|
17055
|
Student OS by @gavinkluch | Stardance
|
gavinkluch
|
0
|
1.84
|
0
|
[]
|
[{"post_id": 9034, "ts": "2026 [{"post_id": 9034, "ts": "2026-06-15T02:20:02Z", "hours": 1.8369, "text": "Today I started building StudentOS, a web-based OS to help students be more productive. My goal was to make a simple splash screen as well as a desktop page, both to look clean. I spent about 3 hours on this between actual coding and googling how to code. What I built: Splash screen fades in “StudentOS” and a loading message, then transitions to the desktop after a few seconds. The desktop has a macOS style dock and menu bar that both do absolutely nothing when you click them (for now). On hover, the top menu bar words have a gray background, while the doc icons scale up and present a title when you hover over those. Problems: More than I expected for two simple pages. My live preview in VS code kept showing “File not found”, which makes sense because I lost the file for a bit, plus I had to mess around with a bunch of different servers to get it working. Additionally, the splash page did NOT fade correctly the first few tries and I had to get some keyframes with opacity working to figure that out. Another problem I ran into was the desktop not coming in after any amount of time, and it turned out that the CSS rule I wrote for the text was accidentally making it all invisible. Lastly, the clock wasn’t updating because I had the interval logic messed up as well as in the wrong place. Next Up: Clickable app icons and draggable windows."}]...
|
Title: Student OS by @gavinkluch | Stardance
Devl Title: Student OS by @gavinkluch | Stardance
Devlogs:
Today I started building StudentOS, a web-based OS to help students be more productive. My goal was to make a simple splash screen as well as a desktop page, both to look clean. I spent about 3 hours on this between actual coding and googling how to code. What I built: Splash screen fades in “StudentOS” and a loading message, then transitions to the desktop after a few seconds. The desktop has a macOS style dock and menu bar that both do absolutely nothing when you click them (for now). On hover, the top menu bar words have a gray background, while the doc icons scale up and present a title when you hover over those. Problems: More than I expected for two simple pages. My live preview in VS code kept showing “File not found”, which makes sense because I lost the file for a bit, plus I had to mess around with a bunch of different servers to get it working. Additionally, the splash page did NOT fade correctly the first few tries and I had to get some keyframes with opacity working to figure that out. Another problem I ran into was the desktop not coming in after any amount of time, and it turned out that the CSS rule I wrote for the text was accidentally making it all invisible. Lastly, the clock wasn’t updating because I had the interval logic messed up as well as in the wrong place. Next Up: Clickable app icons and draggable windows....
|
1792774173.0222516
|
1793378973.0222516
|
|
18881
|
Frictionless by @andrewchu1357 | Stardance
|
andrewchu1357
|
0
|
0.79
|
0
|
[]
|
[{"post_id": 9033, "ts": "2026 [{"post_id": 9033, "ts": "2026-06-15T02:17:22Z", "hours": 0.5011, "text": "I got the extension onto chrome via a local extension! However, I am getting some bugs in the background.js files and the manifest.json. I am hoping to fix that by tomorrow. I am also going to add some css so the UI looks more nicer."}, {"post_id": 9001, "ts": "2026-06-15T00:26:48Z", "hours": 0.2917, "text": "So I always get sidetracked, so I want to create a reminder system that I can set reminders and it will remind me after a set amount of time. I created the basic html file , so someone can set reminders as if they were to do so on their phone or home assistant. Im still figuring out how it will remind you, but It will remind me somehow… Im going to add CSS and add JS when I plan that out."}]...
|
Title: Frictionless by @andrewchu1357 | Stardance
Title: Frictionless by @andrewchu1357 | Stardance
Devlogs:
So I always get sidetracked, so I want to create a reminder system that I can set reminders and it will remind me after a set amount of time. I created the basic html file , so someone can set reminders as if they were to do so on their phone or home assistant. Im still figuring out how it will remind you, but It will remind me somehow… Im going to add CSS and add JS when I plan that out.
I got the extension onto chrome via a local extension! However, I am getting some bugs in the background.js files and the manifest.json. I am hoping to fix that by tomorrow. I am also going to add some css so the UI looks more nicer....
|
1792684450.123149
|
1793289250.123149
|
|
5157
|
Happening bot by @ldoespams | Stardance
|
ldoespams
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 903, "ts": "2026- [{"post_id": 903, "ts": "2026-06-02T17:09:05Z", "hours": 0.2883, "text": "Started out by initialising my engine; which will sort AI parsing and aggregation of scores to determine how much happening is currently occurring. I also did my levels 0-100, at increments of 15 to not get bogged down in highly specific scoring (too complex for a trashpost project). Also determined my 8 factor parameters, that being climate, AI, economy, pandemics, conflict, tech and social. My AI query will specify how to score, which I will figure out. TRUTH NUKE"}]...
|
Title: Happening bot by @ldoespams | Stardance
De Title: Happening bot by @ldoespams | Stardance
Devlogs:
Started out by initialising my engine; which will sort AI parsing and aggregation of scores to determine how much happening is currently occurring. I also did my levels 0-100, at increments of 15 to not get bogged down in highly specific scoring (too complex for a trashpost project). Also determined my 8 factor parameters, that being climate, AI, economy, pandemics, conflict, tech and social. My AI query will specify how to score, which I will figure out. TRUTH NUKE...
|
1792720059.5519814
|
1793324859.5519814
|
|
15025
|
berryOS by @SysError06 | Stardance
|
SysError06
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T05:02:27Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "webOS, directly ran inside your browser (desktop app coming soon?) What is it? - berryOS is a “simple” webOS that allows you to have your own little Catppuccin inspired operating system right inside your browser! It offers a notes app, welcome page and a settings app (more apps to come). What I learnt - I found this project as a good way to learn SvelteKit, as ReactJS has gotten me very pissed off, and SvelteKit seemed like a good alternative to React as it has no heavy virtual DOM. Overall, SvelteKit seems like a choice I don’t regret, as it does everything I need it to do! What’s coming next - Proper alt tabbing system, persistent settings, more apps, desktop icons, terminal, browser (possibly), desktop and more!", "repo": "https://github.com/UltimatePlayer97/berryOS", "demo": "https://ultimateplayer97.github.io/berryOS/"}]...
|
[{"post_id": 9028, "ts": "2026 [{"post_id": 9028, "ts": "2026-06-15T01:58:35Z", "hours": 0.7714, "text": "Custom desktop and accent colors! I added a modular color picker component in the Personalization settings panel. Clicking a preset or using the native eye-dropper custom color tool instantly updates buttons, icons, switches, and highlights across the entire OS. I also implemented a FileReader data-stream pipeline. Users can upload any .jpg, .png, or .webp file from their local machine, converting it to a base64 string to update the active desktop background immediately. Also, if a user doesn’t have a custom wallpaper, the default desktop gradient now intelligently samples the chosen accent color, blending a low-opacity hue directly into the dark/light background."}, {"post_id": 8522, "ts": "2026-06-14T05:24:11Z", "hours": 1.3242, "text": "Alt tabbing (sort of). A lot of this time was spent refactoring the window system to use a windows object. To start off, I tried adding a navigator.connection API to try and identify cellular vs wifi vs ethernet structures, however as of reading the MDN docs it turns out its not a very common API, with Firefox dropping it as of Firefox 31, and Safari never having it in the first place, I ended up switching to the onLine/offLine property, which is supported by all mainstream browsers. Also Alt + tab is currently slightly broken, as it does not yet show a window preview, as well as not properly focusing the chosen window, however this is something I will tackle later on, as I plan on adding custom wallpaper support now."}, {"post_id": 7985, "ts": "2026-06-13T09:59:58Z", "hours": 0.7036, "text": "(flashbang warning) Light mode! Changes CSS values to respect the theme detection, also tries auto detect light/dark mode based on browser settings. Oh yes also changed up the topbar to look better (looks alot more like macOS now which I may change in the future.)"}, {"post_id": 7948, "ts": "2026-06-13T08:08:40Z", "hours": 0.4956, "text": "Simple stuff this time around, just made the desktop look more like macOS, will probably edit though so it doesn’t look TOO similar. Will add the ability to change dark/light mode and background next!"}, {"post_id": 7933, "ts": "2026-06-13T07:29:29Z", "hours": 1.5186, "text": "So, A LOT of time was spent on this, a lot more than I anticipated. Firstly, I added a new settings app (which currently only has like one setting) that uses shadcn’s components for switches, buttons, sliders, etc. This was because I did NOT want to make my own components from scratch. Quick look at the docs, I added my necessary components, and CSS theming. I had a slight issue with setting raw CSS variables on .dark blocks weren’t syncing up properly with unedited shadcn svelte components due to Tailwind’s V4 theme compiler rules. Configuring custom colors directly in the @theme inline block in layout.css seemed to fix this. I also migrated the dock into its own components (Dock.svelte), allowing for better scalability. Overall, pretty happy with this session, as now I can seamlessly add settings, add components, app, and all. The new task is to clean up the desktop, making it more visually appealing to the eyes."}, {"post_id": 7394, "ts": "2026-06-12T10:05:11Z", "hours": 0.4731, "text": "Not much was doen apart from porting the gh pages to SvelteKit Was done by making a deploy.yml workflow that builds the website and deploys it to GitHub Pages. Next plan of action is cleaning up desktop to make it more pleasing on the eyes"}, {"post_id": 7165, "ts": "2026-06-11T23:30:15Z", "hours": 0.5956, "text": "Sigh….. I got bored I hate vanilla html and javascript, so…. I switched my webOS entirely to SvelteKit. This change should help me add components easier, also can add better stuff, I have also switched from base CSS to TailwindCSS, which is what I’m more used to. What I plan on doing is making every app its own svelte page, making it really easy to add apps. Overall nothing changed for now, I just spent the time porting over to SvelteKit."}, {"post_id": 6765, "ts": "2026-06-11T10:24:32Z", "hours": 0.5825, "text": "First devlog of berryOS! This is part of the webOS mission, however I am already pretty experienced in web devving so I kinda improvised on some stuff. I got an app dock, windows, topbar, time and a background!"}]...
|
Title: berryOS by @SysError06 | Stardance
Devlogs Title: berryOS by @SysError06 | Stardance
Devlogs:
First devlog of berryOS! This is part of the webOS mission, however I am already pretty experienced in web devving so I kinda improvised on some stuff. I got an app dock, windows, topbar, time and a background!
Sigh….. I got bored I hate vanilla html and javascript, so…. I switched my webOS entirely to SvelteKit. This change should help me add components easier, also can add better stuff, I have also switched from base CSS to TailwindCSS, which is what I’m more used to. What I plan on doing is making every app its own svelte page, making it really easy to add apps. Overall nothing changed for now, I just spent the time porting over to SvelteKit.
Not much was doen apart from porting the gh pages to SvelteKit Was done by making a deploy.yml workflow that builds the website and deploys it to GitHub Pages. Next plan of action is cleaning up desktop to make it more pleasing on the eyes
So, A LOT of time was spent on this, a lot more than I anticipated. Firstly, I added a new settings app (which currently only has like one setting) that uses shadcn’s components for switches, buttons, sliders, etc. This was because I did NOT want to make my own components from scratch. Quick look at the docs, I added my necessary components, and CSS theming. I had a slight issue with setting raw CSS variables on .dark blocks weren’t syncing up properly with unedited shadcn svelte components due to Tailwind’s V4 theme compiler rules. Configuring custom colors directly in the @theme inline block in layout.css seemed to fix this. I also migrated the dock into its own components (Dock.svelte), allowing for better scalability. Overall, pretty happy with this session, as now I can seamlessly add settings, add components, app, and all. The new task is to clean up the desktop, making it more visually appealing to the eyes.
Simple stuff this time around, just made the desktop look more like macOS, will probably edit though so it doesn’t look TOO similar. Will add the ability to change dark/light mode and background next!
(flashbang warning) Light mode! Changes CSS values to respect the theme detection, also tries auto detect light/dark mode based on browser settings. Oh yes also changed up the topbar to look better (looks alot more like macOS now which I may change in the future.)
Alt tabbing (sort of). A lot of this time was spent refactoring the window system to use a windows object. To start off, I tried adding a navigator.connection API to try and identify cellular vs wifi vs ethernet structures, however as of reading the MDN docs it turns out its not a very common API, with Firefox dropping it as of Firefox 31, and Safari never having it in the first place, I ended up switching to the onLine/offLine property, which is supported by all mainstream browsers. Also Alt + tab is currently slightly broken, as it does not yet show a window preview, as well as not properly focusing the chosen window, however this is something I will tackle later on, as I plan on adding custom wallpaper support now.
Custom desktop and accent colors! I added a modular color picker component in the Personalization settings panel. Clicking a preset or using the native eye-dropper custom color tool instantly updates buttons, icons, switches, and highlights across the entire OS. I also implemented a FileReader data-stream pipeline. Users can upload any .jpg, .png, or .webp file from their local machine, converting it to a base64 string to update the active desktop background immediately. Also, if a user doesn’t have a custom wallpaper, the default desktop gradient now intelligently samples the chosen accent color, blending a low-opacity hue directly into the dark/light background.
Ships:
webOS, directly ran inside your browser (desktop app coming soon?) What is it? - berryOS is a “simple” webOS that allows you to have your own little Catppuccin inspired operating system right inside your browser! It offers a notes app, welcome page and a settings app (more apps to come). What I learnt - I found this project as a good way to learn SvelteKit, as ReactJS has gotten me very pissed off, and SvelteKit seemed like a good alternative to React as it has no heavy virtual DOM. Overall, SvelteKit seems like a choice I don’t regret, as it does everything I need it to do! What’s coming next - Proper alt tabbing system, persistent settings, more apps, desktop icons, terminal, browser (possibly), desktop and more!...
|
1793087486.7787094
|
1793173886.7787094
|
|
18553
|
3D Space Demo by @Jack | Stardance
|
Jack
|
0
|
1.27
|
0
|
[]
|
[{"post_id": 9020, "ts": "2026 [{"post_id": 9020, "ts": "2026-06-15T01:34:53Z", "hours": 1.2675, "text": "This is primarily an exercise in shaders, as shaders are something I’ve only dabbled in here and there, but this is turning into something like Elite. Graphically, definitely inspired by Frontier: Elite II, but gameplay-wise will be more exploration based rather than economics and trade. So, in this devlog, I’ve made shaders and added gravity (all the bodies are affected in real time! idk about making the player affected too though.)"}]...
|
Title: 3D Space Demo by @Jack | Stardance
Devlogs Title: 3D Space Demo by @Jack | Stardance
Devlogs:
This is primarily an exercise in shaders, as shaders are something I’ve only dabbled in here and there, but this is turning into something like Elite. Graphically, definitely inspired by Frontier: Elite II, but gameplay-wise will be more exploration based rather than economics and trade. So, in this devlog, I’ve made shaders and added gravity (all the bodies are affected in real time! idk about making the player affected too though.)...
|
1792716890.2508729
|
1793321690.2508729
|
|
2564
|
My first slack bot! by @heisenberg | Stardance
|
heisenberg
|
1
|
1.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T17:29:14Z", "hours": 1.0, "multiplier": 3.46, "payout": 3, "blessing": "neutral", "text": "I made a simple slack bot as my first mission, 0xF. It’s a very simple bot with some useful slash commands like: /0x-dict [word] - this tell you the meaning, phonetic, origin, and pronunciation. It uses the free api.dictionaryapi.dev /0x-url - this will will give you a short url, you can also have a custom alias", "repo": "https://github.com/xxeisenberg/slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0266FRGV"}]...
|
[{"post_id": 902, "ts": "2026- [{"post_id": 902, "ts": "2026-06-02T17:05:47Z", "hours": 0.53, "text": "Finished the bot!"}, {"post_id": 746, "ts": "2026-06-02T11:37:29Z", "hours": 0.3233, "text": "Just hosted my first slack bot on nest! I am planning to add other slash commands"}]...
|
Title: My first slack bot! by @heisenberg | Starda Title: My first slack bot! by @heisenberg | Stardance
Devlogs:
Just hosted my first slack bot on nest! I am planning to add other slash commands
Finished the bot!
