characters. First real reply to “How do you make a cookie?”: You make a cookie are both a cookie. Grammatically broken, but it’s an actual answer, in the right place, that stops on its own. The pipeline works. Writing my own BPE tokenizer The biggest limit was being character-level: the model wasted most of its capacity on spelling, and 256 characters isn’t much context. So I wrote a byte-level BPE tokenizer from scratch instead of using a library: get_stats and merge to find and merge the most common pairs a training loop with stop conditions (no more merging pairs that only appear once) encode / decode with a round-trip test, plus save/load for the merges GPT-2 style regex pre-splitting so tokens can’t cross word boundaries (before this, I was getting tokens like \"is to \" and \"00 MPa \" ) a cache in encode that made it about 2.3x faster on small text and much more on big files Trained on about 1MB of educational text plus chat data, with 2048 tokens. It learned real word pieces like \" economic\" , \" School\" and \"rying\" , and gets about 3x compression. Since it’s byte-level, there are no unknown characters anymore, so Korean works too. ARIA-03 I encoded 500MB of fineweb-edu into 169.6M tokens , saved as uint16 binary and loaded with np.memmap . Then I rewrote the model: Fused attention with F.scaled_dot_product_attention instead of 8 separate heads, about 3x faster per step Pre-norm blocks and GELU Weight tying between the embedding and output layer Warmup + cosine learning-rate schedule state_dict checkpoints with optimizer state and step count, so a crash doesn’t wipe a run Test run: loss started at 7.71 (right at ln(2048) , which is what random guessing should give) and reached 4.27 after 1000 steps, with train and test matching the whole time. Next Full 30,000-step pretraining run (about 3 passes over the data) Chat fine-tune on the new tokenizer Later: tool use, like search through the Naver Search API, a separate vision-based security AI for home cameras, and an agent that writes and uploads Arduino code"}, {"post_id": 58867, "ts": "2026-08-31T13:22:00Z", "hours": 10.8503, "text": "Kind of starting to take form……. I am making a bigram language model first, and I am making it a lot better than I thought. I am using the wizard of oz to train it, but it shows mostly giberish but it is really good. Also I did more recap on the functions in PyTorch so I could use it in other projects too!"}, {"post_id": 57339, "ts": "2026-08-29T13:47:00Z", "hours": 8.3517, "text": "ADDING MORE FUNCTIONS AND LEARNING DOT PRODUCT This is going to be a short one, since all I did was get used to the pytorch library, and all the math. Also, the dot product and the matrix mult was not that bad! I did all my functions and all that I need for the llm. The importants are softmax, concat and stuff like this. I really like where this project is going and where it is taking me! SO STAY TUNED IN!"}, {"post_id": 55001, "ts": "2026-08-26T13:04:19Z", "hours": 43.8486, "text": "A new project, New lab This is a whole new project GUYS! This project is called ARIA. ARIA can hear your voice, run it through an custom, built from scratch LLM, and talk it out. All I did today was only math that would make me understand LLMs better and also code a teeny tiney bit, but I still like it! Follow allow my journey! Also this is a lab of mine that I made by myself! So my really good projects are probably going to be here! (Some other projects that are really good MIGHT not be here so check my other projects to! (Sorry that there are incomplete projects))"}]...
|
Title: W-labs project #1, ARIA & SEG4 by @Joon Title: W-labs project #1, ARIA & SEG4 by @JoonHyuk | Stardance
Devlogs:
A new project, New lab This is a whole new project GUYS! This project is called ARIA. ARIA can hear your voice, run it through an custom, built from scratch LLM, and talk it out. All I did today was only math that would make me understand LLMs better and also code a teeny tiney bit, but I still like it! Follow allow my journey! Also this is a lab of mine that I made by myself! So my really good projects are probably going to be here! (Some other projects that are really good MIGHT not be here so check my other projects to! (Sorry that there are incomplete projects))
ADDING MORE FUNCTIONS AND LEARNING DOT PRODUCT This is going to be a short one, since all I did was get used to the pytorch library, and all the math. Also, the dot product and the matrix mult was not that bad! I did all my functions and all that I need for the llm. The importants are softmax, concat and stuff like this. I really like where this project is going and where it is taking me! SO STAY TUNED IN!
Kind of starting to take form……. I am making a bigram language model first, and I am making it a lot better than I thought. I am using the wizard of oz to train it, but it shows mostly giberish but it is really good. Also I did more recap on the functions in PyTorch so I could use it in other projects too!
Devlog: From bigram to building my own tokenizer Last time I had a bigram model trained on The Wizard of Oz that mostly made gibberish. Since then ARIA has gone through three versions, and I ended up writing most of the pipeline from scratch. ARIA-01 / 02: a real transformer I replaced the bigram with a character-level GPT: 8 layers, 512-dim embeddings, 8 attention heads, 256-character context, trained on web text on my RTX 5060 Ti. Bumped block_size from 8 to 256 so the model can actually see whole sentences Added bf16 autocast, which cut VRAM use roughly in half Found out the hard way that when VRAM fills up, Windows quietly spills into system RAM and training gets about 20x slower. Batch 128 was taking 6 to 9 seconds per step; batch 64 was 0.35 seconds Fixed a bunch of bugs along the way, like my argparse -batch_size flag secretly setting block_size , and eval running 500 batches every 250 steps Final pretraining loss was about 1.30 per character, and it started writing real English sentences (that didn’t make sense yet). Teaching it to chat The base model only continues text, so I fine-tuned it on Alpaca formatted as User: ... / ARIA: ... conversations, with a lower learning rate so it wouldn’t forget English. Loss went down to about 0.91. Then I had to fix the chat script: wrapping prompts in the right format, cutting replies at the end of a turn, and adding temperature + top-k sampling so it stopped picking random characters. First real reply to “How do you make a cookie?”: You make a cookie are both a cookie. Grammatically broken, but it’s an actual answer, in the right place, that stops on its own. The pipeline works. Writing my own BPE tokenizer The biggest limit was being character-level: the model wasted most of its capacity on spelling, and 256 characters isn’t much context. So I wrote a byte-level BPE tokenizer from scratch instead of using a library: get_stats and merge to find and merge the most common pairs a training loop with stop conditions (no more merging pairs that only appear once) encode / decode with a round-trip test, plus save/load for the merges GPT-2 style regex pre-splitting so tokens can’t cross word boundaries (before this, I was getting tokens like "is to " and "00 MPa " ) a cache in encode that made it about 2.3x faster on small text and much more on big files Trained on about 1MB of educational text plus chat data, with 2048 tokens. It learned real word pieces like " economic" , " School" and "rying" , and gets about 3x compression. Since it’s byte-level, there are no unknown characters anymore, so Korean works too. ARIA-03 I encoded 500MB of fineweb-edu into 169.6M tokens , saved as uint16 binary and loaded with np.memmap . Then I rewrote the model: Fused attention with F.scaled_dot_product_attention instead of 8 separate heads, about 3x faster per step Pre-norm blocks and GELU Weight tying between the embedding and output layer Warmup + cosine learning-rate schedule state_dict checkpoints with optimizer state and step count, so a crash doesn’t wipe a run Test run: loss started at 7.71 (right at ln(2048) , which is what random guessing should give) and reached 4.27 after 1000 steps, with train and test matching the whole time. Next Full 30,000-step pretraining run (about 3 passes over the data) Chat fine-tune on the new tokenizer Later: tool use, like search through the Naver Search API, a separate vision-based security AI for home cameras, and an agent that writes and uploads Arduino code...
|
1793213415.9422555
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1793818215.9422555
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33669
|
study app by @mayaO | Stardance
|
mayaO
|
0
|
5.32
|
0
|
[]
|
[{"post_id": 77263, "ts": "202 [{"post_id": 77263, "ts": "2026-10-06T10:27:23Z", "hours": 3.5028, "text": "ive been working on the front end and it’s looking good!!!!!! - i dont have any good photos"}, {"post_id": 29589, "ts": "2026-07-16T16:59:07Z", "hours": 1.4217, "text": "working on the frontend"}, {"post_id": 29366, "ts": "2026-07-16T08:29:30Z", "hours": 0.3969, "text": "working on a study project"}]...
|
Title: study app by @mayaO | Stardance
Devlogs:
w Title: study app by @mayaO | Stardance
Devlogs:
working on a study project
working on the frontend
ive been working on the front end and it’s looking good!!!!!! - i dont have any good photos...
|
1793263932.0849848
|
1793868732.0849848
|
|
67887
|
Hackpad by @eman-abdulrauf | Stardance
|
eman-abdulrauf
|
0
|
1.97
|
0
|
[]
|
[{"post_id": 77262, "ts": "202 [{"post_id": 77262, "ts": "2026-10-06T10:21:19Z", "hours": 0.3333, "text": "Setup Read the Hack Club Hackpad guide and chose a 3-key design to learn on first. Installed KiCad as an AppImage, with a launcher. Added the Hack Club XIAO and SK6812 symbol libraries and the footprint library. Schematic and PCB (KiCad) Drew the schematic: a XIAO and three switches on D10, D9 and D8, each also going to GND. Assigned footprints: MX switch footprints and the XIAO footprint. Imported the parts into the PCB editor, flipped the XIAO to the back, spaced the switches 19.05 mm apart and routed all the traces. Fixed a split ground connection. Drew the board outline on Edge.Cuts (65 × 64 mm) and ran the DRC. Case Built a tray (85.8 × 84.8 mm, 13 mm tall, 3 mm floor) and a switch plate with three 14 mm holes in Onshape, after fixing the inch and millimeter problem. Generated both parts as STEP files with a CadQuery script, then added a USB notch in the back wall. Built one assembled hackpad.step, with a blank PCB inside, for the CAD folder. Firmware Wrote the KMK main.py for the three pins. Production files and repo Arranged the project into CAD, PCB, Firmware, production and images. Exported the gerbers and drill files into gerbers.zip. Took the screenshots, wrote README.md and bom.csv, and pushed everything to github.com/ema-rauf/hackpad."}, {"post_id": 76997, "ts": "2026-10-05T09:28:32Z", "hours": 1.0833, "text": "Today I started my Hackpad macropad. I followed the Hack Club guide and built a simple 3-key version first, so I can learn each tool before adding a knob or LEDs. What I did Installed KiCad on Linux as an AppImage and made a launcher for it. Added the Hack Club symbol and footprint libraries (XIAO and SK6812) to KiCad. Drew the schematic: a Seeed XIAO and three switches, each wired to one pin (D10, D9 and D8) and to GND. Assigned footprints: MX switch footprints for the three keys, and the XIAO footprint from the Hack Club library. Opened the PCB editor, imported the parts, flipped the XIAO to the back, and spaced the switches 19.05 mm apart. Routed all the traces and joined the ground connections. Drew the board outline on Edge.Cuts, which came out at 65 × 64 mm. Ran the Design Rules Checker until it showed 0 violations and nothing left unconnected. Started the case in Onshape, so I can export a STEP file. What went wrong KiCad has separate library managers for symbols, footprints and design blocks, and at first I added the footprints to the wrong one. The XIAO footprint didn’t appear until I fixed that. The checker kept reporting a missing GND connection. I had two ground wires that crossed but didn’t touch. Joining them on the back layer fixed it. The board outline was missing until I drew it, which gave a “malformed outline” error. What I learned A schematic defines the connections, and the PCB is where those connections become physical copper. The thin blue lines (ratsnest) show where a wire is still missing. The checker is useful for finding mistakes you can’t see by eye. Next Finish the case in Onshape (base, switch plate, USB cutout). Set up the firmware. Put everything in a GitHub repo with a README and a bill of materials."}, {"post_id": 76891, "ts": "2026-10-04T22:57:18Z", "hours": 0.5547, "text": "Read the guide and chose the plan: build the simple 3-key example first, then add extras (knob, LEDs, OLED) for your real submission. Downloaded and unzipped the Hack Club KiCad libraries (kicad_care_package), then moved them to ~/kicad-libs/. Installed KiCad as an AppImage at ~/.local/bin/kicad. It opens. Created the KiCad project hackpad. Placed the XIAO symbol in the schematic and hid the drawing sheet border."}]...
|
Title: Hackpad by @eman-abdulrauf | Stardance
Dev Title: Hackpad by @eman-abdulrauf | Stardance
Devlogs:
Read the guide and chose the plan: build the simple 3-key example first, then add extras (knob, LEDs, OLED) for your real submission. Downloaded and unzipped the Hack Club KiCad libraries (kicad_care_package), then moved them to ~/kicad-libs/. Installed KiCad as an AppImage at ~/.local/bin/kicad. It opens. Created the KiCad project hackpad. Placed the XIAO symbol in the schematic and hid the drawing sheet border.
