|
66195
|
Greys Anatomy Game by @ayanambanerjee | Stardance
|
ayanambanerjee
|
0
|
19.08
|
0
|
[]
|
[{"post_id": 76614, "ts": "202 [{"post_id": 76614, "ts": "2026-10-04T05:41:08Z", "hours": 5.0325, "text": "The time has finally arrived- my game has background music! I finally gave in an watched a tutorial video which helped a lot. Adding music was part of developing the settings menu, which is complete until I think of more cool things to add. You can turn the music on and off, change the volume, and pick what song is playing. If anyone knows the deal with licensing and copyright I’d love to know, I picked real songs they play in the show but maybe that’s illegal?? I also added an animation to the hearts, it looks kind of bad but in a fun way I think. Next steps are debugging the pause menu, and fixing the win/lose screens."}, {"post_id": 76024, "ts": "2026-10-02T02:53:18Z", "hours": 3.0769, "text": "I have finished setting up my third (and probably final) minigame. This one was a trivia game, I debated having the user press a key to answer but thought it best to just go with buttons. This might mean its too similar to my second minigame, but I’ll see if it grows on me. I think next I’ll work on the win and lose screens, then it will finally be time for me to attempt music! If I have enough time, I also am thinking about adding some animation, and looking for a custom font for better aesthetics."}, {"post_id": 75839, "ts": "2026-10-01T09:38:42Z", "hours": 3.9947, "text": "I have now added a pause menu! This took a lot of debugging, but I think I’m learning a lot about Godot as I go. I also consolidated the code for all the minigame 1 levels into one, hopefully this makes it easier to edit. Plans now include working on minigame 2 as a bit of a mental break, and then trying to add the background music (I’m also considering adding a timer that runs throughout all the levels for a total time, might be too hard?)."}, {"post_id": 75794, "ts": "2026-10-01T05:07:08Z", "hours": 3.3753, "text": "I have been working on my existing minigames, and changing some styling. I added sublevels to the first minigame, proper level design still to come (they are too easy currently). I hope to add changeable background music, a pause game feature, and a third trivia minigame (I have given up on my dreams of doing pixel art, stock images will have to do)."}, {"post_id": 75180, "ts": "2026-09-29T12:24:02Z", "hours": 3.5958, "text": "I have been following the WarioWare mission, and so far I have the title screen, timer screen and first minigame all set up. It has been challenging working with a new program, this means I still have a lot of bugs to fix (you don’t progress in the game properly). The theme is Greys Anatomy (the best TV show ever made) only as a placeholder, I am planning on doing some art for it later."}]...
|
Title: Greys Anatomy Game by @ayanambanerjee | Sta Title: Greys Anatomy Game by @ayanambanerjee | Stardance
Devlogs:
I have been following the WarioWare mission, and so far I have the title screen, timer screen and first minigame all set up. It has been challenging working with a new program, this means I still have a lot of bugs to fix (you don’t progress in the game properly). The theme is Greys Anatomy (the best TV show ever made) only as a placeholder, I am planning on doing some art for it later.
I have been working on my existing minigames, and changing some styling. I added sublevels to the first minigame, proper level design still to come (they are too easy currently). I hope to add changeable background music, a pause game feature, and a third trivia minigame (I have given up on my dreams of doing pixel art, stock images will have to do).
I have now added a pause menu! This took a lot of debugging, but I think I’m learning a lot about Godot as I go. I also consolidated the code for all the minigame 1 levels into one, hopefully this makes it easier to edit. Plans now include working on minigame 2 as a bit of a mental break, and then trying to add the background music (I’m also considering adding a timer that runs throughout all the levels for a total time, might be too hard?).
I have finished setting up my third (and probably final) minigame. This one was a trivia game, I debated having the user press a key to answer but thought it best to just go with buttons. This might mean its too similar to my second minigame, but I’ll see if it grows on me. I think next I’ll work on the win and lose screens, then it will finally be time for me to attempt music! If I have enough time, I also am thinking about adding some animation, and looking for a custom font for better aesthetics.
The time has finally arrived- my game has background music! I finally gave in an watched a tutorial video which helped a lot. Adding music was part of developing the settings menu, which is complete until I think of more cool things to add. You can turn the music on and off, change the volume, and pick what song is playing. If anyone knows the deal with licensing and copyright I’d love to know, I picked real songs they play in the show but maybe that’s illegal?? I also added an animation to the hearts, it looks kind of bad but in a fun way I think. Next steps are debugging the pause menu, and fixing the win/lose screens....
|
1793094834.7829132
|
1793699634.7829132
|
|
67828
|
Arc Study Tracker by @flamex | Stardance
|
flamex
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T05:16:41Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i built this small corner of mine to track my study hours and hopefully plan the overall academic part of my life. it features different meaningful tools for better productivity like session logging through a timer, detailed insights of your sessions, and grade tracking. This is my first time making such a webapp so i had to use some help in AI but im really proud of what the result turned out to be. p.s. : I’ve been using this tracker regularly for tracking my progress The Database for the project is actually unified so if you track the hours in the website rn , it’ll be added to the main database of mine. I wanted to add multi user support but thats something im currently learning about and i didn’t have much idea of how to make the whole flow so next time ill make a web-app through react , ill add the multi user thing too and hopefully a fullstack project. YAYYYYYYYY LESGOOOOO", "repo": "https://github.com/Diparsan79/arc", "demo": "https://arc.fl4me.tech/"}]...
|
[{"post_id": 76610, "ts": "202 [{"post_id": 76610, "ts": "2026-10-04T05:11:29Z", "hours": 0.3003, "text": "Finally the working website is COMPLETE….. i built this small corner of mine to track my study hours and hopefully plan the overall academic part of my life. it features different meaningful tools for better productivity like session logging through a timer, detailed insights of your sessions, and grade tracking. After making LIT a terminal based python app , i wanted to learn more deeply by making an full stack app. Thats when i stumbled upon the idea for arc. I have tried many different kinds of study tracker apps but i wanted to make on of my own with my own kinda principles so i made THISSSSS. for some ai declarances I used ai as a programming mentor helping in different aspects of the site’s developmentai was used to help me structure some of the frontend components and some database structuring"}, {"post_id": 76604, "ts": "2026-10-04T04:47:09Z", "hours": 29.0542, "text": "I did fully thorough planning for the site with hand written features and brainstorms.(p.s. I actually did all this planning 2 or 3 days ago but i forgot to journal and share it here) i like to journal and document my projects but i forget about it. To sum up what ive done for the site till now: i made the timer html and js and im thinking of the log session taking you to the timer and then you can choose among different kinds of timings (pomodoro) or specific timers or just stopwatch and see where you’re going. im mostly going for the ipad aesthetics kinda thing where you start the timer and keep the ipad infront of you and you start studying. ( i plan on doing it after i buy the ipad through macondo after completing this and other projects) the social features are kinda hard for me but i think it’ll be quite challenging and tricky for me so i like that. I wanna add social layer where we can see our friends and so on but idk how that works as of now. so i gotta do a lott of research i think. HECK im still figuring out how the individual users will use it. im trynna get criticisms and learn from it. idk much javascript so i ask claude through sum gudd prompt engineering to review my js functionality that ive used and it helps me improve aswell"}]...
|
Title: Arc Study Tracker by @flamex | Stardance
D Title: Arc Study Tracker by @flamex | Stardance
Devlogs:
I did fully thorough planning for the site with hand written features and brainstorms.(p.s. I actually did all this planning 2 or 3 days ago but i forgot to journal and share it here) i like to journal and document my projects but i forget about it. To sum up what ive done for the site till now: i made the timer html and js and im thinking of the log session taking you to the timer and then you can choose among different kinds of timings (pomodoro) or specific timers or just stopwatch and see where you’re going. im mostly going for the ipad aesthetics kinda thing where you start the timer and keep the ipad infront of you and you start studying. ( i plan on doing it after i buy the ipad through macondo after completing this and other projects) the social features are kinda hard for me but i think it’ll be quite challenging and tricky for me so i like that. I wanna add social layer where we can see our friends and so on but idk how that works as of now. so i gotta do a lott of research i think. HECK im still figuring out how the individual users will use it. im trynna get criticisms and learn from it. idk much javascript so i ask claude through sum gudd prompt engineering to review my js functionality that ive used and it helps me improve aswell
Finally the working website is COMPLETE….. i built this small corner of mine to track my study hours and hopefully plan the overall academic part of my life. it features different meaningful tools for better productivity like session logging through a timer, detailed insights of your sessions, and grade tracking. After making LIT a terminal based python app , i wanted to learn more deeply by making an full stack app. Thats when i stumbled upon the idea for arc. I have tried many different kinds of study tracker apps but i wanted to make on of my own with my own kinda principles so i made THISSSSS. for some ai declarances I used ai as a programming mentor helping in different aspects of the site’s developmentai was used to help me structure some of the frontend components and some database structuring
Ships:
i built this small corner of mine to track my study hours and hopefully plan the overall academic part of my life. it features different meaningful tools for better productivity like session logging through a timer, detailed insights of your sessions, and grade tracking. This is my first time making such a webapp so i had to use some help in AI but im really proud of what the result turned out to be. p.s. : I’ve been using this tracker regularly for tracking my progress The Database for the project is actually unified so if you track the hours in the website rn , it’ll be added to the main database of mine. I wanted to add multi user support but thats something im currently learning about and i didn’t have much idea of how to make the whole flow so next time ill make a web-app through react , ill add the multi user thing too and hopefully a fullstack project. YAYYYYYYYY LESGOOOOO...
|
1793217147.4276648
|
1793303547.4276648
|
|
65861
|
ISO_VERSE by @IsoVoir | Stardance
|
IsoVoir
|
1
|
10.54
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T16:39:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? –> I made a personal portfolio website from scratch to showcase my bio, coding projects, and my own blog writing. Everything is neatly organized inside a folder called ISO_VERSE with clean, separate HTML, CSS, and JavaScript files, and it’s deployed live on the internet using GitHub Pages! What was challenging? –> Honestly, the biggest challenge was the structural cleanup. I originally built the entire website with the HTML, CSS, and JS all lumped together in a single file because it felt easier at the start. Figuring out how to properly split everything into separate files, link the paths correctly so the text animations didn’t break, and rename my files so GitHub Pages would actually recognize it as a live website was a massive learning curve. It felt like a mess for a bit, but pushing through that and organizing it professionally taught me a ton. What are you proud of? –> I’m incredibly proud of the custom navigation bar animations and the overall color contrast grading. I used AI as a debugging mentor to help me refine about 10 small visual bugs and get the code for those custom transitions working smoothly. Seeing those animations function perfectly on a live URL after all the trial-and-error feels amazing. I’m also proud that my GitHub commit history shows my whole journey from a rough draft to a finished project. What should people know so they can test your project? –>Because everything is organized inside a dedicated production directory, the live link requires you to look inside the folder! When you open my GitHub Pages URL, please make sure you include /ISO_VERSE/ at the very end of the link (like https://kumarishan0825.github.io/ISO_VERSE/ISO_VERSE/ ), otherwise it won’t load the homepage properly. Once you’re in, check out the smooth animations on the navigation bar!", "repo": "https://github.com/kumarishan0825/ISO_VERSE", "demo": "https://kumarishan0825.github.io/ISO_VERSE/ISO_VERSE/"}]...
|
[{"post_id": 76595, "ts": "202 [{"post_id": 76595, "ts": "2026-10-04T03:18:58Z", "hours": 1.3208, "text": "Polishing into new upgradation and more functionable and odd. Removed all the AI Assistance."}, {"post_id": 75521, "ts": "2026-09-30T10:55:43Z", "hours": 4.2161, "text": "I added 3 more new section to my personal site"}, {"post_id": 75239, "ts": "2026-09-29T15:37:17Z", "hours": 1.1406, "text": "With help of ai i diagnosed my website and fix the color grading and also tracking progress animation with css , and Re create the layout of my website compared to previous UI but I failed to start recording it to lapse so my 8 hrs does not shown here hu…."}, {"post_id": 74305, "ts": "2026-09-27T04:56:29Z", "hours": 1.9981, "text": "I did Glassmorphism on the header part, Linear gradient muddy animation through keyframes and also improve the colour combination of the website compared to the previous I made. I also add the typing effect to look more nice"}, {"post_id": 73833, "ts": "2026-09-26T03:43:45Z", "hours": 1.4172, "text": "Hi, I am Ishan and for a foundation i build My personal site. I update whenever i improve. So please rate my design out of 10."}]...
|
Title: ISO_VERSE by @IsoVoir | Stardance
Devlogs: Title: ISO_VERSE by @IsoVoir | Stardance
Devlogs:
Hi, I am Ishan and for a foundation i build My personal site. I update whenever i improve. So please rate my design out of 10.
I did Glassmorphism on the header part, Linear gradient muddy animation through keyframes and also improve the colour combination of the website compared to the previous I made. I also add the typing effect to look more nice
With help of ai i diagnosed my website and fix the color grading and also tracking progress animation with css , and Re create the layout of my website compared to previous UI but I failed to start recording it to lapse so my 8 hrs does not shown here hu….
I added 3 more new section to my personal site
Polishing into new upgradation and more functionable and odd. Removed all the AI Assistance.
Ships:
What did you make? –> I made a personal portfolio website from scratch to showcase my bio, coding projects, and my own blog writing. Everything is neatly organized inside a folder called ISO_VERSE with clean, separate HTML, CSS, and JavaScript files, and it’s deployed live on the internet using GitHub Pages! What was challenging? –> Honestly, the biggest challenge was the structural cleanup. I originally built the entire website with the HTML, CSS, and JS all lumped together in a single file because it felt easier at the start. Figuring out how to properly split everything into separate files, link the paths correctly so the text animations didn’t break, and rename my files so GitHub Pages would actually recognize it as a live website was a massive learning curve. It felt like a mess for a bit, but pushing through that and organizing it professionally taught me a ton. What are you proud of? –> I’m incredibly proud of the custom navigation bar animations and the overall color contrast grading. I used AI as a debugging mentor to help me refine about 10 small visual bugs and get the code for those custom transitions working smoothly. Seeing those animations function perfectly on a live URL after all the trial-and-error feels amazing. I’m also proud that my GitHub commit history shows my whole journey from a rough draft to a finished project. What should people know so they can test your project? –>Because everything is organized inside a dedicated production directory, the live link requires you to look inside the folder! When you open my GitHub Pages URL, please make sure you include /ISO_VERSE/ at the very end of the link (like https://kumarishan0825.github.io/ISO_VERSE/ISO_VERSE/ ), otherwise it won’t load the homepage properly. Once you’re in, check out the smooth animations on the navigation bar!...
|
1792965200.9274385
|
1793829200.9274385
|
|
67190
|
My awesome macropad! by @Zurnadurum505 | Stardance
|
Zurnadurum505
|
0
|
6.27
|
0
|
[]
|
[{"post_id": 76592, "ts": "202 [{"post_id": 76592, "ts": "2026-10-04T02:58:27Z", "hours": 4.7828, "text": "I am trying to figure out how can I wire this all, or do i need an expander route, but i guess I might have to need to get an expander route…ᓚ₍^ ◞ ‸ ◟^₎"}, {"post_id": 76326, "ts": "2026-10-03T06:37:32Z", "hours": 0.8, "text": "Started on my schematics for the Hackpad!ฅ^•ﻌ•^ฅ"}, {"post_id": 75797, "ts": "2026-10-01T05:18:02Z", "hours": 0.6833, "text": "Planning and designing my hackpad on paper."}]...
|
Title: My awesome macropad! by @Zurnadurum505 | St Title: My awesome macropad! by @Zurnadurum505 | Stardance
Devlogs:
Planning and designing my hackpad on paper.
Started on my schematics for the Hackpad!ฅ^•ﻌ•^ฅ
I am trying to figure out how can I wire this all, or do i need an expander route, but i guess I might have to need to get an expander route…ᓚ₍^ ◞ ‸ ◟^₎...
|
1793108884.716684
|
1793713684.716684
|
|
61490
|
Pisces Slack by @moebius | Stardance
|
moebius
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T21:22:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Well I made v1 of my slackbot Pisces that will function as an assistant for my main project Pisces! Currently it has 3 very basic commands, help, status, and ping. Test ping out ;) But in the future I plan to add several more commands that will connect to my main site and when I add firebase to it it will become super cool. I plan to make it so ppl can check their account status and like their hours on the website, their ranking, their current favorite planet and whatnot, and also mybe ill add a command that lets them check daily astro news that is grabbed from the main website which grabs it from other sources such as nasa etc.", "repo": "https://github.com/moebius1eq-dotcom/pisces-slack-bot", "demo": "https://moebius.hackclub.app/"}]...
|
[{"post_id": 76589, "ts": "202 [{"post_id": 76589, "ts": "2026-10-04T02:45:05Z", "hours": 1.1053, "text": "I built my slackbot for the stardance mission :). I used ai to help me debug some errors when trying to setup my slackbot locally and deploy it to nest for 24/7 but idk why the hackatime was glitching and it said like 70% of the time I spent on hackatime was by ai :/. Its ok though. I called it pisces :) its based off of my main project and cuz its my favorite constellation. I just implemented the basic commands tough. :/ I will add some more in the future but for now this is the current v1."}]...
|
Title: Pisces Slack by @moebius | Stardance
Devlo Title: Pisces Slack by @moebius | Stardance
Devlogs:
I built my slackbot for the stardance mission :). I used ai to help me debug some errors when trying to setup my slackbot locally and deploy it to nest for 24/7 but idk why the hackatime was glitching and it said like 70% of the time I spent on hackatime was by ai :/. Its ok though. I called it pisces :) its based off of my main project and cuz its my favorite constellation. I just implemented the basic commands tough. :/ I will add some more in the future but for now this is the current v1.