Ships:
I made a simple slack bot as my first mission, 0xF. It’s a very simple bot with some useful slash commands like: /0x-dict [word] - this tell you the meaning, phonetic, origin, and pronunciation. It uses the free api.dictionaryapi.dev /0x-url - this will will give you a short url, you can also have a custom alias...
|
1792997492.636609
|
1793083892.636609
|
|
7339
|
Super Mr. Bennet (SCHOOL VERSION - DEPRECATED) by Super Mr. Bennet (SCHOOL VERSION - DEPRECATED) by @openchanter | Stardance...
|
openchanter
|
1
|
28.08
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T21:51:30Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web-based platformer game called Super Mr. Bennet! I made this mainly for my English final project, which was to reinterpret a part of one of the texts we read this year in a creative way. It features 4 levels as well as a level editor, all running in a web browser and using Vite as a bundler on the backend.", "repo": "https://github.com/OpEnchanter/en25-final-project", "demo": "https://bennet.tgreenhagen.com"}]...
|
[{"post_id": 9018, "ts": "2026 [{"post_id": 9018, "ts": "2026-06-15T01:26:35Z", "hours": 3.7328, "text": "For this update, I worked a lot on cleaning up the code, making sure that there are now significantly less type-check errors present, and overall it’s easier to develop more features in the future. Onto things of actual substance I added though, there are now actual coins inside the lucky blocks scattered throughout the game as well as coins that can be placed directly in levels in the editor! Sometime soon I do plan to add some sort of asset caching system to the main game so that it isn’t trying to fetch assets as you are playing."}, {"post_id": 7157, "ts": "2026-06-11T23:11:01Z", "hours": 0.4333, "text": "I quickly added some hot air balloons, they aren’t in any of the campaign levels but they’re fun to play with in custom levels."}, {"post_id": 7083, "ts": "2026-06-11T21:17:11Z", "hours": 5.9783, "text": "I made some improvements to the UI, such as rounded button corners and a outline when hovering a button. I fixed some bugs with both the player and enemy movement and now the enemies are (a bit) more reliable. There’s also now grass that sways in the wind and interacts with the player in the game! Oh and I added a main menu screen. Also had to do some pretty major reworks to how the game loads levels, and I moved all of the code for that to a separate file where I can use it from both the normal levels and the main menu."}, {"post_id": 6644, "ts": "2026-06-11T04:05:32Z", "hours": 0.6953, "text": "Another quick devlog because I fixed some of the issues that existed after the previous one. I also made it so that anyone can enter the editor with any level loaded in it from any level and whenever you get to a new level in the campaign it saves your progress. I know this will cause issues with players not being able to replay the game so I will add a button on the title screen (whenever I get around to making that) for resetting save progress. Oh also I think most if not all of the bugs with movement getting stuck in a certain direction are fixed both in the editor and in game."}, {"post_id": 6617, "ts": "2026-06-11T03:14:20Z", "hours": 3.2364, "text": "I’ve decided to make the game and the editor feel more like one cohesive experience rather than two separate applications, so I’m adding a pause menu as well, and I’m changing the editor to be located at the website’s root rather than being a separate webpage. This will also hopefully make the experience playing the itch.io build of the game better. (note: none of these changes have been published on any public instance of the game yet because there are some unresolved issues with the editor however I have pushed my work from today to GitHub)"}, {"post_id": 5912, "ts": "2026-06-09T21:47:53Z", "hours": 0.6292, "text": "Apparently there was and issue with the level editor that caused it to not render the icons in the UI, so I fixed that. I also wrote the README for the project including information about the project such as the bundler it uses (vite), controls, and documentation on running the app."}, {"post_id": 5892, "ts": "2026-06-09T21:03:28Z", "hours": 3.8522, "text": "I did some behind the scenes work getting it to state where i could publish it on Itch.io and making sure that all the features were working as intended as well as making it automatically resize to maintain pixel size consistency as well as (again) making it work on Itch."}, {"post_id": 2212, "ts": "2026-06-04T16:20:56Z", "hours": 9.2106, "text": "So far I’ve written the engine for this project, which initializes and draws to a canvas element, as well as an editor ( https://bennet.tgreenhagen.com/editor/ ), some pieces that can be used to build levels and some of the campaign levels."}]...
|
Title: Super Mr. Bennet (SCHOOL VERSION - DEPRECAT Title: Super Mr. Bennet (SCHOOL VERSION - DEPRECATED) by @openchanter | Stardance
Devlogs:
So far I’ve written the engine for this project, which initializes and draws to a canvas element, as well as an editor ( https://bennet.tgreenhagen.com/editor/ ), some pieces that can be used to build levels and some of the campaign levels.
I did some behind the scenes work getting it to state where i could publish it on Itch.io and making sure that all the features were working as intended as well as making it automatically resize to maintain pixel size consistency as well as (again) making it work on Itch.
Apparently there was and issue with the level editor that caused it to not render the icons in the UI, so I fixed that. I also wrote the README for the project including information about the project such as the bundler it uses (vite), controls, and documentation on running the app.
I’ve decided to make the game and the editor feel more like one cohesive experience rather than two separate applications, so I’m adding a pause menu as well, and I’m changing the editor to be located at the website’s root rather than being a separate webpage. This will also hopefully make the experience playing the itch.io build of the game better. (note: none of these changes have been published on any public instance of the game yet because there are some unresolved issues with the editor however I have pushed my work from today to GitHub)
Another quick devlog because I fixed some of the issues that existed after the previous one. I also made it so that anyone can enter the editor with any level loaded in it from any level and whenever you get to a new level in the campaign it saves your progress. I know this will cause issues with players not being able to replay the game so I will add a button on the title screen (whenever I get around to making that) for resetting save progress. Oh also I think most if not all of the bugs with movement getting stuck in a certain direction are fixed both in the editor and in game.
I made some improvements to the UI, such as rounded button corners and a outline when hovering a button. I fixed some bugs with both the player and enemy movement and now the enemies are (a bit) more reliable. There’s also now grass that sways in the wind and interacts with the player in the game! Oh and I added a main menu screen. Also had to do some pretty major reworks to how the game loads levels, and I moved all of the code for that to a separate file where I can use it from both the normal levels and the main menu.
I quickly added some hot air balloons, they aren’t in any of the campaign levels but they’re fun to play with in custom levels.
For this update, I worked a lot on cleaning up the code, making sure that there are now significantly less type-check errors present, and overall it’s easier to develop more features in the future. Onto things of actual substance I added though, there are now actual coins inside the lucky blocks scattered throughout the game as well as coins that can be placed directly in levels in the editor! Sometime soon I do plan to add some sort of asset caching system to the main game so that it isn’t trying to fetch assets as you are playing.
Ships:
I made a web-based platformer game called Super Mr. Bennet! I made this mainly for my English final project, which was to reinterpret a part of one of the texts we read this year in a creative way. It features 4 levels as well as a level editor, all running in a web browser and using Vite as a bundler on the backend....
|
1793094754.700806
|
1793181154.700806
|
|
16210
|
Simple Security Device by @Rabii | Stardance
|
Rabii
|
0
|
3.63
|
0
|
[]
|
[{"post_id": 9016, "ts": "2026 [{"post_id": 9016, "ts": "2026-06-15T01:11:50Z", "hours": 3.6308, "text": "Almost done with the tinkercad diagram of the security device using Arduino Uno R3"}]...
|
Title: Simple Security Device by @Rabii | Stardanc Title: Simple Security Device by @Rabii | Stardance
Devlogs:
Almost done with the tinkercad diagram of the security device using Arduino Uno R3...
|
1792515186.133043
|
1793119986.133043
|
|
3936
|
My awesome macropad! by @Luz | Stardance
|
Luz
|
0
|
1.89
|
0
|
[]
|
[{"post_id": 9011, "ts": "2026 [{"post_id": 9011, "ts": "2026-06-15T01:03:06Z", "hours": 0.7311, "text": "I finally finished making the outer part of the macropad, now i just need to work on the firmware!"}, {"post_id": 8930, "ts": "2026-06-14T21:00:22Z", "hours": 0.8494, "text": "I started working on the case for the macropad. I had trouble with the extruding the parts and keeping them all into different things so I had to move around that. Now I am going to figure out how to add the spaces for the buttons, especially since I want them in a rather different way than what the guide is organizing them as."}, {"post_id": 8317, "ts": "2026-06-13T20:41:03Z", "hours": 0.3047, "text": "So right now I finished making the schematic, and I am working on the PCB editor to finish the digital part, the goal is that I finish it today. The little macropad will be used to play videogames (hopefully it helps me become better) that’s why I added 8 buttons, maybe I will add a usb port so I can connect it to my computer."}]...
|
Title: My awesome macropad! by @Luz | Stardance
D Title: My awesome macropad! by @Luz | Stardance
Devlogs:
So right now I finished making the schematic, and I am working on the PCB editor to finish the digital part, the goal is that I finish it today. The little macropad will be used to play videogames (hopefully it helps me become better) that’s why I added 8 buttons, maybe I will add a usb port so I can connect it to my computer.
I started working on the case for the macropad. I had trouble with the extruding the parts and keeping them all into different things so I had to move around that. Now I am going to figure out how to add the spaces for the buttons, especially since I want them in a rather different way than what the guide is organizing them as.
I finally finished making the outer part of the macropad, now i just need to work on the firmware!...
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1792544001.0684185
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1793148801.0684185
|
|
18012
|
CircuitForge by @leotangyes | Stardance
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leotangyes
|
0
|
8.44
|
0
|
[]
|
[{"post_id": 9007, "ts": "2026 [{"post_id": 9007, "ts": "2026-06-15T00:49:44Z", "hours": 8.4394, "text": "My team and I built an AI-powered system that converts breadboard prototypes into manufacturable PCB designs. The goal of our project is to help makers and engineers bridge the gap between rapid prototyping and production by automating much of the PCB design process. Our system combines three sources of information: a CubeMX configuration file that specifies the microcontroller and pin assignments, a photo of the breadboard prototype, and a component list. Using the DigiKey API, we retrieve datasheets and product images for each component, which provide additional context for our computer vision pipeline. We then use the Gemini API to reason over all of this information, infer the circuit structure, and generate a schematic and PCB layout. A second Gemini agent is responsible for abstracting away prototyping hardware and extracting only the essential components needed for manufacturing. For example, if the prototype uses an STM32 development board, the agent replaces it with the underlying STM32 microcontroller and its required supporting circuitry. Similarly, if the prototype uses a microphone breakout board, the agent identifies the actual microphone component and removes the breakout hardware. This ensures the final design reflects a real manufacturable circuit rather than a prototyping setup. The final output of our system is a KiCad PCB file that can be opened, edited, and manufactured using the KiCad ecosystem. By combining computer vision, large language models, and hardware design tools, our project streamlines the process of turning a messy prototype into a clean, manufacturable PCB. Next steps for the project include automating trace routing while respecting electrical and layout constraints, improving the reliability of schematic generation, and extending the system to automatically insert necessary supporting components such as decoupling capacitors and other small passive components required for stable real-world operation. These improvements aim to make the system fully end-to-end and production-ready."}]...
|
Title: CircuitForge by @leotangyes | Stardance
De Title: CircuitForge by @leotangyes | Stardance
Devlogs:
My team and I built an AI-powered system that converts breadboard prototypes into manufacturable PCB designs. The goal of our project is to help makers and engineers bridge the gap between rapid prototyping and production by automating much of the PCB design process. Our system combines three sources of information: a CubeMX configuration file that specifies the microcontroller and pin assignments, a photo of the breadboard prototype, and a component list. Using the DigiKey API, we retrieve datasheets and product images for each component, which provide additional context for our computer vision pipeline. We then use the Gemini API to reason over all of this information, infer the circuit structure, and generate a schematic and PCB layout. A second Gemini agent is responsible for abstracting away prototyping hardware and extracting only the essential components needed for manufacturing. For example, if the prototype uses an STM32 development board, the agent replaces it with the underlying STM32 microcontroller and its required supporting circuitry. Similarly, if the prototype uses a microphone breakout board, the agent identifies the actual microphone component and removes the breakout hardware. This ensures the final design reflects a real manufacturable circuit rather than a prototyping setup. The final output of our system is a KiCad PCB file that can be opened, edited, and manufactured using the KiCad ecosystem. By combining computer vision, large language models, and hardware design tools, our project streamlines the process of turning a messy prototype into a clean, manufacturable PCB. Next steps for the project include automating trace routing while respecting electrical and layout constraints, improving the reliability of schematic generation, and extending the system to automatically insert necessary supporting components such as decoupling capacitors and other small passive components required for stable real-world operation. These improvements aim to make the system fully end-to-end and production-ready....
|
1792583427.8871744
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1793188227.8871744
|
|
542
|
BSEngine by @BetterClient | Stardance
|
BetterClient
|
0
|
11.02
|
0
|
[]
|
[{"post_id": 9006, "ts": "2026 [{"post_id": 9006, "ts": "2026-06-15T00:46:11Z", "hours": 1.1078, "text": "Long time no see I added a transposition table and zobrist hashing, which makes the engine way faster"}, {"post_id": 4523, "ts": "2026-06-07T21:20:02Z", "hours": 3.0239, "text": "Added evaluation tables. Refactored board and move logic. Fixed a ton of bugs. Made the evaluation better. I have to fix performance next"}, {"post_id": 3736, "ts": "2026-06-06T19:39:01Z", "hours": 1.1042, "text": "Implemented a very basic engine using negamax with alpha beta pruning, it loses to stockfish in 29 moves"}, {"post_id": 3661, "ts": "2026-06-06T18:15:43Z", "hours": 0.9275, "text": "I made a function to load positions from FEN notation, i improved my tests using some engine test positions and fixed a bug where if you captured a piece and promoted your pawn at the same time you would be forced to a queen"}, {"post_id": 3553, "ts": "2026-06-06T15:25:46Z", "hours": 3.4289, "text": "Did legal move finding(thanks to Sebastian Lague’s video), it calculates the number of possible positions correctly to depth 6. Video is a bot playing random moves"}, {"post_id": 115, "ts": "2026-05-31T20:21:59Z", "hours": 1.4283, "text": "I created a basic board and made moving, right now there is no checks for legal moves"}]...
|
Title: BSEngine by @BetterClient | Stardance
Devl Title: BSEngine by @BetterClient | Stardance
Devlogs:
I created a basic board and made moving, right now there is no checks for legal moves
Did legal move finding(thanks to Sebastian Lague’s video), it calculates the number of possible positions correctly to depth 6. Video is a bot playing random moves
I made a function to load positions from FEN notation, i improved my tests using some engine test positions and fixed a bug where if you captured a piece and promoted your pawn at the same time you would be forced to a queen
Implemented a very basic engine using negamax with alpha beta pruning, it loses to stockfish in 29 moves
Added evaluation tables. Refactored board and move logic. Fixed a ton of bugs. Made the evaluation better. I have to fix performance next
Long time no see I added a transposition table and zobrist hashing, which makes the engine way faster...