Today I started my Hackpad macropad. I followed the Hack Club guide and built a simple 3-key version first, so I can learn each tool before adding a knob or LEDs. What I did Installed KiCad on Linux as an AppImage and made a launcher for it. Added the Hack Club symbol and footprint libraries (XIAO and SK6812) to KiCad. Drew the schematic: a Seeed XIAO and three switches, each wired to one pin (D10, D9 and D8) and to GND. Assigned footprints: MX switch footprints for the three keys, and the XIAO footprint from the Hack Club library. Opened the PCB editor, imported the parts, flipped the XIAO to the back, and spaced the switches 19.05 mm apart. Routed all the traces and joined the ground connections. Drew the board outline on Edge.Cuts, which came out at 65 × 64 mm. Ran the Design Rules Checker until it showed 0 violations and nothing left unconnected. Started the case in Onshape, so I can export a STEP file. What went wrong KiCad has separate library managers for symbols, footprints and design blocks, and at first I added the footprints to the wrong one. The XIAO footprint didn’t appear until I fixed that. The checker kept reporting a missing GND connection. I had two ground wires that crossed but didn’t touch. Joining them on the back layer fixed it. The board outline was missing until I drew it, which gave a “malformed outline” error. What I learned A schematic defines the connections, and the PCB is where those connections become physical copper. The thin blue lines (ratsnest) show where a wire is still missing. The checker is useful for finding mistakes you can’t see by eye. Next Finish the case in Onshape (base, switch plate, USB cutout). Set up the firmware. Put everything in a GitHub repo with a README and a bill of materials.
Setup Read the Hack Club Hackpad guide and chose a 3-key design to learn on first. Installed KiCad as an AppImage, with a launcher. Added the Hack Club XIAO and SK6812 symbol libraries and the footprint library. Schematic and PCB (KiCad) Drew the schematic: a XIAO and three switches on D10, D9 and D8, each also going to GND. Assigned footprints: MX switch footprints and the XIAO footprint. Imported the parts into the PCB editor, flipped the XIAO to the back, spaced the switches 19.05 mm apart and routed all the traces. Fixed a split ground connection. Drew the board outline on Edge.Cuts (65 × 64 mm) and ran the DRC. Case Built a tray (85.8 × 84.8 mm, 13 mm tall, 3 mm floor) and a switch plate with three 14 mm holes in Onshape, after fixing the inch and millimeter problem. Generated both parts as STEP files with a CadQuery script, then added a USB notch in the back wall. Built one assembled hackpad.step, with a blank PCB inside, for the CAD folder. Firmware Wrote the KMK main.py for the three pins. Production files and repo Arranged the project into CAD, PCB, Firmware, production and images. Exported the gerbers and drill files into gerbers.zip. Took the screenshots, wrote README.md and bom.csv, and pushed everything to github.com/ema-rauf/hackpad....
|
1793116165.5675786
|
1793720965.5675786
|
|
68069
|
My own site! by @MOHD_FAIZAN | Stardance
|
MOHD_FAIZAN
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T05:20:22Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first ever personal site. IN this journey i started with stardance guide and apart from that i search for many things try to learn them, i have maded many mistakes but at the end i always get to learn something new. I’m feeling proud of it because this helps me to learn many new things but i know this is not that good in looking but everything need a start and that’s my start. Thanks stardance for such a great experience,", "repo": "https://github.com/fazzystorm/My-site", "demo": "https://fazzystorm.github.io/My-site/"}]...
|
[{"post_id": 77260, "ts": "202 [{"post_id": 77260, "ts": "2026-10-06T10:09:21Z", "hours": 2.4408, "text": "I style my page with css and added a social handle section. In css i come to this point after many experiments and i know it is not that well but main this is a part of journey and i hope journey will be very awesome. I made lots of mistake and learnt many things and right now i am going to ship my first project. I try to do my best and that’s it ."}]...
|
Title: My own site! by @MOHD_FAIZAN | Stardance
D Title: My own site! by @MOHD_FAIZAN | Stardance
Devlogs:
I style my page with css and added a social handle section. In css i come to this point after many experiments and i know it is not that well but main this is a part of journey and i hope journey will be very awesome. I made lots of mistake and learnt many things and right now i am going to ship my first project. I try to do my best and that’s it .
Ships:
I made my first ever personal site. IN this journey i started with stardance guide and apart from that i search for many things try to learn them, i have maded many mistakes but at the end i always get to learn something new. I’m feeling proud of it because this helps me to learn many new things but i know this is not that good in looking but everything need a start and that’s my start. Thanks stardance for such a great experience,...
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1793217201.308297
|
1793303601.308297
|
|
66523
|
Stong by @MaWo31 | Stardance
|
MaWo31
|
0
|
8.16
|
0
|
[]
|
[{"post_id": 77259, "ts": "202 [{"post_id": 77259, "ts": "2026-10-06T09:58:22Z", "hours": 8.1597, "text": "Stong - Devblog #1 What is Stong? Stong is a roguelite Balatro/Breakout fusion where the main idea is that the player has bricks they can place on the map for the ball to break. Bricks will have different properties. One might just increase your score by 1, another could double your score, and another could refill the ball’s limited bounces. Originally, Stong was supposed to be a scaling clicker game with the typical “me see big number, me happy” gameplay which felt bit boring. But then I thought about Balatro, and that’s how the roguelite idea started. Have I done something yet? I’m making this game in Godot using GDScript as the programming language. So far, I’ve made: Ball movement, A grid for placing bricks, A basic score counter It’s still pretty early, but the basic foundation is there and I can finally start building the actual gameplay around it."}]...
|
Title: Stong by @MaWo31 | Stardance
Devlogs:
Ston Title: Stong by @MaWo31 | Stardance
Devlogs:
Stong - Devblog #1 What is Stong? Stong is a roguelite Balatro/Breakout fusion where the main idea is that the player has bricks they can place on the map for the ball to break. Bricks will have different properties. One might just increase your score by 1, another could double your score, and another could refill the ball’s limited bounces. Originally, Stong was supposed to be a scaling clicker game with the typical “me see big number, me happy” gameplay which felt bit boring. But then I thought about Balatro, and that’s how the roguelite idea started. Have I done something yet? I’m making this game in Godot using GDScript as the programming language. So far, I’ve made: Ball movement, A grid for placing bricks, A basic score counter It’s still pretty early, but the basic foundation is there and I can finally start building the actual gameplay around it....
|
1793098509.57457
|
1793703309.57457
|
|
68244
|
My website by @shogunxfortnite | Stardance
|
shogunxfortnite
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:41:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website saying what I like", "repo": "https://github.com/shogunxfortnite-cyber/My-website", "demo": "https://mywebsiteforhackclub.edgeone.dev/"}]...
|
[{"post_id": 77251, "ts": "202 [{"post_id": 77251, "ts": "2026-10-06T08:40:08Z", "hours": 0.3136, "text": "I am working on my website and the things I like"}]...
|
Title: My website by @shogunxfortnite | Stardance
Title: My website by @shogunxfortnite | Stardance
Devlogs:
I am working on my website and the things I like
Ships:
I made a website saying what I like...
|
1793217217.1392517
|
1793303617.1392517
|
|
68235
|
Hackpad v2 by @nirbhikbabu | Stardance
|
nirbhikbabu
|
0
|
0.72
|
0
|
[]
|
[{"post_id": 77249, "ts": "202 [{"post_id": 77249, "ts": "2026-10-06T08:22:06Z", "hours": 0.7167, "text": "I almost finished up the schematics for the hackpad. I am also adding the leds and a rotary encoder in this hackpad as compared to my previous version."}]...
|
Title: Hackpad v2 by @nirbhikbabu | Stardance
Dev Title: Hackpad v2 by @nirbhikbabu | Stardance
Devlogs:
I almost finished up the schematics for the hackpad. I am also adding the leds and a rotary encoder in this hackpad as compared to my previous version....
|
1793119853.094638
|
1793724653.094638
|
|
68176
|
My_site by @SCAMMARAS | Stardance
|
SCAMMARAS
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:23:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a self inturdaction website that also has a small story in it. I found challenging to make letters apear slowly so i used ai to help me with that. Overall it was a great activity for my boring Monday evening", "repo": "https://github.com/Nikolaossamaras/My_Website", "demo": "https://nikolaossamaras.github.io/My_Website/"}]...
|
[{"post_id": 77248, "ts": "202 [{"post_id": 77248, "ts": "2026-10-06T08:19:41Z", "hours": 0.8125, "text": "Devlog 1 | Today i started this mission . I created a small 3paged website with html css and a little bit of javascript. In my site i describe myself and it has a short story to keep the visitor enterntained. With javascript i made the buttons to work and the text to appear over time (made it with ai). Well i also published the site with github."}]...
|
Title: My_site by @SCAMMARAS | Stardance
Devlogs: Title: My_site by @SCAMMARAS | Stardance
Devlogs:
Devlog 1 | Today i started this mission . I created a small 3paged website with html css and a little bit of javascript. In my site i describe myself and it has a short story to keep the visitor enterntained. With javascript i made the buttons to work and the text to appear over time (made it with ai). Well i also published the site with github.
Ships:
I made a self inturdaction website that also has a small story in it. I found challenging to make letters apear slowly so i used ai to help me with that. Overall it was a great activity for my boring Monday evening...
|
1793217204.3985775
|
1793303604.3985775
|
|
9269
|
My website by @Blxm | Stardance
|
Blxm
|
1
|
11.0
|
20
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:19:18Z", "hours": 11.0, "multiplier": 1.71, "payout": 20, "blessing": "neutral", "text": "I made my website Admidditally, not my best work, but dosn’t matter. What did i build? I built a simple portfolio website using svelte, and tailwind. Challenges This was my first project i used svelte, and tailwind in, so it’s basically to get my feet wet in both svelte and tailwind.", "repo": "https://github.com/BlxCode/blxmwebsitev4", "demo": "https://blxm.me/"}]...
|
[{"post_id": 77243, "ts": "202 [{"post_id": 77243, "ts": "2026-10-06T08:12:16Z", "hours": 0.4228, "text": "Changed languages stats board Changed the languages stas board from being hackatime to github stats"}, {"post_id": 74648, "ts": "2026-09-27T20:56:44Z", "hours": 0.6978, "text": "Added about me and stats Added an about me, and hackatime & github stats"}, {"post_id": 74230, "ts": "2026-09-27T00:35:09Z", "hours": 0.3431, "text": "Added languages I know section Alright… so i added a section where i list langueges i know."}, {"post_id": 73842, "ts": "2026-09-26T04:47:14Z", "hours": 1.3631, "text": "Added a Projects component to the website ALright, projects. It’s quite simple. just a new svelte file and some more tailwind. Nothing that much tbh"}, {"post_id": 73024, "ts": "2026-09-24T07:20:00Z", "hours": 2.3736, "text": "Added A body to the website alright, so last dev log there was litterally nothing in my website, just a header. Today, I added some things inside the website, like a carousel for an about me, and a contact me page!"}, {"post_id": 72553, "ts": "2026-09-23T06:17:34Z", "hours": 6.2411, "text": "Experimenting W/ Svelte (I need a mousepad lol) Ok, so why am I experimenting? well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler. This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp."}]...
|
Title: My website by @Blxm | Stardance
Devlogs:
E Title: My website by @Blxm | Stardance
Devlogs:
Experimenting W/ Svelte (I need a mousepad lol) Ok, so why am I experimenting? well. My current website, which I had already taken down just loooks old, and unprofetional. Especially with the yellow background. Hense, why I took it down, and I’m going to replace it with a new one! It’ll be quite similar to my other website project, but this one would be more cooler. This is actually my first project with svelte, and tailwind! It’ll be fun figruing out svelte, tailwind, and eventually vite, cuz i gotta ship this for stardust you know… I need a mousepad. Tailwind imo is just more powerful than bootstrap, and because I used bootstrap to make my old website, tailwind should be quite easy to grasp.