Ships:
Well I made v1 of my slackbot Pisces that will function as an assistant for my main project Pisces! Currently it has 3 very basic commands, help, status, and ping. Test ping out ;) But in the future I plan to add several more commands that will connect to my main site and when I add firebase to it it will become super cool. I plan to make it so ppl can check their account status and like their hours on the website, their ranking, their current favorite planet and whatnot, and also mybe ill add a command that lets them check daily astro news that is grabbed from the main website which grabs it from other sources such as nasa etc....
|
1793209729.7460856
|
1793296129.7460856
|
|
64031
|
deadpoolos by @arsenal4eva | Stardance
|
arsenal4eva
|
1
|
5.1
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T05:56:40Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made my own webOS, deadpool themed cos i simply love deadpool. Challenging part was the js it was quite tedious but it was very fun", "repo": "https://github.com/arsenal4eva/mywebOS", "demo": "https://arsenal4eva.github.io/mywebOS/"}]...
|
[{"post_id": 76588, "ts": "202 [{"post_id": 76588, "ts": "2026-10-04T02:35:54Z", "hours": 1.1967, "text": "Made a loading screen with 4 different types of animations, these animations are chosen randomly when page is loaded, or u can choose which animation by appending ?loader=spin/bounce/pulse/wobble to the end of the url"}, {"post_id": 73890, "ts": "2026-09-26T08:15:33Z", "hours": 0.8647, "text": "Removed all ai code and rewrote some of the css"}, {"post_id": 73380, "ts": "2026-09-25T01:28:11Z", "hours": 0.7644, "text": "Apparently i used too much ai in my styling so i removed the parts of css that were ai generated. The rest are human typed, with what i learnt from making my own website and the guide"}, {"post_id": 72644, "ts": "2026-09-23T12:41:45Z", "hours": 0.2786, "text": "Silly me makes another bad readme this time i learnt markdown to actually make a good one"}, {"post_id": 72548, "ts": "2026-09-23T05:54:44Z", "hours": 0.2728, "text": "Sadly i wanted to add a background music feature but the soundtrack i wanted was copyrighted so it had to be removed. Good news i updated my readme fixed some other issues and im ready to ship!"}, {"post_id": 72530, "ts": "2026-09-23T04:42:13Z", "hours": 0.4883, "text": "Second app done yay more js"}, {"post_id": 72522, "ts": "2026-09-23T03:56:25Z", "hours": 0.4019, "text": "First app on the way! Totally did not copy some js form rngdle"}, {"post_id": 72517, "ts": "2026-09-23T03:31:50Z", "hours": 1.2264, "text": "Done with my welcome page and draggable windows, now doing the apps"}]...
|
Title: deadpoolos by @arsenal4eva | Stardance
Dev Title: deadpoolos by @arsenal4eva | Stardance
Devlogs:
Done with my welcome page and draggable windows, now doing the apps
First app on the way! Totally did not copy some js form rngdle
Second app done yay more js
Sadly i wanted to add a background music feature but the soundtrack i wanted was copyrighted so it had to be removed. Good news i updated my readme fixed some other issues and im ready to ship!
Silly me makes another bad readme this time i learnt markdown to actually make a good one
Apparently i used too much ai in my styling so i removed the parts of css that were ai generated. The rest are human typed, with what i learnt from making my own website and the guide
Removed all ai code and rewrote some of the css
Made a loading screen with 4 different types of animations, these animations are chosen randomly when page is loaded, or u can choose which animation by appending ?loader=spin/bounce/pulse/wobble to the end of the url
Ships:
Made my own webOS, deadpool themed cos i simply love deadpool. Challenging part was the js it was quite tedious but it was very fun...
|
1792957995.793991
|
1793821995.793991
|
|
62957
|
Wakey Wakey! by @daval | Stardance
|
daval
|
0
|
9.96
|
0
|
[]
|
[{"post_id": 76577, "ts": "202 [{"post_id": 76577, "ts": "2026-10-04T01:19:16Z", "hours": 1.3167, "text": "I’m done!"}, {"post_id": 76494, "ts": "2026-10-03T19:03:11Z", "hours": 3.125, "text": "Finished the BLARE CAD I know, I know, I said I’d finish this 13 days ago, but I’ve been really busy. To be honest I don’t even know if I’ll be able to finish the code today, I’ve never even touched Arduino IDE, so I might need AI to do it (ugh). Anyways, after I’m done with this project I should have a great total of 30 hours done, earning my Stardust Certificate, which is cool, sadly I will probably get no Stardust from this mission, since they only get 5 Stardust per hour on construction, not design… still, it was fun."}, {"post_id": 71428, "ts": "2026-09-20T20:05:00Z", "hours": 3.3947, "text": "Progress! Finally. Now that I’m no longer limited by the streak (I don’t gotta do stuff everyday, so I can finish everything I start without risking having nothing left for tomorrow) I can do anything… the Blare mission is going down today. First, I had to correct some stuff from the PCB, then made it pretty, added the proper 3D models for everything and started the enclosure design, I think I’m going to go with a classic design, y’know? Something kinda squarish, with a nice bevel, buttons on the top but on the far back, maybe add some stuff about my dog? I dunno, I have to go, but I’ll be back in an hour to finish this."}, {"post_id": 69858, "ts": "2026-09-17T22:44:16Z", "hours": 2.1236, "text": "Finished the PCB! Took a while, mostly because I forgot to actually install the default KiCad Libraries when I first installed it and that took me a while to figure out… anyways, now I just gotta make the CAD design, make the code, and I’m good to go!"}]...
|
Title: Wakey Wakey! by @daval | Stardance
Devlogs Title: Wakey Wakey! by @daval | Stardance
Devlogs:
Finished the PCB! Took a while, mostly because I forgot to actually install the default KiCad Libraries when I first installed it and that took me a while to figure out… anyways, now I just gotta make the CAD design, make the code, and I’m good to go!
Progress! Finally. Now that I’m no longer limited by the streak (I don’t gotta do stuff everyday, so I can finish everything I start without risking having nothing left for tomorrow) I can do anything… the Blare mission is going down today. First, I had to correct some stuff from the PCB, then made it pretty, added the proper 3D models for everything and started the enclosure design, I think I’m going to go with a classic design, y’know? Something kinda squarish, with a nice bevel, buttons on the top but on the far back, maybe add some stuff about my dog? I dunno, I have to go, but I’ll be back in an hour to finish this.
Finished the BLARE CAD I know, I know, I said I’d finish this 13 days ago, but I’ve been really busy. To be honest I don’t even know if I’ll be able to finish the code today, I’ve never even touched Arduino IDE, so I might need AI to do it (ugh). Anyways, after I’m done with this project I should have a great total of 30 hours done, earning my Stardust Certificate, which is cool, sadly I will probably get no Stardust from this mission, since they only get 5 Stardust per hour on construction, not design… still, it was fun.
I’m done!...
|
1793047909.039461
|
1793911909.039461
|
|
38773
|
OBJ Viewer by @Tomatofu | Stardance
|
Tomatofu
|
1
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43.37
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T02:51:38Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a .OBJ File Viewer that uses only the CPU (no OpenGL a.k.a software rasterization). It has its own (albeit not very good) parser for .OBJ and .MTL files. It supports texture mappingl, near clipping, Phong illumination, smooth shading, and screenshots. All the user has to do is drag a .OBJ file into the window and it will open it. I don’t have access to an M-series MacBook or a Windows machine at the moment, so I have only packaged binaries for MacOS x86_64 and Linux x86_64. If you are not on any of these platforms, or do not want to download a random binary, view the demo here: https://youtu.be/1D8iWTW6Xe0", "repo": "https://github.com/tomatofoo/obj-viewer", "demo": "https://github.com/tomatofoo/obj-viewer/releases"}]...
|
[{"post_id": 76575, "ts": "202 [{"post_id": 76575, "ts": "2026-10-04T00:59:20Z", "hours": 3.3686, "text": "Changes:I fixed a parsing error with materials with the map_d attribute. I also added support for tiling UVs, so the well-known Sponza model works properly."}, {"post_id": 76019, "ts": "2026-10-02T02:28:19Z", "hours": 2.4911, "text": "I spent a lot of time improving the CMake packaging. Now, I can just run one command and it will build and package the project (with correct linking) for MacOS and Linux. I don’t have access to a Windows machine at the moment, so I haven’t added support for that yet."}, {"post_id": 74729, "ts": "2026-09-28T02:36:54Z", "hours": 0.3878, "text": "My last touch was reversing the Z-direction because OBJ files use a right-handed coordinate system. Now I think I’m ready to ship this project."}, {"post_id": 74718, "ts": "2026-09-28T02:05:02Z", "hours": 3.7272, "text": "I finished adding near clipping. I spent a ton of time figuring out why the UV coordinates were messed up, but I ended up fixing that. Now, you can go extremely close up to the model without any unseen polygons."}, {"post_id": 72019, "ts": "2026-09-22T00:44:22Z", "hours": 10.2025, "text": "I added basic near clipping for polygons with two vertices behind the plane (I will eventually add clipping for polygons with one vertex behind the plane). This actually took forever to figure out. I nearly gave up twice. The attached image puts the clipping plane at 0.5 so you can see what I am talking about, but in reality the clipping distance will be a really low number like 0.01."}, {"post_id": 70415, "ts": "2026-09-19T04:33:18Z", "hours": 0.7992, "text": "I’ve just fixed some more bugs, including: leading spaces not working, UV coordinates being upside down, indicator text not showing, and the specular exponent being the wrong default value. The proper UV coordinates now make some of the free models I downloaded actually work. The rasterizer is now super cool."}, {"post_id": 70394, "ts": "2026-09-19T03:07:26Z", "hours": 1.0697, "text": "I just fixed some bugs. Those bugs include three buffer overflows (💀), a goto initialization error, and file loading not working with Windows paths on other OS’s."}, {"post_id": 70353, "ts": "2026-09-19T00:57:35Z", "hours": 5.4364, "text": "I added texture and material loading support. It uses SDL_image to load the textures and supports relative paths. It supports MTL files. I think I’m going to ship this project soon."}, {"post_id": 53604, "ts": "2026-08-24T07:26:01Z", "hours": 5.8008, "text": "Texture mapping has been implemented into the renderer but not the parser. My next step is to add textures to the parser so that the user can load the textures automatically instead of manually writing the filepath. I have already set up the structs for MTL support, including a hashmap to allow for string-indexing."}, {"post_id": 42750, "ts": "2026-08-07T16:59:50Z", "hours": 2.1453, "text": "This update might be a little boring, but I genuinely spent hours debugging a problem with the normals that occured on high-poly models. It added random empty spots in the model and it was genuinely so satisfying to fix it. All that was happening was that it was dividing by zero and returning NaN; I just added a check to avoid NaN."}, {"post_id": 33580, "ts": "2026-07-23T16:56:29Z", "hours": 8.405, "text": "I added smooth (phong) shading to my OBJ viewer, and prepared the code for texture mapping."}]...
|
Title: OBJ Viewer by @Tomatofu | Stardance
Devlog Title: OBJ Viewer by @Tomatofu | Stardance
Devlogs:
I added smooth (phong) shading to my OBJ viewer, and prepared the code for texture mapping.
This update might be a little boring, but I genuinely spent hours debugging a problem with the normals that occured on high-poly models. It added random empty spots in the model and it was genuinely so satisfying to fix it. All that was happening was that it was dividing by zero and returning NaN; I just added a check to avoid NaN.
Texture mapping has been implemented into the renderer but not the parser. My next step is to add textures to the parser so that the user can load the textures automatically instead of manually writing the filepath. I have already set up the structs for MTL support, including a hashmap to allow for string-indexing.
I added texture and material loading support. It uses SDL_image to load the textures and supports relative paths. It supports MTL files. I think I’m going to ship this project soon.
I just fixed some bugs. Those bugs include three buffer overflows (💀), a goto initialization error, and file loading not working with Windows paths on other OS’s.
I’ve just fixed some more bugs, including: leading spaces not working, UV coordinates being upside down, indicator text not showing, and the specular exponent being the wrong default value. The proper UV coordinates now make some of the free models I downloaded actually work. The rasterizer is now super cool.
I added basic near clipping for polygons with two vertices behind the plane (I will eventually add clipping for polygons with one vertex behind the plane). This actually took forever to figure out. I nearly gave up twice. The attached image puts the clipping plane at 0.5 so you can see what I am talking about, but in reality the clipping distance will be a really low number like 0.01.
I finished adding near clipping. I spent a ton of time figuring out why the UV coordinates were messed up, but I ended up fixing that. Now, you can go extremely close up to the model without any unseen polygons.
My last touch was reversing the Z-direction because OBJ files use a right-handed coordinate system. Now I think I’m ready to ship this project.
I spent a lot of time improving the CMake packaging. Now, I can just run one command and it will build and package the project (with correct linking) for MacOS and Linux. I don’t have access to a Windows machine at the moment, so I haven’t added support for that yet.
Changes:I fixed a parsing error with materials with the map_d attribute. I also added support for tiling UVs, so the well-known Sponza model works properly.
Ships:
I made a .OBJ File Viewer that uses only the CPU (no OpenGL a.k.a software rasterization). It has its own (albeit not very good) parser for .OBJ and .MTL files. It supports texture mappingl, near clipping, Phong illumination, smooth shading, and screenshots. All the user has to do is drag a .OBJ file into the window and it will open it. I don’t have access to an M-series MacBook or a Windows machine at the moment, so I have only packaged binaries for MacOS x86_64 and Linux x86_64. If you are not on any of these platforms, or do not want to download a random binary, view the demo here: https://youtu.be/1D8iWTW6Xe0...
|
1793335769.3645942
|
1793422169.3645942
|
|
19354
|
Cyber Type by @Livvy | Stardance
|
Livvy
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T00:42:54Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game where you type out commands and different words as they appear on the screen, to “hack” and move through each level or play through endless mode. Biggest challenge was the screen kept freezing after you lost, which took about an hour of research to fix. The thing I am most proud of is the endless mode where after a certain amount of time it gets faster and faster, adding a fun dynamic to the game. I hope everyone enjoys this simple little game I made!", "repo": "https://github.com/oliviasophia67/Cyber-Type-2.0", "demo": "https://oliviasophia67.github.io/Cyber-Type-2.0/"}]...
|
[{"post_id": 76573, "ts": "202 [{"post_id": 76573, "ts": "2026-10-04T00:39:28Z", "hours": 1.3847, "text": "Second devlog!!!! Super excited about this devlog because i got the game to a position for a first ship! Especially with stardance ending in only a month I need to ship out all projects soon. Also with school I won’t have much time to work on this. I worked on this game having an endless and a level mode in the time spent, and it works very well!! Hope yall enjoy it"}, {"post_id": 21064, "ts": "2026-07-02T20:51:43Z", "hours": 0.8744, "text": "First Devlog! To start off I just barely started this new game, and its already going pretty well. This projects idea is to be a fast typing game that has to do with coding (more to come on that) so we’ll see how it continues to go. so far I’ve made the general design for it along with the typing mechanics, and I added in a keyboard on the project to make it more easily playable on a phone or tablet. I would love some fun ideas to incorporate into the project, otherwise I shall continue to work on it!"}]...
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Title: Cyber Type by @Livvy | Stardance
Devlogs:
Title: Cyber Type by @Livvy | Stardance
Devlogs:
First Devlog! To start off I just barely started this new game, and its already going pretty well. This projects idea is to be a fast typing game that has to do with coding (more to come on that) so we’ll see how it continues to go. so far I’ve made the general design for it along with the typing mechanics, and I added in a keyboard on the project to make it more easily playable on a phone or tablet. I would love some fun ideas to incorporate into the project, otherwise I shall continue to work on it!
Second devlog!!!! Super excited about this devlog because i got the game to a position for a first ship! Especially with stardance ending in only a month I need to ship out all projects soon. Also with school I won’t have much time to work on this. I worked on this game having an endless and a level mode in the time spent, and it works very well!! Hope yall enjoy it
Ships:
I made a game where you type out commands and different words as they appear on the screen, to “hack” and move through each level or play through endless mode. Biggest challenge was the screen kept freezing after you lost, which took about an hour of research to fix. The thing I am most proud of is the endless mode where after a certain amount of time it gets faster and faster, adding a fun dynamic to the game. I hope everyone enjoys this simple little game I made!...