|
1792579660.2776034
|
1793184460.2776034
|
|
7540
|
instabilitysense by @avanish | Stardance
|
avanish
|
0
|
1.21
|
0
|
[]
|
[{"post_id": 8999, "ts": "2026 [{"post_id": 8999, "ts": "2026-06-15T00:13:10Z", "hours": 0.5808, "text": "started programming second module, not finished yet, getting all part numbers and finding correct libraries takes some time. ill be back to finish programming this one in a bit so i can test it."}, {"post_id": 7281, "ts": "2026-06-12T04:17:21Z", "hours": 0.6333, "text": "i created the code for one of two modules, uploaded onto Arduino IDE as i required certain libraries so that i could test it on my esp32."}]...
|
Title: instabilitysense by @avanish | Stardance
D Title: instabilitysense by @avanish | Stardance
Devlogs:
i created the code for one of two modules, uploaded onto Arduino IDE as i required certain libraries so that i could test it on my esp32.
started programming second module, not finished yet, getting all part numbers and finding correct libraries takes some time. ill be back to finish programming this one in a bit so i can test it....
|
1792781418.740017
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1793386218.740017
|
|
5711
|
gdot 2d game by @jonathanwillner | Stardance
|
jonathanwillner
|
0
|
23.0
|
0
|
[]
|
[{"post_id": 8993, "ts": "2026 [{"post_id": 8993, "ts": "2026-06-15T00:02:13Z", "hours": 15.0, "text": "i dont rember proboly make a careter and trying to get godot 2d to work and failing cus it dislikes me"}, {"post_id": 31360, "ts": "2026-07-19T18:03:06Z", "hours": 1.0, "text": "Goal: Create the foundation for the electricity puzzle game.✅ what i did today Chose Godot 2D as the engine. Decided on a grid-based puzzle system. Planned a simple flat + pixel art style. Created the basic project structure. Designed the gameplay concept: designed Placeing the electrical components. with the current Design The player will: Receive limited components. Place them on a grid. Connect electricity. Solve puzzles."}, {"post_id": 32528, "ts": "2026-07-21T19:20:30Z", "hours": 4.0, "text": "i made the assets for the different components ik thay suck im not good at pixilart art or art"}, {"post_id": 33009, "ts": "2026-07-22T15:37:57Z", "hours": 3.0, "text": "What I got done today Made the assets for the different orientations of the wire Component Placement System Finished the basic component placement system. Components now spawn on the grid where the player clicks. Added support for: 🔋 Battery ➖ Wire 💡 Light 🔘 Switch Component Selection Added toolbar buttons for selecting components. Fixed GameManager communication between: Toolbar Board Components Players can now choose what they want to build before placing it. Placement Preview System Added a ghost preview system. Now when selecting a component: A transparent preview appears. The preview follows the mouse. The preview snaps to the grid. Changing the selected component updates the preview."}]...
|
Title: gdot 2d game by @jonathanwillner | Stardanc Title: gdot 2d game by @jonathanwillner | Stardance
Devlogs:
What I got done today Made the assets for the different orientations of the wire Component Placement System Finished the basic component placement system. Components now spawn on the grid where the player clicks. Added support for: 🔋 Battery ➖ Wire 💡 Light 🔘 Switch Component Selection Added toolbar buttons for selecting components. Fixed GameManager communication between: Toolbar Board Components Players can now choose what they want to build before placing it. Placement Preview System Added a ghost preview system. Now when selecting a component: A transparent preview appears. The preview follows the mouse. The preview snaps to the grid. Changing the selected component updates the preview.
i made the assets for the different components ik thay suck im not good at pixilart art or art
Goal: Create the foundation for the electricity puzzle game.✅ what i did today Chose Godot 2D as the engine. Decided on a grid-based puzzle system. Planned a simple flat + pixel art style. Created the basic project structure. Designed the gameplay concept: designed Placeing the electrical components. with the current Design The player will: Receive limited components. Place them on a grid. Connect electricity. Solve puzzles.
i dont rember proboly make a careter and trying to get godot 2d to work and failing cus it dislikes me...
|
1792885947.2594018
|
1793749947.2594018
|
|
9871
|
Global Chat by @wuff | Stardance
|
wuff
|
1
|
10.0
|
149
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T00:09:15Z", "hours": 10.0, "multiplier": 14.33, "payout": 149, "blessing": "neutral", "text": "What is Global-Chat? Global-Chat is a lightweight, asynchronous, terminal-based messaging application that allows anyone on Earth to connect and chat in real-time directly from their Command Prompt or Terminal. No heavy web browsers, no bloated Electron apps—just pure, retro-style networking. Why this project? I wanted to build a seamless communication tool that avoids the unnecessary complexity of modern chat apps while tackling the hard engineering challenges of backend networking. The goal was to create a rock-solid, secure server capable of handling multiple concurrent connections, preventing spam, and managing users efficiently, all while keeping a minimal, distraction-free aesthetic. Key Features Inside: Global Connectivity – Chat instantly with other users across the globe through a clean CLI. Asynchronous UI – Powered by prompt_toolkit, ensuring incoming messages pop up instantly without interrupting what you are currently typing. Anti-Spam & Security – Built-in message cooldowns and automatic duplicate nickname validation. Robust Moderation – Full server-side control with admin commands to kick, ban users by IP, or send official system announcements via “say”. Chat History – New users automatically receive the last 10 messages upon joining so they always have context. Dockerized Setup – The entire server infrastructure can be spun up locally or on a VPS with a single docker compose up command. How to test it right now! You don’t need to install Python or mess around with dependencies to try it out. Go to the Releases tab on my GitHub Repository. Download the pre-built client.exe file. Open it, type your username, and start chatting instantly! (Note: Since there is no login system yet, please verify your friends’ identities via Slack/Discord if you suspect someone is impersonating them!)", "repo": "https://github.com/wuffgame/Global-Chat", "demo": "https://github.com/wuffgame/Global-Chat/releases/tag/release"}]...
|
[{"post_id": 8988, "ts": "2026 [{"post_id": 8988, "ts": "2026-06-14T23:41:58Z", "hours": 1.4267, "text": "Day 5 Today I finished preparing the project files, including the README.md and Dockerfile, and fixed all the bugs I was aware of. I also updated the project page with a new description, a screenshot, and a demo URL. The list I had in front of me is now completely finished, which means I can finally ship the project. Of course, after shipping it, I’ll still continue updating the global chat, but before that I need to take a short break. See you in my other projects — or in this one again sometime in the near future!!!"}, {"post_id": 7734, "ts": "2026-06-12T22:11:30Z", "hours": 2.0667, "text": "Day 4 Today I worked on adding chat history (when someone joins, the last 10 messages are displayed), as well as notifications for users joining/leaving the chat and error messages. The biggest issue today was that exit messages were not being displayed. The fix turned out to be quite simple — I was using a double lock, which caused the code to freeze. My plans for tomorrow are to check if everything works as intended, update the README file, update the Docker files, look into py2exe, and upload everything to GitHub and ship the project!!! Yes, we are finally getting to my first ship, but don’t worry, updates will still continue after that. See you tomorrow!!!"}, {"post_id": 7149, "ts": "2026-06-11T22:46:35Z", "hours": 2.0594, "text": "Day 3 Today I added the ability to execute commands directly from the server, such as ban and kick, giving the server moderation control over the chat. I also fixed an issue where receiving a message while typing would interrupt the input. After searching the entire internet, I finally found the holy grail: prompt_toolkit. Because of that, I can put GUI development on hold for now. The biggest challenge today was figuring out why I was getting a CMD-related error when starting the server with prompt_toolkit. It turns out that prompt_toolkit doesn’t work properly with PyCharm’s default console, so I had to enable the “Emulate terminal in output console” option. My plans for tomorrow are: Finish the command system (if I can think of any more useful commands). Take a look at py2exe so I can generate an .exe file from the Python client. Try to fix a bug where the client doesn’t properly stop after being banned, kicked, or disconnected. See you tomorrow!!!"}, {"post_id": 6512, "ts": "2026-06-10T22:54:15Z", "hours": 1.4717, "text": "Day 2* Today, I added nickname checking to the server to make sure that no two users can join the chat with the same nickname. I also implemented a message cooldown to help protect against spammers. I also tried experimenting with the GUI a little, but it’s not the right time yet — the to-do list I have in front of me is still huge. The problem of the day was that I hadn’t worked with Python dictionaries before, so I had to quickly learn how to use them xd. My plans for tomorrow are to add a banning system as a command that can be executed directly from the server, along with other custom commands that the server will be able to perform. I’m shutting down the VPS server until I ship the project. See you tomorrow!!! Technically it’s Day 3 because I didn’t work on it yesterday, but that’s a different story."}, {"post_id": 5152, "ts": "2026-06-08T20:45:00Z", "hours": 0.3344, "text": "Day 1 (Part 2) Before going to sleep (it was already night in Poland), I improved the security a bit and added a system message in chat when someone joins. I’ll try to dedicate a full day soon to security, so it’s not easy to create malicious clients. See you tomorrow for real!!!"}, {"post_id": 5082, "ts": "2026-06-08T19:22:47Z", "hours": 1.5067, "text": "Day 1 Today I rewrote the whole code to prepare it for a global chat system. I deployed everything on a VPS, so now by downloading client.py you can already chat with other people, but only through the terminal for now. I also added client version checking, so if someone is using an outdated version, they won’t be able to connect to the server. Usernames were also introduced, replacing IDs from the echo server, so now every user can set whatever nickname they want. The main bug of the day was related to broadcasting messages to all users — sometimes messages were sent only to one person or not sent at all. I fixed it somehow… honestly not even sure how xd. Tomorrow’s plan is to try implementing a graphical interface so it doesn’t rely on the terminal anymore. At night (in Poland), I also updated part of the README file. If you want to test the global chat yourself, you can download the client here: https://github.com/wuffgame/Global-Chat/blob/main/global-chat/client.py There are no bans for spam or offensive usernames yet, but I trust you won’t spam the server or use inappropriate nicknames. See you tomorrow!!!"}, {"post_id": 4480, "ts": "2026-06-07T20:13:24Z", "hours": 1.1486, "text": "Day 0 (Part 2) Today I decided to finish the echo server so that it can support multiple clients (currently up to 5). Each client also gets its own ID to keep the server logs cleaner and easier to read. I also added a Dockerfile and a docker-compose.yml, so the server can be launched on a VPS without any extra setup or hassle. As always, a few issues appeared along the way. At first, I’m not even sure what I messed up, but when I deployed the server to my VPS, Docker didn’t expose the container ports correctly, so the client couldn’t connect. After some debugging, I managed to fix it. Another challenge was handling a dynamic number of client IDs. However, since I’m planning to switch to nicknames instead of IDs later, I decided not to spend too much time on it for now. Tomorrow’s plan is to finally start Day 1, refactor everything and prepare the project for turning it into a proper global chat system. I also want to start working on a terminal-based global chat version either tomorrow or the day after. I already know some things will be problematic there, but I’ll probably solve them in Day 3 or later when I start working on a full GUI. For now, I also plan to write a README later today or tomorrow. See you in the next devlog!!! P.S. Devlogs might not appear daily until the summer holidays in Poland start."}, {"post_id": 3779, "ts": "2026-06-06T20:30:24Z", "hours": 0.4208, "text": "Day 0 Since yesterday, I decided to start working on a global chat application in Python. Everyone will be able to log in and chat, while I, as the amazing moderation team, will be able to ban people who break the rules. Yesterday, I spent some time talking with AI and watching videos to understand how sockets and threading work in Python. Today, since I got back late from a trip, I decided to practice what I learned yesterday instead of rushing into the full project. I built a local echo server that currently supports one client (but I’ll probably add multi-client support tomorrow). I also added a primitive client verification system, so if a client is not compatible with the server, the connection gets rejected. Right now it works by sending a specific string. The only issue I had was that after disconnecting the client, the server started infinitely sending “”. Luckily, I quickly realized I could stop it using if not. See you tomorrow in the next devlog!"}]...
|
Title: Global Chat by @wuff | Stardance
Devlogs:
Title: Global Chat by @wuff | Stardance
Devlogs:
Day 0 Since yesterday, I decided to start working on a global chat application in Python. Everyone will be able to log in and chat, while I, as the amazing moderation team, will be able to ban people who break the rules. Yesterday, I spent some time talking with AI and watching videos to understand how sockets and threading work in Python. Today, since I got back late from a trip, I decided to practice what I learned yesterday instead of rushing into the full project. I built a local echo server that currently supports one client (but I’ll probably add multi-client support tomorrow). I also added a primitive client verification system, so if a client is not compatible with the server, the connection gets rejected. Right now it works by sending a specific string. The only issue I had was that after disconnecting the client, the server started infinitely sending “”. Luckily, I quickly realized I could stop it using if not. See you tomorrow in the next devlog!
Day 0 (Part 2) Today I decided to finish the echo server so that it can support multiple clients (currently up to 5). Each client also gets its own ID to keep the server logs cleaner and easier to read. I also added a Dockerfile and a docker-compose.yml, so the server can be launched on a VPS without any extra setup or hassle. As always, a few issues appeared along the way. At first, I’m not even sure what I messed up, but when I deployed the server to my VPS, Docker didn’t expose the container ports correctly, so the client couldn’t connect. After some debugging, I managed to fix it. Another challenge was handling a dynamic number of client IDs. However, since I’m planning to switch to nicknames instead of IDs later, I decided not to spend too much time on it for now. Tomorrow’s plan is to finally start Day 1, refactor everything and prepare the project for turning it into a proper global chat system. I also want to start working on a terminal-based global chat version either tomorrow or the day after. I already know some things will be problematic there, but I’ll probably solve them in Day 3 or later when I start working on a full GUI. For now, I also plan to write a README later today or tomorrow. See you in the next devlog!!! P.S. Devlogs might not appear daily until the summer holidays in Poland start.
Day 1 Today I rewrote the whole code to prepare it for a global chat system. I deployed everything on a VPS, so now by downloading client.py you can already chat with other people, but only through the terminal for now. I also added client version checking, so if someone is using an outdated version, they won’t be able to connect to the server. Usernames were also introduced, replacing IDs from the echo server, so now every user can set whatever nickname they want. The main bug of the day was related to broadcasting messages to all users — sometimes messages were sent only to one person or not sent at all. I fixed it somehow… honestly not even sure how xd. Tomorrow’s plan is to try implementing a graphical interface so it doesn’t rely on the terminal anymore. At night (in Poland), I also updated part of the README file. If you want to test the global chat yourself, you can download the client here: https://github.com/wuffgame/Global-Chat/blob/main/global-chat/client.py There are no bans for spam or offensive usernames yet, but I trust you won’t spam the server or use inappropriate nicknames. See you tomorrow!!!
Day 1 (Part 2) Before going to sleep (it was already night in Poland), I improved the security a bit and added a system message in chat when someone joins. I’ll try to dedicate a full day soon to security, so it’s not easy to create malicious clients. See you tomorrow for real!!!