Added A body to the website alright, so last dev log there was litterally nothing in my website, just a header. Today, I added some things inside the website, like a carousel for an about me, and a contact me page!
Added a Projects component to the website ALright, projects. It’s quite simple. just a new svelte file and some more tailwind. Nothing that much tbh
Added languages I know section Alright… so i added a section where i list langueges i know.
Added about me and stats Added an about me, and hackatime & github stats
Changed languages stats board Changed the languages stas board from being hackatime to github stats
Ships:
I made my website Admidditally, not my best work, but dosn’t matter. What did i build? I built a simple portfolio website using svelte, and tailwind. Challenges This was my first project i used svelte, and tailwind in, so it’s basically to get my feet wet in both svelte and tailwind....
|
1793145253.6156244
|
1793231653.6156244
|
|
51600
|
My own site! by @Mahmoud_Mohamed | Stardance
|
Mahmoud_Mohamed
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:12:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts).", "repo": "https://github.com/MahmoudMohamed99-AI/My-website", "demo": "https://mahmoudmohamed99-ai.github.io/My-website/"}]...
|
[{"post_id": 77240, "ts": "202 [{"post_id": 77240, "ts": "2026-10-06T07:53:41Z", "hours": 0.5925, "text": "My presonal web-site"}, {"post_id": 51109, "ts": "2026-08-20T16:36:00Z", "hours": 0.3628, "text": "This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️"}]...
|
Title: My own site! by @Mahmoud_Mohamed | Stardanc Title: My own site! by @Mahmoud_Mohamed | Stardance
Devlogs:
This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️
My presonal web-site
Ships:
I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts)....
|
1793152149.2430046
|
1793238549.2430046
|
|
65685
|
player-pad by @taco_taim | Stardance
|
taco_taim
|
0
|
12.35
|
0
|
[]
|
[{"post_id": 77233, "ts": "202 [{"post_id": 77233, "ts": "2026-10-06T06:28:43Z", "hours": 0.65, "text": "i finished working on the case"}, {"post_id": 76525, "ts": "2026-10-03T20:24:14Z", "hours": 2.3669, "text": "i started working on the case :3"}, {"post_id": 75893, "ts": "2026-10-01T14:58:23Z", "hours": 4.2003, "text": "i made the routing and painted the pcb - routing i routed the pcb twice - painting i took a screenshot of the pcb and imported it to krita for painting"}, {"post_id": 73773, "ts": "2026-09-25T22:38:19Z", "hours": 5.1336, "text": "making a schematic i made a schematic for a 3x2 metrix a screen and a rfid reader"}]...
|
Title: player-pad by @taco_taim | Stardance
Devlo Title: player-pad by @taco_taim | Stardance
Devlogs:
making a schematic i made a schematic for a 3x2 metrix a screen and a rfid reader
i made the routing and painted the pcb - routing i routed the pcb twice - painting i took a screenshot of the pcb and imported it to krita for painting
i started working on the case :3
i finished working on the case...
|
1793090975.076302
|
1793695775.076302
|
|
10873
|
GALAXY SIMULATION by @BIG_JO | Stardance
|
BIG_JO
|
1
|
20.09
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T17:27:32Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Galaxy Simulation, basically a small physics simulation where you can mess around with planets, gravity, orbits and collisions. You can add planets, change their properties, click on them to see their information and experiment with how gravity affects everything. The hardest part was definitely getting the physics to actually work properly. At first I was just trying to make the planets orbit the sun, but once I started adding gravity and collisions things got way more complicated. I had quite a few bugs where planets would do completely unexpected things, and I also had to work on performance because having too many objects could make it lag. I’m most proud of how much the project developed over time. The first version was really basic compared to what it is now, so seeing the progression through all my devlogs is probably my favourite part. To test it, just add some planets and experiment with their positions, sizes and gravity. Try making normal orbits, unstable orbits and just seeing what happens when planets get too close to each other. There isn’t really one “correct” way to use it — half the fun is breaking the simulation and seeing what happens.", "repo": "https://github.com/joseph777-e/GALAXY-SIMULATION", "demo": "https://galaxy-simulation.vercel.app/"}]...
|
[{"post_id": 77232, "ts": "202 [{"post_id": 77232, "ts": "2026-10-06T06:03:54Z", "hours": 1.1569, "text": "so today i spent most of my time tryin to rewrite all the whle css file and i got to go to scool so i will continue later"}, {"post_id": 67945, "ts": "2026-09-14T08:28:13Z", "hours": 0.7372, "text": "today i was just rewriting some parts of my java script code cause apparently it got more than 30 percent ai usage but like how should u expect me to write a whole physics movement in javascript like bro i genuinly suck at it"}, {"post_id": 62305, "ts": "2026-09-05T16:37:40Z", "hours": 1.1922, "text": "jus realised there was something wrong with the roche limit and had to be fixed i think the comets were very close to the sun so i made them go a bitt further… and i also truly despise javascript :)"}, {"post_id": 59055, "ts": "2026-08-31T17:23:40Z", "hours": 2.1892, "text": "so am finally done with the polishing of this website its not too complicated actually ts simple but can help visually represent gravity and how it work in space with diferrent bodies and like it might not be too much accurate but it still work and is not too laggy as some physics websites tend to be it work on literally any device if it laggs tho it might be becaus too many bodies are show"}, {"post_id": 50241, "ts": "2026-08-19T11:58:25Z", "hours": 1.0178, "text": "so i was checking for buggs and trying to add some features but i think the project is just done and neeeds nothing more or less and its been time i end it so i can concentrate on other projects that i want to finalise too."}, {"post_id": 40222, "ts": "2026-08-03T17:01:04Z", "hours": 1.5722, "text": "so its been long since i made a devlog today i tried to fix the old solar system problem by making them more spaced out and it kinda worked a bitt am still trying to get how to make it really work illbe working onn it with the help of some AI cause am genuinly lost rn"}, {"post_id": 20050, "ts": "2026-07-01T15:43:01Z", "hours": 2.0194, "text": "here is some updates for today i am trying to make the planets orbit the sun correctly in solar system mode without eventually crashing into the sun too quick. and i didnt post a devlog kinda for too long i actually kinda lazy to post them and i always forget about them"}, {"post_id": 9765, "ts": "2026-06-16T06:20:01Z", "hours": 3.2556, "text": "so i am currently working on the bodies limit creation and so far, it’s not going well…. everything lags when the body limit hits and i really don’t know why i think this day will be long but at least am done with the exams so i can spend as much time as i need…btw if u see where the problem is dont hesitate to comment it 😭"}, {"post_id": 8095, "ts": "2026-06-13T14:50:40Z", "hours": 2.9064, "text": "so it been a while since i posted a devlog there was a bug in my java code that was making everything to not work or display but i was finally able to get it and fix it and am also in my exam period so i cant stay on the project for too long unfortunately and yeah. i added some new features too a spawn body limit becuse the more bodies are made the more laggy its and it might even make the animation to stop depends on your computer like mine it was really lagging alot and i had to add that features anyways i hope ill soon be able to finish it and launch it …btw the body limit doesnt work too well just yet i just wanted to make a devlog and infrom of my progress."}, {"post_id": 4835, "ts": "2026-06-08T11:03:50Z", "hours": 2.7894, "text": "you can now click on the bodies and displays their information and can chnage their gravity individually"}, {"post_id": 4158, "ts": "2026-06-07T11:25:30Z", "hours": 1.2694, "text": "i just started, it’s basically a space simulation u can add planets and make black holes with 2stars colliding with gravity effects and stuff"}]...
|
Title: GALAXY SIMULATION by @BIG_JO | Stardance
D Title: GALAXY SIMULATION by @BIG_JO | Stardance
Devlogs:
i just started, it’s basically a space simulation u can add planets and make black holes with 2stars colliding with gravity effects and stuff
you can now click on the bodies and displays their information and can chnage their gravity individually
so it been a while since i posted a devlog there was a bug in my java code that was making everything to not work or display but i was finally able to get it and fix it and am also in my exam period so i cant stay on the project for too long unfortunately and yeah. i added some new features too a spawn body limit becuse the more bodies are made the more laggy its and it might even make the animation to stop depends on your computer like mine it was really lagging alot and i had to add that features anyways i hope ill soon be able to finish it and launch it …btw the body limit doesnt work too well just yet i just wanted to make a devlog and infrom of my progress.
so i am currently working on the bodies limit creation and so far, it’s not going well…. everything lags when the body limit hits and i really don’t know why i think this day will be long but at least am done with the exams so i can spend as much time as i need…btw if u see where the problem is dont hesitate to comment it 😭
here is some updates for today i am trying to make the planets orbit the sun correctly in solar system mode without eventually crashing into the sun too quick. and i didnt post a devlog kinda for too long i actually kinda lazy to post them and i always forget about them
so its been long since i made a devlog today i tried to fix the old solar system problem by making them more spaced out and it kinda worked a bitt am still trying to get how to make it really work illbe working onn it with the help of some AI cause am genuinly lost rn
so i was checking for buggs and trying to add some features but i think the project is just done and neeeds nothing more or less and its been time i end it so i can concentrate on other projects that i want to finalise too.
so am finally done with the polishing of this website its not too complicated actually ts simple but can help visually represent gravity and how it work in space with diferrent bodies and like it might not be too much accurate but it still work and is not too laggy as some physics websites tend to be it work on literally any device if it laggs tho it might be becaus too many bodies are show
jus realised there was something wrong with the roche limit and had to be fixed i think the comets were very close to the sun so i made them go a bitt further… and i also truly despise javascript :)
today i was just rewriting some parts of my java script code cause apparently it got more than 30 percent ai usage but like how should u expect me to write a whole physics movement in javascript like bro i genuinly suck at it
so today i spent most of my time tryin to rewrite all the whle css file and i got to go to scool so i will continue later
Ships:
I made Galaxy Simulation, basically a small physics simulation where you can mess around with planets, gravity, orbits and collisions. You can add planets, change their properties, click on them to see their information and experiment with how gravity affects everything. The hardest part was definitely getting the physics to actually work properly. At first I was just trying to make the planets orbit the sun, but once I started adding gravity and collisions things got way more complicated. I had quite a few bugs where planets would do completely unexpected things, and I also had to work on performance because having too many objects could make it lag. I’m most proud of how much the project developed over time. The first version was really basic compared to what it is now, so seeing the progression through all my devlogs is probably my favourite part. To test it, just add some planets and experiment with their positions, sizes and gravity. Try making normal orbits, unstable orbits and just seeing what happens when planets get too close to each other. There isn’t really one “correct” way to use it — half the fun is breaking the simulation and seeing what happens....