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1793339695.1879966
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1793426095.1879966
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|
46793
|
ATLAS by @experimentsoflife | Stardance
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experimentsoflife
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0
|
28.0
|
0
|
[]
|
[{"post_id": 76570, "ts": "202 [{"post_id": 76570, "ts": "2026-10-04T00:25:45Z", "hours": 9.9714, "text": "Its been 10 hours since the last devlog, and a lot has changed. Firstly, I changed out my drivetrain from a 4wd with motors that had only 0.2kgcm of torque at 22000 rpm (way too much) to a 2wd with 2 motors that have 12.4kgcm of torque that spin at 100rpm, which is perfect for this robot. This change also prompted a redesign of the whole chassis, which i made and printed out. The next step to this is to wire up my arm, pi, arduino, and battery."}, {"post_id": 56376, "ts": "2026-08-28T03:51:06Z", "hours": 5.6411, "text": "THE ARM WORKS! Update: after another 5 Hours of work, my robotic arm now works extremely smoothly and precisely. No matter where you put an object that is an acceptable size (fits in the claw), if it is in the cameras FOV, the arm can pick it up. It does this using inverse kinematics and trigonometry to calculate the position that each servo needs to be at to grab the object. Below is a video of the robotic arm picking up a light roll of double sided tape (and if the video doesn’t work then a photo):"}, {"post_id": 54230, "ts": "2026-08-25T03:52:40Z", "hours": 7.0183, "text": "Trying to get the robotic arm and object detection to work, so far I have tried to implement a coordinate system so that my camera knows how far away an object is and what the size of it is so that the robotic arm can pick it up precisely. I made a website where you can calibrate the robot and also control the arm manually, the calibration gives you the size of and object and the x y coordinates in mm. it currently uses OpenCV for object recognition."}, {"post_id": 51350, "ts": "2026-08-20T23:33:27Z", "hours": 2.3119, "text": "Update: As required for funding, I made the schematic of the wiring for ATLAS. I started off with no prior knowledge about KiCad or even what a schematic Is, and in 2 hours, built a full schematic, checked it with electrical rules, connections, and all verifications, and now I have a working wiring diagram that will be helpful when building. Below is a picture of my schematic:"}, {"post_id": 50677, "ts": "2026-08-19T23:43:31Z", "hours": 1.1083, "text": "Devlog #2: I made the first version of object recognition with OpenCV on my Raspberry Pi 3B+. The goal of having object recognition on my robot is so that it knows when there is an object that it needs to pick up, and so that it can orient itself to the appropriate position to pick up the object, and pick it up precisely. Below are some pictures of the code that im running and the output:"}, {"post_id": 45812, "ts": "2026-08-12T15:15:11Z", "hours": 1.95, "text": "This is my first design of my autonomous rover, Atlas. In this session, I fully designed V1 of this robot. The chassis of the robot features a 4WD system with Skid-Steering. The drivetrain is powered by 4 seperate 12V motors, geared in a 3:7 ratio using 27 and 63 teeth herringbone gears. The actual base of the robot is made up of 1 flat plate, with a 25x25 grid of 3mm holes, spaced 10mm apart. The goal of this grid system was that the robot should be modular, meaning that you can use the same robot to do multiple things, by designing attachments that you can screw onto the chassis, making it extremely efficient at doing many different tasks. The robot is eventually going to be powered with a Raspberry Pi, controlling 2 arduinos, one for sensor information and another to control motors (drivetrain, servos, etc). The robot is going to use this modular design to mount a 4DoF robotic arm, which will be powered by 4 micro servos, and at it will also use Object Detection powered by the Raspberry-Pi Cam V2. At the end, the robot should be able to autonomously drive around whatever area you put it in, find loose objects on the ground, pick them up, and put them into a fixed location, while avoiding obstacles and ensuring the safety of people/animals around it. This is just a sneak peek at the potential of this robot, and in the future, I hope to make even more out of it. (sorry if this was a little wordy lol)"}]...
|
Title: ATLAS by @experimentsoflife | Stardance
De Title: ATLAS by @experimentsoflife | Stardance
Devlogs:
This is my first design of my autonomous rover, Atlas. In this session, I fully designed V1 of this robot. The chassis of the robot features a 4WD system with Skid-Steering. The drivetrain is powered by 4 seperate 12V motors, geared in a 3:7 ratio using 27 and 63 teeth herringbone gears. The actual base of the robot is made up of 1 flat plate, with a 25x25 grid of 3mm holes, spaced 10mm apart. The goal of this grid system was that the robot should be modular, meaning that you can use the same robot to do multiple things, by designing attachments that you can screw onto the chassis, making it extremely efficient at doing many different tasks. The robot is eventually going to be powered with a Raspberry Pi, controlling 2 arduinos, one for sensor information and another to control motors (drivetrain, servos, etc). The robot is going to use this modular design to mount a 4DoF robotic arm, which will be powered by 4 micro servos, and at it will also use Object Detection powered by the Raspberry-Pi Cam V2. At the end, the robot should be able to autonomously drive around whatever area you put it in, find loose objects on the ground, pick them up, and put them into a fixed location, while avoiding obstacles and ensuring the safety of people/animals around it. This is just a sneak peek at the potential of this robot, and in the future, I hope to make even more out of it. (sorry if this was a little wordy lol)
Devlog #2: I made the first version of object recognition with OpenCV on my Raspberry Pi 3B+. The goal of having object recognition on my robot is so that it knows when there is an object that it needs to pick up, and so that it can orient itself to the appropriate position to pick up the object, and pick it up precisely. Below are some pictures of the code that im running and the output:
Update: As required for funding, I made the schematic of the wiring for ATLAS. I started off with no prior knowledge about KiCad or even what a schematic Is, and in 2 hours, built a full schematic, checked it with electrical rules, connections, and all verifications, and now I have a working wiring diagram that will be helpful when building. Below is a picture of my schematic:
Trying to get the robotic arm and object detection to work, so far I have tried to implement a coordinate system so that my camera knows how far away an object is and what the size of it is so that the robotic arm can pick it up precisely. I made a website where you can calibrate the robot and also control the arm manually, the calibration gives you the size of and object and the x y coordinates in mm. it currently uses OpenCV for object recognition.
THE ARM WORKS! Update: after another 5 Hours of work, my robotic arm now works extremely smoothly and precisely. No matter where you put an object that is an acceptable size (fits in the claw), if it is in the cameras FOV, the arm can pick it up. It does this using inverse kinematics and trigonometry to calculate the position that each servo needs to be at to grab the object. Below is a video of the robotic arm picking up a light roll of double sided tape (and if the video doesn’t work then a photo):
Its been 10 hours since the last devlog, and a lot has changed. Firstly, I changed out my drivetrain from a 4wd with motors that had only 0.2kgcm of torque at 22000 rpm (way too much) to a 2wd with 2 motors that have 12.4kgcm of torque that spin at 100rpm, which is perfect for this robot. This change also prompted a redesign of the whole chassis, which i made and printed out. The next step to this is to wire up my arm, pi, arduino, and battery....
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1793152176.1700552
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1793756976.1700552
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16975
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Python by @amirarellis | Stardance
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amirarellis
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0
|
0.68
|
0
|
[]
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[{"post_id": 7657, "ts": "2026 [{"post_id": 7657, "ts": "2026-06-12T20:00:52Z", "hours": 0.6825, "text": "I am learning how to code!!"}]...
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Title: Python by @amirarellis | Stardance
Devlogs Title: Python by @amirarellis | Stardance
Devlogs:
I am learning how to code!!...
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1792680504.0218756
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1793285304.0218756
|
|
3751
|
MAV by @baconwaffledonut | Stardance
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baconwaffledonut
|
1
|
70.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T23:38:23Z", "hours": 70.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic game engine in Rust and Vulkan, doesn’t do much other than render an object ten times in a row. It does have movement support about the camera along with rotation of the camera allowing you to move around the scene. It was of course very challenging to get to this point and I had to reference a variety of like wiki’s and documents because none of it was very clearly explained in one place, and Vulkan is a low profile API where you need to code eveything. Anyways I had a lot of fun writing it, learned a lot about how it works this time as well.", "repo": "https://github.com/BaconWaffleDonut/MAV/tree/master", "demo": "https://youtu.be/2d5tLUQpuWg"}]...
|
[{"post_id": 76561, "ts": "202 [{"post_id": 76561, "ts": "2026-10-03T23:34:25Z", "hours": 3.1708, "text": "Very last devlog, just added some finishing touches, tried to get LOD’s working but they still appear too close to the camera. Yeah that’s really it, have a good rest of the year :3"}, {"post_id": 33779, "ts": "2026-07-23T23:26:07Z", "hours": 2.8714, "text": "Finally got the movement system for the camera all smoothed out. Now it moves relative to the direction of the camera instead of along the world grid. Also smoothed out the motion."}, {"post_id": 33293, "ts": "2026-07-23T02:35:22Z", "hours": 6.8494, "text": "Finally manage to get rotation properly implemented and bound to various keys. Still need to change the movement system so that the camera axis rotates with the camera instead of being fixed to the same rotational state of the world."}, {"post_id": 23910, "ts": "2026-07-07T03:36:54Z", "hours": 3.6447, "text": "Well I finally managed to fix the memory leak somehow, currently it only supports a single model however my next goal is to add support for different models. Currently it can change the number of models displayed on screen at once along with the brightness of each model."}, {"post_id": 23289, "ts": "2026-07-06T04:54:09Z", "hours": 8.3117, "text": "I replaced my code for allocating buffer memory using vk-mem-rs. Still trying to track down the memory leak. Now I need to fix the rendering issues as something happened when switching the buffer systems out causing the brightness to significantly decrease and rendering to be locationally based on the cursor for some reason, and also now it would require a seizure warning for any video/gif which is suboptimal. Only during closing the application does brightness return to expected ranges as seen in photo below."}, {"post_id": 17252, "ts": "2026-06-27T23:34:59Z", "hours": 1.8019, "text": "It finally runs with no real errors this time and produces expected behavior. Next I want to figure out how to change the brightness with a key input."}, {"post_id": 16719, "ts": "2026-06-27T05:03:58Z", "hours": 7.22, "text": "I finally got it to run and render more than one frame before crashing. Now I just need to figure out how to get it to render an actual image. Probably just messed up a section of the code."}, {"post_id": 15974, "ts": "2026-06-25T22:54:22Z", "hours": 5.9689, "text": "I have no idea how to fix this error. I have tried not initializing sync objects, changing the order in which functions are initialized. Maybe its not working because of an empty field somewhere…"}, {"post_id": 15427, "ts": "2026-06-25T02:14:58Z", "hours": 2.0947, "text": "Code is running but now I have a segfault error"}, {"post_id": 14923, "ts": "2026-06-24T07:05:22Z", "hours": 11.3683, "text": "The majority of the code is ready to run… just three more errors that I spent a few hours on remain… At least I think it was a few hours, might have been just one or two…"}, {"post_id": 13934, "ts": "2026-06-22T21:09:55Z", "hours": 9.9392, "text": "Created a ton of functions. Still just boilerplate code that I eventually want to replace a lot of the hardcoded configs with variables for an eventual config file. I managed to extract a few variables that get reused consistently into an impl for a single write/ multiple reader structure because one of them should only be created once. Other than that I am relearning why I didn’t really do much with vulkan… Well time to go code some more :3"}, {"post_id": 3232, "ts": "2026-06-06T01:56:45Z", "hours": 2.4022, "text": "Worked on testing imports from other files. Setup some guidelines for the main video engine. Created a bunch of functions for use in the main function for the engine, still empty. Next comes the fun part of trying to figure out the actual code…"}, {"post_id": 1132, "ts": "2026-06-02T23:36:52Z", "hours": 2.7244, "text": "Got a simple window created for testing, now onto Vulkan…"}, {"post_id": 585, "ts": "2026-06-02T02:33:41Z", "hours": 1.4103, "text": "Tried some stuff to get started, really need to find a good tutorial for Ash."}]...
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Title: MAV by @baconwaffledonut | Stardance
Devlo Title: MAV by @baconwaffledonut | Stardance
Devlogs:
Tried some stuff to get started, really need to find a good tutorial for Ash.
Got a simple window created for testing, now onto Vulkan…
Worked on testing imports from other files. Setup some guidelines for the main video engine. Created a bunch of functions for use in the main function for the engine, still empty. Next comes the fun part of trying to figure out the actual code…
Created a ton of functions. Still just boilerplate code that I eventually want to replace a lot of the hardcoded configs with variables for an eventual config file. I managed to extract a few variables that get reused consistently into an impl for a single write/ multiple reader structure because one of them should only be created once. Other than that I am relearning why I didn’t really do much with vulkan… Well time to go code some more :3
The majority of the code is ready to run… just three more errors that I spent a few hours on remain… At least I think it was a few hours, might have been just one or two…
Code is running but now I have a segfault error
I have no idea how to fix this error. I have tried not initializing sync objects, changing the order in which functions are initialized. Maybe its not working because of an empty field somewhere…
I finally got it to run and render more than one frame before crashing. Now I just need to figure out how to get it to render an actual image. Probably just messed up a section of the code.
It finally runs with no real errors this time and produces expected behavior. Next I want to figure out how to change the brightness with a key input.
I replaced my code for allocating buffer memory using vk-mem-rs. Still trying to track down the memory leak. Now I need to fix the rendering issues as something happened when switching the buffer systems out causing the brightness to significantly decrease and rendering to be locationally based on the cursor for some reason, and also now it would require a seizure warning for any video/gif which is suboptimal. Only during closing the application does brightness return to expected ranges as seen in photo below.
Well I finally managed to fix the memory leak somehow, currently it only supports a single model however my next goal is to add support for different models. Currently it can change the number of models displayed on screen at once along with the brightness of each model.
Finally manage to get rotation properly implemented and bound to various keys. Still need to change the movement system so that the camera axis rotates with the camera instead of being fixed to the same rotational state of the world.
Finally got the movement system for the camera all smoothed out. Now it moves relative to the direction of the camera instead of along the world grid. Also smoothed out the motion.
Very last devlog, just added some finishing touches, tried to get LOD’s working but they still appear too close to the camera. Yeah that’s really it, have a good rest of the year :3
Ships:
I made a basic game engine in Rust and Vulkan, doesn’t do much other than render an object ten times in a row. It does have movement support about the camera along with rotation of the camera allowing you to move around the scene. It was of course very challenging to get to this point and I had to reference a variety of like wiki’s and documents because none of it was very clearly explained in one place, and Vulkan is a low profile API where you need to code eveything. Anyways I had a lot of fun writing it, learned a lot about how it works this time as well....
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1793342839.1648912
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1793429239.1648912
|
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39182
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Spectrometer data calibration device by @Gracie | Spectrometer data calibration device by @Gracie | Stardance...
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Gracie
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0
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2.24
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0
|
[]
|
[{"post_id": 76560, "ts": "202 [{"post_id": 76560, "ts": "2026-10-03T23:26:02Z", "hours": 0.6172, "text": "Painting cover!"}, {"post_id": 37909, "ts": "2026-07-30T22:07:14Z", "hours": 1.3167, "text": "Okay, last update to log my hours! So far Im working on a practice cover for my spectrometer, but for now this is just to test if it can fit all the equipment needed! Since it’s yk…drying… here’s the diagram I made for it. Have a good night!"}, {"post_id": 37746, "ts": "2026-07-30T17:36:44Z", "hours": 0.3014, "text": "hello! Im not sure if this is how you correctly write blogs; however this is what im currently working on! It’s only on Tinkercad at the moment while i get the materials needed to make it. I’ve only now gotten stardance/hackatime to work for me, so prepare for RAPID updates lol- I look forward to meeting you all!<3"}]...
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Title: Spectrometer data calibration device by @Gr Title: Spectrometer data calibration device by @Gracie | Stardance
Devlogs:
hello! Im not sure if this is how you correctly write blogs; however this is what im currently working on! It’s only on Tinkercad at the moment while i get the materials needed to make it. I’ve only now gotten stardance/hackatime to work for me, so prepare for RAPID updates lol- I look forward to meeting you all!<3
Okay, last update to log my hours! So far Im working on a practice cover for my spectrometer, but for now this is just to test if it can fit all the equipment needed! Since it’s yk…drying… here’s the diagram I made for it. Have a good night!
Painting cover!...