Day 2* Today, I added nickname checking to the server to make sure that no two users can join the chat with the same nickname. I also implemented a message cooldown to help protect against spammers. I also tried experimenting with the GUI a little, but it’s not the right time yet — the to-do list I have in front of me is still huge. The problem of the day was that I hadn’t worked with Python dictionaries before, so I had to quickly learn how to use them xd. My plans for tomorrow are to add a banning system as a command that can be executed directly from the server, along with other custom commands that the server will be able to perform. I’m shutting down the VPS server until I ship the project. See you tomorrow!!! Technically it’s Day 3 because I didn’t work on it yesterday, but that’s a different story.
Day 3 Today I added the ability to execute commands directly from the server, such as ban and kick, giving the server moderation control over the chat. I also fixed an issue where receiving a message while typing would interrupt the input. After searching the entire internet, I finally found the holy grail: prompt_toolkit. Because of that, I can put GUI development on hold for now. The biggest challenge today was figuring out why I was getting a CMD-related error when starting the server with prompt_toolkit. It turns out that prompt_toolkit doesn’t work properly with PyCharm’s default console, so I had to enable the “Emulate terminal in output console” option. My plans for tomorrow are: Finish the command system (if I can think of any more useful commands). Take a look at py2exe so I can generate an .exe file from the Python client. Try to fix a bug where the client doesn’t properly stop after being banned, kicked, or disconnected. See you tomorrow!!!
Day 4 Today I worked on adding chat history (when someone joins, the last 10 messages are displayed), as well as notifications for users joining/leaving the chat and error messages. The biggest issue today was that exit messages were not being displayed. The fix turned out to be quite simple — I was using a double lock, which caused the code to freeze. My plans for tomorrow are to check if everything works as intended, update the README file, update the Docker files, look into py2exe, and upload everything to GitHub and ship the project!!! Yes, we are finally getting to my first ship, but don’t worry, updates will still continue after that. See you tomorrow!!!
Day 5 Today I finished preparing the project files, including the README.md and Dockerfile, and fixed all the bugs I was aware of. I also updated the project page with a new description, a screenshot, and a demo URL. The list I had in front of me is now completely finished, which means I can finally ship the project. Of course, after shipping it, I’ll still continue updating the global chat, but before that I need to take a short break. See you in my other projects — or in this one again sometime in the near future!!!
Ships:
What is Global-Chat? Global-Chat is a lightweight, asynchronous, terminal-based messaging application that allows anyone on Earth to connect and chat in real-time directly from their Command Prompt or Terminal. No heavy web browsers, no bloated Electron apps—just pure, retro-style networking. Why this project? I wanted to build a seamless communication tool that avoids the unnecessary complexity of modern chat apps while tackling the hard engineering challenges of backend networking. The goal was to create a rock-solid, secure server capable of handling multiple concurrent connections, preventing spam, and managing users efficiently, all while keeping a minimal, distraction-free aesthetic. Key Features Inside: Global Connectivity – Chat instantly with other users across the globe through a clean CLI. Asynchronous UI – Powered by prompt_toolkit, ensuring incoming messages pop up instantly without interrupting what you are currently typing. Anti-Spam & Security – Built-in message cooldowns and automatic duplicate nickname validation. Robust Moderation – Full server-side control with admin commands to kick, ban users by IP, or send official system announcements via “say”. Chat History – New users automatically receive the last 10 messages upon joining so they always have context. Dockerized Setup – The entire server infrastructure can be spun up locally or on a VPS with a single docker compose up command. How to test it right now! You don’t need to install Python or mess around with dependencies to try it out. Go to the Releases tab on my GitHub Repository. Download the pre-built client.exe file. Open it, type your username, and start chatting instantly! (Note: Since there is no login system yet, please verify your friends’ identities via Slack/Discord if you suspect someone is impersonating them!)...
|
1792983310.585526
|
1793069710.585526
|
|
18873
|
python by @Tehas | Stardance
|
Tehas
|
0
|
2.09
|
0
|
[]
|
[{"post_id": 8983, "ts": "2026 [{"post_id": 8983, "ts": "2026-06-14T23:25:08Z", "hours": 2.0942, "text": "Going through 12 hour bro code video on python but adding extra twists to the projects"}]...
|
Title: python by @Tehas | Stardance
Devlogs:
Goin Title: python by @Tehas | Stardance
Devlogs:
Going through 12 hour bro code video on python but adding extra twists to the projects...
|
1792777971.113141
|
1793382771.113141
|
|
16984
|
Project 1 by @olivia020402 | Stardance
|
olivia020402
|
0
|
2.52
|
0
|
[]
|
[{"post_id": 8979, "ts": "2026 [{"post_id": 8979, "ts": "2026-06-14T23:19:34Z", "hours": 2.5217, "text": "Created my webpage and started on implementing a favorites feature. On the webpage you are able to input a date and look at NASA’s Astronomy Picture of the Day that corresponds to the date. You are also able to view the explanation of the picture below the image."}]...
|
Title: Project 1 by @olivia020402 | Stardance
Dev Title: Project 1 by @olivia020402 | Stardance
Devlogs:
Created my webpage and started on implementing a favorites feature. On the webpage you are able to input a date and look at NASA’s Astronomy Picture of the Day that corresponds to the date. You are also able to view the explanation of the picture below the image....
|
1792785045.2991257
|
1793389845.2991257
|
|
18814
|
My very own WebOS by @Mateusz | Stardance
|
Mateusz
|
0
|
1.55
|
0
|
[]
|
[{"post_id": 8977, "ts": "2026 [{"post_id": 8977, "ts": "2026-06-14T22:56:09Z", "hours": 0.9736, "text": "I just Finished the second part of the guide. Changes made: -clock added -windows with close button added -button for opening Help window added -code split into multiple files for readability To be done: -write actual help information -add windows that can display text from from file system/create website file system"}, {"post_id": 8951, "ts": "2026-06-14T21:44:36Z", "hours": 0.58, "text": "Familiarizing myself with HTML. I thought a bit about the design and started coding. Next plans: add a bar on top to search for things(maybe calculator functionality included) and apps bar on the bottom"}]...
|
Title: My very own WebOS by @Mateusz | Stardance
Title: My very own WebOS by @Mateusz | Stardance
Devlogs:
Familiarizing myself with HTML. I thought a bit about the design and started coding. Next plans: add a bar on top to search for things(maybe calculator functionality included) and apps bar on the bottom
I just Finished the second part of the guide. Changes made: -clock added -windows with close button added -button for opening Help window added -code split into multiple files for readability To be done: -write actual help information -add windows that can display text from from file system/create website file system...
|
1792522393.7466822
|
1793127193.7466822
|
|
18865
|
Dharma Reader by @radherpatel | Stardance
|
radherpatel
|
0
|
4.51
|
0
|
[]
|
[{"post_id": 8976, "ts": "2026 [{"post_id": 8976, "ts": "2026-06-14T22:55:32Z", "hours": 4.5133, "text": "In this Devlog, I will talk about everything I’ve done so far. So I used Claude to scrape the books and had it triple-check to ensure that all the text was correct. I generated three images with A.I. (as I suck at art). But I designed the UI myself, and programmed it for you to click on the book and actually read the whole book yourself."}]...
|
Title: Dharma Reader by @radherpatel | Stardance
Title: Dharma Reader by @radherpatel | Stardance
Devlogs:
In this Devlog, I will talk about everything I’ve done so far. So I used Claude to scrape the books and had it triple-check to ensure that all the text was correct. I generated three images with A.I. (as I suck at art). But I designed the UI myself, and programmed it for you to click on the book and actually read the whole book yourself....
|
1792504290.7898958
|
1793109090.7898958
|
|
18307
|
Nirvanna the Band the Show the Flappy Game by @You Nirvanna the Band the Show the Flappy Game by @YourLocalTransGoth | Stardance...
|
YourLocalTransGoth
|
1
|
2.27
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T08:26:36Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a flappy bird clone themed after Nirvanna the Band the Show", "repo": "https://github.com/YourLocalTransGoth/Nirvanna-the-Band-the-Show-the-Flappy-Game", "demo": "https://yourlocaltransgoth.github.io/Nirvanna-the-Band-the-Show-the-Flappy-Game/"}]...
|
[{"post_id": 8970, "ts": "2026 [{"post_id": 8970, "ts": "2026-06-14T22:41:37Z", "hours": 0.2683, "text": "Just cleaned up some things"}, {"post_id": 8577, "ts": "2026-06-14T08:15:54Z", "hours": 0.4169, "text": "Finished the game"}, {"post_id": 8491, "ts": "2026-06-14T03:38:57Z", "hours": 0.8656, "text": "The CN towers and Jay are moving"}, {"post_id": 8458, "ts": "2026-06-14T02:05:48Z", "hours": 0.4303, "text": "Jay is in"}]...
|
Title: Nirvanna the Band the Show the Flappy Game Title: Nirvanna the Band the Show the Flappy Game by @YourLocalTransGoth | Stardance
Devlogs:
Jay is in
The CN towers and Jay are moving
Finished the game
Just cleaned up some things
Ships:
I created a flappy bird clone themed after Nirvanna the Band the Show...
|
1792976202.0865126
|
1793062602.0865126
|
|
5455
|
Robotic Actuator by @cloudcake8 | Stardance
|
cloudcake8
|
0
|
3.41
|
0
|
[]
|
[{"post_id": 8960, "ts": "2026 [{"post_id": 8960, "ts": "2026-06-14T22:13:58Z", "hours": 1.6961, "text": "finally figured out why my 2 phases werent looking right so the feaaturescript im using to generate the cyclodial profile only generates it with one tooth fully “in”, making it so that if i want another disc exactly 180 degrees out of phase, i need to have an even amount of pins and an odd amount of teeth for it to work so instead of 16:1 i’m running 15:1 and im switching from 2 bearings to 1 pressfit bearing because i thought about it and there really isn’t any thrust forces present in the gearbox so its probably fine, i might add some sort of bearing retainment though just in case, otherwise its just going to be retaining compounded in"}, {"post_id": 8564, "ts": "2026-06-14T07:15:59Z", "hours": 0.8597, "text": "ok so i want to run ball bearings for all of my pins on the cycloid, did some preliminary research and right now with my cycloid disc setup it would have required 196 individual bearings (but i think i can get it down by a lot by narrowing my cyclodial discs) theres a lot im confused about but im working it out slowly, specifically how do i make sure my output shaft is strong enough to support a whole joint"}, {"post_id": 4057, "ts": "2026-06-07T07:29:55Z", "hours": 0.8506, "text": "figuring out what motors and how the structure of the gearbox will look like doing some research on motors, i am choosing the WK8110 frameless outrunner frameless because i want to fit a cyclodial reduction inside of it (mini cheetah style) outrunner because they have more torque (i am trying to target high torque without too much of a reduction ratio so i can have some backdrivability so whatever joint this is on acts as if its connected directly to the motor, hence the “quasi” direct drive) i think i’ll also use some cheap motor controller, most likely a simpleFOC board of some sort (aliexpress clones), because they are super cheap and i think they should be good enough for at least testing on a desk. if i do testing and they explode on me or can’t handle the current or something, i’ll splurge on some vesc based motor controller OR maybe an odrive board (or odrive clone on aliexpress) for the complete robot of whatever i’m making (quadruped?) i’ve found i want to target around ~16:1 for the ratio, because lowkey these motors have like no torque from their spec sheets so i need a higher ratio than ideal (to get all the benefits of “quasi direct drive” its ideal to have a lower ratio so its a more direct connection to the motor kinda), this ratio should get me around 40 ish max nm of torque (woah! lowkey a lot!) so maybe i can do some jumps or something if the robot is light enough not sure about what encoder setup i’ll use, did some digging on amazon for bearings and bushings to support everything, i think i’ll do m4 or m3 sleeve bushings for the outer pins and the inner pins, and some random bearing for the inner eccentric bearing and i’ll support everything with massive bearings so that the outrunner is properly alligned to the stator (need to find 90mm id bearings that arent really expensive, or figure out how to package cheaper smaller bearings to constrain the motor) i just spent a lot of time thinking about how everything will package and rotating around the model to think about it from different angles not sure what material i will do the cycloid discs out of (probably just 6061 alu, laser cut from some online service), and for the enclosure i think i’ll do some nylon composite filament for strength and heat resistance (or maybe just PLA for this prototype) otherwise, i think this session gave me a pretty solid mental image of what the whole actuator will look like and i’m excited to design the rest of it"}]...
|
Title: Robotic Actuator by @cloudcake8 | Stardance Title: Robotic Actuator by @cloudcake8 | Stardance
Devlogs:
figuring out what motors and how the structure of the gearbox will look like doing some research on motors, i am choosing the WK8110 frameless outrunner frameless because i want to fit a cyclodial reduction inside of it (mini cheetah style) outrunner because they have more torque (i am trying to target high torque without too much of a reduction ratio so i can have some backdrivability so whatever joint this is on acts as if its connected directly to the motor, hence the “quasi” direct drive) i think i’ll also use some cheap motor controller, most likely a simpleFOC board of some sort (aliexpress clones), because they are super cheap and i think they should be good enough for at least testing on a desk. if i do testing and they explode on me or can’t handle the current or something, i’ll splurge on some vesc based motor controller OR maybe an odrive board (or odrive clone on aliexpress) for the complete robot of whatever i’m making (quadruped?) i’ve found i want to target around ~16:1 for the ratio, because lowkey these motors have like no torque from their spec sheets so i need a higher ratio than ideal (to get all the benefits of “quasi direct drive” its ideal to have a lower ratio so its a more direct connection to the motor kinda), this ratio should get me around 40 ish max nm of torque (woah! lowkey a lot!) so maybe i can do some jumps or something if the robot is light enough not sure about what encoder setup i’ll use, did some digging on amazon for bearings and bushings to support everything, i think i’ll do m4 or m3 sleeve bushings for the outer pins and the inner pins, and some random bearing for the inner eccentric bearing and i’ll support everything with massive bearings so that the outrunner is properly alligned to the stator (need to find 90mm id bearings that arent really expensive, or figure out how to package cheaper smaller bearings to constrain the motor) i just spent a lot of time thinking about how everything will package and rotating around the model to think about it from different angles not sure what material i will do the cycloid discs out of (probably just 6061 alu, laser cut from some online service), and for the enclosure i think i’ll do some nylon composite filament for strength and heat resistance (or maybe just PLA for this prototype) otherwise, i think this session gave me a pretty solid mental image of what the whole actuator will look like and i’m excited to design the rest of it
ok so i want to run ball bearings for all of my pins on the cycloid, did some preliminary research and right now with my cycloid disc setup it would have required 196 individual bearings (but i think i can get it down by a lot by narrowing my cyclodial discs) theres a lot im confused about but im working it out slowly, specifically how do i make sure my output shaft is strong enough to support a whole joint
finally figured out why my 2 phases werent looking right so the feaaturescript im using to generate the cyclodial profile only generates it with one tooth fully “in”, making it so that if i want another disc exactly 180 degrees out of phase, i need to have an even amount of pins and an odd amount of teeth for it to work so instead of 16:1 i’m running 15:1 and im switching from 2 bearings to 1 pressfit bearing because i thought about it and there really isn’t any thrust forces present in the gearbox so its probably fine, i might add some sort of bearing retainment though just in case, otherwise its just going to be retaining compounded in...