|
1793123720.6755798
|
1793210120.6755798
|
|
57474
|
Wilderness YSWS by @Carlson | Stardance
|
Carlson
|
0
|
13.43
|
0
|
[]
|
[{"post_id": 77231, "ts": "202 [{"post_id": 77231, "ts": "2026-10-06T05:58:29Z", "hours": 3.3047, "text": "New Audit Page + overview with cool stats The new audit page records all meaningful actions like hackatime connections, manually adjusting log balances, who did it and what they did it to. There are filters for certain events such as Project changes, Log changes, internal admin changes and shop changes. All manual log changes have a note for explanation and auditing. Project approval and rejection is also mentioned in detail and can be visible to admins Several bug fixes and improvements, and a ton of debugging"}, {"post_id": 71378, "ts": "2026-09-20T18:31:47Z", "hours": 5.7828, "text": "New admin user detail page + payouts for logs Admins now can see full details about a user, such as their slack id, email, projects, streak and other toggles The users list now has a “View” button to make it neater and easier for admins Admins can grant/take logs (the currency) from a user, along with statistics on the overall wilderness program, which are all audited with users and timestamps Renamed several references to tent as project to make it more formal"}, {"post_id": 63634, "ts": "2026-09-07T15:41:56Z", "hours": 0.8436, "text": "Regions and behind the scenes admin changes Users can now select individual regions for shop items, and I’ve fixed several issues with the previous shop implementation, such as lack of persistence, and lint failing"}, {"post_id": 62985, "ts": "2026-09-06T15:36:01Z", "hours": 3.5011, "text": "Shop + admin version The shop is based around a new data model, and theres a new /admin/shop panel providing full management like creating and editing items, setting regional prices, toggling visibility, and adjusting stock. The user facing shop is now operational, with images being ready to show. Checks to ensure users can’t see hidden items discreetly"}]...
|
Title: Wilderness YSWS by @Carlson | Stardance
De Title: Wilderness YSWS by @Carlson | Stardance
Devlogs:
Shop + admin version The shop is based around a new data model, and theres a new /admin/shop panel providing full management like creating and editing items, setting regional prices, toggling visibility, and adjusting stock. The user facing shop is now operational, with images being ready to show. Checks to ensure users can’t see hidden items discreetly
Regions and behind the scenes admin changes Users can now select individual regions for shop items, and I’ve fixed several issues with the previous shop implementation, such as lack of persistence, and lint failing
New admin user detail page + payouts for logs Admins now can see full details about a user, such as their slack id, email, projects, streak and other toggles The users list now has a “View” button to make it neater and easier for admins Admins can grant/take logs (the currency) from a user, along with statistics on the overall wilderness program, which are all audited with users and timestamps Renamed several references to tent as project to make it more formal
New Audit Page + overview with cool stats The new audit page records all meaningful actions like hackatime connections, manually adjusting log balances, who did it and what they did it to. There are filters for certain events such as Project changes, Log changes, internal admin changes and shop changes. All manual log changes have a note for explanation and auditing. Project approval and rejection is also mentioned in detail and can be visible to admins Several bug fixes and improvements, and a ton of debugging...
|
1792709317.7587798
|
1793314117.7587798
|
|
67592
|
IF - Rudyard Kipling by @cosmic79conqueror | Stard IF - Rudyard Kipling by @cosmic79conqueror | Stardance...
|
cosmic79conqueror
|
1
|
7.33
|
8
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T07:55:52Z", "hours": 7.0, "multiplier": 4.23, "payout": 8, "blessing": "neutral", "text": "This is my attempt to try to create those awesome 3d websites using spline 3d models it turned out not so cool but i will try again after some time……. well plan scraped and is put on hiatus i guess. i am having some trouble and a bit of frustration over this here. it didnt really turn out the way i hoped but i made it workable with a little help. i even forgot to commit it on time so that i could go back now the code seems too big (it isnt i’m too lazy) to change anything especially when the exams are coming in relaly close i think i’ll keep this project here and do some small projects to get the certificate and focus on ym studies and ill focus fully after exams. here is the previedw:", "repo": "https://github.com/Abhrajit-Gogoi/spline-trial", "demo": "https://abhrajit-gogoi.github.io/spline-trial/"}]...
|
[{"post_id": 77230, "ts": "202 [{"post_id": 77230, "ts": "2026-10-06T05:56:10Z", "hours": 0.3272, "text": "updated readme The ship was rejected because of the short readme so i updated it…. I hope it gets accepted now"}, {"post_id": 76336, "ts": "2026-10-03T07:41:25Z", "hours": 0.3928, "text": "ahhhhhhhhhhhhhhhh!!!!! now this is hell i got the code all messed up and even forogt to commit it………… i want to go back but alas and it broke somewhere i asked ai to help fix it but it just made it working not in the intended way. this is quite the ragebaith and my exams are comming ahhhhhhhhhhhhhhhhhh i think im dropping htis and do something else… only the starting page looks as intended :( 😭😭"}, {"post_id": 76330, "ts": "2026-10-03T07:00:16Z", "hours": 0.9747, "text": "added the poem and ui along with loading logic and tried to implement a glassmorphism styled cursor but failed miserably and wasted a lot of time :(("}, {"post_id": 76287, "ts": "2026-10-03T02:45:35Z", "hours": 5.6128, "text": "created the starting page loaded the css and js and made the loding page of the project this is going to me a scroll website for if mostly to help me try out 3d stuff. ill be using spline for 3d models"}]...
|
Title: IF - Rudyard Kipling by @cosmic79conqueror Title: IF - Rudyard Kipling by @cosmic79conqueror | Stardance
Devlogs:
created the starting page loaded the css and js and made the loding page of the project this is going to me a scroll website for if mostly to help me try out 3d stuff. ill be using spline for 3d models
added the poem and ui along with loading logic and tried to implement a glassmorphism styled cursor but failed miserably and wasted a lot of time :((
ahhhhhhhhhhhhhhhh!!!!! now this is hell i got the code all messed up and even forogt to commit it………… i want to go back but alas and it broke somewhere i asked ai to help fix it but it just made it working not in the intended way. this is quite the ragebaith and my exams are comming ahhhhhhhhhhhhhhhhhh i think im dropping htis and do something else… only the starting page looks as intended :( 😭😭
updated readme The ship was rejected because of the short readme so i updated it…. I hope it gets accepted now
Ships:
This is my attempt to try to create those awesome 3d websites using spline 3d models it turned out not so cool but i will try again after some time……. well plan scraped and is put on hiatus i guess. i am having some trouble and a bit of frustration over this here. it didnt really turn out the way i hoped but i made it workable with a little help. i even forgot to commit it on time so that i could go back now the code seems too big (it isnt i’m too lazy) to change anything especially when the exams are coming in relaly close i think i’ll keep this project here and do some small projects to get the certificate and focus on ym studies and ill focus fully after exams. here is the previedw:...
|
1793217111.6874487
|
1793303511.6874487
|
|
9931
|
ChatPatches by @obro1984 | Stardance
|
obro1984
|
1
|
83.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T05:39:03Z", "hours": 83.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D", "repo": "https://github.com/mrbuilder1961/ChatPatches", "demo": "https://modrinth.com/mod/chatpatches/gallery"}]...
|
[{"post_id": 77225, "ts": "202 [{"post_id": 77225, "ts": "2026-10-06T05:21:48Z", "hours": 7.6692, "text": "8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈"}, {"post_id": 72734, "ts": "2026-09-23T16:44:23Z", "hours": 12.9153, "text": "i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!"}, {"post_id": 46725, "ts": "2026-08-14T05:34:29Z", "hours": 5.3536, "text": "i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help)."}, {"post_id": 29224, "ts": "2026-07-16T00:17:47Z", "hours": 10.7325, "text": "Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!"}, {"post_id": 21584, "ts": "2026-07-03T16:47:26Z", "hours": 22.8564, "text": "hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do."}, {"post_id": 15214, "ts": "2026-06-24T18:36:47Z", "hours": 23.2442, "text": "i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)"}]...
|
Title: ChatPatches by @obro1984 | Stardance
Devlo Title: ChatPatches by @obro1984 | Stardance
Devlogs:
i’ve been doing what feels like a lot but isn’t overall much. i’ve been refactoring the Kotlin Gradle buildscript, which i’m notoriously bad at so it’s taking a really long time. some of my (attempted) changes include: generating signatures and checksums with published builds (2/3 done) simplified stonecutter replacements and swaps assessed what will need to change to transition to the new modstitch-toolkit minorly updated mod-publish-plugin and started planning for new version range parsing and functionality in other things, i’ve: fixed the context menu deletion option resetting the scroll pos removed the entirely unused option table in the README better utilized classtweakers in the context menu implemented annotation-based constraints for config options replaced the dual-impl option validation system with a unified one via codecs (now used in the YACL config, with one annoying side effect) future-proofed the module-based fabric api importing so that it only loads what’s necessary (and it should work with neoforge when i eventually impl that!) updated mod functionality to 26.2 (despite being unable to publish everything at once 😑)
hey chat! i’ve finished up some of that stuff from before. most notably: publishMods now works again! turns out Modrinth just recently (i.e. this week) allowed attaching signatures to builds so it’s not currently supported with MPP also, turns out the whole checksum thing was kinda useless because Modrinth has provided file hashes via their API this whole time - so… i think i’m gonna table that idea for now and use that later i published a new version ( alpha.11 ) that fixes the teensy-eensy little problem that incomplete mixins were accidentally included in the jar uploaded to CF and MR as alpha.10 . whoops! version parsing is now much more robust and typically requires only one gradle property to be specified! for newer releases you can override the FMJ version (ex. w/ ~26.2 for the 26.2 subproject) and the rest is handled automatically. i’m also waiting on MPP#116 to see if this can be consolidated entirely, with no need for an extra override! the classtweaker is now stone-cut so it’s a bit easier to see what is applied to where cleaned up the buildscript more (it is perpetually dirty :/) fixed a handful of bugs and impl’d a couple suggestions! and now, i get to move on to one of the most daunting but hopefully most rewarding things: drumroll please…. ztzttstz.z.t..z….. unit testing!!! you’re probably thinking, chat patches hasn’t had any unit tests this WHOLE time!??! and you’d be right! idk how there aren’t more bugs. but now i’m putting everything else (chat patches wise, at least) on hold to get this done. bc if i don’t do it now, it will never get done. ik this isn’t very pretty but you gotta do what you gotta do.