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1792745251.172239
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1793350051.172239
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58424
|
Geometry Web by @skornuta | Stardance
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skornuta
|
0
|
63.79
|
0
|
[]
|
[{"post_id": 76552, "ts": "202 [{"post_id": 76552, "ts": "2026-10-03T22:24:08Z", "hours": 11.1511, "text": "I am working on bug fixes. Robot is finally complete, dual is ALMOST there, most levels are possible. I still need to fix the deadlocked wave, some weird block placements, audio glitches, and im pretty sure those are the last bugs. github link and demo are NOT out yet, as I need to figure out how to publish this without robtop suing me… We are getting close. Stay tuned."}, {"post_id": 73427, "ts": "2026-09-25T02:10:20Z", "hours": 9.5358, "text": "Devlog 3: physics and bugs I only worked on physics and bugs for the last 2 days since the last devlog. I’ve got recordings of the real game playing every level, so I replay the same inputs in my port and count every spot where the player ends up somewhere different. That number went from 333 → 30 . (its not perfect, but its getting close.) No more guessing numbers luckily, i got some real data. Fixed this time Force blocks, and the 3 other blocks. These were important, they shouldnt be rendered at all but they have a huge purpose. The 2.2 End trigger. the level ends at the correct place now. Rotate Gameplay speed hand-off, teleport gravity, linked teleports. (kinda works but i need to fix) Dash orbs, spider orbs, wave hitboxes, saw hitboxes. Ship/UFO getting pushed around by moving blocks (mainly for deadlocked. The bot beats all 22 levels but I cannot finish the levels. i might need to retrain the bot for it to not glitch through the maps wait i might get the bot to use actual game macros to test… ok Next fix robot as its terrible rn more physics stuff gamemodes dual is terrible right now fix the bot so it can really test optimizations bug hunting with my friends"}, {"post_id": 72478, "ts": "2026-09-23T01:23:03Z", "hours": 10.2392, "text": "a lot has been changed. We have finally figured out the ui, MOST gamemodes, most menus. i am working on the last assignments and planning to release THIS WEEK. stay tuned. its beginning to feel like the real thing. — sorry for this short devlog, next one will include all information. im trying to push out as much as i can."}, {"post_id": 65778, "ts": "2026-09-11T04:38:07Z", "hours": 10.1683, "text": "Devlog 2: Menus, Triggers, and Proper Animations Time spent since last devlog: ~10h 10m Total time logged: ~32h 53m The levels aren’t finished yet, but the game is finally starting to look and feel like actual Geometry Dash instead of a static test build. Visuals & Triggers The levels were way too stiff before. Adding authored trigger behavior makes everything move and pulse like the real game: Pulse & Color Triggers: Added live HSV shifts and over a thousand pulse triggers so backgrounds, objects, and channels flash to the beat properly. Movement & Easing: Implemented real easing curves (including overshooting) and move stacking so platforms follow the player smoothly instead of jittering. Rotate Triggers: Objects and hazards actually spin around pivot points instead of sitting frozen in place. Mirror Portals: The entire camera flips cleanly now without breaking the screen layout. (no animation for flip yet WILL BE ADDED NEXT) most of this works OKAY, but there are still lots of changes to be made. The UI Overhaul The game now boots into a real main menu. The setting, icon menu, pause menu, and win screen were rebuilt from scratch using original assets and binary-accurate layouts: Game Feel: Button press animations, proper hitboxes (almost), snappy sliders, and difficulty badges match the real thing (except for dash for some reason). Icon Menu: Swapped out the old sprite sheet for the individual 2.2 sheets. All 107 palette colors and hundreds of icons are loaded in and selectable. (not formatted well rn) HUD: Practice mode buttons, pause screens, and attempt counters scroll away naturally instead of cluttering the view. Next Up Finishing all levels bug testing optimizing everything more bug testing More devlogs coming soon"}, {"post_id": 61960, "ts": "2026-09-05T04:36:21Z", "hours": 22.6981, "text": "Devlog 1: I’m Porting Geometry Dash to the Web I have over 300 hours in GD and beat my first Extreme Demon a few weeks ago. Total time logged: ~22h 30m I forgot about devlogs even though I’ve been working on this for weeks. This is not a wrapper. No Unity, no Godot, no emulator, and none of the love.js stuff I used for my Balatro port. It’s vanilla TypeScript + WebGL2, reading the real level files directly out of my Steam copy and re-implementing GD’s physics, collision, gamemodes, triggers, and rendering entirely by hand. My plan for now is just to build the 22 classic main levels, the menus, and the icon kit. No editor, no online, and no platformer mode for now , though I do want to add custom levels later (possibly supporting .gmd imports via the Geode “GDShare” mod). What Works So Far Rendering: All 22 levels render somewhat correctly. Gamemodes: All 8 modes are implemented (Cube, Ship, Ball, UFO, Wave, Robot, Spider, Swing), though only 4 feel solid right now. Mechanics: Portals, orbs, pads, breakable blocks, and dual mode (barely working). Triggers: Color, Move, Alpha, Toggle, Spawn, and Shake. Features: Practice mode, checkpoints, secret coins, and save states. UI & Audio: Level select, icon kit, settings, music, SFX, and pause menu. VFX: Particles, screen shake, and death explosions. The Actual Hard Part Rendering was the easy part. Making it feel right is the entire project. While other GD web remakes exist, almost none of them nail the physics. I ended up disassembling the actual game binary with Claude to read the original physics values and logic directly. Next Up Finishing the last 3 levels Robot and Spider animations Proper easing on moving platforms Overhauling the main menu Deploying to a real domain so people can play it General bug fixes (there are a lot right now) More devlogs coming soon!"}]...
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Title: Geometry Web by @skornuta | Stardance
Devl Title: Geometry Web by @skornuta | Stardance
Devlogs:
Devlog 1: I’m Porting Geometry Dash to the Web I have over 300 hours in GD and beat my first Extreme Demon a few weeks ago. Total time logged: ~22h 30m I forgot about devlogs even though I’ve been working on this for weeks. This is not a wrapper. No Unity, no Godot, no emulator, and none of the love.js stuff I used for my Balatro port. It’s vanilla TypeScript + WebGL2, reading the real level files directly out of my Steam copy and re-implementing GD’s physics, collision, gamemodes, triggers, and rendering entirely by hand. My plan for now is just to build the 22 classic main levels, the menus, and the icon kit. No editor, no online, and no platformer mode for now , though I do want to add custom levels later (possibly supporting .gmd imports via the Geode “GDShare” mod). What Works So Far Rendering: All 22 levels render somewhat correctly. Gamemodes: All 8 modes are implemented (Cube, Ship, Ball, UFO, Wave, Robot, Spider, Swing), though only 4 feel solid right now. Mechanics: Portals, orbs, pads, breakable blocks, and dual mode (barely working). Triggers: Color, Move, Alpha, Toggle, Spawn, and Shake. Features: Practice mode, checkpoints, secret coins, and save states. UI & Audio: Level select, icon kit, settings, music, SFX, and pause menu. VFX: Particles, screen shake, and death explosions. The Actual Hard Part Rendering was the easy part. Making it feel right is the entire project. While other GD web remakes exist, almost none of them nail the physics. I ended up disassembling the actual game binary with Claude to read the original physics values and logic directly. Next Up Finishing the last 3 levels Robot and Spider animations Proper easing on moving platforms Overhauling the main menu Deploying to a real domain so people can play it General bug fixes (there are a lot right now) More devlogs coming soon!
Devlog 2: Menus, Triggers, and Proper Animations Time spent since last devlog: ~10h 10m Total time logged: ~32h 53m The levels aren’t finished yet, but the game is finally starting to look and feel like actual Geometry Dash instead of a static test build. Visuals & Triggers The levels were way too stiff before. Adding authored trigger behavior makes everything move and pulse like the real game: Pulse & Color Triggers: Added live HSV shifts and over a thousand pulse triggers so backgrounds, objects, and channels flash to the beat properly. Movement & Easing: Implemented real easing curves (including overshooting) and move stacking so platforms follow the player smoothly instead of jittering. Rotate Triggers: Objects and hazards actually spin around pivot points instead of sitting frozen in place. Mirror Portals: The entire camera flips cleanly now without breaking the screen layout. (no animation for flip yet WILL BE ADDED NEXT) most of this works OKAY, but there are still lots of changes to be made. The UI Overhaul The game now boots into a real main menu. The setting, icon menu, pause menu, and win screen were rebuilt from scratch using original assets and binary-accurate layouts: Game Feel: Button press animations, proper hitboxes (almost), snappy sliders, and difficulty badges match the real thing (except for dash for some reason). Icon Menu: Swapped out the old sprite sheet for the individual 2.2 sheets. All 107 palette colors and hundreds of icons are loaded in and selectable. (not formatted well rn) HUD: Practice mode buttons, pause screens, and attempt counters scroll away naturally instead of cluttering the view. Next Up Finishing all levels bug testing optimizing everything more bug testing More devlogs coming soon
a lot has been changed. We have finally figured out the ui, MOST gamemodes, most menus. i am working on the last assignments and planning to release THIS WEEK. stay tuned. its beginning to feel like the real thing. — sorry for this short devlog, next one will include all information. im trying to push out as much as i can.
Devlog 3: physics and bugs I only worked on physics and bugs for the last 2 days since the last devlog. I’ve got recordings of the real game playing every level, so I replay the same inputs in my port and count every spot where the player ends up somewhere different. That number went from 333 → 30 . (its not perfect, but its getting close.) No more guessing numbers luckily, i got some real data. Fixed this time Force blocks, and the 3 other blocks. These were important, they shouldnt be rendered at all but they have a huge purpose. The 2.2 End trigger. the level ends at the correct place now. Rotate Gameplay speed hand-off, teleport gravity, linked teleports. (kinda works but i need to fix) Dash orbs, spider orbs, wave hitboxes, saw hitboxes. Ship/UFO getting pushed around by moving blocks (mainly for deadlocked. The bot beats all 22 levels but I cannot finish the levels. i might need to retrain the bot for it to not glitch through the maps wait i might get the bot to use actual game macros to test… ok Next fix robot as its terrible rn more physics stuff gamemodes dual is terrible right now fix the bot so it can really test optimizations bug hunting with my friends
I am working on bug fixes. Robot is finally complete, dual is ALMOST there, most levels are possible. I still need to fix the deadlocked wave, some weird block placements, audio glitches, and im pretty sure those are the last bugs. github link and demo are NOT out yet, as I need to figure out how to publish this without robtop suing me… We are getting close. Stay tuned....
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1792749336.248374
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1793354136.248374
|
|
44056
|
Eng-inuity by @antellij | Stardance
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antellij
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2
|
29.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T04:31:28Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely and nothing is wrong… but FAILURE is NOT tolerated Do you have what it takes to beat the 5 unique minigames?", "repo": "https://github.com/antelliJ/Eng-inuity-game", "demo": "https://o7m8.itch.io/enginuity"}, {"ship_num": 2, "ts": "2026-09-05T03:41:03Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely, joyous, and nothing is wrong… but FAILURE is NOT tolerated", "repo": "https://github.com/antelliJ/Eng-inuity-game", "demo": "https://o7m8.itch.io/enginuity"}]...
|
[{"post_id": 76551, "ts": "202 [{"post_id": 76551, "ts": "2026-10-03T22:20:43Z", "hours": 2.7369, "text": "Added a new minigame here you must accurately sort the objects to train the always watching AI. But you cannot get it wrong"}, {"post_id": 76032, "ts": "2026-10-02T03:46:07Z", "hours": 0.6378, "text": "I thought making something somewhat smooth with curves would be a little hard, but its really easy to slap on a lerp and everything works decently"}, {"post_id": 76021, "ts": "2026-10-02T02:51:07Z", "hours": 1.7353, "text": "Small things that add a lot The game doesn’t end! Once all the minigames are completed, you can continue but the time gets faster over time (up to a certain point so its not completely impossible). I haven’t gotten past 12, so I haven’t quite seen the max speed for long, so maybe it is not humanely possible at that max I also procedurally made sounds so the game feels just a little more lively"}, {"post_id": 75786, "ts": "2026-10-01T04:18:13Z", "hours": 4.9367, "text": "Wow I remembered this project exists! worked on actually making lives, and added a new minigame to connect pcb traces"}, {"post_id": 63835, "ts": "2026-09-07T20:11:17Z", "hours": 0.2639, "text": "Added some more things to the readme to prep it for launch"}, {"post_id": 63677, "ts": "2026-09-07T16:38:18Z", "hours": 4.3783, "text": "I added tips just before the start of the game to make it more clear what the objective of that particular level is. To make use of the assets I made a third minigame. I also added a system to basically cache all the particles at the start, since it takes a good second for it to load on the first run, especially on web. I think I’ll properly implement the lives system once more games are added."}, {"post_id": 61925, "ts": "2026-09-05T02:58:27Z", "hours": 1.4672, "text": "Cleaned up some of the minigames and made a fitting Readme for the github before shipping"}, {"post_id": 61780, "ts": "2026-09-04T21:07:29Z", "hours": 7.2142, "text": "I have no clue what I was talking about saying I was working on foundations, because I look around and all I see is garbage. Its been a while since I’ve worked on this, but I am really baffled by what I was trying to do in the code. At least I have art for placeholder stuff, and got to actually work on the ‘game loop’. Sometimes I am genuinely concerned with what I am even attempting to make, but maybe when it all comes together the absurd plot will at least be at home with the rest of the absurdity in the game."}, {"post_id": 42905, "ts": "2026-08-07T21:12:22Z", "hours": 4.9739, "text": "Devlog 0 I’ve just started work on my entry for the warioware mission since I’ve used godot before and have always enjoyed quickfire arcade-like games. With stardance being a platform of creating technological projects, I had the ingenious idea to theme the minigames on engineering life and challenges, spawning the idea of enginuity (see what I did there) From getting wisdom from a rubber duck, to not getting electrocuted, (among more minigames I have planned) I hope that the game may be interesting of course fun what I have so far I spent a lot of time trying to get the shaders to look how I wanted, and I still think there is some changes that would have to be made in the future I started some of the logic for inputs and a foundation for the theming. I also put in some temporary art Anyways, thanks for reading this, and I hope you have a wonderful rest of your day!"}]...
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Title: Eng-inuity by @antellij | Stardance
Devlog Title: Eng-inuity by @antellij | Stardance
Devlogs:
Devlog 0 I’ve just started work on my entry for the warioware mission since I’ve used godot before and have always enjoyed quickfire arcade-like games. With stardance being a platform of creating technological projects, I had the ingenious idea to theme the minigames on engineering life and challenges, spawning the idea of enginuity (see what I did there) From getting wisdom from a rubber duck, to not getting electrocuted, (among more minigames I have planned) I hope that the game may be interesting of course fun what I have so far I spent a lot of time trying to get the shaders to look how I wanted, and I still think there is some changes that would have to be made in the future I started some of the logic for inputs and a foundation for the theming. I also put in some temporary art Anyways, thanks for reading this, and I hope you have a wonderful rest of your day!
I have no clue what I was talking about saying I was working on foundations, because I look around and all I see is garbage. Its been a while since I’ve worked on this, but I am really baffled by what I was trying to do in the code. At least I have art for placeholder stuff, and got to actually work on the ‘game loop’. Sometimes I am genuinely concerned with what I am even attempting to make, but maybe when it all comes together the absurd plot will at least be at home with the rest of the absurdity in the game.
Cleaned up some of the minigames and made a fitting Readme for the github before shipping
I added tips just before the start of the game to make it more clear what the objective of that particular level is. To make use of the assets I made a third minigame. I also added a system to basically cache all the particles at the start, since it takes a good second for it to load on the first run, especially on web. I think I’ll properly implement the lives system once more games are added.
Added some more things to the readme to prep it for launch
Wow I remembered this project exists! worked on actually making lives, and added a new minigame to connect pcb traces
Small things that add a lot The game doesn’t end! Once all the minigames are completed, you can continue but the time gets faster over time (up to a certain point so its not completely impossible). I haven’t gotten past 12, so I haven’t quite seen the max speed for long, so maybe it is not humanely possible at that max I also procedurally made sounds so the game feels just a little more lively
I thought making something somewhat smooth with curves would be a little hard, but its really easy to slap on a lerp and everything works decently
Added a new minigame here you must accurately sort the objects to train the always watching AI. But you cannot get it wrong
Ships:
Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely, joyous, and nothing is wrong… but FAILURE is NOT tolerated
Introducing Enginuity! The most accurate representation of the challenges involved with engineering (like not electrocuting yourself) in a fun (hopefully) warioware inspired game. Everything is lovely and nothing is wrong… but FAILURE is NOT tolerated Do you have what it takes to beat the 5 unique minigames?...
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1793234856.4238887
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1793321256.4238887
|
|
67666
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Alarm clock by @nikolopoulosmaximos3 | Stardance
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nikolopoulosmaximos3
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0
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4.33
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0
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[]
|
[{"post_id": 76545, "ts": "202 [{"post_id": 76545, "ts": "2026-10-03T22:05:01Z", "hours": 0.3592, "text": "Finishing up the CAD, Exporting eveyrthing to one file, Creating the GitHub repository."}, {"post_id": 76421, "ts": "2026-10-03T14:12:03Z", "hours": 3.9736, "text": "First project: I just worked with KiCad to design a SImple PCB, follwed by designing a custom shell for the alarm. Next is to write the code for the ESP32 inside the alarm."}]...
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Title: Alarm clock by @nikolopoulosmaximos3 | Star Title: Alarm clock by @nikolopoulosmaximos3 | Stardance
Devlogs:
First project: I just worked with KiCad to design a SImple PCB, follwed by designing a custom shell for the alarm. Next is to write the code for the ESP32 inside the alarm.
Finishing up the CAD, Exporting eveyrthing to one file, Creating the GitHub repository....