|
1792511659.0333009
|
1793116459.0333009
|
|
17384
|
Physical HD2 stimm by @WilliDih123 | Stardance
|
WilliDih123
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T18:30:28Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a super cool stimm from helldivers 2 that actually stimms you in game. I couldn’t really get a sceenshot if it in action but I will get a screenshot of the stl. Just to add I used ai to write the code. Above all else though get ready to spread some liberty (Stimms are not adictive - study from permacure ).", "repo": "https://github.com/WilliD123/Helldivers-2-Stimm", "demo": ""}]...
|
[{"post_id": 8957, "ts": "2026 [{"post_id": 8957, "ts": "2026-06-14T22:12:23Z", "hours": 0.4361, "text": "Making a Stand"}, {"post_id": 8915, "ts": "2026-06-14T20:50:01Z", "hours": 0.9647, "text": "Soldering 2 wires, adding the code and testing"}, {"post_id": 8836, "ts": "2026-06-14T18:11:17Z", "hours": 0.5856, "text": "Adding the injector"}, {"post_id": 7953, "ts": "2026-06-13T08:37:59Z", "hours": 1.2408, "text": "Finishing the main body and electronics housing"}, {"post_id": 7746, "ts": "2026-06-12T22:48:13Z", "hours": 1.7367, "text": "Part One Of The Main Body"}]...
|
Title: Physical HD2 stimm by @WilliDih123 | Starda Title: Physical HD2 stimm by @WilliDih123 | Stardance
Devlogs:
Part One Of The Main Body
Finishing the main body and electronics housing
Adding the injector
Soldering 2 wires, adding the code and testing
Making a Stand
Ships:
I made a super cool stimm from helldivers 2 that actually stimms you in game. I couldn’t really get a sceenshot if it in action but I will get a screenshot of the stl. Just to add I used ai to write the code. Above all else though get ready to spread some liberty (Stimms are not adictive - study from permacure )....
|
1792993870.5058262
|
1793080270.5058262
|
|
18837
|
Clean C++ solutions for Codeforces by @Mateusz | S Clean C++ solutions for Codeforces by @Mateusz | Stardance...
|
Mateusz
|
0
|
0.86
|
0
|
[]
|
[{"post_id": 8953, "ts": "2026 [{"post_id": 8953, "ts": "2026-06-14T21:53:48Z", "hours": 0.8622, "text": "I want my WebOS to actually contain sth useful. I want it to suport 2 functionalities connected with my other projects: 1.View solutions for Codeforces(and mine tutorials if I choose to run them) 2.Support number recognition from photos using MNIST. Here I started building the first part (also I just like doing cf). Here is the hardest problem solution."}]...
|
Title: Clean C++ solutions for Codeforces by @Mate Title: Clean C++ solutions for Codeforces by @Mateusz | Stardance
Devlogs:
I want my WebOS to actually contain sth useful. I want it to suport 2 functionalities connected with my other projects: 1.View solutions for Codeforces(and mine tutorials if I choose to run them) 2.Support number recognition from photos using MNIST. Here I started building the first part (also I just like doing cf). Here is the hardest problem solution....
|
1792655421.971945
|
1793260221.971945
|
|
12026
|
Chess Set by @aadya_panchal | Stardance
|
aadya_panchal
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T09:51:27Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a half-board chess set. The goal for this is to have one set of colors for the chess pieces while your opponent has a different set. You connect these two sets together to play chess games! This is a great way to break the ice at colleges, chess camps, etc.", "repo": "https://github.com/aadyapanchal/ChessSet", "demo": ""}]...
|
[{"post_id": 8943, "ts": "2026 [{"post_id": 8943, "ts": "2026-06-14T21:19:57Z", "hours": 3.9458, "text": "A Chess Set I made via OnShape. Each person has a unique color and that color set will fit on half the board. When two players connect their boards, they can play chess! The best way to break the ice at college, chess camps, and other events."}]...
|
Title: Chess Set by @aadya_panchal | Stardance
De Title: Chess Set by @aadya_panchal | Stardance
Devlogs:
A Chess Set I made via OnShape. Each person has a unique color and that color set will fit on half the board. When two players connect their boards, they can play chess! The best way to break the ice at college, chess camps, and other events.
Ships:
I have made a half-board chess set. The goal for this is to have one set of colors for the chess pieces while your opponent has a different set. You connect these two sets together to play chess games! This is a great way to break the ice at colleges, chess camps, etc....
|
1793076499.3993948
|
1793162899.3993948
|
|
8109
|
BoogieAI by @Darrell | Stardance
|
Darrell
|
0
|
1.93
|
0
|
[]
|
[{"post_id": 8941, "ts": "2026 [{"post_id": 8941, "ts": "2026-06-14T21:11:49Z", "hours": 1.9342, "text": "first devlog after revamping my codebase."}]...
|
Title: BoogieAI by @Darrell | Stardance
Devlogs:
Title: BoogieAI by @Darrell | Stardance
Devlogs:
first devlog after revamping my codebase....
|
1792562081.7664118
|
1793166881.7664118
|
|
18797
|
NovaDeck by @talktograntw | Stardance
|
talktograntw
|
0
|
0.42
|
0
|
[]
|
[{"post_id": 8938, "ts": "2026 [{"post_id": 8938, "ts": "2026-06-14T21:09:15Z", "hours": 0.4161, "text": "Started working on my handheld cyberdeck build today. The plan is a 3D printed enclosure with a Raspberry Pi 5, 7” HDMI display, built-in arcade joystick and buttons using a USB encoder, and a power bank for portability. Spent today figuring out the parts list, control layout, and overall design direction. Going for a clean minimal aesthetic. Next step is CAD work for the case."}]...
|
Title: NovaDeck by @talktograntw | Stardance
Devl Title: NovaDeck by @talktograntw | Stardance
Devlogs:
Started working on my handheld cyberdeck build today. The plan is a 3D printed enclosure with a Raspberry Pi 5, 7” HDMI display, built-in arcade joystick and buttons using a USB encoder, and a power bank for portability. Spent today figuring out the parts list, control layout, and overall design direction. Going for a clean minimal aesthetic. Next step is CAD work for the case....
|
1792572710.7473624
|
1793177510.7473624
|
|
7840
|
CrashLink by @GhOsT_ | Stardance
|
GhOsT_
|
0
|
24.0
|
0
|
[]
|
[{"post_id": 8937, "ts": "2026 [{"post_id": 8937, "ts": "2026-06-14T21:06:44Z", "hours": 2.0, "text": "Devlog - 7 so finally I am done with all this pcb designing thing exported the files into gerbers,png,step file type next steps push these files to github repo submit project for grant on stardance Thank you for your attention to this matter -GhOsT"}, {"post_id": 8422, "ts": "2026-06-14T00:11:21Z", "hours": 6.0, "text": "Dev log-6 Finally done with PCB design of relay node and vehicle node. yet to push design files on github. It becomes hard to route manually for me so i end up doing autoroute in the end. I used reference design from datasheets to make it easy for me to follow and make this pcb design. next steps -PCB Design for Gatewaynode -Push all files to github -Start designing Enclosure for each node"}, {"post_id": 8064, "ts": "2026-06-13T13:56:36Z", "hours": 2.0, "text": "Devlog -5 Turns out my last PCB design for vehicle node had many flaws. No filtering near power inputs No SIM socket for GSM module 😭(the classic blunder) Power regulation issues(using external buck converters while i could design it on my own) Assumption of using 2S Li-ion would be minimum necessity . So far I have fixed the followings Power regulation for GSM,GPS,ESP,MPU,LoRa Added sim socket(working on its connection) Next steps Connect SIM Socket Add power key circuit Add Reset button for GSM Figure out if anything else to add for GSM Make relay node schematics Make GatewayNode schematics"}, {"post_id": 7747, "ts": "2026-06-12T22:50:16Z", "hours": 4.0, "text": "Was working on documentation part of the project did some changes in README.md file and spent a lot of time in making BOM it took time to find out components and there prices required to prepare BOM."}, {"post_id": 4631, "ts": "2026-06-08T00:50:41Z", "hours": 6.0, "text": "PCB Designing and Documentation. Rearranged schematics for Vehicle Node. Revised PCB design for Vechile Node. 3.Made schematics for Relay Node. Designed PCB for Relay Node. Added files ( gerber , pcb image, schematics pdf) to repo."}, {"post_id": 3076, "ts": "2026-06-05T23:37:31Z", "hours": 3.0, "text": "designed schematics and pcb for vehicle node( not a final design..it need some more work)"}, {"post_id": 2694, "ts": "2026-06-05T12:03:55Z", "hours": 1.0, "text": "working on code part and setting up github repo made 3 code files for 3 Nodes added basic structure of each files(setup and loop function) added crash detection function in vehicle node next- make schematics & update READ.md"}]...
|
Title: CrashLink by @GhOsT_ | Stardance
Devlogs:
Title: CrashLink by @GhOsT_ | Stardance
Devlogs:
working on code part and setting up github repo made 3 code files for 3 Nodes added basic structure of each files(setup and loop function) added crash detection function in vehicle node next- make schematics & update READ.md
designed schematics and pcb for vehicle node( not a final design..it need some more work)
PCB Designing and Documentation. Rearranged schematics for Vehicle Node. Revised PCB design for Vechile Node. 3.Made schematics for Relay Node. Designed PCB for Relay Node. Added files ( gerber , pcb image, schematics pdf) to repo.
Was working on documentation part of the project did some changes in README.md file and spent a lot of time in making BOM it took time to find out components and there prices required to prepare BOM.
Devlog -5 Turns out my last PCB design for vehicle node had many flaws. No filtering near power inputs No SIM socket for GSM module 😭(the classic blunder) Power regulation issues(using external buck converters while i could design it on my own) Assumption of using 2S Li-ion would be minimum necessity . So far I have fixed the followings Power regulation for GSM,GPS,ESP,MPU,LoRa Added sim socket(working on its connection) Next steps Connect SIM Socket Add power key circuit Add Reset button for GSM Figure out if anything else to add for GSM Make relay node schematics Make GatewayNode schematics
Dev log-6 Finally done with PCB design of relay node and vehicle node. yet to push design files on github. It becomes hard to route manually for me so i end up doing autoroute in the end. I used reference design from datasheets to make it easy for me to follow and make this pcb design. next steps -PCB Design for Gatewaynode -Push all files to github -Start designing Enclosure for each node
Devlog - 7 so finally I am done with all this pcb designing thing exported the files into gerbers,png,step file type next steps push these files to github repo submit project for grant on stardance Thank you for your attention to this matter -GhOsT...
|
1792918421.8760757
|
1793782421.8760757
|
|
18614
|
Trackify by @JasonC9 | Stardance
|
JasonC9
|
1
|
2.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T18:44:10Z", "hours": 2.0, "multiplier": 14.26, "payout": 33, "blessing": "neutral", "text": "A lightweight Windows desktop overlay that shows what music is currently playing, including song info and genre how to use at the bottom of the readme", "repo": "https://github.com/anadskman/Trackify", "demo": "https://github.com/anadskman/Trackify/releases"}]...
|
[{"post_id": 8929, "ts": "2026 [{"post_id": 8929, "ts": "2026-06-14T20:58:16Z", "hours": 1.3014, "text": "I made the Overlay Popup Made it semi transparent added pause, skip, prev buttons styled it to look a lot better added fades added to system tray added icon.ico for tray I also uploaded everything to github and made the readme"}, {"post_id": 8814, "ts": "2026-06-14T17:22:11Z", "hours": 0.9836, "text": "Goal Build a desktop app to show what music is playing and detect its genre in real time, in a clean overlay-style UI. Setup Created a WPF app using .NET Confirmed blank window worked UI Added basic dark UI in XAML Showed song title, artist, and genre Started with fake test data Song Detection Used Windows media session API App now detects Spotify, YouTube, etc. Updates when song changes Genre System Integrated Last.fm API Fetches genre from artist name Returns “Unknown” if no data Current State Working MVP : Live song detection Artist + title display Genre lookup working Auto-updates on song change To Do Overlay popup UI (FluentFlyouts style) Album art( maybe ) Skip, back, pause buttons Caching + performance improvements"}]...
|
Title: Trackify by @JasonC9 | Stardance
Devlogs:
Title: Trackify by @JasonC9 | Stardance
Devlogs:
Goal Build a desktop app to show what music is playing and detect its genre in real time, in a clean overlay-style UI. Setup Created a WPF app using .NET Confirmed blank window worked UI Added basic dark UI in XAML Showed song title, artist, and genre Started with fake test data Song Detection Used Windows media session API App now detects Spotify, YouTube, etc. Updates when song changes Genre System Integrated Last.fm API Fetches genre from artist name Returns “Unknown” if no data Current State Working MVP : Live song detection Artist + title display Genre lookup working Auto-updates on song change To Do Overlay popup UI (FluentFlyouts style) Album art( maybe ) Skip, back, pause buttons Caching + performance improvements
I made the Overlay Popup Made it semi transparent added pause, skip, prev buttons styled it to look a lot better added fades added to system tray added icon.ico for tray I also uploaded everything to github and made the readme
Ships:
A lightweight Windows desktop overlay that shows what music is currently playing, including song info and genre how to use at the bottom of the readme...
|
1792997392.7398047
|
1793083792.7398047
|
|
16874
|
hardware project by @faz | Stardance
|
faz
|
0
|
6.83
|
0
|
[]
|
[{"post_id": 8925, "ts": "2026 [{"post_id": 8925, "ts": "2026-06-14T20:55:30Z", "hours": 5.2875, "text": "i did a ton of work in the past day or two, unfortunately i forgot to do a devlog so over 5 hrs of working time has passed. i made working circuits for a ton of different components: LED bar, PWM with LED, RGB LED, neopixel (8 LEDs in one component), active + passive buzzer, touch sensing (with a loose wire as a sensor). potentiometers, photoresistors, and thermistors. started experimenting with more complex circuit designs for subparts of the final project like working with multiple potentiometers to create a RGB LED circuit that can change to any colour my twisting the potentiometers (image attached). the photoresistor + LED circuit was interesting as the output of the LED affected the photoresistor output, so i would need to shield the photoresistor from it. the buzzers allowed me to get some proper sound out (like a sine wave sound) so ill continue experimenting with that later down the road."}, {"post_id": 7043, "ts": "2026-06-11T20:06:49Z", "hours": 1.5425, "text": "LED + Button spent some time connecting esp32 and installing the driver + micropython. designed some circuits on TinkerCAD with arduino instead of esp32 got used to some circuits like momentary push button and also non momentary one to light up an LED. wrote code for all of this. see below for the latest one i did"}]...
|
Title: hardware project by @faz | Stardance
Devlo Title: hardware project by @faz | Stardance
Devlogs:
LED + Button spent some time connecting esp32 and installing the driver + micropython. designed some circuits on TinkerCAD with arduino instead of esp32 got used to some circuits like momentary push button and also non momentary one to light up an LED. wrote code for all of this. see below for the latest one i did
i did a ton of work in the past day or two, unfortunately i forgot to do a devlog so over 5 hrs of working time has passed. i made working circuits for a ton of different components: LED bar, PWM with LED, RGB LED, neopixel (8 LEDs in one component), active + passive buzzer, touch sensing (with a loose wire as a sensor). potentiometers, photoresistors, and thermistors. started experimenting with more complex circuit designs for subparts of the final project like working with multiple potentiometers to create a RGB LED circuit that can change to any colour my twisting the potentiometers (image attached). the photoresistor + LED circuit was interesting as the output of the LED affected the photoresistor output, so i would need to shield the photoresistor from it. the buzzers allowed me to get some proper sound out (like a sine wave sound) so ill continue experimenting with that later down the road....