Unit Testing! yup, that’s what’s been taking so long. i actually got past the gradle setup part pretty quick, i just wasn’t expecting current code to be so… dysfunctional. i’ve done a lot of rewriting and test formatting and sometimes it just gets really brain numbing so i put on a youtube video in the background and then its been 45 minutes and i havent changed anything… but i just achieved my first all-passing test milestone! so i’ll be pushing it soon and then i’ll the changes that make everything pass will follow soon after. currently I’m targeting TextUtil , where the most edge-cases take place, in the form of String <-> Component transformations. ultimiately i’d like to also do E2E testing in the form of Fabric’s ClientGameTest , but those can only be done on the most recent version due to FAPI not backporting changes (it’s probably for the best anyway) - so i’ll be doing that last. that’s it for now! i can’t wait for everyone (especially me), to benefit from this when future releases are checked before releasing! yayyyy!!!
i’ve been SUPER busy as of late, and will probably continue to be for at least another week or two if not longer, but i’m starting to begin to wrap up unit testing. i finally pushed the existing tests and framework to github on a separate branch, but bc i’m so bad at Git, IntelliJ is fucking up my other changes i’m currently working on (updating the main omnivers branch to 26.3-snapshot-8 )… so hopefully i can fix that soon. unfortunately i don’t know when the unit testing will be finished, as it takes a longggg time to figure out the little edge cases, and i prefer to avoid AI everywhere possible (although there’s only so much ethical struggling i can endure before i need to ask for help).
i’ve been very busy with university starting, but recently there has been an influx in PRs fixing bugs, which is awesome! so i’ve been monitoring those and slowly merging them into the main branch. additionally, i’ve been chipping away at fixes and suggestion implementations here and there; specifically: excluding specific messages from being compacted updating to 26.3 actually uploading signature files (now that Modrinth officially supports them) fixing chat auto scrolling while duplicate messages are being received adding fallbacks for the chat log’s codec provider in case the current one fails/doesn’t exist ..and more!! i hope to add more stuff soon and publish a release, but i have about 4 free minutes per week and unfortunately, i end up not wanting to spend it on largely unpaid labor. nevertheless, my aspirations remain and my hopes are high!
8.0.0 released! yes, it’s been done! chat patches has been in alpha for a year and the better part of another? all because i finally impl’d the omnivers-stonecutter buildscript and additionally wanted more large-scale changes (test suite, neoforge support, DFU migration codec) ((of which are still planned… eventually!!)) … but then i just never took it off. well, you can’t wait around forever. also, this update is perfect for releasing as a whopping TEN issue reports were closed upon release, with countless others fixed soundlessly! credit where it’s due, there was a fair amount of community support via PRs for this release, but that doesn’t take away from the benefit we as a community experience from it being added! while we’re out here celebrating these crushed bugs, new features, and the return to release-channel versions, i think it’s safe to say chat patches is worthy of shipping too! i hope you’ve enjoyed using chat patches and it’s bettered your minecraft experience - and if you haven’t used it, i hope you’ll give it a try and let me know what you think. thanks again to everyone who contributed and cheers to even more fixes and features in the future! 🎉🥳💃🎈
Ships:
This is Chat Patches! I’m gonna cut to the chase and explain the process of developing recently because everything about the mod is on the GitHub readme, in the changelog, and in these devlogs. Recently I’ve found time management difficult and as a result I’ve had to be more efficient and creative about how I’m spending my time developing. There’s been an influx in community contributions via PR which has been quite helpful, but most is still left up to me. However, one benefit of not having as much time to work on things is that issues I can’t seem to solve have more time for me to simmer and ponder to come up with solutions. however, this has postponed some big features i’ve already been putting off even more… hopefully i can get around to those and find some breakthrough point to pull myself through. anyways, in terms of changes, most of it has been bugfixes, but there have been a handful of additions recently, especially related to new configuration options (compact-safe messages, human-readable time format, cleaner context menu, etc.) - of course with plans to add many more. i’m proud of all these features and how far the mod has come, and frankly i’m surprised im even still developing it. i hope i can get the bigger stuff done soon so i can move on to bigger things, though. to test the mod, just set up fabricmc as explained on their website or via literally any modded minecraft tutorial - i recommend using a third-party launcher such as PrismLauncher as it keeps track of everything for you and wraps it in a nice interface. once your installation is ready simply add chat patches and its dependencies (again, using a launcher will help as it will add the deps for you!) and run the game! i hope your experience is bettered and you make the chat feel as personalized as you like :D...
|
1793152239.8973565
|
1793238639.8973565
|
|
68219
|
Very Simple BlackJack by @Fluxion | Stardance
|
Fluxion
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T04:41:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a just very simple game for me to see how hackclub works.", "repo": "https://github.com/thefluxion/bj", "demo": "https://rawcdn.githack.com/thefluxion/bj/c1547c83f902b26cd14d30b1347172f90b7b774a/index.html"}]...
|
[{"post_id": 77222, "ts": "202 [{"post_id": 77222, "ts": "2026-10-06T04:36:28Z", "hours": 0.2667, "text": "Done!"}]...
|
Title: Very Simple BlackJack by @Fluxion | Stardan Title: Very Simple BlackJack by @Fluxion | Stardance
Devlogs:
Done!
Ships:
This was a just very simple game for me to see how hackclub works....
|
1793217209.0436487
|
1793303609.0436487
|
|
48821
|
TECJAY MACROPAD by @yuyuthsav | Stardance
|
yuyuthsav
|
0
|
0.95
|
0
|
[]
|
[{"post_id": 77219, "ts": "202 [{"post_id": 77219, "ts": "2026-10-06T04:12:08Z", "hours": 0.9475, "text": "Just finished the schematics for tecjay macropad"}]...
|
Title: TECJAY MACROPAD by @yuyuthsav | Stardance
Title: TECJAY MACROPAD by @yuyuthsav | Stardance
Devlogs:
Just finished the schematics for tecjay macropad...
|
1793249249.4019394
|
1793854049.4019394
|
|
67220
|
My Personal Site by @lanhoamanh | Stardance
|
lanhoamanh
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:48:47Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a personal website that reflects my own identity, featuring three sections centered on my life: projects, academics, and daily life. I found it challenging to align the images and content properly so that the images wouldn’t overflow the screen or become pixelated. I am proud to have built this personal site and to showcase who I am.", "repo": "https://github.com/lanhoamanh/My-personal-site", "demo": "https://mps-delta.vercel.app/"}]...
|
[{"post_id": 77217, "ts": "202 [{"post_id": 77217, "ts": "2026-10-06T04:05:32Z", "hours": 3.6333, "text": "Hi there! I’ve finally finished the “School” and “Daily Life” sections. I’ve added a few photos to each section to illustrate the content—yes, those are real photos from my own life. I hope you enjoy the website."}, {"post_id": 76436, "ts": "2026-10-03T14:37:17Z", "hours": 2.3061, "text": "Hi, I’m back to provide an update on my progress. I’ve finished the “projects” section. Here, I talk about two projects I’ve worked on and include images and some videos of them."}, {"post_id": 76073, "ts": "2026-10-02T08:07:48Z", "hours": 1.99, "text": "Hi there! I’m working on the “My Personal Site” project. I’ve finished the HTML structure and added CSS to create the layout. I ran into a few issues while tweaking the design—specifically, images were pixelated and overflowing the screen—but I managed to sort it all out. Next up, I’ll be coding three more sections: Projects, School, and Daily Life."}]...
|
Title: My Personal Site by @lanhoamanh | Stardance Title: My Personal Site by @lanhoamanh | Stardance
Devlogs:
Hi there! I’m working on the “My Personal Site” project. I’ve finished the HTML structure and added CSS to create the layout. I ran into a few issues while tweaking the design—specifically, images were pixelated and overflowing the screen—but I managed to sort it all out. Next up, I’ll be coding three more sections: Projects, School, and Daily Life.
Hi, I’m back to provide an update on my progress. I’ve finished the “projects” section. Here, I talk about two projects I’ve worked on and include images and some videos of them.
Hi there! I’ve finally finished the “School” and “Daily Life” sections. I’ve added a few photos to each section to illustrate the content—yes, those are real photos from my own life. I hope you enjoy the website.
Ships:
I created a personal website that reflects my own identity, featuring three sections centered on my life: projects, academics, and daily life. I found it challenging to align the images and content properly so that the images wouldn’t overflow the screen or become pixelated. I am proud to have built this personal site and to showcase who I am....
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1793008388.4328735
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1793872388.4328735
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68187
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Dodge the blocks by @Omm | Stardance
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Omm
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T03:38:22Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple video game where the players have to dodge falling rocks and survive for as long as possible. The biggest difficulty I faced was when i completely messed by the most important file and had to rebuilt it from scratch. I’m proud of myself for making a game from scratch. To test it, open the demo link and use the controls shown in the game to move the player and dodge the rocks.", "repo": "https://github.com/kingom1818/dodge-the-blocks", "demo": "https://kingom1818.github.io/dodge-the-blocks/"}]...
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[{"post_id": 77211, "ts": "202 [{"post_id": 77211, "ts": "2026-10-06T03:32:41Z", "hours": 0.9183, "text": "Finally! End of the project. Goodbye!"}, {"post_id": 77200, "ts": "2026-10-06T02:19:23Z", "hours": 1.7797, "text": "Its 10:15pm. Im gonna try to complete the game before going to bed. Who would have imagined that my first project is taking me like a million hours to build. Btw i had to start over again because i don’t know what i did with my first main file. Most of it had to be re-written. Hope that’s okay! Anyways gotta get to work now."}, {"post_id": 77188, "ts": "2026-10-06T00:17:18Z", "hours": 1.3331, "text": "Working on the backend of the code. I believe there is some problem with it, don’t know what it is but we’ll figure it out!"}]...
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Title: Dodge the blocks by @Omm | Stardance
Devlo Title: Dodge the blocks by @Omm | Stardance
Devlogs:
Working on the backend of the code. I believe there is some problem with it, don’t know what it is but we’ll figure it out!
Its 10:15pm. Im gonna try to complete the game before going to bed. Who would have imagined that my first project is taking me like a million hours to build. Btw i had to start over again because i don’t know what i did with my first main file. Most of it had to be re-written. Hope that’s okay! Anyways gotta get to work now.
Finally! End of the project. Goodbye!
Ships:
I made a simple video game where the players have to dodge falling rocks and survive for as long as possible. The biggest difficulty I faced was when i completely messed by the most important file and had to rebuilt it from scratch. I’m proud of myself for making a game from scratch. To test it, open the demo link and use the controls shown in the game to move the player and dodge the rocks....
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1793217207.219285
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1793303607.219285
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67768
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Arduino Uno Potentiometer/Servo by @Bhav | Stardan Arduino Uno Potentiometer/Servo by @Bhav | Stardance...
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Bhav
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0
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0.5
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0
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[]
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[{"post_id": 77210, "ts": "202 [{"post_id": 77210, "ts": "2026-10-06T03:15:07Z", "hours": 0.5003, "text": "Completed test on Tinkercad Circuits and built actual circuit on breadboard"}]...
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Title: Arduino Uno Potentiometer/Servo by @Bhav | Title: Arduino Uno Potentiometer/Servo by @Bhav | Stardance
Devlogs:
Completed test on Tinkercad Circuits and built actual circuit on breadboard...