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1793112764.6751685
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1793717564.6751685
|
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59944
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Aster by @srithimahi | Stardance
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srithimahi
|
0
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42.91
|
0
|
[]
|
[{"post_id": 76540, "ts": "202 [{"post_id": 76540, "ts": "2026-10-03T21:27:22Z", "hours": 9.3839, "text": "Devlog-6 in the last devlog I ended by saying “Next I want a shortcuts command to show all the shortcuts cause I am STARTING TO FORGET EVERYTHING” …yeahhhh, i made that and an entire command system Aster has COMMANDSSSSS Before this, every action was linked to a keyboard shortcut. That was a mildly questionable. SO i made shortcuts for tabs, panes, zooming, focusing the panes, search, copy, paste, opening the system monitor, blah blah and I was reaching the point where I MADE THE TERMINAL AND EVEN I COULDN’T REMEMBER HOW TO USE IT. So instead of having all those actions just scattered around the keyboard handling code part, so I made a command system So things like NewTab, CloseTab, SplitVertical, SplitHorizontal, and much more are now commands The keyboard shortcuts just execute those commands now instead of each shortcut having its own completely separate logic. whichhhhh also meant I could use those exact same commands from other places… SHORTCUT MENU I did the thing yep! i made the menu There is a shortcuts overlay now that shows the shortcuts for tabs, panes, navigation and other terminal commands. So I no longer need to remember ANYTHING to summon the features. very useful considering this project now has TOOOO MANY CONTROLS COMMAND PALETTE There is also a searchable command palette now. So when you open it and start typing it, it would filter out the available aster commands. Then you can select any one command you like and execute it just by clicking enter ASTER HAS : COMMANDS ok my absolute favourite feature. If you just type : in a fresh terminal input, Aster would intercept and open its OWN COMMAND LINE AHGHHHH. I can now do things like :themes , :monitor, :shortcuts and these are SPECIFICALLY aster command, not for powershell BTW IT ALSO HAS AUTOCOMPLETE when you click tab after you typed some of your commands out. A BUNCH MORE THEMES I have been planning this for too long and NOW THEY EXIST Now Aster has themes like: stardance, nebula, sunshine, mono and you can change them in the shortcuts command line. NEXTTTT Aster is much much closer to where I wanted it to be. I only want some more patches here and there for this iteration of this project FOR THE FINAL STRETCH: Polish the Monitor Make the process killing a bit more safer Polish the theme and command UI Hunt down bugs and make everything feel finished AND THENNNNN ASTER IS DONE (for now)"}, {"post_id": 74299, "ts": "2026-09-27T04:33:19Z", "hours": 9.6747, "text": "Devlog-5 soooooo last devlog, I said I wanted to add some uniquely dedicated panes, something specific like something that could monitor RAM and memory while I was working. … I may have gotten a little too further in that… like a 10 hours too further SO ALL PANES WONT JUST BE TERMINALS Originally every pane in Aster was fundamentally a terminal. That did work just fine, but I wanted something more cause i like torturing myself… and I refactored the pane’s architecture. Instead of a pane directly holding a terminal, panes can now be different types using a rust enum called PaneKind So, a pane is just like a container and anything in it can be different and it took a longggg longggg time to change all the code for this, but i can add SOOO many more stuff cause of this (i will tease them in the coming up section) System Monitor and then i just accidentally made my first specific pane Ctrl+Shift+M now splits the current pane and opens up a super live System Monitor and it displays CPU usage, Memory usage, Disk usage, Network activity, System uptime, Running processes. Both the CPU and memory have cute little bars. (they use sysinfo to update btw) Process List & Process Inspector and Terminator You can select a process and pressing I or Enter to open up a specific process inspector and it shows the process specific stuff like specific things like name, pid, cpu usage and memory usage. and esc or q can get u out of the specific process. You can kill processes now! just by pressing k in the specific process inspector and saying yes to a confirmation. Though the kill still uses the stored pid, finds the corresponding process through sysinfo and it would request the OS terminate it. (I may have killed Aster… with Aster…) Originally I was just going to show the top five processes anddddd that lasted exactly one run, because I couldnt kill a process as it kept shifting as the cpu usage kept changing. So, i made it so u can see all the processes NEXT While making Aster I realised that WINDOWS TERMINAL ALREADY HAVE A LOT OF THE THINGS I WANTED. SO i am changing directions: instead of making aster just another customizable terminal, i want it to be more of a terminal-centered around developer workspace. SO THIS IS THE FIRST STEP. Next, i want a shortcuts command to show all the shortcuts cause i myself am starting to forget everything. AI Agent monitor so you can see what your agents are doing meanwhile u work. AND yes i need to make the themes… and fix the bugs…"}, {"post_id": 72954, "ts": "2026-09-24T03:18:54Z", "hours": 8.6644, "text": "Devlog-4! So last time, we were done with vertical panes, being able to have multiple tabs and plenty of shortcut keys to move through the tabs, cursor and panes much quicker. PANE STUFF I first added borders to each individual pane because it became visually messy without them and the ability to be able to resize the panes because some panes are more important than the other, obvi. I did the resizing using a regular hand dragging motion and using some simple math using the old width and height and the current hand grabbing motion’s position to calculate the new position of the panes. Switching between panes have become much easier with its own shortcuts: ctrl + shift + (any arrow keys) to move between them. Apparently this was called spatial navigation when I was researching abt it. TEXT SELECTION!!! I did add text selection and copy and paste, because I got sick and tired of having to test some long and painful commands by hand, instead of just copy-pasting it from the internet. Paste => Ctrl + Shift + V and to copy just select the text by hovering over the text, and click and drag the text and Copy => Ctrl + C Added a much more accurate scrollback to retrieve your terminal commands from even before you opened aster. SEARCH UR STUFF you can now also search whatever previous commands you typed into using Ctrl + Shift + F. Yes, I did make it run ASTER aster Aster 100 times to test search😭 so it will do the regular selection point from the start to end of the search terms and show the amount of times it has appeared in the terminal it is just a super simple for loop searching for the particular search terms and the thing is rust is fast as hell, even if there are 10000 instances, rust is super fast just like c++… i have a feeling i fell out of love with java and found someone new Moving on by the next devlog, I want to add some uniquely dedicated panes, maybe a pane that would monitor the RAM and memory usage on the side while you are working on your main pane or even a AI agent pane that would update on the progress of your AI agents. I also want to add a lot more themes, and just make the core template aesthetically pleasing while retaining its bare personality. (and fix the bugs… i have too much of them."}, {"post_id": 70885, "ts": "2026-09-19T23:16:46Z", "hours": 9.8094, "text": "I will write the specificities a bit later, but! i added scroll up and down, keyboard shortcuts like arrow_up, arrow_down. arrow_right and arrow_left to edit text and ofc backspace and stuff like that. Then I worked on having multiple terminal windows and added shortcuts like ctrl+shift+t for a new tab, ctrl+tab to alternate between tabs, and ctrl+shift+tab to delete tabs. And also the multiplexer option where you can have two or more windows open at the same time!"}, {"post_id": 67738, "ts": "2026-09-13T23:27:08Z", "hours": 3.7961, "text": "im going to come back to put in the description in full detail"}, {"post_id": 64426, "ts": "2026-09-08T19:55:04Z", "hours": 1.5822, "text": "i need to write more and edit this cause i have bad internet So I started ASTER, a FULLY-customizable terminal emulator and multiplexer in Rust. This is also my first Rust project (I have had a little dusting up in Rust so dont worry too much). But I did have to get familiar with borrowing a bit more, and enums. I started with the terminal itself then the GUI. I created the Cell structure to show all individual characters and their formatting, then built a terminal width using a flat Vec. Each (x,y) coordinate represents an index using that y * width + x formula."}]...
|
Title: Aster by @srithimahi | Stardance
Devlogs:
Title: Aster by @srithimahi | Stardance
Devlogs:
i need to write more and edit this cause i have bad internet So I started ASTER, a FULLY-customizable terminal emulator and multiplexer in Rust. This is also my first Rust project (I have had a little dusting up in Rust so dont worry too much). But I did have to get familiar with borrowing a bit more, and enums. I started with the terminal itself then the GUI. I created the Cell structure to show all individual characters and their formatting, then built a terminal width using a flat Vec. Each (x,y) coordinate represents an index using that y * width + x formula.
im going to come back to put in the description in full detail
I will write the specificities a bit later, but! i added scroll up and down, keyboard shortcuts like arrow_up, arrow_down. arrow_right and arrow_left to edit text and ofc backspace and stuff like that. Then I worked on having multiple terminal windows and added shortcuts like ctrl+shift+t for a new tab, ctrl+tab to alternate between tabs, and ctrl+shift+tab to delete tabs. And also the multiplexer option where you can have two or more windows open at the same time!
Devlog-4! So last time, we were done with vertical panes, being able to have multiple tabs and plenty of shortcut keys to move through the tabs, cursor and panes much quicker. PANE STUFF I first added borders to each individual pane because it became visually messy without them and the ability to be able to resize the panes because some panes are more important than the other, obvi. I did the resizing using a regular hand dragging motion and using some simple math using the old width and height and the current hand grabbing motion’s position to calculate the new position of the panes. Switching between panes have become much easier with its own shortcuts: ctrl + shift + (any arrow keys) to move between them. Apparently this was called spatial navigation when I was researching abt it. TEXT SELECTION!!! I did add text selection and copy and paste, because I got sick and tired of having to test some long and painful commands by hand, instead of just copy-pasting it from the internet. Paste => Ctrl + Shift + V and to copy just select the text by hovering over the text, and click and drag the text and Copy => Ctrl + C Added a much more accurate scrollback to retrieve your terminal commands from even before you opened aster. SEARCH UR STUFF you can now also search whatever previous commands you typed into using Ctrl + Shift + F. Yes, I did make it run ASTER aster Aster 100 times to test search😭 so it will do the regular selection point from the start to end of the search terms and show the amount of times it has appeared in the terminal it is just a super simple for loop searching for the particular search terms and the thing is rust is fast as hell, even if there are 10000 instances, rust is super fast just like c++… i have a feeling i fell out of love with java and found someone new Moving on by the next devlog, I want to add some uniquely dedicated panes, maybe a pane that would monitor the RAM and memory usage on the side while you are working on your main pane or even a AI agent pane that would update on the progress of your AI agents. I also want to add a lot more themes, and just make the core template aesthetically pleasing while retaining its bare personality. (and fix the bugs… i have too much of them.
Devlog-5 soooooo last devlog, I said I wanted to add some uniquely dedicated panes, something specific like something that could monitor RAM and memory while I was working. … I may have gotten a little too further in that… like a 10 hours too further SO ALL PANES WONT JUST BE TERMINALS Originally every pane in Aster was fundamentally a terminal. That did work just fine, but I wanted something more cause i like torturing myself… and I refactored the pane’s architecture. Instead of a pane directly holding a terminal, panes can now be different types using a rust enum called PaneKind So, a pane is just like a container and anything in it can be different and it took a longggg longggg time to change all the code for this, but i can add SOOO many more stuff cause of this (i will tease them in the coming up section) System Monitor and then i just accidentally made my first specific pane Ctrl+Shift+M now splits the current pane and opens up a super live System Monitor and it displays CPU usage, Memory usage, Disk usage, Network activity, System uptime, Running processes. Both the CPU and memory have cute little bars. (they use sysinfo to update btw) Process List & Process Inspector and Terminator You can select a process and pressing I or Enter to open up a specific process inspector and it shows the process specific stuff like specific things like name, pid, cpu usage and memory usage. and esc or q can get u out of the specific process. You can kill processes now! just by pressing k in the specific process inspector and saying yes to a confirmation. Though the kill still uses the stored pid, finds the corresponding process through sysinfo and it would request the OS terminate it. (I may have killed Aster… with Aster…) Originally I was just going to show the top five processes anddddd that lasted exactly one run, because I couldnt kill a process as it kept shifting as the cpu usage kept changing. So, i made it so u can see all the processes NEXT While making Aster I realised that WINDOWS TERMINAL ALREADY HAVE A LOT OF THE THINGS I WANTED. SO i am changing directions: instead of making aster just another customizable terminal, i want it to be more of a terminal-centered around developer workspace. SO THIS IS THE FIRST STEP. Next, i want a shortcuts command to show all the shortcuts cause i myself am starting to forget everything. AI Agent monitor so you can see what your agents are doing meanwhile u work. AND yes i need to make the themes… and fix the bugs…
Devlog-6 in the last devlog I ended by saying “Next I want a shortcuts command to show all the shortcuts cause I am STARTING TO FORGET EVERYTHING” …yeahhhh, i made that and an entire command system Aster has COMMANDSSSSS Before this, every action was linked to a keyboard shortcut. That was a mildly questionable. SO i made shortcuts for tabs, panes, zooming, focusing the panes, search, copy, paste, opening the system monitor, blah blah and I was reaching the point where I MADE THE TERMINAL AND EVEN I COULDN’T REMEMBER HOW TO USE IT. So instead of having all those actions just scattered around the keyboard handling code part, so I made a command system So things like NewTab, CloseTab, SplitVertical, SplitHorizontal, and much more are now commands The keyboard shortcuts just execute those commands now instead of each shortcut having its own completely separate logic. whichhhhh also meant I could use those exact same commands from other places… SHORTCUT MENU I did the thing yep! i made the menu There is a shortcuts overlay now that shows the shortcuts for tabs, panes, navigation and other terminal commands. So I no longer need to remember ANYTHING to summon the features. very useful considering this project now has TOOOO MANY CONTROLS COMMAND PALETTE There is also a searchable command palette now. So when you open it and start typing it, it would filter out the available aster commands. Then you can select any one command you like and execute it just by clicking enter ASTER HAS : COMMANDS ok my absolute favourite feature. If you just type : in a fresh terminal input, Aster would intercept and open its OWN COMMAND LINE AHGHHHH. I can now do things like :themes , :monitor, :shortcuts and these are SPECIFICALLY aster command, not for powershell BTW IT ALSO HAS AUTOCOMPLETE when you click tab after you typed some of your commands out. A BUNCH MORE THEMES I have been planning this for too long and NOW THEY EXIST Now Aster has themes like: stardance, nebula, sunshine, mono and you can change them in the shortcuts command line. NEXTTTT Aster is much much closer to where I wanted it to be. I only want some more patches here and there for this iteration of this project FOR THE FINAL STRETCH: Polish the Monitor Make the process killing a bit more safer Polish the theme and command UI Hunt down bugs and make everything feel finished AND THENNNNN ASTER IS DONE (for now)...
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1793029998.2127697
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1793634798.2127697
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67606
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What's Above Me? by @fourtysevencode | Stardan What's Above Me? by @fourtysevencode | Stardance...
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fourtysevencode
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T21:02:04Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What’s above me? is a chrome new tab page which shows the Earth and the International Space Station orbiting around it. On hovering you can view live position and velocity data from the station. Powered by ThreeJS and Vite. It was fun learning javascript alongside figuring out how node packages work coming from pure python development.", "repo": "https://github.com/fourtysevencode/whats-above-me", "demo": "https://ronakbuilds.tech/whats-above-me/"}]...
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[{"post_id": 76532, "ts": "202 [{"post_id": 76532, "ts": "2026-10-03T20:59:14Z", "hours": 0.7836, "text": "V1 is ready woohoo!"}, {"post_id": 76520, "ts": "2026-10-03T20:02:52Z", "hours": 0.6433, "text": "Helper function to fetch the ISS live location data!"}, {"post_id": 76457, "ts": "2026-10-03T16:09:03Z", "hours": 1.0753, "text": "Tiny ISS wit the time set up, JS is fun when you aren’t stuck lol"}, {"post_id": 76410, "ts": "2026-10-03T13:37:14Z", "hours": 1.2508, "text": "Spinny globe with a tiny ring around it!"}, {"post_id": 76312, "ts": "2026-10-03T04:58:06Z", "hours": 0.8233, "text": "Hey guys! What’s above me? is a chrome new tab page which maps live 3D satellite data above the Earth via ThreeJS. Just began development and I keep hitting nasa internal server errors. I have almost zero experience with JS and Vite for the past hour I’ve been testing the waters lmao it’s a little intimidating but we’ll see how it turns up."}]...
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Title: What's Above Me? by @fourtysevencode | Title: What's Above Me? by @fourtysevencode | Stardance
Devlogs:
Hey guys! What’s above me? is a chrome new tab page which maps live 3D satellite data above the Earth via ThreeJS. Just began development and I keep hitting nasa internal server errors. I have almost zero experience with JS and Vite for the past hour I’ve been testing the waters lmao it’s a little intimidating but we’ll see how it turns up.
Spinny globe with a tiny ring around it!
Tiny ISS wit the time set up, JS is fun when you aren’t stuck lol
Helper function to fetch the ISS live location data!
V1 is ready woohoo!
Ships:
What’s above me? is a chrome new tab page which shows the Earth and the International Space Station orbiting around it. On hovering you can view live position and velocity data from the station. Powered by ThreeJS and Vite. It was fun learning javascript alongside figuring out how node packages work coming from pure python development....
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1793217119.771542
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1793303519.771542
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67645
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ding-dong-ding by @Miyako | Stardance
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Miyako
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0
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4.13
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0
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[]
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[{"post_id": 76531, "ts": "202 [{"post_id": 76531, "ts": "2026-10-03T20:59:08Z", "hours": 4.1336, "text": "so almost finished with the basic design of my pcb happy that i finnally complted it and also because i had put it on hold for long"}]...
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Title: ding-dong-ding by @Miyako | Stardance
Devl Title: ding-dong-ding by @Miyako | Stardance
Devlogs:
so almost finished with the basic design of my pcb happy that i finnally complted it and also because i had put it on hold for long...