|
1792587252.3980453
|
1793192052.3980453
|
|
7356
|
MultiViewer for All by @QuentinM | Stardance
|
QuentinM
|
0
|
15.05
|
0
|
[]
|
[{"post_id": 8910, "ts": "2026 [{"post_id": 8910, "ts": "2026-06-14T20:36:27Z", "hours": 15.0508, "text": "Worked on building the multi-provider base and implementing a few providers such as NPO, NOS (NL), 9Now (AU) and France.TV (FR and WIP). Used Electron for the window framework and Material UI for the UI components"}]...
|
Title: MultiViewer for All by @QuentinM | Stardanc Title: MultiViewer for All by @QuentinM | Stardance
Devlogs:
Worked on building the multi-provider base and implementing a few providers such as NPO, NOS (NL), 9Now (AU) and France.TV (FR and WIP). Used Electron for the window framework and Material UI for the UI components...
|
1792738154.3174963
|
1793342954.3174963
|
|
3395
|
MY SWEET PRINCE by @Vini | Stardance
|
Vini
|
1
|
12.0
|
64
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T03:59:47Z", "hours": 12.0, "multiplier": 5.52, "payout": 64, "blessing": "neutral", "text": "This project has taken a significant amount of my life I know it only says 12h but that’s just the amount of time i’ve been working on it since stardance started", "repo": "https://github.com/wildevi26250-tech/MY-SWEET-PRINCE", "demo": "https://celadon-semifreddo-4bbbb5.netlify.app/"}]...
|
[{"post_id": 8904, "ts": "2026 [{"post_id": 8904, "ts": "2026-06-14T20:20:33Z", "hours": 1.8322, "text": "Yesterday I made this settings menu work it has full screen volume controls and level saves. I also added some of the finishing touches to the last level. I once again ask for people to test my game and give me feedback thank you and good bye"}, {"post_id": 7912, "ts": "2026-06-13T06:05:23Z", "hours": 2.1731, "text": "I fixed alot of stuff and added a half of a settings menu"}, {"post_id": 7331, "ts": "2026-06-12T07:07:40Z", "hours": 3.8925, "text": "Fixed alot of stuff and added new level"}, {"post_id": 4081, "ts": "2026-06-07T08:36:17Z", "hours": 1.4181, "text": "BUGS & MINOR IMPROVEMENTS"}, {"post_id": 2608, "ts": "2026-06-05T07:14:08Z", "hours": 2.9469, "text": "ADDED LIGHTING MAJOR GAME FEATURES MUSIC FOR EACH LEVEL"}]...
|
Title: MY SWEET PRINCE by @Vini | Stardance
Devlo Title: MY SWEET PRINCE by @Vini | Stardance
Devlogs:
ADDED LIGHTING MAJOR GAME FEATURES MUSIC FOR EACH LEVEL
BUGS & MINOR IMPROVEMENTS
Fixed alot of stuff and added new level
I fixed alot of stuff and added a half of a settings menu
Yesterday I made this settings menu work it has full screen volume controls and level saves. I also added some of the finishing touches to the last level. I once again ask for people to test my game and give me feedback thank you and good bye
Ships:
This project has taken a significant amount of my life I know it only says 12h but that’s just the amount of time i’ve been working on it since stardance started...
|
1793084092.3168957
|
1793170492.3168957
|
|
13134
|
Camera Mods by @henryozhao | Stardance
|
henryozhao
|
0
|
7.97
|
0
|
[]
|
[{"post_id": 8901, "ts": "2026 [{"post_id": 8901, "ts": "2026-06-14T20:18:17Z", "hours": 7.9728, "text": "Not polished but finished"}]...
|
Title: Camera Mods by @henryozhao | Stardance
Dev Title: Camera Mods by @henryozhao | Stardance
Devlogs:
Not polished but finished...
|
1792511325.1904716
|
1793116125.1904716
|
|
14285
|
My first slack bot! by @D4LM | Stardance
|
D4LM
|
1
|
3.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T15:15:35Z", "hours": 3.0, "multiplier": 1.11, "payout": 3, "blessing": "neutral", "text": "I made a Slack Bot. The challenging part of the bot was using Slack Bot Go’s API and also finding a way to mitigate the Slack Timeout issue. If the bot somehow goes offline for some reason, DM me!", "repo": "https://github.com/D4LMwastaken/D4LM-Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8X2G56NT"}]...
|
[{"post_id": 8897, "ts": "2026 [{"post_id": 8897, "ts": "2026-06-14T20:15:53Z", "hours": 0.7431, "text": "Added many commands: /d4lm-help, /d4lm-catfact and /d4lm-joke"}, {"post_id": 7186, "ts": "2026-06-12T00:05:12Z", "hours": 1.7264, "text": "Finally figured out why Slack will not let me message back, there is a 3-second timeout. Also, it now generates ascii art!"}, {"post_id": 5715, "ts": "2026-06-09T16:43:26Z", "hours": 0.4003, "text": "Finished the tutorial!"}]...
|
Title: My first slack bot! by @D4LM | Stardance
D Title: My first slack bot! by @D4LM | Stardance
Devlogs:
Finished the tutorial!
Finally figured out why Slack will not let me message back, there is a 3-second timeout. Also, it now generates ascii art!
Added many commands: /d4lm-help, /d4lm-catfact and /d4lm-joke
Ships:
I made a Slack Bot. The challenging part of the bot was using Slack Bot Go’s API and also finding a way to mitigate the Slack Timeout issue. If the bot somehow goes offline for some reason, DM me!...
|
1792983277.224296
|
1793069677.224296
|
|
18799
|
LitePad by @chiron_dev8 | Stardance
|
chiron_dev8
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T20:15:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "LitePad! LitePad is a 6 key, 2x3 keypad with a rotary encoder, OLED display and an RGB LED using QMK firmware. The aim for this project is to create a simple macropad to control govee smart LED bulbs via a host PC! Features: Awesome case! 128x32 OLED Display EC11 Rotary Encoder 1 WS2812B RGB LED 6 Keys CAD Model: Uses 4 M3 Screws to hold the two parts of the case together. The PCB is placed inside the case with a cutout for every component and USB port. Designed in Autodesk Fusion in a Windows 11 VM (I use gentoo linux but I hate FreeCAD) Firmware: Currently unfinished as I am new to QMK. I will soon add features to communicate with a host PC with serial which will then control the govee lights. Currently it sits around and does nothing. What you need to make this keypad thingy: 6x Cherry MX switches 6x DSA Keycaps 4x M3 16mm bolts 6x 1N4148 Diodes 1x WS2812B LED 1x 0.91\" 128x32 OLED Display 1x EC11 Rotary Encoder 1x XIAO RP2040 1x Case (1x Bottom part, 1x Top part) Some love <3 Extras: Thank you to Hack Club for being awesome and supporting me :) (Also I need work experience…)", "repo": "https://github.com/Chiron8/LitePad", "demo": ""}]...
|
[{"post_id": 8896, "ts": "2026 [{"post_id": 8896, "ts": "2026-06-14T20:12:00Z", "hours": 0.5736, "text": "I have finished version 1 of LitePad! When I have built it, I will start working on the Govee integration!"}]...
|
Title: LitePad by @chiron_dev8 | Stardance
Devlog Title: LitePad by @chiron_dev8 | Stardance
Devlogs:
I have finished version 1 of LitePad! When I have built it, I will start working on the Govee integration!
Ships:
LitePad! LitePad is a 6 key, 2x3 keypad with a rotary encoder, OLED display and an RGB LED using QMK firmware. The aim for this project is to create a simple macropad to control govee smart LED bulbs via a host PC! Features: Awesome case! 128x32 OLED Display EC11 Rotary Encoder 1 WS2812B RGB LED 6 Keys CAD Model: Uses 4 M3 Screws to hold the two parts of the case together. The PCB is placed inside the case with a cutout for every component and USB port. Designed in Autodesk Fusion in a Windows 11 VM (I use gentoo linux but I hate FreeCAD) Firmware: Currently unfinished as I am new to QMK. I will soon add features to communicate with a host PC with serial which will then control the govee lights. Currently it sits around and does nothing. What you need to make this keypad thingy: 6x Cherry MX switches 6x DSA Keycaps 4x M3 16mm bolts 6x 1N4148 Diodes 1x WS2812B LED 1x 0.91" 128x32 OLED Display 1x EC11 Rotary Encoder 1x XIAO RP2040 1x Case (1x Bottom part, 1x Top part) Some love <3 Extras: Thank you to Hack Club for being awesome and supporting me :) (Also I need work experience…)...
|
1792986769.7984464
|
1793073169.7984464
|
|
6597
|
Project ASCEND by @haidenwery | Stardance
|
haidenwery
|
0
|
9.82
|
0
|
[]
|
[{"post_id": 8895, "ts": "2026 [{"post_id": 8895, "ts": "2026-06-14T20:11:26Z", "hours": 6.2256, "text": "After working a lot on the old Hackpad, I was unsatisfied with how it was turning out and realized it was too simple of a macro pad. I have pivoted my original Hackpad into something different. I started to design the Hackpad into my new idea using Figma and now I have to restart my PCB schematic to better fit the layout. It will have one rotary control, one OLED screen, and 12 keys."}, {"post_id": 5342, "ts": "2026-06-09T02:28:36Z", "hours": 2.2644, "text": "I have completed the schematic of the Hackpad. I am now making sure there are no errors before I continue onto the next steps."}, {"post_id": 5148, "ts": "2026-06-08T20:44:03Z", "hours": 1.3281, "text": "I have started on one of the missions available: Hackpad. I spent the first hour learning the basics of KiCad."}]...
|
Title: Project ASCEND by @haidenwery | Stardance
Title: Project ASCEND by @haidenwery | Stardance
Devlogs:
I have started on one of the missions available: Hackpad. I spent the first hour learning the basics of KiCad.
I have completed the schematic of the Hackpad. I am now making sure there are no errors before I continue onto the next steps.
After working a lot on the old Hackpad, I was unsatisfied with how it was turning out and realized it was too simple of a macro pad. I have pivoted my original Hackpad into something different. I started to design the Hackpad into my new idea using Figma and now I have to restart my PCB schematic to better fit the layout. It will have one rotary control, one OLED screen, and 12 keys....
|
1792792111.9917445
|
1793396911.9917445
|
|
9136
|
petpad by @Arkfiler | Stardance
|
Arkfiler
|
0
|
0.82
|
0
|
[]
|
[{"post_id": 8893, "ts": "2026 [{"post_id": 8893, "ts": "2026-06-14T20:08:03Z", "hours": 0.8222, "text": "finish the PCB of my petpad i did not use it. But its a way to reduce pin.So u can include more part. https://kbd.news/Improved-square-matrix-1415.html"}]...
|
Title: petpad by @Arkfiler | Stardance
Devlogs:
f Title: petpad by @Arkfiler | Stardance
Devlogs:
finish the PCB of my petpad i did not use it. But its a way to reduce pin.So u can include more part. https://kbd.news/Improved-square-matrix-1415.html...
|
1792587064.4915001
|
1793191864.4915001
|
|
16190
|
Apollo mission simulator by @prajithvishnur | Star Apollo mission simulator by @prajithvishnur | Stardance...
|
prajithvishnur
|
1
|
1.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T02:48:52Z", "hours": 1.0, "multiplier": 15.2, "payout": 15, "blessing": "neutral", "text": "I think I have finished version one of the game. I am now going to ship. I hope you all enjoy it, and I can’t wait for the feedback!!!", "repo": "https://github.com/prajith-vishnu/apollo13-mission-critical", "demo": "https://prajith-vishnu.github.io/apollo13-mission-critical/"}]...
|
[{"post_id": 8891, "ts": "2026 [{"post_id": 8891, "ts": "2026-06-14T20:06:57Z", "hours": 0.5925, "text": "Got a lot of scenarios for the game built. It’s going pretty well, also hosting it on git."}, {"post_id": 6893, "ts": "2026-06-11T15:40:09Z", "hours": 0.3906, "text": "created a start screen that i think looks rlly cool. hope to turn this into an awesome space game."}]...
|
Title: Apollo mission simulator by @prajithvishnur Title: Apollo mission simulator by @prajithvishnur | Stardance
Devlogs:
created a start screen that i think looks rlly cool. hope to turn this into an awesome space game.
Got a lot of scenarios for the game built. It’s going pretty well, also hosting it on git.
Ships:
I think I have finished version one of the game. I am now going to ship. I hope you all enjoy it, and I can’t wait for the feedback!!!...
|
1792982965.0344255
|
1793069365.0344255
|
|
18716
|
My first slack bot! by @ahtishamulhaq | Stardance
|
ahtishamulhaq
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T09:43:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built StudyBuddy Bot using Node.js and Slack Bolt. It includes three slash commands: /studybuddy-ping, /studybuddy-hello, and /studybuddy-fact. The most challenging part was setting up Slack, GitHub, and connecting everything correctly. I’m proud that I got the bot working and responding to commands. To test the project, use the slash commands in Slack and the bot will respond automatically.", "repo": "https://github.com/ahtishamulhaqcontact-tech/studybuddy-bot", "demo": "https://youtu.be/NuKAw4AQVnA?si=35KP37hBK-mbsgCy"}]...
|
[{"post_id": 8885, "ts": "2026 [{"post_id": 8885, "ts": "2026-06-14T19:57:50Z", "hours": 0.5331, "text": "Today I built my first Slack bot called StudyBuddy using Node.js and Slack Bolt. I configured the Slack app, connected it to my workspace, and created slash commands including: /studybuddy-ping /studybuddy-hello /studybuddy-fact I also learned how to troubleshoot errors, manage environment variables, restart the bot, and test commands in Slack. I improved the responses of the bot and successfully got it running."}]...
|
Title: My first slack bot! by @ahtishamulhaq | Sta Title: My first slack bot! by @ahtishamulhaq | Stardance
Devlogs:
Today I built my first Slack bot called StudyBuddy using Node.js and Slack Bolt. I configured the Slack app, connected it to my workspace, and created slash commands including: /studybuddy-ping /studybuddy-hello /studybuddy-fact I also learned how to troubleshoot errors, manage environment variables, restart the bot, and test commands in Slack. I improved the responses of the bot and successfully got it running.