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1793112928.6521444
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1793717728.6521444
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10218
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Customizable Macropad by @Cunning07 | Stardance
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Cunning07
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0
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34.06
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0
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[]
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[{"post_id": 77203, "ts": "202 [{"post_id": 77203, "ts": "2026-10-06T02:41:45Z", "hours": 3.9433, "text": "Major Oversight when designing the pcb and case i forgot one key aspect about what a keyboard should do, the buttons have to move. See the button and screen sat on the same board with the screen being on top of the button and before hand i just attach wires to the screen to allow for it to have height which in theory should let it move. unfortunately when i actually tested it out on a protoboard with a mini case, the press felt inconsistent and uneven, and in some cases the screen would fall off the button. This together simply creates an unpleasant experience so i have spent the last week and a half to resolve this issue. For one the original design seperated a top and bottom half of the case with the bottom housing the pcb and the top essentially just going on top. the new design extends the top halfs circle to essentially lock the screen in place ensuring it is a consistent down press, in addition ive added 3 places for potential springs to be placed which can create an even more consistent press which does complicate manufacturing. As well as insert after the screen has been in place to further lock the motion of the screen press to be consistent motion. Below i will list the photos of the new case in addition i will adjust my repo to show the changes"}, {"post_id": 44350, "ts": "2026-08-10T01:46:03Z", "hours": 10.6711, "text": "This is exciting Accomplishments: Pc->Microcontroller transmission + synchronized queue Robust event handler allowing interrupts such as button activation command center control allowing user autonomy over decisions Next steps With a majority of the software design done to ensure that the system both does what i intended it to do while also ensuring it is future proof and handles interrupts while also allowing it to be complex, i can begin to finalize the PCB design while also designed a case it can go in. I will start by finishing the PCB design this should be fairly simple and quick, which afterwords i will first work on a case for my two display example as a prototype for pitching and then work on the actual case, from here i will hopefully get advise from some people here on making the design better or fundamental changes to the code. I know for a fact there is still many things i need to do on the software to truly make it customer proof, for one the image streaming is mad slow, Ive got ideas on ways to make it faster but im already like 20+ hours into the software. with the last step being to actually add the button effects this will likely be done by calling external user generated files from the pc which will execute whatever command is asked. i will put minimal effort into this as i think its best to allow users to have full control over what they want their system to do Media Content Video showing startup + command center pushing commands - https://drive.google.com/file/d/1EwXH8NIr_JrQyhY4JUQBOq_f5trCF-37/view?usp=sharing (couldnt link it here) Cool image of the display prototype Sneak peek of case design"}, {"post_id": 30384, "ts": "2026-07-17T21:19:15Z", "hours": 10.2625, "text": "Its been a long time Sorry for my absence i have been stuck in the hell that is queues. In this devlog i will cover how to communicate through serial I am by no means a good software dev but after many long nights of banging my head against the wall i think i have somewhat of a decent system and understanding of this topic Speaking Serial In my last devlog i mentioned the idea of running complex programs on toaster level components by using a wire and a computer, this wire is communicating through a serial bus, which is simply a pathway that communicates information or bits through a single channel, emphasize on the idea of the single channel. So first we have to establish the serial and how its gonna operate. During this entire log all info will be in c++ and python. Arduino Section(c++) #include <Arduino.h> #include <SPI.h> void setup() { Serial.begin(115200); } Pc Side(python) from serial import Serial import time def connect(port): try: serial = Serial(port.device, baudrate=115200, timeout=1) time.sleep(3) So some things to note, set the baud rate for both connections the exact same. Baudrate is essentially the speed of transfer a higher baudrate means faster communication, which in turn needs a stronger wire/cpu to process more info faster. in addition ensure on the pc side after opening the serial connection to add a delay you need to let the micro controller reset and settle its connection. Communication From here you need a way to actually communicate, say you have a simple keyboard and its connected to your computer and a user presses a button which is gonna open steam, unfortunately its not smart to just send a serial message to open steam as each character/Letter depending on the encoding can contain multiple bits which each need to be streamed through the serial and received by the pc. So its best to setup a pallet of commands both sides know what each command is and the command is simply just a single bit. Commands Arduino enum Command : uint8_t { CMD_HANDSHAKE = 0x00, CMD_HANDSHAKE_ACK = 0x01, CMD_HEARTBEAT = 0x02, CMD_DRAW_IMAGE = 0x03 }; To differentiate commands: void resolveCMD(uint8_t cmd, uint8_t display) { switch (cmd) { case CMD_DRAW_IMAGE: #code case CMD_HANDSHAKE: #code } } Commands can be expanded up to 256 different types, with each one still taking one byte. Now in this scope the computer or arduino send the command through the serial and the other side just does it, heavy lifting stuff is typically done on the pc for example loading and storing the images i want to display (here’s the snippet for that): from PIL import Image img = Image.open(base_dir / folder / img_filename) width, height = img.size pixels - img.load() while True: #check for arduino ready state packet = bytearray() #append display, width, height to packet self.manager.write(packet) buffer = bytearray() for y in range(height): for x in (width): r,g,b = pixels[x,y] rgb565 = (((r & 0xF8)<<8|((g & 0xFC) <<3\\(b >> 3)) buffer.extend(rgb565.to_bytes(2, \"big\") #when buffer is above 512 len send to arduino Unfortunately i am close to the character limit and i hate reading long stuff so i dont want to go on a yapathon. If this is the type of devlogs people like my next one will go heavy in to depth on running a good queue, which plays in turn with the serial, making it more efficient and allowing a more complex system. Check out my git hub ( https://github.com/Cunning077/HackPad ) as well, all the code for this project is there im terrible at documentation but if it can provide a example or help or if you want to help me i would be very grateful. Enjoy Summer"}, {"post_id": 20954, "ts": "2026-07-02T18:03:47Z", "hours": 6.1942, "text": "Weekly Devlog #3 Even a toaster can run minecraft This weeks primary focus was software and turning 2 blank display screens into actually functional and usable keypads. To start i need to define the limitations, for one in the final version of this project there will be 6 240x240 displays, each display having 57,600 pixels, which amounts to around about 1.105 Mib, for reference the Arduino Uno has 32Kb of flash. So i definitely cant just send raw c files for the pixels and simply load then through the Arduino, But why don’t i just load the c files onto a SD card and simply just have the Arduino stream the pixels from the SD card to the display, well i can but who wants to deal with the hassle of loading a SD card and putting it back into whatever contraption i come up with for a case, One of the main pillars of this project was to make it as easy as possible to customize what you want the hackpad to do and i find it to risky to assume anyone can find the SD card and load it properly without problem, i for one cant stand SD cards especially the breakout board readers. So here’s where i reveal the big solution, the world changing revolutionary problem solving out of this world solution: Im gonna stream the data through serial. Essentially the Arduino (or whatever micro controller i use) will simply be a receiver and the host computer will be a sender. Now this introduces some limitations for example you can only send data so fast especially when your wire is bad, additionally im not sure what type of strain this will put on the hosts computer, while im also not sure how im gonna handle multiple events, but indue time i will flush out these problems and implement something that will surely make sense. This Log is way shorter than my last and doesn’t really offer any insight or helpful information so i apologize but if you haven’t read my last one i attempted to instruct how to build the prototype displays i think its very informative and also maybe you can steal this project and actually make it good. I promise next week i wont disappoint :) Im late on this one because the displays refused to print images so it took me a day to get the image 😔 **"}, {"post_id": 13881, "ts": "2026-06-22T19:07:06Z", "hours": 2.2547, "text": "Weekly Devlog #2 This week i started prototyping the design decisions i had made with the PCB to ensure before manufacturing it works. So i wanted to simulate most of the important factors like the 74HC138 circuit i would use to control the 6 TFT display boards, while also checking whether 3.3v would properly power the board, in addition i plan to run tests to see in the current design how much power pull will be pulled from the computer to power the hackpad. Included in this is also instructions on how to build the full protoboard which can very easily be expanded to include up to 8 TFT displays. This prototype version doesnt include switches which will be next weeks addition including building the foundational code for the entire board. Instructions To begin i first put in each component of the board: 2x TFT 1.28 inch Display 1x 74HC138N circuit 1x Arduino Uno R3 Each component besides the Arduino can be found in the first accompanying image with the round board being the TFT display and the rectangle box being the 74HC138N circuit, not shown is the Arudino Uno i believe any mainstream microcontroller can be used for this, just follow the pins. Power Management From there its best to start on power management utilizing the rails on the breadboard i connect the Arduino Unos 3v3 pin and any gnd pin to the respective holes on the board. In total i use 5 positive wires and 6 negative wires. The TFT boards power management setup is straight forward follow the writing on the board, however the more difficult section is the 74HC138 which in total needs 4 separate power wires. To start wiring it find the tiny hole on the actual circuit itself its a little divot in the box, 3 pins down from the top pin on the side of the divot is E0, which the next two pins below it is E1 and E2. These control the setting of the controller, to achieve the setting we want we need to wire E0 as low or GND E1 as low and E2 as high or 3V3, from E2 skip the next pin going down from E2 and the final pin on the left side of the controller is the GND pin. Finally the last pin needed is the pin to the right of the little divot mentioned earlier this is the VCC. TFT Logic The next step is where the wiring gets almost unbearable (jumper cables am i right), this is the logic section where the tft boards pins will all be filled up. To start in a section of the breadboard where the is no other connections to the column of holes we need to create our own bus. We need 4: RST DC SDA (SCK) SCL (MOSI) To create the bus just connect 3 wires in the same column these wires will now share the same electrons. from there simply connect the the first wire of the column doesnt matter which direction it just is best to make sure its the first one in that column. The pin for the arduino is as follows: RST - Reset DC - 9 SDA - 11 SCL - 13 Make sure to connect the wires in that bus to the pin of the tft board it corresponds to 74HC138 Logic The final step is the logic for the 74HC138 circuit which requires 3 digital pins which handle the selection of the outgoing pin to the CS. To start the 2nd pin on the left of the divet in the circuit is A0 the next 2 pins are A1 and A2 each of these pins need to be given a digital pin i wired it to pin 7, 6 and 5 i believe any pin would do. Lastly the 6 pins below the VCC and the pin above GND are the actual output pins these can be wired to the cs of the tft displays to allow information to flow and commands. Simply wire Y0 and Y1 which are the first two pins below the VCC to one displays CS and the other to another CS. Conclusion Now you have a working multi display breadboard, in my GitHub i will link the code for the prototype board. In addition each section has picture linked which are shown in order of the instructions sections, if my instructions suck simply look at the photos and hopefully it will clear any confusion"}, {"post_id": 8853, "ts": "2026-06-14T18:48:20Z", "hours": 0.7333, "text": "Weekly Devblog #1 This week marked the beginning of the Hackpad project. The primary goal of the project is to expand my skills in hardware design and embedded systems development. Since I had no prior experience designing custom PCBs or working with CAD software, much of this week was spent learning the fundamentals and overcoming the challenges involved in creating a functional board layout. The main focus was PCB design, which proved to be one of the more difficult aspects of the project so far. Learning the workflow, component placement, routing, and design constraints required a significant amount of research and iteration, the final schematic linked is my 5th version. Despite the learning curve, I was able to make steady progress and gain a much better understanding of the PCB development process. In parallel, I began analyzing the bill of materials and estimating hardware costs. Based on current pricing, the prototype is expected to cost approximately $37 per unit. The largest contributor to this cost is the set of six TFT display modules. Since these displays are readily available in bulk quantities, there is potential to significantly reduce manufacturing costs, with projected per-unit costs falling below $25 in larger production runs. Overall, this week was focused on establishing the project’s foundation, learning new tools, and creating the initial hardware design while beginning to evaluate the project’s long-term production costs."}]...
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Title: Customizable Macropad by @Cunning07 | Stard Title: Customizable Macropad by @Cunning07 | Stardance
Devlogs:
Weekly Devblog #1 This week marked the beginning of the Hackpad project. The primary goal of the project is to expand my skills in hardware design and embedded systems development. Since I had no prior experience designing custom PCBs or working with CAD software, much of this week was spent learning the fundamentals and overcoming the challenges involved in creating a functional board layout. The main focus was PCB design, which proved to be one of the more difficult aspects of the project so far. Learning the workflow, component placement, routing, and design constraints required a significant amount of research and iteration, the final schematic linked is my 5th version. Despite the learning curve, I was able to make steady progress and gain a much better understanding of the PCB development process. In parallel, I began analyzing the bill of materials and estimating hardware costs. Based on current pricing, the prototype is expected to cost approximately $37 per unit. The largest contributor to this cost is the set of six TFT display modules. Since these displays are readily available in bulk quantities, there is potential to significantly reduce manufacturing costs, with projected per-unit costs falling below $25 in larger production runs. Overall, this week was focused on establishing the project’s foundation, learning new tools, and creating the initial hardware design while beginning to evaluate the project’s long-term production costs.