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1793112733.905808
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1793717533.905808
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16658
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Bananify by @bananabeenu | Stardance
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bananabeenu
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0
|
2.91
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0
|
[]
|
[{"post_id": 7653, "ts": "2026 [{"post_id": 7653, "ts": "2026-06-12T19:55:25Z", "hours": 0.9758, "text": "What I did: Added screen states (loading, timer, and shop screen). The loading screen loads all of the music while loading so that when the user switches music tracks there isn’t a delay. It basically lasts 5 seconds and loads everything in that time. Took a bit because I had to make the loading system load a song every frame and I had to deal with strings (which I don’t like at all). What’s next: Now I have to add the banana currency system. I probably will make it so that you earn bananas every 5 minutes and you gain a lot when completing a full session. After that I have to add the stuff to buy in the shop (new music, accessories, etc.) which will take a lot of time because adding button hitboxes is annoying."}, {"post_id": 7552, "ts": "2026-06-12T16:55:20Z", "hours": 1.9317, "text": "I’ve added the Pomodoro timer (took me wayyyy to long to implement), custom cursor, animated monkey, and a music system. I didn’t test the breaks and stuff but I’ll do that when I’m done with everything else. I have to now add a banana currency which you get when you finish one part of the timer, but I have to decide what you can buy with the bananas. Also when switching through the music there’s a delay for like a second because it’s loading the music every time. I’ll have to add a loading screen to load it before so that the music switching is smooth."}]...
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Title: Bananify by @bananabeenu | Stardance
Devlo Title: Bananify by @bananabeenu | Stardance
Devlogs:
I’ve added the Pomodoro timer (took me wayyyy to long to implement), custom cursor, animated monkey, and a music system. I didn’t test the breaks and stuff but I’ll do that when I’m done with everything else. I have to now add a banana currency which you get when you finish one part of the timer, but I have to decide what you can buy with the bananas. Also when switching through the music there’s a delay for like a second because it’s loading the music every time. I’ll have to add a loading screen to load it before so that the music switching is smooth.
What I did: Added screen states (loading, timer, and shop screen). The loading screen loads all of the music while loading so that when the user switches music tracks there isn’t a delay. It basically lasts 5 seconds and loads everything in that time. Took a bit because I had to make the loading system load a song every frame and I had to deal with strings (which I don’t like at all). What’s next: Now I have to add the banana currency system. I probably will make it so that you earn bananas every 5 minutes and you gain a lot when completing a full session. After that I have to add the stuff to buy in the shop (new music, accessories, etc.) which will take a lot of time because adding button hitboxes is annoying....
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1793281838.7609744
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1793886638.7609744
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5130
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SteamSense-ESP32-Bathroom-Climate-Monitor by @Gera SteamSense-ESP32-Bathroom-Climate-Monitor by @Gerafftes | Stardance...
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Gerafftes
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0
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2.79
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0
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[]
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[{"post_id": 7652, "ts": "2026 [{"post_id": 7652, "ts": "2026-06-12T19:55:06Z", "hours": 2.3333, "text": "I’ve completed the DigiKey tutorial and searched for the Receptacle USB-C Connector. I’ll use the DX07B024ZJ1C1088. Now, I’ll create the custom ESP32 board ;)"}, {"post_id": 5016, "ts": "2026-06-08T17:45:34Z", "hours": 0.4603, "text": "Started learning KiCad with DigiKey. The annoying part was Hackatime/WakaTime. The timer kept tracking the wrong project and KiCad was not sending progress correctly, even though it was listed as a monitored app. After about an hour of debugging, I found an old .wakatime-project file causing the wrong name and set up a manual KiCad heartbeat command for the correct StarDance project. Not much visible hardware progress today, but the tracking problem is finally understood and mostly fixed :))))"}]...
|
Title: SteamSense-ESP32-Bathroom-Climate-Monitor b Title: SteamSense-ESP32-Bathroom-Climate-Monitor by @Gerafftes | Stardance
Devlogs:
Started learning KiCad with DigiKey. The annoying part was Hackatime/WakaTime. The timer kept tracking the wrong project and KiCad was not sending progress correctly, even though it was listed as a monitored app. After about an hour of debugging, I found an old .wakatime-project file causing the wrong name and set up a manual KiCad heartbeat command for the correct StarDance project. Not much visible hardware progress today, but the tracking problem is finally understood and mostly fixed :))))
I’ve completed the DigiKey tutorial and searched for the Receptacle USB-C Connector. I’ll use the DX07B024ZJ1C1088. Now, I’ll create the custom ESP32 board ;)...
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1793317784.3779485
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1793922584.3779485
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53994
|
Godot - Froken by @martycat111 | Stardance
|
martycat111
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1
|
23.0
|
143
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T20:07:34Z", "hours": 23.0, "multiplier": 6.22, "payout": 143, "blessing": "neutral", "text": "A silly Godot game. I made it to learn Godot. Signals are hard when instantiating. Physics are annoying. It was fun.", "repo": "https://github.com/Martycat111/Froken", "demo": "https://martycat111.itch.io/froken"}]...
|
[{"post_id": 76518, "ts": "202 [{"post_id": 76518, "ts": "2026-10-03T19:55:11Z", "hours": 4.9028, "text": "Final build, will ship unless i find bugs. Improved tutorial, transitions, and gameplay tweaks. Check out my itch. :)"}, {"post_id": 75482, "ts": "2026-09-30T07:06:36Z", "hours": 8.635, "text": "Huge Updates - Title screen, art, terrain, and so, so much more…"}, {"post_id": 74309, "ts": "2026-09-27T05:06:09Z", "hours": 6.7633, "text": "Fixed most aspects of my game. Its not a 1/10 anymore."}, {"post_id": 58552, "ts": "2026-08-31T00:12:15Z", "hours": 2.6772, "text": "Godot game chicken flies"}]...
|
Title: Godot - Froken by @martycat111 | Stardance
Title: Godot - Froken by @martycat111 | Stardance
Devlogs:
Godot game chicken flies
Fixed most aspects of my game. Its not a 1/10 anymore.
Huge Updates - Title screen, art, terrain, and so, so much more…
Final build, will ship unless i find bugs. Improved tutorial, transitions, and gameplay tweaks. Check out my itch. :)
Ships:
A silly Godot game. I made it to learn Godot. Signals are hard when instantiating. Physics are annoying. It was fun....
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1793350640.5698042
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1793437040.5698042
|
|
67146
|
Resume by @Bhav | Stardance
|
Bhav
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1
|
0.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T14:52:56Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal resume. Some parts that were challenging was learning all the HTML tags to make this resume come to life. I am proud that I got all the information on the webpage successfully, and now I’m headed in the direction of functionality next. This is a static webpage with no functionality so there is nothing you need to know before you start!", "repo": "https://github.com/bhavya-vyas-webdev/Resume", "demo": "https://bhavya-vyas-webdev.github.io/Resume/"}]...
|
[{"post_id": 76511, "ts": "202 [{"post_id": 76511, "ts": "2026-10-03T19:43:23Z", "hours": 0.2589, "text": "Currently, I’ve completed filling out the information for my resume. Now, I’m gonna start experimenting with buttons for my resume."}]...
|
Title: Resume by @Bhav | Stardance
Devlogs:
Curre Title: Resume by @Bhav | Stardance
Devlogs:
Currently, I’ve completed filling out the information for my resume. Now, I’m gonna start experimenting with buttons for my resume.
Ships:
I made a personal resume. Some parts that were challenging was learning all the HTML tags to make this resume come to life. I am proud that I got all the information on the webpage successfully, and now I’m headed in the direction of functionality next. This is a static webpage with no functionality so there is nothing you need to know before you start!...
|
1793217055.2432957
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1793303455.2432957
|
|
66115
|
Robotic Arm by @jmuncey2009 | Stardance
|
jmuncey2009
|
0
|
2.88
|
0
|
[]
|
[{"post_id": 76507, "ts": "202 [{"post_id": 76507, "ts": "2026-10-03T19:31:47Z", "hours": 2.8825, "text": "I have started to design and make a robotic arm. I bought 4 MZ996 servo motors and have wired up a PCB board to a power supply where I can get 7.4V of DC power. I also have started to make the code needed for the Arduino Uno R4 WiFi on VSC that will let me control the arm. I have also begun modeling the 3D parts for the arm and have made the base. I have also decided to produce a write-up of the whole process so other people can look at it if they want."}]...
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Title: Robotic Arm by @jmuncey2009 | Stardance
De Title: Robotic Arm by @jmuncey2009 | Stardance
Devlogs:
I have started to design and make a robotic arm. I bought 4 MZ996 servo motors and have wired up a PCB board to a power supply where I can get 7.4V of DC power. I also have started to make the code needed for the Arduino Uno R4 WiFi on VSC that will let me control the arm. I have also begun modeling the 3D parts for the arm and have made the base. I have also decided to produce a write-up of the whole process so other people can look at it if they want....
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1793094707.137692
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1793699507.137692
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59066
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EvaPad by @yahoo77 | Stardance
|
yahoo77
|
0
|
24.63
|
0
|
[]
|
[{"post_id": 76506, "ts": "202 [{"post_id": 76506, "ts": "2026-10-03T19:30:03Z", "hours": 0.6964, "text": "EvaPad 0 - i just shipped my project :3 i really enjoyed though it took many hours to complete it still was really fun and educational i think it lowkey got me into hardware i just ordered my arduino kit so we will see 🤗the only thing that i failed was the documentation i think i should write more here about my project etc…….. but when im looking at my 25 hours i feel proud and i feel dumb it was my first project but still it took so much and others complete it in like 5 hours or smth"}, {"post_id": 75224, "ts": "2026-09-29T14:51:56Z", "hours": 1.9547, "text": "EvaPad - 12 almost completed everything i just need to compile my firmware to .uf2"}, {"post_id": 74098, "ts": "2026-09-26T17:49:54Z", "hours": 4.0789, "text": "EvaPad - 11 Okay i thought i will end this project today but i didn’t i improved the design and removed lcd screen because of misscalculations"}, {"post_id": 73683, "ts": "2026-09-25T17:59:31Z", "hours": 4.9194, "text": "EvaPad - 10 FINALLY! FINALLY I COMPLETED IT OMG TOMORROW I WILL SHIP MY PROJECT! Changed the case apperance polished it etc"}, {"post_id": 70806, "ts": "2026-09-19T19:50:37Z", "hours": 1.5058, "text": "EvaPad - 9 fixed my pcb a little changed some things and continued working on case"}, {"post_id": 70241, "ts": "2026-09-18T19:34:59Z", "hours": 1.4372, "text": "EvaPad - 8 1.30h just to fix the centring lmao but i made progress and i dont feel lost now and i even have a plan what to do next so i think i will complete this project in the next 2 days?"}, {"post_id": 69758, "ts": "2026-09-17T18:48:41Z", "hours": 1.1414, "text": "EvaPad - 7 im stuck"}, {"post_id": 69246, "ts": "2026-09-16T17:35:10Z", "hours": 1.4567, "text": "EvaPad - 6 changed pcb a little :D and started designing case again :/ but when im looking at others project i feel soo bad lol like i spend 10 hours to make ts and others do it in 1 hour…….but i feel motivated!"}, {"post_id": 68804, "ts": "2026-09-15T19:34:41Z", "hours": 1.1347, "text": "EvaPad - 5 Fixed some problems with the PCB and i think its ready to go!"}, {"post_id": 64974, "ts": "2026-09-09T18:45:11Z", "hours": 1.1256, "text": "EvaPad - 4 During the case design i ragequitted lol….. i mean i was tired but i still wanted to make some progress. Keys weren’t fitting into the case and i fixed it"}, {"post_id": 64401, "ts": "2026-09-08T19:06:49Z", "hours": 1.5536, "text": "EvaPad - 3 Started designing a case!"}, {"post_id": 63797, "ts": "2026-09-07T19:17:44Z", "hours": 1.6206, "text": "EvaPad - 2 I routed the PCB!"}, {"post_id": 63125, "ts": "2026-09-06T19:08:35Z", "hours": 2.0019, "text": "EvaPad - 1 Started designing the schem"}]...
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Title: EvaPad by @yahoo77 | Stardance
Devlogs:
Ev Title: EvaPad by @yahoo77 | Stardance
Devlogs:
EvaPad - 1 Started designing the schem
EvaPad - 2 I routed the PCB!
EvaPad - 3 Started designing a case!
EvaPad - 4 During the case design i ragequitted lol….. i mean i was tired but i still wanted to make some progress. Keys weren’t fitting into the case and i fixed it
EvaPad - 5 Fixed some problems with the PCB and i think its ready to go!
EvaPad - 6 changed pcb a little :D and started designing case again :/ but when im looking at others project i feel soo bad lol like i spend 10 hours to make ts and others do it in 1 hour…….but i feel motivated!
EvaPad - 7 im stuck
EvaPad - 8 1.30h just to fix the centring lmao but i made progress and i dont feel lost now and i even have a plan what to do next so i think i will complete this project in the next 2 days?
EvaPad - 9 fixed my pcb a little changed some things and continued working on case
EvaPad - 10 FINALLY! FINALLY I COMPLETED IT OMG TOMORROW I WILL SHIP MY PROJECT! Changed the case apperance polished it etc
EvaPad - 11 Okay i thought i will end this project today but i didn’t i improved the design and removed lcd screen because of misscalculations
EvaPad - 12 almost completed everything i just need to compile my firmware to .uf2
EvaPad 0 - i just shipped my project :3 i really enjoyed though it took many hours to complete it still was really fun and educational i think it lowkey got me into hardware i just ordered my arduino kit so we will see 🤗the only thing that i failed was the documentation i think i should write more here about my project etc…….. but when im looking at my 25 hours i feel proud and i feel dumb it was my first project but still it took so much and others complete it in like 5 hours or smth...
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1792781508.2494934
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1793386308.2494934
|
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35130
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My own site! by @karlo_ugrin | Stardance
|
karlo_ugrin
|
1
|
20.74
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T15:29:52Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my website, honestly I thought it would be a lot more difficult, but it is actually just time consuming, it includes Another project of mine, it is hosted on my home server, I do not have enough money for certification so it is https not http but yeah. Uses less memory than Spotify!", "repo": "https://github.com/karlo-c277/WEB", "demo": "http://karlougrin.com"}]...
|
[{"post_id": 76501, "ts": "202 [{"post_id": 76501, "ts": "2026-10-03T19:24:52Z", "hours": 5.6825, "text": "NEW STUFF Re edited the UGLY elipse from the top of the page now it looks better like it should I dunno why I did that abomination Doodled with the font sizing so now it looks good on the pc with a 1080p, and then for the phones it break into 2 lines and gets a smaller font, so very nice Re-did the shadowing on the the cards in the bottom Re-did the shadowing on the main title and navbar Bug fixes I used the wrong way to call the background so it didn’t quite work when I put it on the web but now i fixed it Leftover That abomination of the about me page And projects page I need to do more editing on the carousel and general layout"}, {"post_id": 63654, "ts": "2026-09-07T16:02:59Z", "hours": 3.0586, "text": "New stuff a cool new background links to email insta and world sailing more centered navbar a navbar that sticks to the wallpaper, figured it is more nice looking some text font changes text backgrounds added bc of background effects state of the art APT-Gcode v1.0 Stuff left to do fulfill my story card, my sports carrer school stuff add the “My #1st’s” page (prolly before those cards)"}, {"post_id": 52415, "ts": "2026-08-22T15:22:35Z", "hours": 1.0964, "text": "Done some visual editing, now publicly available , newest APT - Gcode uploaded"}, {"post_id": 39960, "ts": "2026-08-03T09:21:20Z", "hours": 7.2375, "text": "The welcome page is done! Just a lot more to do, such as a lot of background photos"}, {"post_id": 30050, "ts": "2026-07-17T10:05:08Z", "hours": 3.1711, "text": "Yaay, it works, locally. I just need to do like the 50hours of visual editing"}]...
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Title: My own site! by @karlo_ugrin | Stardance
D Title: My own site! by @karlo_ugrin | Stardance
Devlogs:
Yaay, it works, locally. I just need to do like the 50hours of visual editing
The welcome page is done! Just a lot more to do, such as a lot of background photos
Done some visual editing, now publicly available , newest APT - Gcode uploaded
New stuff a cool new background links to email insta and world sailing more centered navbar a navbar that sticks to the wallpaper, figured it is more nice looking some text font changes text backgrounds added bc of background effects state of the art APT-Gcode v1.0 Stuff left to do fulfill my story card, my sports carrer school stuff add the “My #1st’s” page (prolly before those cards)
NEW STUFF Re edited the UGLY elipse from the top of the page now it looks better like it should I dunno why I did that abomination Doodled with the font sizing so now it looks good on the pc with a 1080p, and then for the phones it break into 2 lines and gets a smaller font, so very nice Re-did the shadowing on the the cards in the bottom Re-did the shadowing on the main title and navbar Bug fixes I used the wrong way to call the background so it didn’t quite work when I put it on the web but now i fixed it Leftover That abomination of the about me page And projects page I need to do more editing on the carousel and general layout
Ships:
I made my website, honestly I thought it would be a lot more difficult, but it is actually just time consuming, it includes Another project of mine, it is hosted on my home server, I do not have enough money for certification so it is https not http but yeah. Uses less memory than Spotify!...