Ships:
I built StudyBuddy Bot using Node.js and Slack Bolt. It includes three slash commands: /studybuddy-ping, /studybuddy-hello, and /studybuddy-fact. The most challenging part was setting up Slack, GitHub, and connecting everything correctly. I’m proud that I got the bot working and responding to commands. To test the project, use the slash commands in Slack and the bot will respond automatically....
|
1792983125.6983538
|
1793069525.6983538
|
|
11024
|
TRACE by @tim_kopeszky | Stardance
|
tim_kopeszky
|
0
|
15.82
|
0
|
[]
|
[{"post_id": 8879, "ts": "2026 [{"post_id": 8879, "ts": "2026-06-14T19:53:02Z", "hours": 12.5625, "text": "Finished the schematic What’s New Added the functionality of an oscilloscope using the AD9283 ADC clocked at 50 MHz Cancelled the DAC (now only signal generation using the AD9833 for sine, square and triangle) Added the functionality to choose the voltage of the ISP programmer in software (with hardware safety) Next Steps Double check the schematic Start PCB layout"}, {"post_id": 4824, "ts": "2026-06-08T10:32:00Z", "hours": 3.2569, "text": "TRACE Update 1 What’s New Defined architecture: two MCUs RP2350 handles logic analyzer, programmers and function generation ESP32-S3 handles WiFi, web UI and AI agent Selected key components: ADS1115 for voltage measurement, AD9833 for function generator, MCP4922 as DAC Started KiCad schematic — analog power section with split ground plane done Interface WiFi: access from any device (phone, PC) via web UI USB: direct connection to host for PulseView (logic analyzer) AI integration: Claude agent to control the instrument Describe your problem in plain language and Claude automatically measures and diagnoses it Next Steps Complete ESP32-S3 and RP2350 schematics Start PCB layout"}]...
|
Title: TRACE by @tim_kopeszky | Stardance
Devlogs Title: TRACE by @tim_kopeszky | Stardance
Devlogs:
TRACE Update 1 What’s New Defined architecture: two MCUs RP2350 handles logic analyzer, programmers and function generation ESP32-S3 handles WiFi, web UI and AI agent Selected key components: ADS1115 for voltage measurement, AD9833 for function generator, MCP4922 as DAC Started KiCad schematic — analog power section with split ground plane done Interface WiFi: access from any device (phone, PC) via web UI USB: direct connection to host for PulseView (logic analyzer) AI integration: Claude agent to control the instrument Describe your problem in plain language and Claude automatically measures and diagnoses it Next Steps Complete ESP32-S3 and RP2350 schematics Start PCB layout
Finished the schematic What’s New Added the functionality of an oscilloscope using the AD9283 ADC clocked at 50 MHz Cancelled the DAC (now only signal generation using the AD9833 for sine, square and triangle) Added the functionality to choose the voltage of the ISP programmer in software (with hardware safety) Next Steps Double check the schematic Start PCB layout...
|
1792759672.7116647
|
1793364472.7116647
|
|
18769
|
Dungeon Python game by @jshrihankumar | Stardance
|
jshrihankumar
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T15:19:34Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 2D dungeon crawler game using Python and Pygame. In the game, the player moves through a randomly generated dungeon made of rooms and corridors. The goal is to reach the exit while avoiding enemies and collecting healing items. The dungeon changes every time you play, so each run feels different. The game also includes basic enemy AI, where enemies either wander around or chase the player if they get close. The hardest part of making this game was the dungeon generation system. At first, a lot of the maps I made had problems like rooms not connecting or the exit being unreachable. It took a lot of testing and fixing to make sure every dungeon is actually playable. Another challenge was the enemy AI because I didn’t use advanced pathfinding, so I had to make a simpler system that still feels like the enemies are chasing you. Balancing the game was also tricky because changing small things like damage or enemy count could make the game too easy or too hard. I’m proud that I was able to build a full working game that actually feels different every time you play. The dungeon generation works, the enemies behave in a somewhat smart way, and there are clear win and lose conditions. I also like that I kept everything in one Python file but still made it work as a complete game. To test the game, use W, A, S, D to move around. Try to avoid the red enemies because they will damage you if they touch you. Pick up green items to heal yourself. The goal is to reach the yellow/gold exit tile to win. If your health drops to zero, you lose and can restart the game.", "repo": "https://github.com/jshrihankumar-dev/dungeon", "demo": "https://dungeon-crawler-master--shrihanjadigam.replit.app/"}]...
|
[{"post_id": 8870, "ts": "2026 [{"post_id": 8870, "ts": "2026-06-14T19:26:48Z", "hours": 11.4539, "text": "Devlog: Building a Roguelike RPG in Pure Python The original goal was pretty simple: build a fully playable terminal roguelike from scratch in one Python file. No game engine, no outside frameworks, just the standard library and a lot of free time. Most of the systems worked fine on their own for a while. Combat felt decent, dungeon generation was working, and items loaded correctly. But getting everything to actually work together was way harder than expected. FOV, enemy AI, status effects, and saving all needed to talk to each other and there were a lot of moments where killing an enemy would crash the save, or a spell would try to hit something that didn’t exist anymore. That couldn’t stay broken once boss fights and multi-floor progression needed to actually function. So most of the work became just making all the pieces cooperate reliably. The Goal For the game to actually feel good: Procedural dungeons should feel different every single run Combat should have real depth, resistances, crits, status effects and all that Enemies should do more than just walk straight at you The save system should handle any game state without breaking Bosses should actually feel scary, not just be big HP sponges For the code side: Everything needs to serialize to and from JSON cleanly No weird dependency loops between the combat engine, dungeon, and player What Changed The dungeon generator now uses BSP room placement instead of just scattering rooms randomly. Enemy AI got split into 9 different behavior types including chase, patrol, ranged, ambush, support, berserk, flee, guard, and idle, instead of one giant mess of if statements. Status effects now tick on both the player and enemies every turn separately. I also completely rewrote the FOV using shadowcasting across all 8 octants which honestly took way longer than it should have. What Actually Broke Pretty much everything had issues at some point. The shadowcasting FOV has a bug on the northeast octant where some walls stay invisible when they should be visible. Still figuring that one out. Saving in the middle of combat sometimes drops enemy status effect potency on reload. The duration saves fine but potency resets to 1 for some reason. The floor 6 shop occasionally spawns completely empty if the floor RNG hits a certain seed. No idea why yet. Boss loot is guaranteed to drop but sometimes lands on a wall tile if the boss dies in a bad spot. What’s Next Fixing the FOV bug, patching the save and load status issue, and adding actual targeting for spells so they stop just auto hitting the nearest visible enemy. After that probably more boss phases and a high score system. It’s playable and honestly pretty fun. Just not finished yet."}]...
|
Title: Dungeon Python game by @jshrihankumar | Sta Title: Dungeon Python game by @jshrihankumar | Stardance
Devlogs:
Devlog: Building a Roguelike RPG in Pure Python The original goal was pretty simple: build a fully playable terminal roguelike from scratch in one Python file. No game engine, no outside frameworks, just the standard library and a lot of free time. Most of the systems worked fine on their own for a while. Combat felt decent, dungeon generation was working, and items loaded correctly. But getting everything to actually work together was way harder than expected. FOV, enemy AI, status effects, and saving all needed to talk to each other and there were a lot of moments where killing an enemy would crash the save, or a spell would try to hit something that didn’t exist anymore. That couldn’t stay broken once boss fights and multi-floor progression needed to actually function. So most of the work became just making all the pieces cooperate reliably. The Goal For the game to actually feel good: Procedural dungeons should feel different every single run Combat should have real depth, resistances, crits, status effects and all that Enemies should do more than just walk straight at you The save system should handle any game state without breaking Bosses should actually feel scary, not just be big HP sponges For the code side: Everything needs to serialize to and from JSON cleanly No weird dependency loops between the combat engine, dungeon, and player What Changed The dungeon generator now uses BSP room placement instead of just scattering rooms randomly. Enemy AI got split into 9 different behavior types including chase, patrol, ranged, ambush, support, berserk, flee, guard, and idle, instead of one giant mess of if statements. Status effects now tick on both the player and enemies every turn separately. I also completely rewrote the FOV using shadowcasting across all 8 octants which honestly took way longer than it should have. What Actually Broke Pretty much everything had issues at some point. The shadowcasting FOV has a bug on the northeast octant where some walls stay invisible when they should be visible. Still figuring that one out. Saving in the middle of combat sometimes drops enemy status effect potency on reload. The duration saves fine but potency resets to 1 for some reason. The floor 6 shop occasionally spawns completely empty if the floor RNG hits a certain seed. No idea why yet. Boss loot is guaranteed to drop but sometimes lands on a wall tile if the boss dies in a bad spot. What’s Next Fixing the FOV bug, patching the save and load status issue, and adding actual targeting for spells so they stop just auto hitting the nearest visible enemy. After that probably more boss phases and a high score system. It’s playable and honestly pretty fun. Just not finished yet.
Ships:
I made a 2D dungeon crawler game using Python and Pygame. In the game, the player moves through a randomly generated dungeon made of rooms and corridors. The goal is to reach the exit while avoiding enemies and collecting healing items. The dungeon changes every time you play, so each run feels different. The game also includes basic enemy AI, where enemies either wander around or chase the player if they get close. The hardest part of making this game was the dungeon generation system. At first, a lot of the maps I made had problems like rooms not connecting or the exit being unreachable. It took a lot of testing and fixing to make sure every dungeon is actually playable. Another challenge was the enemy AI because I didn’t use advanced pathfinding, so I had to make a simpler system that still feels like the enemies are chasing you. Balancing the game was also tricky because changing small things like damage or enemy count could make the game too easy or too hard. I’m proud that I was able to build a full working game that actually feels different every time you play. The dungeon generation works, the enemies behave in a somewhat smart way, and there are clear win and lose conditions. I also like that I kept everything in one Python file but still made it work as a complete game. To test the game, use W, A, S, D to move around. Try to avoid the red enemies because they will damage you if they touch you. Pick up green items to heal yourself. The goal is to reach the yellow/gold exit tile to win. If your health drops to zero, you lose and can restart the game....
|
1792990116.020588
|
1793076516.020588
|
|
1601
|
The House App by @OrigamiKing3612 | Stardance
|
OrigamiKing3612
|
0
|
43.9
|
0
|
[]
|
[{"post_id": 8860, "ts": "2026 [{"post_id": 8860, "ts": "2026-06-14T19:08:14Z", "hours": 18.5153, "text": "I kinda forgot about this…. I have been working on a few things. I migrated the app to use Vite+ and oxlint and oxfmt. I didn’t have a formatter or linter on the frontend because i didn’t like eslint. So its nice to have those now. I also finally fixed the issue where on login everything was fetched twice. I also made the whole announcements page better. They now live update and have cool animations. If you are in the app when a announcement is posted a notification shows up that you can click. I also added paging so it doesn’t fetch every announcement from the whole year… I just started working on fixing my login system to better handle actions that need to be completed, like setting up MFA or changing a one time password."}, {"post_id": 3876, "ts": "2026-06-06T23:19:50Z", "hours": 6.3253, "text": "I just finished this curtain type thing for hiding the standings during a game. This is meant to build suspense or let the game manager reveal the winner how ever they want. It uses a websocket for the live updates so i just made a message type for hiding and showing. Next up is actually saving the hidden state and making sure users joining have theirs hidden too. Im also trying to figure out a way to prevent inspecting to figure out the winner. Right now i just use a v-if to get rid of the points container when its hidden. I also did a lot of cleaning up my code and fixing smaller bugs"}, {"post_id": 2880, "ts": "2026-06-05T19:37:43Z", "hours": 12.9314, "text": "I have been working on fixing bugs and cleaning up The House App server. I also finished a “makeover” of the announcements. I cleaned up this page and added editing support. I also added another websocket for the announcements so now they live update. There is still some stuff i want to do but this is what i have so far."}, {"post_id": 1129, "ts": "2026-06-02T23:26:44Z", "hours": 3.7261, "text": "Ive been working on this new presentation mode. When the app was being presented on a bigger screen i noticed it was really hard to use. So this should help fix it, along with making the points font size bigger. I really like the animations"}, {"post_id": 368, "ts": "2026-06-01T18:24:43Z", "hours": 2.3994, "text": "I just finishing migrating all of my emails to templ files instead of html files embedded in variables with go embed. I did this because i wanted typechecking for each email so I never missed a parameter. I like this so much better because I don’t need so much extra code just to use use them."}]...
|
Title: The House App by @OrigamiKing3612 | Stardan Title: The House App by @OrigamiKing3612 | Stardance
Devlogs:
I just finishing migrating all of my emails to templ files instead of html files embedded in variables with go embed. I did this because i wanted typechecking for each email so I never missed a parameter. I like this so much better because I don’t need so much extra code just to use use them.
Ive been working on this new presentation mode. When the app was being presented on a bigger screen i noticed it was really hard to use. So this should help fix it, along with making the points font size bigger. I really like the animations
I have been working on fixing bugs and cleaning up The House App server. I also finished a “makeover” of the announcements. I cleaned up this page and added editing support. I also added another websocket for the announcements so now they live update. There is still some stuff i want to do but this is what i have so far.
I just finished this curtain type thing for hiding the standings during a game. This is meant to build suspense or let the game manager reveal the winner how ever they want. It uses a websocket for the live updates so i just made a message type for hiding and showing. Next up is actually saving the hidden state and making sure users joining have theirs hidden too. Im also trying to figure out a way to prevent inspecting to figure out the winner. Right now i just use a v-if to get rid of the points container when its hidden. I also did a lot of cleaning up my code and fixing smaller bugs
I kinda forgot about this…. I have been working on a few things. I migrated the app to use Vite+ and oxlint and oxfmt. I didn’t have a formatter or linter on the frontend because i didn’t like eslint. So its nice to have those now. I also finally fixed the issue where on login everything was fetched twice. I also made the whole announcements page better. They now live update and have cool animations. If you are in the app when a announcement is posted a notification shows up that you can click. I also added paging so it doesn’t fetch every announcement from the whole year… I just started working on fixing my login system to better handle actions that need to be completed, like setting up MFA or changing a one time password....
|
1792630035.65965
|
1793234835.65965
|
|
2228
|
mice's website by @Mice | Stardance
|
Mice
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T20:11:32Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I decided to redo my old website, since it was esstentially just a page with my socials and not anything related to me. I decided to add animations and a liquid glass vibe to it to replicate fluid movement. I also added sounds that fit the late 2000’s-early 2010’s vibe of the internet.", "repo": "https://github.com/miceoroni/website-v2", "demo": "https://miceoroni.xyz"}]...
|
[{"post_id": 886, "ts": "2026- [{"post_id": 886, "ts": "2026-06-02T16:38:32Z", "hours": 1.1169, "text": "added animations! also fixed mobile support so we should be good in terms of mobile stuff"}, {"post_id": 389, "ts": "2026-06-01T19:08:15Z", "hours": 1.1083, "text": "Started work on this website. decided to change everything over to bootstrap and make it look kinda “liquid glassy”. i added the nxe’s button sounds because it kinda fits the aesthetic a little bit. things i liked: working with html things i need to improve: move the cards from the titlebar. make everything more animated (in/out animations, hover, etc)"}]...
|
Title: mice's website by @Mice | Stardance
De Title: mice's website by @Mice | Stardance
Devlogs:
Started work on this website. decided to change everything over to bootstrap and make it look kinda “liquid glassy”. i added the nxe’s button sounds because it kinda fits the aesthetic a little bit. things i liked: working with html things i need to improve: move the cards from the titlebar. make everything more animated (in/out animations, hover, etc)
added animations! also fixed mobile support so we should be good in terms of mobile stuff
Ships:
I decided to redo my old website, since it was esstentially just a page with my socials and not anything related to me. I decided to add animations and a liquid glass vibe to it to replicate fluid movement. I also added sounds that fit the late 2000’s-early 2010’s vibe of the internet....