Weekly Devlog #2 This week i started prototyping the design decisions i had made with the PCB to ensure before manufacturing it works. So i wanted to simulate most of the important factors like the 74HC138 circuit i would use to control the 6 TFT display boards, while also checking whether 3.3v would properly power the board, in addition i plan to run tests to see in the current design how much power pull will be pulled from the computer to power the hackpad. Included in this is also instructions on how to build the full protoboard which can very easily be expanded to include up to 8 TFT displays. This prototype version doesnt include switches which will be next weeks addition including building the foundational code for the entire board. Instructions To begin i first put in each component of the board: 2x TFT 1.28 inch Display 1x 74HC138N circuit 1x Arduino Uno R3 Each component besides the Arduino can be found in the first accompanying image with the round board being the TFT display and the rectangle box being the 74HC138N circuit, not shown is the Arudino Uno i believe any mainstream microcontroller can be used for this, just follow the pins. Power Management From there its best to start on power management utilizing the rails on the breadboard i connect the Arduino Unos 3v3 pin and any gnd pin to the respective holes on the board. In total i use 5 positive wires and 6 negative wires. The TFT boards power management setup is straight forward follow the writing on the board, however the more difficult section is the 74HC138 which in total needs 4 separate power wires. To start wiring it find the tiny hole on the actual circuit itself its a little divot in the box, 3 pins down from the top pin on the side of the divot is E0, which the next two pins below it is E1 and E2. These control the setting of the controller, to achieve the setting we want we need to wire E0 as low or GND E1 as low and E2 as high or 3V3, from E2 skip the next pin going down from E2 and the final pin on the left side of the controller is the GND pin. Finally the last pin needed is the pin to the right of the little divot mentioned earlier this is the VCC. TFT Logic The next step is where the wiring gets almost unbearable (jumper cables am i right), this is the logic section where the tft boards pins will all be filled up. To start in a section of the breadboard where the is no other connections to the column of holes we need to create our own bus. We need 4: RST DC SDA (SCK) SCL (MOSI) To create the bus just connect 3 wires in the same column these wires will now share the same electrons. from there simply connect the the first wire of the column doesnt matter which direction it just is best to make sure its the first one in that column. The pin for the arduino is as follows: RST - Reset DC - 9 SDA - 11 SCL - 13 Make sure to connect the wires in that bus to the pin of the tft board it corresponds to 74HC138 Logic The final step is the logic for the 74HC138 circuit which requires 3 digital pins which handle the selection of the outgoing pin to the CS. To start the 2nd pin on the left of the divet in the circuit is A0 the next 2 pins are A1 and A2 each of these pins need to be given a digital pin i wired it to pin 7, 6 and 5 i believe any pin would do. Lastly the 6 pins below the VCC and the pin above GND are the actual output pins these can be wired to the cs of the tft displays to allow information to flow and commands. Simply wire Y0 and Y1 which are the first two pins below the VCC to one displays CS and the other to another CS. Conclusion Now you have a working multi display breadboard, in my GitHub i will link the code for the prototype board. In addition each section has picture linked which are shown in order of the instructions sections, if my instructions suck simply look at the photos and hopefully it will clear any confusion
Weekly Devlog #3 Even a toaster can run minecraft This weeks primary focus was software and turning 2 blank display screens into actually functional and usable keypads. To start i need to define the limitations, for one in the final version of this project there will be 6 240x240 displays, each display having 57,600 pixels, which amounts to around about 1.105 Mib, for reference the Arduino Uno has 32Kb of flash. So i definitely cant just send raw c files for the pixels and simply load then through the Arduino, But why don’t i just load the c files onto a SD card and simply just have the Arduino stream the pixels from the SD card to the display, well i can but who wants to deal with the hassle of loading a SD card and putting it back into whatever contraption i come up with for a case, One of the main pillars of this project was to make it as easy as possible to customize what you want the hackpad to do and i find it to risky to assume anyone can find the SD card and load it properly without problem, i for one cant stand SD cards especially the breakout board readers. So here’s where i reveal the big solution, the world changing revolutionary problem solving out of this world solution: Im gonna stream the data through serial. Essentially the Arduino (or whatever micro controller i use) will simply be a receiver and the host computer will be a sender. Now this introduces some limitations for example you can only send data so fast especially when your wire is bad, additionally im not sure what type of strain this will put on the hosts computer, while im also not sure how im gonna handle multiple events, but indue time i will flush out these problems and implement something that will surely make sense. This Log is way shorter than my last and doesn’t really offer any insight or helpful information so i apologize but if you haven’t read my last one i attempted to instruct how to build the prototype displays i think its very informative and also maybe you can steal this project and actually make it good. I promise next week i wont disappoint :) Im late on this one because the displays refused to print images so it took me a day to get the image 😔 **
Its been a long time Sorry for my absence i have been stuck in the hell that is queues. In this devlog i will cover how to communicate through serial I am by no means a good software dev but after many long nights of banging my head against the wall i think i have somewhat of a decent system and understanding of this topic Speaking Serial In my last devlog i mentioned the idea of running complex programs on toaster level components by using a wire and a computer, this wire is communicating through a serial bus, which is simply a pathway that communicates information or bits through a single channel, emphasize on the idea of the single channel. So first we have to establish the serial and how its gonna operate. During this entire log all info will be in c++ and python. Arduino Section(c++) #include <Arduino.h> #include <SPI.h> void setup() { Serial.begin(115200); } Pc Side(python) from serial import Serial import time def connect(port): try: serial = Serial(port.device, baudrate=115200, timeout=1) time.sleep(3) So some things to note, set the baud rate for both connections the exact same. Baudrate is essentially the speed of transfer a higher baudrate means faster communication, which in turn needs a stronger wire/cpu to process more info faster. in addition ensure on the pc side after opening the serial connection to add a delay you need to let the micro controller reset and settle its connection. Communication From here you need a way to actually communicate, say you have a simple keyboard and its connected to your computer and a user presses a button which is gonna open steam, unfortunately its not smart to just send a serial message to open steam as each character/Letter depending on the encoding can contain multiple bits which each need to be streamed through the serial and received by the pc. So its best to setup a pallet of commands both sides know what each command is and the command is simply just a single bit. Commands Arduino enum Command : uint8_t { CMD_HANDSHAKE = 0x00, CMD_HANDSHAKE_ACK = 0x01, CMD_HEARTBEAT = 0x02, CMD_DRAW_IMAGE = 0x03 }; To differentiate commands: void resolveCMD(uint8_t cmd, uint8_t display) { switch (cmd) { case CMD_DRAW_IMAGE: #code case CMD_HANDSHAKE: #code } } Commands can be expanded up to 256 different types, with each one still taking one byte. Now in this scope the computer or arduino send the command through the serial and the other side just does it, heavy lifting stuff is typically done on the pc for example loading and storing the images i want to display (here’s the snippet for that): from PIL import Image img = Image.open(base_dir / folder / img_filename) width, height = img.size pixels - img.load() while True: #check for arduino ready state packet = bytearray() #append display, width, height to packet self.manager.write(packet) buffer = bytearray() for y in range(height): for x in (width): r,g,b = pixels[x,y] rgb565 = (((r & 0xF8)<<8|((g & 0xFC) <<3\(b >> 3)) buffer.extend(rgb565.to_bytes(2, "big") #when buffer is above 512 len send to arduino Unfortunately i am close to the character limit and i hate reading long stuff so i dont want to go on a yapathon. If this is the type of devlogs people like my next one will go heavy in to depth on running a good queue, which plays in turn with the serial, making it more efficient and allowing a more complex system. Check out my git hub ( https://github.com/Cunning077/HackPad ) as well, all the code for this project is there im terrible at documentation but if it can provide a example or help or if you want to help me i would be very grateful. Enjoy Summer
This is exciting Accomplishments: Pc->Microcontroller transmission + synchronized queue Robust event handler allowing interrupts such as button activation command center control allowing user autonomy over decisions Next steps With a majority of the software design done to ensure that the system both does what i intended it to do while also ensuring it is future proof and handles interrupts while also allowing it to be complex, i can begin to finalize the PCB design while also designed a case it can go in. I will start by finishing the PCB design this should be fairly simple and quick, which afterwords i will first work on a case for my two display example as a prototype for pitching and then work on the actual case, from here i will hopefully get advise from some people here on making the design better or fundamental changes to the code. I know for a fact there is still many things i need to do on the software to truly make it customer proof, for one the image streaming is mad slow, Ive got ideas on ways to make it faster but im already like 20+ hours into the software. with the last step being to actually add the button effects this will likely be done by calling external user generated files from the pc which will execute whatever command is asked. i will put minimal effort into this as i think its best to allow users to have full control over what they want their system to do Media Content Video showing startup + command center pushing commands - https://drive.google.com/file/d/1EwXH8NIr_JrQyhY4JUQBOq_f5trCF-37/view?usp=sharing (couldnt link it here) Cool image of the display prototype Sneak peek of case design
Major Oversight when designing the pcb and case i forgot one key aspect about what a keyboard should do, the buttons have to move. See the button and screen sat on the same board with the screen being on top of the button and before hand i just attach wires to the screen to allow for it to have height which in theory should let it move. unfortunately when i actually tested it out on a protoboard with a mini case, the press felt inconsistent and uneven, and in some cases the screen would fall off the button. This together simply creates an unpleasant experience so i have spent the last week and a half to resolve this issue. For one the original design seperated a top and bottom half of the case with the bottom housing the pcb and the top essentially just going on top. the new design extends the top halfs circle to essentially lock the screen in place ensuring it is a consistent down press, in addition ive added 3 places for potential springs to be placed which can create an even more consistent press which does complicate manufacturing. As well as insert after the screen has been in place to further lock the motion of the screen press to be consistent motion. Below i will list the photos of the new case in addition i will adjust my repo to show the changes...
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1792785164.7077887
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1793389964.7077887
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52113
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SV-Deck by @SiddhantVerma_04 | Stardance
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SiddhantVerma_04
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T00:30:20Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SV - Deck This is my very own HackPad, SV - Deck. SV - Deck has a XIAO RP2040, 4 SK6812MINI-E LEDs, 9 switches, and an OLED display. I made this macropad mainly for gaming and simple shortcuts that I use regularly. I made the PCB in KiCad, the firmware using QMK, and the case with Onshape. It was pretty challenging because this is my first real hardware project, making things . But I got through it and I’m very happy with the outcome. It was a really great experience, thank you!", "repo": "https://github.com/siddhantverma04/My-HackPad", "demo": ""}]...