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1793227702.9936981
|
1793314102.9936981
|
|
64913
|
Camera circuit bent by @Anastt | Stardance
|
Anastt
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T20:06:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I circuit bent a kids camera without the soldering part. Would solder it but i dont have a soldering iron btw. Really fun project overall, liked doing it. I only used a wire, lots of tape and a piece of a kitchen sponge to apply more pressure. You can get many different coloring effects that react to the lighting detected. Also it took more like 3 hours, read my 1st devlog for that. It wasnt too hard tho, im a complete beginner in hardware stuff and i managed ^^", "repo": "https://github.com/Anastt77/circuitbend", "demo": ""}]...
|
[{"post_id": 76498, "ts": "202 [{"post_id": 76498, "ts": "2026-10-03T19:14:10Z", "hours": 1.6736, "text": "Solderless camera citcuit bend –– (this project actually took about 3 hours, i just couldn’t record it with lapse right away cz i dont have a webcam, i had to record on my phone and send it over but it run out of battery mid recording) This was a very fun hardware project. I basically used some copper wire to do the bend, couldnt solder it cz i dont have a soldering iron. The result is the same tho!! And its a reversible thing too. This was done on a very cheap kids camera i got 2nd hand, so i didnt really worry about breaking any components. Also i ended up cutting up and using a piece of a sponge to apply even pressure on the wire cz the tape wasnt enough. Thats it thx byee ^^ (side note, pics say 2019 cz i coulnt change the date in the settings)"}]...
|
Title: Camera circuit bent by @Anastt | Stardance
Title: Camera circuit bent by @Anastt | Stardance
Devlogs:
Solderless camera citcuit bend –– (this project actually took about 3 hours, i just couldn’t record it with lapse right away cz i dont have a webcam, i had to record on my phone and send it over but it run out of battery mid recording) This was a very fun hardware project. I basically used some copper wire to do the bend, couldnt solder it cz i dont have a soldering iron. The result is the same tho!! And its a reversible thing too. This was done on a very cheap kids camera i got 2nd hand, so i didnt really worry about breaking any components. Also i ended up cutting up and using a piece of a sponge to apply even pressure on the wire cz the tape wasnt enough. Thats it thx byee ^^ (side note, pics say 2019 cz i coulnt change the date in the settings)
Ships:
I circuit bent a kids camera without the soldering part. Would solder it but i dont have a soldering iron btw. Really fun project overall, liked doing it. I only used a wire, lots of tape and a piece of a kitchen sponge to apply more pressure. You can get many different coloring effects that react to the lighting detected. Also it took more like 3 hours, read my 1st devlog for that. It wasnt too hard tho, im a complete beginner in hardware stuff and i managed ^^...
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1793213662.081107
|
1793300062.081107
|
|
64902
|
My Special Website by @artitule | Stardance
|
artitule
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T19:15:48Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created my first website! It’s not complicated but i like the theme very much. The hardest part by far was the CSS. Initially i wanted to make the project without any AI help to really learn but CSS broke me. Finding the correct colors and making the elements look nice was really hard. But overall i am happy with my first website!", "repo": "https://github.com/ARTITULE/MyWebsite", "demo": "https://artitule.github.io/MyWebsite/"}]...
|
[{"post_id": 76496, "ts": "202 [{"post_id": 76496, "ts": "2026-10-03T19:09:16Z", "hours": 3.0986, "text": "Devlog Time!! I think i finished the website Next step is shipping!"}, {"post_id": 74551, "ts": "2026-09-27T16:51:20Z", "hours": 2.8403, "text": "Devlog Time!!! I decided to try some web development and well this is kinda it. I created the shell of the website now i will just populate the projects etc. and i will be ready to ship. I decided to go for a blueprint type of look, i think that it looks nice. Anyway this was it for me"}]...
|
Title: My Special Website by @artitule | Stardance Title: My Special Website by @artitule | Stardance
Devlogs:
Devlog Time!!! I decided to try some web development and well this is kinda it. I created the shell of the website now i will just populate the projects etc. and i will be ready to ship. I decided to go for a blueprint type of look, i think that it looks nice. Anyway this was it for me
Devlog Time!! I think i finished the website Next step is shipping!
Ships:
I created my first website! It’s not complicated but i like the theme very much. The hardest part by far was the CSS. Initially i wanted to make the project without any AI help to really learn but CSS broke me. Finding the correct colors and making the elements look nice was really hard. But overall i am happy with my first website!...
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1793213658.4398556
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1793300058.4398556
|
|
42075
|
Custom-Macropad (Catpad) by @laval | Stardance
|
laval
|
0
|
7.82
|
0
|
[]
|
[{"post_id": 76495, "ts": "202 [{"post_id": 76495, "ts": "2026-10-03T19:05:42Z", "hours": 2.5003, "text": "Macro-pad Case Part 1 I spent forever fixing the assembly and sketch, but now I’ve finally finished up the case design (aside from the fillet feature). Everything fits for the most part."}, {"post_id": 43028, "ts": "2026-08-08T02:28:41Z", "hours": 0.6, "text": "Learning CAD for the case (Macropad/hackpad) I have been designing my case for the macropad i’m building in CAD (onshape, as I am a bit more familiar with the software over Fusion or Solidworks). I am having a bit of trouble getting everything to fit within tolerance, but I have found a work around solution. More designing tomorrow."}, {"post_id": 40432, "ts": "2026-08-03T22:57:53Z", "hours": 2.1503, "text": "PCB Routing + Finish PCB Design I routed the PCB together and I finished the PCB design. Now I need to create the case in CAD software, then write the firmware. Hopefully I can finish both tomorrow. To route the PCB, I used 2 layers. The OLED, switch matrix, and rotary encoder are all on the front, while the microcontroller and diodes are in the back. This allows me to have a more clean design."}, {"post_id": 37925, "ts": "2026-07-30T22:52:50Z", "hours": 1.1336, "text": "Hackpad blog 2: Finished Schematic, working on routing PCB. So far i have finished the schematic. I decided to delete the 2nd rotary encoder since I don’t see a justification for using it, as the first rotary is enough. Now, I need to learn to route the PCB, as well as align it nicely. Hopefully, I’ll be able to finish the PCB design soon. Then I will design the CAD case, then create the firmware."}, {"post_id": 37871, "ts": "2026-07-30T20:56:26Z", "hours": 1.4317, "text": "Hackpad blog: Currently working on adding parts to the schematic. I am either going to go with 9 keys in a 3x3 matrix, or the 3x3 matrix with the addition of 2 rotary encoders and the OLED screen. After I’m done wiring everything, I will route the PCB together."}]...
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Title: Custom-Macropad (Catpad) by @laval | Starda Title: Custom-Macropad (Catpad) by @laval | Stardance
Devlogs:
Hackpad blog: Currently working on adding parts to the schematic. I am either going to go with 9 keys in a 3x3 matrix, or the 3x3 matrix with the addition of 2 rotary encoders and the OLED screen. After I’m done wiring everything, I will route the PCB together.
Hackpad blog 2: Finished Schematic, working on routing PCB. So far i have finished the schematic. I decided to delete the 2nd rotary encoder since I don’t see a justification for using it, as the first rotary is enough. Now, I need to learn to route the PCB, as well as align it nicely. Hopefully, I’ll be able to finish the PCB design soon. Then I will design the CAD case, then create the firmware.
PCB Routing + Finish PCB Design I routed the PCB together and I finished the PCB design. Now I need to create the case in CAD software, then write the firmware. Hopefully I can finish both tomorrow. To route the PCB, I used 2 layers. The OLED, switch matrix, and rotary encoder are all on the front, while the microcontroller and diodes are in the back. This allows me to have a more clean design.
Learning CAD for the case (Macropad/hackpad) I have been designing my case for the macropad i’m building in CAD (onshape, as I am a bit more familiar with the software over Fusion or Solidworks). I am having a bit of trouble getting everything to fit within tolerance, but I have found a work around solution. More designing tomorrow.
Macro-pad Case Part 1 I spent forever fixing the assembly and sketch, but now I’ve finally finished up the case design (aside from the fillet feature). Everything fits for the most part....
|
1793163018.623398
|
1793767818.623398
|
|
66029
|
Supernova Signature by @jeyanissi | Stardance
|
jeyanissi
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T18:58:46Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was inspired to make this project by my science project about space which made me realize that we are missing out on so many beautiful things from space so I created this web. It was actually difficult for me at first. I am someone who had no coding background before this hackathon and I’m really proud of myself that I learnt coding for a month and created something useful", "repo": "https://github.com/iamapotato2026/Supernova-Signature", "demo": "https://starcluster.drophost.space"}]...
|
[{"post_id": 76489, "ts": "202 [{"post_id": 76489, "ts": "2026-10-03T18:52:33Z", "hours": 1.0639, "text": "excited to ship this!!!"}, {"post_id": 76036, "ts": "2026-10-02T04:35:30Z", "hours": 1.0967, "text": "Almost done"}, {"post_id": 75783, "ts": "2026-10-01T03:42:56Z", "hours": 1.0525, "text": "W Custom greeting cards"}, {"post_id": 75428, "ts": "2026-09-30T02:14:44Z", "hours": 8.9017, "text": "This supernova looks so cool yall"}, {"post_id": 75024, "ts": "2026-09-28T21:56:10Z", "hours": 10.2417, "text": "A fun website where you can see the images of supernovas and cool stuff that happened on space on the day you were born ans it even let’s you make greeting cards and assigns you lyrics according to your supernovas. Yall please tell me if this is boring or if i should add anything😭😭"}]...
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Title: Supernova Signature by @jeyanissi | Stardan Title: Supernova Signature by @jeyanissi | Stardance
Devlogs:
A fun website where you can see the images of supernovas and cool stuff that happened on space on the day you were born ans it even let’s you make greeting cards and assigns you lyrics according to your supernovas. Yall please tell me if this is boring or if i should add anything😭😭
This supernova looks so cool yall
W Custom greeting cards
Almost done
excited to ship this!!!
Ships:
I was inspired to make this project by my science project about space which made me realize that we are missing out on so many beautiful things from space so I created this web. It was actually difficult for me at first. I am someone who had no coding background before this hackathon and I’m really proud of myself that I learnt coding for a month and created something useful...
|
1793216876.8782232
|
1793303276.8782232
|
|
60870
|
XING by @Lord-Ace | Stardance
|
Lord-Ace
|
1
|
15.57
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T15:24:11Z", "hours": 14.0, "multiplier": 1.26, "payout": 18, "blessing": "neutral", "text": "Created a fun interactive question bot powered by Gemini. You pick your set of topics and difficulty level then you allow the AI curate custom questions for you. It was quite challenging to build though especially the fastAPI layer handling the CORS and making sure the endpoint calls and returns the value the way I want it to but overall, it was a fun build and I hope you enjoy using it", "repo": "https://github.com/RADYO-ACTIV/XING", "demo": "https://xing-tau.vercel.app/"}]...
|
[{"post_id": 76484, "ts": "202 [{"post_id": 76484, "ts": "2026-10-03T18:27:08Z", "hours": 1.5656, "text": "Improved the response time for the Gemini endpoint"}, {"post_id": 72785, "ts": "2026-09-23T18:53:48Z", "hours": 5.4031, "text": "Finally finished the project. Changed the background (again), connected the fastAPI endpoint to the JavaScript, added proper error handling (I think), designed an ending animation, cors. Did a lot other things 8 can’t remember"}, {"post_id": 69124, "ts": "2026-09-16T13:02:30Z", "hours": 2.0556, "text": "Just designed the fastAPI backend for the bot and connected it to gemini 3.8flash. still having issues getting the right response from the API though but it works. Now to being everything into one piece"}, {"post_id": 68656, "ts": "2026-09-15T14:08:03Z", "hours": 3.49, "text": "Added some JavaScript to the app for extra validation and error handling. Also created functions to help fetch the generated questions and I added background music (still in development) and in case you didn’t notice, I’m trying out different backgrounds for the web app"}, {"post_id": 68029, "ts": "2026-09-14T12:26:46Z", "hours": 3.2531, "text": "Finished with the html and CSS. Completed the core layout and basic functionality. Moving to JavaScript next"}]...
|
Title: XING by @Lord-Ace | Stardance
Devlogs:
Fin Title: XING by @Lord-Ace | Stardance
Devlogs:
Finished with the html and CSS. Completed the core layout and basic functionality. Moving to JavaScript next
Added some JavaScript to the app for extra validation and error handling. Also created functions to help fetch the generated questions and I added background music (still in development) and in case you didn’t notice, I’m trying out different backgrounds for the web app
Just designed the fastAPI backend for the bot and connected it to gemini 3.8flash. still having issues getting the right response from the API though but it works. Now to being everything into one piece
Finally finished the project. Changed the background (again), connected the fastAPI endpoint to the JavaScript, added proper error handling (I think), designed an ending animation, cors. Did a lot other things 8 can’t remember
Improved the response time for the Gemini endpoint
Ships:
Created a fun interactive question bot powered by Gemini. You pick your set of topics and difficulty level then you allow the AI curate custom questions for you. It was quite challenging to build though especially the fastAPI layer handling the CORS and making sure the endpoint calls and returns the value the way I want it to but overall, it was a fun build and I hope you enjoy using it...
|
1793206551.7287621
|
1793292951.7287621
|
|
61960
|
Python Practice by @nytharshit | Stardance
|
nytharshit
|
1
|
4.59
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T15:23:54Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website where i can save my codes and run them anytime i want and it is publicly available for anyone to use. The challenging part was to create the Clickit file which is supposed to run the command to save the code file as a github repo using the extension installed on VS code. People should know to open the website and just give ur input and get the output. If they want to see the code they can by clicking my github profile on the website.", "repo": "https://github.com/nytharshi/Python-Practice", "demo": "https://python-practice-git-main-nytharshit.vercel.app/"}]...
|
[{"post_id": 76482, "ts": "202 [{"post_id": 76482, "ts": "2026-10-03T17:58:23Z", "hours": 0.5942, "text": "Created another website for the same thing because, They were not accepting the ship, this one is made on verscel so hopefully they accept, there is an addon the code is showed directly onto the website rather than going to my github page and seeing the repositories"}, {"post_id": 75870, "ts": "2026-10-01T13:03:07Z", "hours": 2.1417, "text": "Website for all my codes, I made a website for my codes where anyone can use run these codes and they save as Github repos which u can check out on my Github Profile. And i dont need to create repos for every file i make. I simply used command prompt to create the github and have saved the commands so i just need to click on a file and it does all the work for me"}, {"post_id": 67703, "ts": "2026-09-13T22:00:09Z", "hours": 1.4242, "text": "Revising the Basics for exam"}]...
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Title: Python Practice by @nytharshit | Stardance
Title: Python Practice by @nytharshit | Stardance
Devlogs:
Revising the Basics for exam
Website for all my codes, I made a website for my codes where anyone can use run these codes and they save as Github repos which u can check out on my Github Profile. And i dont need to create repos for every file i make. I simply used command prompt to create the github and have saved the commands so i just need to click on a file and it does all the work for me
Created another website for the same thing because, They were not accepting the ship, this one is made on verscel so hopefully they accept, there is an addon the code is showed directly onto the website rather than going to my github page and seeing the repositories
Ships:
I made a website where i can save my codes and run them anytime i want and it is publicly available for anyone to use. The challenging part was to create the Clickit file which is supposed to run the command to save the code file as a github repo using the extension installed on VS code. People should know to open the website and just give ur input and get the output. If they want to see the code they can by clicking my github profile on the website....