|
1792997520.7055867
|
1793083920.7055867
|
|
458
|
Relay by @Str-F | Stardance
|
Str-F
|
0
|
3.67
|
0
|
[]
|
[{"post_id": 8859, "ts": "2026 [{"post_id": 8859, "ts": "2026-06-14T19:05:17Z", "hours": 3.6708, "text": "Set up my project and made the first basic UI! I created a new Tauri v2 Project with tailwind and shadcn. Then i set up my basic file tree and started working on the UI. For now i made the basic mail program 3 rows ui. on the left you can create a new email (dont made that yet |: ) and see your foldern (i used fake email data for all the stuff because i didnt do any backend yet). the top bar was very weird to make because i dont wanted the os native title bar so i wanted my own. so i first had to find out how to make the window close and minimize and also let the user drag around the window. and the other two tabs, yea idk just a normal ui i guess.. BUT this should not stay llike this! i reallly want to try making something special. mhhh maybe like an state based mail program. like yk these boards they have where u have rows with new, in progress, done etc. maybe this is a idea, idk yet. ALSO i want to make it fully keyboard only usable and let the user write and read mails from the terminal, yeah terminal! next i will finish the ui and start on the backend. ohh and here is a screenshot of my app by now too!"}]...
|
Title: Relay by @Str-F | Stardance
Devlogs:
Set u Title: Relay by @Str-F | Stardance
Devlogs:
Set up my project and made the first basic UI! I created a new Tauri v2 Project with tailwind and shadcn. Then i set up my basic file tree and started working on the UI. For now i made the basic mail program 3 rows ui. on the left you can create a new email (dont made that yet |: ) and see your foldern (i used fake email data for all the stuff because i didnt do any backend yet). the top bar was very weird to make because i dont wanted the os native title bar so i wanted my own. so i first had to find out how to make the window close and minimize and also let the user drag around the window. and the other two tabs, yea idk just a normal ui i guess.. BUT this should not stay llike this! i reallly want to try making something special. mhhh maybe like an state based mail program. like yk these boards they have where u have rows with new, in progress, done etc. maybe this is a idea, idk yet. ALSO i want to make it fully keyboard only usable and let the user write and read mails from the terminal, yeah terminal! next i will finish the ui and start on the backend. ohh and here is a screenshot of my app by now too!...
|
1792561768.7451892
|
1793166568.7451892
|
|
17790
|
My first slack bot! by @lyricMel | Stardance
|
lyricMel
|
0
|
0.53
|
0
|
[]
|
[{"post_id": 8840, "ts": "2026 [{"post_id": 8840, "ts": "2026-06-14T18:17:34Z", "hours": 0.5286, "text": "Devlog #1 Just working on a Slack bot as my first project as a beginner (still making the commands, this is just to make sure it works!) :)"}]...
|
Title: My first slack bot! by @lyricMel | Stardanc Title: My first slack bot! by @lyricMel | Stardance
Devlogs:
Devlog #1 Just working on a Slack bot as my first project as a beginner (still making the commands, this is just to make sure it works!) :)...
|
1792655477.4894257
|
1793260277.4894257
|
|
5064
|
Mein erste Mathe Quiz by @fetterDino | Stardance
|
fetterDino
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T11:53:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "es war hart weil es ist eine erst Project aber es hat mir sehr viel spaß gemacht", "repo": "https://gist.github.com/User123lap/819d449d33c68eedbec41f4d941eacfa", "demo": "https://user123lap.github.io/meine-erst-mathe-quiz/"}]...
|
[{"post_id": 884, "ts": "2026- [{"post_id": 884, "ts": "2026-06-02T16:38:11Z", "hours": 1.1631, "text": "Meinem erste Mathe Quiz"}]...
|
Title: Mein erste Mathe Quiz by @fetterDino | Star Title: Mein erste Mathe Quiz by @fetterDino | Stardance
Devlogs:
Meinem erste Mathe Quiz
Ships:
es war hart weil es ist eine erst Project aber es hat mir sehr viel spaß gemacht...
|
1792997473.6385546
|
1793083873.6385546
|
|
13910
|
OPHANIM by @Leo_ | Stardance
|
Leo_
|
0
|
0.45
|
0
|
[]
|
[{"post_id": 8838, "ts": "2026 [{"post_id": 8838, "ts": "2026-06-14T18:13:05Z", "hours": 0.4489, "text": "OPHANIM is a real‑time geospatial intelligence engine that fuses global sensor and data streams which is constantly monitored by an llm to detect and predict hostile events."}]...
|
Title: OPHANIM by @Leo_ | Stardance
Devlogs:
OPHA Title: OPHANIM by @Leo_ | Stardance
Devlogs:
OPHANIM is a real‑time geospatial intelligence engine that fuses global sensor and data streams which is constantly monitored by an llm to detect and predict hostile events....
|
1792551230.1365473
|
1793156030.1365473
|
|
18027
|
term11 by @thrx11 | Stardance
|
thrx11
|
0
|
3.78
|
0
|
[]
|
[{"post_id": 8832, "ts": "2026 [{"post_id": 8832, "ts": "2026-06-14T18:04:00Z", "hours": 3.2142, "text": "term11 well, i’m just trying to make a good terminal emulator from scratch, which I (and maybe others too) can daily drive. what has been implemented till now: it is currently a functioning graphically rendered terminal emulator written in C, it spawns a real bash shell, parses its ‘ANSI’ output and renders everything live using the SDL2 library. It’s still bad at handling interactive stuff like vim, but it can run all sorts of basic commands. a lot of stuff is still broken tho: you still cant see a visible cursor, ctrl+right/left doesnt work, ctrl+backspace wont delete, the window size is fixed, and there’s no clipboard!!! and for some reason my cpu runs too hot when I use term11, ehh maybe because im rendering everything from scratch in each frame. I’ll be implementing stuff one by one, fixing the broken stuff so stay tuned"}, {"post_id": 8137, "ts": "2026-06-13T16:08:58Z", "hours": 0.5675, "text": "a terminal emulator i am just interested in how computers work at the low levels, and i recently switched to linux from windows, the terminal is a very integral part of linux and i was quite curious how it really works"}]...
|
Title: term11 by @thrx11 | Stardance
Devlogs:
a t Title: term11 by @thrx11 | Stardance
Devlogs:
a terminal emulator i am just interested in how computers work at the low levels, and i recently switched to linux from windows, the terminal is a very integral part of linux and i was quite curious how it really works
term11 well, i’m just trying to make a good terminal emulator from scratch, which I (and maybe others too) can daily drive. what has been implemented till now: it is currently a functioning graphically rendered terminal emulator written in C, it spawns a real bash shell, parses its ‘ANSI’ output and renders everything live using the SDL2 library. It’s still bad at handling interactive stuff like vim, but it can run all sorts of basic commands. a lot of stuff is still broken tho: you still cant see a visible cursor, ctrl+right/left doesnt work, ctrl+backspace wont delete, the window size is fixed, and there’s no clipboard!!! and for some reason my cpu runs too hot when I use term11, ehh maybe because im rendering everything from scratch in each frame. I’ll be implementing stuff one by one, fixing the broken stuff so stay tuned...
|
1792731208.4699473
|
1793336008.4699473
|
|
18494
|
Wizard Excorcist by @Rafay0Imran | Stardance
|
Rafay0Imran
|
0
|
3.02
|
0
|
[]
|
[{"post_id": 8831, "ts": "2026 [{"post_id": 8831, "ts": "2026-06-14T18:03:43Z", "hours": 3.0167, "text": "Wizzardium Walk-iousa: You are a walker, Harry!"}]...
|
Title: Wizard Excorcist by @Rafay0Imran | Stardanc Title: Wizard Excorcist by @Rafay0Imran | Stardance
Devlogs:
Wizzardium Walk-iousa: You are a walker, Harry!...
|
1792767047.5458643
|
1793371847.5458643
|
|
3087
|
Poetry E-Reader by @I_Winters | Stardance
|
I_Winters
|
1
|
8.0
|
38
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T17:52:22Z", "hours": 8.0, "multiplier": 5.0, "payout": 38, "blessing": "neutral", "text": "I made a handheld Poetry E-Reader for my dad, who loves to read poetry but doesn’t want to carry around heavy books. I used LittleFS to store ~300 poems on an esp32c3, and soldered it to a 1.5” IIC OLED screen along with six buttons (navigation buttons + one power button). There were two large setbacks for this project: I realized that it wouldn’t be feasible to get the PCB I had designed manufactured, so I needed to switch gears and learn how to use perfboard, and my 3D-printer stopped working during the project so I needed to rush to fix it in order to make my case.", "repo": "https://github.com/imhwinters/Poetry-Reader", "demo": ""}]...
|
[{"post_id": 8824, "ts": "2026 [{"post_id": 8824, "ts": "2026-06-14T17:46:23Z", "hours": 2.6386, "text": "I finished the project! Soldered the components on perfboard, 3d-printed a case (I don’t have heatset inserts/screws so I just made it tight enough to friction fit), and finished the source code."}, {"post_id": 5309, "ts": "2026-06-09T01:22:45Z", "hours": 2.5422, "text": "I fixed two major bugs and started working on a new feature. I realized I won’t be able to have the PCB manufactured by my deadline (this weekend) so I’m going to assemble the project on perfboard."}, {"post_id": 4448, "ts": "2026-06-07T19:29:32Z", "hours": 0.9053, "text": "I’ve worked on the source code and sent the PCB off for manufacturing."}, {"post_id": 1877, "ts": "2026-06-04T02:50:10Z", "hours": 1.7733, "text": "Today I re-did the PCB and schematic so that the MCU could be flipped to the other side of the board, saving space."}, {"post_id": 1263, "ts": "2026-06-03T04:37:12Z", "hours": 0.5447, "text": "I started the project by making a simple schematic and PCB layout in kicad. I’m very new to kicad, so if I’ve made any glaring errors please point them out. Soon I’m going to route the board and design a case, as well as complete the code."}]...
|
Title: Poetry E-Reader by @I_Winters | Stardance
Title: Poetry E-Reader by @I_Winters | Stardance
Devlogs:
I started the project by making a simple schematic and PCB layout in kicad. I’m very new to kicad, so if I’ve made any glaring errors please point them out. Soon I’m going to route the board and design a case, as well as complete the code.
Today I re-did the PCB and schematic so that the MCU could be flipped to the other side of the board, saving space.
I’ve worked on the source code and sent the PCB off for manufacturing.
I fixed two major bugs and started working on a new feature. I realized I won’t be able to have the PCB manufactured by my deadline (this weekend) so I’m going to assemble the project on perfboard.
I finished the project! Soldered the components on perfboard, 3d-printed a case (I don’t have heatset inserts/screws so I just made it tight enough to friction fit), and finished the source code.
Ships:
I made a handheld Poetry E-Reader for my dad, who loves to read poetry but doesn’t want to carry around heavy books. I used LittleFS to store ~300 poems on an esp32c3, and soldered it to a 1.5” IIC OLED screen along with six buttons (navigation buttons + one power button). There were two large setbacks for this project: I realized that it wouldn’t be feasible to get the PCB I had designed manufactured, so I needed to switch gears and learn how to use perfboard, and my 3D-printer stopped working during the project so I needed to rush to fix it in order to make my case....
|
1792986491.3768811
|
1793072891.3768811
|
|
18111
|
The lost website by @MissHaieqa | Stardance
|
MissHaieqa
|
0
|
3.72
|
0
|
[]
|
[{"post_id": 8820, "ts": "2026 [{"post_id": 8820, "ts": "2026-06-14T17:39:54Z", "hours": 3.7172, "text": "Devlog #1 – The Lost Website Is Finally Live After weeks of planning, designing, rewriting, and testing, I’m excited to finally say that The Lost Website is complete. This project started with a simple idea: What if someone discovered a forgotten website that was never meant to be found? From there, it slowly grew into an archive of strange files, mysterious documents, hidden pages, and interconnected stories waiting to be uncovered. The goal was never to create a website that simply tells a story. Instead, I wanted visitors to feel like investigators. Every file, image, and piece of information exists for a reason. Some clues are obvious, while others are buried deeper within the archive. The more time you spend exploring, the more connections you’ll begin to notice. One of the biggest priorities during development was immersion. I wanted the experience to feel authentic—as though the website had existed for years before being rediscovered. That meant carefully designing the interface, organizing the archive, and removing anything that broke the illusion. The finished website contains multiple sections to explore, each holding its own mysteries and secrets. While it may appear straightforward at first glance, not everything is as it seems. There are hidden details, unusual patterns, and unanswered questions scattered throughout the archive. Creating this project taught me a lot about web design, storytelling, and how small details can completely change the way people experience a website. It challenged me to think differently about navigation, user interaction, and environmental storytelling. For now, The Lost Website is complete. The archive is open, the files are waiting, and the mystery is ready to be explored. Thank you to everyone who takes the time to visit and investigate. Good luck. You might need it."}]...
|
Title: The lost website by @MissHaieqa | Stardance Title: The lost website by @MissHaieqa | Stardance
Devlogs:
Devlog #1 – The Lost Website Is Finally Live After weeks of planning, designing, rewriting, and testing, I’m excited to finally say that The Lost Website is complete. This project started with a simple idea: What if someone discovered a forgotten website that was never meant to be found? From there, it slowly grew into an archive of strange files, mysterious documents, hidden pages, and interconnected stories waiting to be uncovered. The goal was never to create a website that simply tells a story. Instead, I wanted visitors to feel like investigators. Every file, image, and piece of information exists for a reason. Some clues are obvious, while others are buried deeper within the archive. The more time you spend exploring, the more connections you’ll begin to notice. One of the biggest priorities during development was immersion. I wanted the experience to feel authentic—as though the website had existed for years before being rediscovered. That meant carefully designing the interface, organizing the archive, and removing anything that broke the illusion. The finished website contains multiple sections to explore, each holding its own mysteries and secrets. While it may appear straightforward at first glance, not everything is as it seems. There are hidden details, unusual patterns, and unanswered questions scattered throughout the archive. Creating this project taught me a lot about web design, storytelling, and how small details can completely change the way people experience a website. It challenged me to think differently about navigation, user interaction, and environmental storytelling. For now, The Lost Website is complete. The archive is open, the files are waiting, and the mystery is ready to be explored. Thank you to everyone who takes the time to visit and investigate. Good luck. You might need it....
|
1792482756.3722954
|
1793087556.3722954
|
|
4839
|
My first slack bot! by @Namaami | Stardance
|
Namaami
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T17:24:42Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 24/7 slack bot which responds to slash commands. Overall, there were no significant issues faced by me and deploying it through Nest was a very fun process", "repo": "https://github.com/Namaami/Tonic-Slack-Bot", "demo": "https://youtube.com/shorts/K4zaOL7ct4w?si=MwY-6wcEI4PT7wN7"}]...
|
[{"post_id": 882, "ts": "2026- [{"post_id": 882, "ts": "2026-06-02T16:35:38Z", "hours": 0.5411, "text": "Shipped my Stardance project: Tonic 🚀 → AI-powered Slack bot → Slash command interface → Runs 24/7 on Nest → Built with Node.js + Slack APIs Probably spent more time debugging auth tokens than writing features 😭 Worth it."}]...
|
Title: My first slack bot! by @Namaami | Stardance Title: My first slack bot! by @Namaami | Stardance
Devlogs:
Shipped my Stardance project: Tonic 🚀 → AI-powered Slack bot → Slash command interface → Runs 24/7 on Nest → Built with Node.js + Slack APIs Probably spent more time debugging auth tokens than writing features 😭 Worth it.
Ships:
I made a 24/7 slack bot which responds to slash commands. Overall, there were no significant issues faced by me and deploying it through Nest was a very fun process...
|
1793083759.004802
|
1793170159.004802
|