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[{"post_id": 77199, "ts": "202 [{"post_id": 77199, "ts": "2026-10-06T02:13:40Z", "hours": 2.2836, "text": "Finally done with the HackPad! So I finished soldering the PCB and everything works fine! I also printed the case and put everything together. I just need to ship now!"}, {"post_id": 66899, "ts": "2026-09-12T21:02:12Z", "hours": 2.2378, "text": "Devlog 7 Ready to submit! I finished the firmware, and I’m ready to submit. I also decided to add some diodes to the PCB for each key. So I had to change a lot, including the case. But I am done now and everything is set up in my Github repository for submiting."}, {"post_id": 62473, "ts": "2026-09-05T20:36:22Z", "hours": 0.9383, "text": "Devlog 6 Made the basic firware for the hackpad. Started to make the firmware in VSCode. So far I have made a version with just the keys coded. Still need to add the LEDs and OLED screen."}, {"post_id": 58540, "ts": "2026-08-30T23:44:29Z", "hours": 2.1694, "text": "Devlog 5 Finished the case. Made a simple case for then PCB to sit in. Added a cutout for the USB, OLED screen and the keys. Might still add a design or something in the top right above the microcontroller. Need to code firmware now."}, {"post_id": 57106, "ts": "2026-08-29T06:30:40Z", "hours": 2.4258, "text": "Devlog 4 Big update. I’m now fully done with the PCB! I added LEDs, and and OLED screen. Finished wiring everything too. Hopefully I just need to code firmware now and design the case."}, {"post_id": 53492, "ts": "2026-08-24T02:05:17Z", "hours": 0.6436, "text": "Devlog 3 Made my PCB Made my PCB following the guide but then I decided to change it to be my own. So I scrapped everything and started again. I added 9 keys and wired it all. I left space for an OLED screen or something on the top left, that I’m going to add later."}, {"post_id": 52652, "ts": "2026-08-22T21:56:37Z", "hours": 1.5719, "text": "Devlog 2 Worked on the cad part of my hackpad. I made the case for the hackpad using Onshape. I know that I have to make it my own, but I’m just following the guide for now, and I’m going to change stuff later."}, {"post_id": 51982, "ts": "2026-08-21T23:51:50Z", "hours": 1.0978, "text": "Devlog 1 Finished schematic and imports. This is the start of me making my very own hack pad! I imported the care package and installed KiCad, Lapse, and lookout, so everything is working smoothly now. I had some trouble with the default KiCad files but I managed to import all of them manually. Going to start working on the PCB now!"}]...
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Title: SV-Deck by @SiddhantVerma_04 | Stardance
D Title: SV-Deck by @SiddhantVerma_04 | Stardance
Devlogs:
Devlog 1 Finished schematic and imports. This is the start of me making my very own hack pad! I imported the care package and installed KiCad, Lapse, and lookout, so everything is working smoothly now. I had some trouble with the default KiCad files but I managed to import all of them manually. Going to start working on the PCB now!
Devlog 2 Worked on the cad part of my hackpad. I made the case for the hackpad using Onshape. I know that I have to make it my own, but I’m just following the guide for now, and I’m going to change stuff later.
Devlog 3 Made my PCB Made my PCB following the guide but then I decided to change it to be my own. So I scrapped everything and started again. I added 9 keys and wired it all. I left space for an OLED screen or something on the top left, that I’m going to add later.
Devlog 4 Big update. I’m now fully done with the PCB! I added LEDs, and and OLED screen. Finished wiring everything too. Hopefully I just need to code firmware now and design the case.
Devlog 5 Finished the case. Made a simple case for then PCB to sit in. Added a cutout for the USB, OLED screen and the keys. Might still add a design or something in the top right above the microcontroller. Need to code firmware now.
Devlog 6 Made the basic firware for the hackpad. Started to make the firmware in VSCode. So far I have made a version with just the keys coded. Still need to add the LEDs and OLED screen.
Devlog 7 Ready to submit! I finished the firmware, and I’m ready to submit. I also decided to add some diodes to the PCB for each key. So I had to change a lot, including the case. But I am done now and everything is set up in my Github repository for submiting.
Finally done with the HackPad! So I finished soldering the PCB and everything works fine! I also printed the case and put everything together. I just need to ship now!
Ships:
SV - Deck This is my very own HackPad, SV - Deck. SV - Deck has a XIAO RP2040, 4 SK6812MINI-E LEDs, 9 switches, and an OLED display. I made this macropad mainly for gaming and simple shortcuts that I use regularly. I made the PCB in KiCad, the firmware using QMK, and the case with Onshape. It was pretty challenging because this is my first real hardware project, making things . But I got through it and I’m very happy with the outcome. It was a really great experience, thank you!...
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1793199032.6054811
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1793285432.6054811
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66663
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Bukus VS Beans by @Al_Lee | Stardance
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Al_Lee
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1
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22.0
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403
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T01:44:40Z", "hours": 22.0, "multiplier": 18.45, "payout": 403, "blessing": "neutral", "text": "I made a game where you play as a brave buku, and your job is to shoot down the ship and the beans while dodging attacks. I found challenging learning godot’s scripting, since this is my first game on a actual game engine (scratch doesnt count). I am really proud of how my game came together, it looks so polished for my first game. Others should read the controls in the README or Itch.io page and be aware that it takes a few attempts to beat the boss", "repo": "https://github.com/alchoilee-lgtm/The-Bukan-War", "demo": "https://inzpire.itch.io/the-bukan-war"}]...
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[{"post_id": 77193, "ts": "202 [{"post_id": 77193, "ts": "2026-10-06T01:13:34Z", "hours": 2.5953, "text": "The Bukan War is offically DONE :) I’ve made it possible to skip the story I added extra polish, to the win screen, and got rid of some exploits Made the game more fun by adjusting difficulty The YAP: To detect the story skip thing, I just whipped up a simple script that, when space bar is pressed, makes a clone of the transition and swaps scenes. There was an exploit (thanks @Ethen for finding it), that if you go behind the boss, you can just avoid the attacks and just win. I patched this by putting a Staticbody2D, so that it blocks the player from going behind the boss. Also, for the difficulty, I made the player AND the boss have more health, and made it that you can HEAL heath when you shoot Beans and your health bar is full. The extra health is a GENIUS, 100IQ effort to get players to play my game longer while also making it a bit easier with those struggling with the game (like me). OH yeah, to the win screen, I just added rainbow coloured particles coming out from the bottom middle of the screen. I just made the colour curve light red, and made the hue variation as MAXED as possible for rainbow colour :)"}, {"post_id": 76916, "ts": "2026-10-05T02:28:02Z", "hours": 9.5928, "text": "IM DONEEEEEEEEE A bit more playtesting and polishing, and I’ll be done What I’ve Done Made a text-to-bullet function for a boss attack. This took SOOOOO long, probably the most technical thing the project. To simplify a lot, its a 5x5 bitmap code shot out with a function to create text Made a shockwave attack. It shoots in a semi circle pattern with some gaps in it Made a bunch of art Added voicelines done by family, which was sped up for less cracking and cuz the voice seemed a but weird Fixed a bunch of bugs Made menu, and made buttons whiter when hovered and darker when clicked Made ded and win screen"}, {"post_id": 76101, "ts": "2026-10-02T10:09:57Z", "hours": 4.3194, "text": "I got a bit done :) Today I managed to add 2/5 boss attacks as well as soundtrack (from pixabay) and some SFX from JSFXR (they really are the best SFX website lol) What I have left: Make 3 more boss attacks Not get cooked up by the boss in my own game Do voice lines for dramatic story Fix 50 trillion bugs Make some actual art for the bullets Make a Main Menu Since I dont know a lot of Godot coding, my progress is a bit slow, but at least I get more hours in lol :D"}, {"post_id": 75448, "ts": "2026-09-30T03:54:04Z", "hours": 4.2725, "text": "2nd Devlog of Bukus vs Beans I added a ship that the player has to shoot at, I added randomly moving “drunk” beans, so that the player can shoot for ammo/energy for their gun. The beans just pick a direction and move in a direction for some time, and they keep doing that I also added shoot particles and background particles which, I think, looks quite nice :) It look like quite a while getting hang of the particle system, but I can now confidently use it :) Shoutout to @hedgehog81 for helping me with the particles and other stuff"}, {"post_id": 75161, "ts": "2026-09-29T10:30:49Z", "hours": 1.0744, "text": "I’m making a boss game, where the Bukus have to shoot down the Bean’s ship. The lore: The beans and bukus have been fighting for 10 years now, and both sides are tired of it. A buku buku called “Bukuysses” comes up with a genius idea. They get a statue, for the Beanthena, and they choose one strong buku buku to go inside it. They leave it floating in space, and the Beans protector ship ( which is a bean pod), collect the statue :) The warriors inside the ship get drunk celebrating and go back to they planet, and the brave warrior comes out, of the spaceship and starts shooting at the spaceship. the problem is, he forgot to bring the correct gun, so he has to use Bean Energy, which you get by killing the beans. The beans bounce around the screen randomly because they are drunk and they get vaporized into energy in 1 shot. The ship has this “defence mechanism”, that acts as the boss fight (I got inspired by The Odyssey plz dont sue me)"}]...
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Title: Bukus VS Beans by @Al_Lee | Stardance
Devl Title: Bukus VS Beans by @Al_Lee | Stardance
Devlogs:
I’m making a boss game, where the Bukus have to shoot down the Bean’s ship. The lore: The beans and bukus have been fighting for 10 years now, and both sides are tired of it. A buku buku called “Bukuysses” comes up with a genius idea. They get a statue, for the Beanthena, and they choose one strong buku buku to go inside it. They leave it floating in space, and the Beans protector ship ( which is a bean pod), collect the statue :) The warriors inside the ship get drunk celebrating and go back to they planet, and the brave warrior comes out, of the spaceship and starts shooting at the spaceship. the problem is, he forgot to bring the correct gun, so he has to use Bean Energy, which you get by killing the beans. The beans bounce around the screen randomly because they are drunk and they get vaporized into energy in 1 shot. The ship has this “defence mechanism”, that acts as the boss fight (I got inspired by The Odyssey plz dont sue me)
2nd Devlog of Bukus vs Beans I added a ship that the player has to shoot at, I added randomly moving “drunk” beans, so that the player can shoot for ammo/energy for their gun. The beans just pick a direction and move in a direction for some time, and they keep doing that I also added shoot particles and background particles which, I think, looks quite nice :) It look like quite a while getting hang of the particle system, but I can now confidently use it :) Shoutout to @hedgehog81 for helping me with the particles and other stuff
I got a bit done :) Today I managed to add 2/5 boss attacks as well as soundtrack (from pixabay) and some SFX from JSFXR (they really are the best SFX website lol) What I have left: Make 3 more boss attacks Not get cooked up by the boss in my own game Do voice lines for dramatic story Fix 50 trillion bugs Make some actual art for the bullets Make a Main Menu Since I dont know a lot of Godot coding, my progress is a bit slow, but at least I get more hours in lol :D
IM DONEEEEEEEEE A bit more playtesting and polishing, and I’ll be done What I’ve Done Made a text-to-bullet function for a boss attack. This took SOOOOO long, probably the most technical thing the project. To simplify a lot, its a 5x5 bitmap code shot out with a function to create text Made a shockwave attack. It shoots in a semi circle pattern with some gaps in it Made a bunch of art Added voicelines done by family, which was sped up for less cracking and cuz the voice seemed a but weird Fixed a bunch of bugs Made menu, and made buttons whiter when hovered and darker when clicked Made ded and win screen
The Bukan War is offically DONE :) I’ve made it possible to skip the story I added extra polish, to the win screen, and got rid of some exploits Made the game more fun by adjusting difficulty The YAP: To detect the story skip thing, I just whipped up a simple script that, when space bar is pressed, makes a clone of the transition and swaps scenes. There was an exploit (thanks @Ethen for finding it), that if you go behind the boss, you can just avoid the attacks and just win. I patched this by putting a Staticbody2D, so that it blocks the player from going behind the boss. Also, for the difficulty, I made the player AND the boss have more health, and made it that you can HEAL heath when you shoot Beans and your health bar is full. The extra health is a GENIUS, 100IQ effort to get players to play my game longer while also making it a bit easier with those struggling with the game (like me). OH yeah, to the win screen, I just added rainbow coloured particles coming out from the bottom middle of the screen. I just made the colour curve light red, and made the hue variation as MAXED as possible for rainbow colour :)
Ships:
I made a game where you play as a brave buku, and your job is to shoot down the ship and the beans while dodging attacks. I found challenging learning godot’s scripting, since this is my first game on a actual game engine (scratch doesnt count). I am really proud of how my game came together, it looks so polished for my first game. Others should read the controls in the README or Itch.io page and be aware that it takes a few attempts to beat the boss...
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1793216989.3059626
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1793303389.3059626
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