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1793209866.237926
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1793296266.237926
|
|
64313
|
MINERVA-8 by @sudeepsuresh | Stardance
|
sudeepsuresh
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T04:16:22Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I build? I built MINERVA-8, a custom console-based 8-bit assembler written entirely from scratch in C++. MINERVA-8 emulates a complete low level computer system from the command line. It has registers, a hardware stack pointer, flags (CF & ZF), 256 bytes of simulated memory, and full CPU emulation. There is also a compiler which converts assembly code with symbolic names to machine instructions. Implemented in C++. What Was Challenging? There were quite a few issues that I ran into when running assembly programs but they were fixable using my ‘step’ flag and watching the CPU states(flags/registers). However, one major hurdle I encountered with forward labels was that my assembler did not support jumping to an undefined label that wasn’t declared yet(forward jumps) used in JMP, CALL, JZ, and JNZ instructions. I could not solve this problem until I learned during my C++ class how V-tables are created during compile time. Thus, I decided on an “unresolved array” which would store the label and not have a resolved address which would be patched later when the label is actually found. My dad also suggested a two pass assembler would be more elegant. During the first pass all labels can be resolved and during the second pass the machine code can be generated. I chose to keep the single pass design because it produced a faster assembler despite requiring a small tracking array. What are you proud of? I am more satisfied than being proud of building a functional hardware stack infrastructure capable of handling nested subroutines using low-level PUSH, POP, CALL, and RET commands. It was amazing to watch a processor simulator I wrote entirely by hand successfully use stack memory to jump into subroutines, run math operations, and bounce back to the main program loop cleanly without crashing or corrupting memory boundaries. How to Test My Project Go to https://github.com/sudeeps-projects/Minerva-8/blob/master/README.md look for the section Quick Start & Usage It describes how to test my project The compiled executable MINERVA-8.exe is located inside the release folder of this repository. General Usage Open your command prompt, navigate to the release folder, and run the executable with your assembly file and optional flags: MINERVA-8.exe <filename.asm> [options] Parameters & Options filename.asm (Required): The path to the MINERVA-8 assembly file you want to execute. –step (Optional): Step Mode. Displays the current CPU state and next instruction, then waits for ENTER before executing the next step. –ram (Optional): RAM Mode. Displays the fully assembled machine code stored in the 256-byte RAM. Command Examples Standard Execution MINERVA-8.exe DEC.asm Running Step Mode MINERVA-8.exe DEC.asm –step Running RAM Mode MINERVA-8.exe DEC.asm –ram Combining Step and RAM Modes The optional flags can be supplied together in any order: MINERVA-8.exe DEC.asm –step –ram OR MINERVA-8.exe DEC.asm –ram –step Look at my youtube channel on this topic: https://www.youtube.com/watch?v=7CmpW0mE3cQ", "repo": "https://github.com/sudeeps-projects/Minerva-8", "demo": "https://github.com/sudeeps-projects/Minerva-8/releases/download/v1.0.0/MINERVA-8.exe"}]...
|
[{"post_id": 76481, "ts": "202 [{"post_id": 76481, "ts": "2026-10-03T17:57:24Z", "hours": 3.2692, "text": "over the last few weeks, I have been working on many test cases.. I have added many negative test cases where I try to pop from an empty stack or ‘ret’ instruction without a call. I found many issues that i fixed in the last few weeks. I have also written a fibonacci series using my instruction set and have been successfully able to ‘OUT’ the result to console. This has been my most proud activity. It took me 4-5 days to come up with fibonacci flow as I was hand-calculating the output using my instructions. When I tried it , i was getting wrong answers. My step flag helped me debug the flow and eventually I could come up with correct fibonacci instruction flow. I have put many examples in the release folder. In the release folder, I have put Minerva-8.exe which takes the file name <fibonacci.asm> as an argument. It also takes additional optional arguments such as [–step | –ram] . The –step argument provides the user with the ability to debug instruction by instruction flow and shows the CPU state after execution of every instruction. This helped me debug my own fibonacci.asm which took quite a bit of time. Also, I have struggling with logging hours on hackatime. My github is on [email protected] account and i logged to hackatime using [email protected] . Using the help from slack and some from Google , I tried to link both the emails but it is still not clear on why it shows 0hours when hackatime clearly logged 30hrs for Minerva-8 and 1:30 hrs for compiler"}, {"post_id": 71568, "ts": "2026-09-21T02:15:40Z", "hours": 28.5417, "text": "In my 10th grade Summer, I took C++ course in Folsom Lake Community College. The Professor was teaching about how C++ code gets converted to Assembly language, how the assembler converts the Assembly instructions into Machine code then the CPU will execute the machine code. I got confused and asked my friends on what that means. My friends did not know it either. At home, my dad explained with a block diagram. I got more curious about the innerworkings and read the documentation of RISC-V instruction set. This led me to come up with MINERVA-8 a custom CPU 8 bit architecture. MINERVA-8 MINERVA-8 (CUSTOM 8-BIT ASSEMBLY LANGUAGE) is a console-based 8-bit CPU simulator written in C++ that demonstrates how a processor executes instructions through the fetch-decode-execute cycle while showing changes to registers, memory, flags, and control flow. The project includes a custom assembler that translates MINERVA-8 assembly language into machine code and loads the resulting instructions and data into 256 bytes of simulated RAM. Architecture MINERVA-8 currently includes: 8-bit CPU architecture 256 bytes of RAM Program Counter (PC) Register A Register B Carry Flag (CF) Zero Flag (ZF) Custom instruction set Custom assembler Symbolic labels Console display of CPU state and memory Numeric and character console output Fetch-Decode-Execute Cycle Fetch The fetch unit uses the Program Counter to retrieve the next opcode from RAM. Decode The decoding unit determines which instruction the opcode represents and identifies any associated operand or memory address. Execute The execution unit performs the requested operation. Depending on the instruction, it can: modify registers perform arithmetic perform bitwise logic update CPU flags load or store memory change program control flow output values or characters Instruction Set Instruction Description LDA Load a value into Register A LDB Load a value into Register B LDM Load a value from memory into Register A ADD Add Register B to Register A SUB Subtract Register B from Register A STA Store Register A in memory OUT Output Register A as a number OUTC Output Register A as an ASCII character JNZ Jump if the Zero Flag is not set JZ Jump if the Zero Flag is set JMP Unconditional jump AND Bitwise AND of Register A and Register B OR Bitwise OR of Register A and Register B XOR Bitwise XOR of Register A and Register B SHL Shift Register A left by one bit SHR Shift Register A right by one bit NOT Invert every bit in Register A INC Increment Register A DEC Decrement Register A CMP Compare Register A and Register B and update flags PUSH Push Register A contents to stack POP Pop stack into Reg A and update flags CALL Call subroutine RET Return from subroutine to the caller HLT Halt execution"}]...
|
Title: MINERVA-8 by @sudeepsuresh | Stardance
Dev Title: MINERVA-8 by @sudeepsuresh | Stardance
Devlogs:
In my 10th grade Summer, I took C++ course in Folsom Lake Community College. The Professor was teaching about how C++ code gets converted to Assembly language, how the assembler converts the Assembly instructions into Machine code then the CPU will execute the machine code. I got confused and asked my friends on what that means. My friends did not know it either. At home, my dad explained with a block diagram. I got more curious about the innerworkings and read the documentation of RISC-V instruction set. This led me to come up with MINERVA-8 a custom CPU 8 bit architecture. MINERVA-8 MINERVA-8 (CUSTOM 8-BIT ASSEMBLY LANGUAGE) is a console-based 8-bit CPU simulator written in C++ that demonstrates how a processor executes instructions through the fetch-decode-execute cycle while showing changes to registers, memory, flags, and control flow. The project includes a custom assembler that translates MINERVA-8 assembly language into machine code and loads the resulting instructions and data into 256 bytes of simulated RAM. Architecture MINERVA-8 currently includes: 8-bit CPU architecture 256 bytes of RAM Program Counter (PC) Register A Register B Carry Flag (CF) Zero Flag (ZF) Custom instruction set Custom assembler Symbolic labels Console display of CPU state and memory Numeric and character console output Fetch-Decode-Execute Cycle Fetch The fetch unit uses the Program Counter to retrieve the next opcode from RAM. Decode The decoding unit determines which instruction the opcode represents and identifies any associated operand or memory address. Execute The execution unit performs the requested operation. Depending on the instruction, it can: modify registers perform arithmetic perform bitwise logic update CPU flags load or store memory change program control flow output values or characters Instruction Set Instruction Description LDA Load a value into Register A LDB Load a value into Register B LDM Load a value from memory into Register A ADD Add Register B to Register A SUB Subtract Register B from Register A STA Store Register A in memory OUT Output Register A as a number OUTC Output Register A as an ASCII character JNZ Jump if the Zero Flag is not set JZ Jump if the Zero Flag is set JMP Unconditional jump AND Bitwise AND of Register A and Register B OR Bitwise OR of Register A and Register B XOR Bitwise XOR of Register A and Register B SHL Shift Register A left by one bit SHR Shift Register A right by one bit NOT Invert every bit in Register A INC Increment Register A DEC Decrement Register A CMP Compare Register A and Register B and update flags PUSH Push Register A contents to stack POP Pop stack into Reg A and update flags CALL Call subroutine RET Return from subroutine to the caller HLT Halt execution
over the last few weeks, I have been working on many test cases.. I have added many negative test cases where I try to pop from an empty stack or ‘ret’ instruction without a call. I found many issues that i fixed in the last few weeks. I have also written a fibonacci series using my instruction set and have been successfully able to ‘OUT’ the result to console. This has been my most proud activity. It took me 4-5 days to come up with fibonacci flow as I was hand-calculating the output using my instructions. When I tried it , i was getting wrong answers. My step flag helped me debug the flow and eventually I could come up with correct fibonacci instruction flow. I have put many examples in the release folder. In the release folder, I have put Minerva-8.exe which takes the file name <fibonacci.asm> as an argument. It also takes additional optional arguments such as [–step | –ram] . The –step argument provides the user with the ability to debug instruction by instruction flow and shows the CPU state after execution of every instruction. This helped me debug my own fibonacci.asm which took quite a bit of time. Also, I have struggling with logging hours on hackatime. My github is on [email protected] account and i logged to hackatime using [email protected] . Using the help from slack and some from Google , I tried to link both the emails but it is still not clear on why it shows 0hours when hackatime clearly logged 30hrs for Minerva-8 and 1:30 hrs for compiler
Ships:
What did I build? I built MINERVA-8, a custom console-based 8-bit assembler written entirely from scratch in C++. MINERVA-8 emulates a complete low level computer system from the command line. It has registers, a hardware stack pointer, flags (CF & ZF), 256 bytes of simulated memory, and full CPU emulation. There is also a compiler which converts assembly code with symbolic names to machine instructions. Implemented in C++. What Was Challenging? There were quite a few issues that I ran into when running assembly programs but they were fixable using my ‘step’ flag and watching the CPU states(flags/registers). However, one major hurdle I encountered with forward labels was that my assembler did not support jumping to an undefined label that wasn’t declared yet(forward jumps) used in JMP, CALL, JZ, and JNZ instructions. I could not solve this problem until I learned during my C++ class how V-tables are created during compile time. Thus, I decided on an “unresolved array” which would store the label and not have a resolved address which would be patched later when the label is actually found. My dad also suggested a two pass assembler would be more elegant. During the first pass all labels can be resolved and during the second pass the machine code can be generated. I chose to keep the single pass design because it produced a faster assembler despite requiring a small tracking array. What are you proud of? I am more satisfied than being proud of building a functional hardware stack infrastructure capable of handling nested subroutines using low-level PUSH, POP, CALL, and RET commands. It was amazing to watch a processor simulator I wrote entirely by hand successfully use stack memory to jump into subroutines, run math operations, and bounce back to the main program loop cleanly without crashing or corrupting memory boundaries. How to Test My Project Go to https://github.com/sudeeps-projects/Minerva-8/blob/master/README.md look for the section Quick Start & Usage It describes how to test my project The compiled executable MINERVA-8.exe is located inside the release folder of this repository. General Usage Open your command prompt, navigate to the release folder, and run the executable with your assembly file and optional flags: MINERVA-8.exe <filename.asm> [options] Parameters & Options filename.asm (Required): The path to the MINERVA-8 assembly file you want to execute. –step (Optional): Step Mode. Displays the current CPU state and next instruction, then waits for ENTER before executing the next step. –ram (Optional): RAM Mode. Displays the fully assembled machine code stored in the 256-byte RAM. Command Examples Standard Execution MINERVA-8.exe DEC.asm Running Step Mode MINERVA-8.exe DEC.asm –step Running RAM Mode MINERVA-8.exe DEC.asm –ram Combining Step and RAM Modes The optional flags can be supplied together in any order: MINERVA-8.exe DEC.asm –step –ram OR MINERVA-8.exe DEC.asm –ram –step Look at my youtube channel on this topic: https://www.youtube.com/watch?v=7CmpW0mE3cQ...
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1793213550.6021
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1793299950.6021
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67496
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My awesome macropad! by @Qinyi | Stardance
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Qinyi
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0
|
1.62
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0
|
[]
|
[{"post_id": 76480, "ts": "202 [{"post_id": 76480, "ts": "2026-10-03T17:53:16Z", "hours": 1.6247, "text": "PCB and PCB Case Design"}]...
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Title: My awesome macropad! by @Qinyi | Stardance
Title: My awesome macropad! by @Qinyi | Stardance
Devlogs:
PCB and PCB Case Design...
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1793112519.3561952
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1793717319.3561952
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|
66610
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Heart rate monitor by @mygulash | Stardance
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mygulash
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0
|
3.44
|
0
|
[]
|
[{"post_id": 76467, "ts": "202 [{"post_id": 76467, "ts": "2026-10-03T16:43:40Z", "hours": 3.44, "text": "Heart rate monitor I made the infrared light intensity sensor which will later help me identify the heart beats. Now I have to turn in into a graph and analyse the data i get so i can make a function that will clear the “bad” data."}]...
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Title: Heart rate monitor by @mygulash | Stardance Title: Heart rate monitor by @mygulash | Stardance
Devlogs:
Heart rate monitor I made the infrared light intensity sensor which will later help me identify the heart beats. Now I have to turn in into a graph and analyse the data i get so i can make a function that will clear the “bad” data....
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1793101735.9375877
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1793706535.9375877
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66303
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My awesome macropad! by @Elio2009 | Stardance
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Elio2009
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0
|
2.21
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0
|
[]
|
[{"post_id": 76461, "ts": "202 [{"post_id": 76461, "ts": "2026-10-03T16:26:18Z", "hours": 1.6528, "text": "My case"}, {"post_id": 76407, "ts": "2026-10-03T13:20:14Z", "hours": 0.5586, "text": "Designing my PCB"}]...
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Title: My awesome macropad! by @Elio2009 | Stardan Title: My awesome macropad! by @Elio2009 | Stardance
Devlogs:
Designing my PCB
My case...
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1793098175.0355968
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1793702975.0355968
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11617
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Music Controller Macropad by @I_Winters | Stardanc Music Controller Macropad by @I_Winters | Stardance...
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I_Winters
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T14:14:16Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I designed a three-button macropad for controlling music! It also has a rotary encoder (for controlling volume) and an OLED screen (for showing a “now playing” view).", "repo": "https://github.com/imhwinters/MusicController", "demo": ""}]...
|
[{"post_id": 7646, "ts": "2026 [{"post_id": 7646, "ts": "2026-06-12T19:39:14Z", "hours": 1.1992, "text": "I cadded the case and wrote the firmware (I decided not to code my own firmware instead of using ZMK because I want my project to use the Xiao esp32c3 for its bluetooth functionality)."}, {"post_id": 5370, "ts": "2026-06-09T03:39:02Z", "hours": 0.8817, "text": "So far I’ve made the case, the schematic + PCB, and the firmware. Before I finish up the project design, I’m going to make sure the case is accurate and write a readme. I also want to make the case a little more interesting-looking :)"}, {"post_id": 4446, "ts": "2026-06-07T19:28:21Z", "hours": 3.1853, "text": "I’ve created the schematic, the PCB, and cadded the case so far."}]...
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Title: Music Controller Macropad by @I_Winters | S Title: Music Controller Macropad by @I_Winters | Stardance
Devlogs:
I’ve created the schematic, the PCB, and cadded the case so far.
So far I’ve made the case, the schematic + PCB, and the firmware. Before I finish up the project design, I’m going to make sure the case is accurate and write a readme. I also want to make the case a little more interesting-looking :)
I cadded the case and wrote the firmware (I decided not to code my own firmware instead of using ZMK because I want my project to use the Xiao esp32c3 for its bluetooth functionality).
Ships:
I designed a three-button macropad for controlling music! It also has a rotary encoder (for controlling volume) and an OLED screen (for showing a “now playing” view)....
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1793281983.6322296
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1793368383.6322296
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66702
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TuffAlarm+ by @parth_ida13 | Stardance
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parth_ida13
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0
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2.14
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0
|
[]
|
[{"post_id": 76458, "ts": "202 [{"post_id": 76458, "ts": "2026-10-03T16:19:53Z", "hours": 2.1369, "text": "Extended to 30th!!! I finally locked in for my first hardware project(more fun) I followed the guide and added a speciality of my own with it. I want to make this alarm functioning as a Google Nest Mini and I want to make it have the capability to function as a speaker too. So far I have this, I will correct placements then generate a CAD likely afterwards I’ll submit for funding while having the BOM, CAD, and PCB. I think i’m doing good for a begineer"}]...
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Title: TuffAlarm+ by @parth_ida13 | Stardance
Dev Title: TuffAlarm+ by @parth_ida13 | Stardance
Devlogs:
Extended to 30th!!! I finally locked in for my first hardware project(more fun) I followed the guide and added a speciality of my own with it. I want to make this alarm functioning as a Google Nest Mini and I want to make it have the capability to function as a speaker too. So far I have this, I will correct placements then generate a CAD likely afterwards I’ll submit for funding while having the BOM, CAD, and PCB. I think i’m doing good for a begineer...
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1793101869.6802776
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1793706669.6802776
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|
63587
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ShortCut Os by @ashrafmahin10 | Stardance
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ashrafmahin10
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T16:08:51Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my simple personal OS. I am proud to have my own OS. The most challenging part was to working with CSS.", "repo": "https://github.com/Ashraf-999/Shortcut-Os", "demo": "https://ashraf-999.github.io/Shortcut-Os/"}]...
|
[{"post_id": 76455, "ts": "202 [{"post_id": 76455, "ts": "2026-10-03T16:06:46Z", "hours": 1.3508, "text": "Devlog 3: Added a simple calculator"}, {"post_id": 72295, "ts": "2026-09-22T16:31:46Z", "hours": 0.5419, "text": "Devlog 2: Just added my first app of my OS, which a note taking platform"}, {"post_id": 72005, "ts": "2026-09-22T00:08:55Z", "hours": 3.2142, "text": "Devlog 1: I am working on basic OS where you can add your favoruite website easilly."}]...
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Title: ShortCut Os by @ashrafmahin10 | Stardance
Title: ShortCut Os by @ashrafmahin10 | Stardance
Devlogs:
Devlog 1: I am working on basic OS where you can add your favoruite website easilly.
Devlog 2: Just added my first app of my OS, which a note taking platform
Devlog 3: Added a simple calculator
Ships:
I made my simple personal OS. I am proud to have my own OS. The most challenging part was to working with CSS....
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1793213333.093105
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1793299733.093105
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64203
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My Personal Website by @iloveadrenaline | Stardanc My Personal Website by @iloveadrenaline | Stardance...
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iloveadrenaline
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T15:25:16Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website about me like an OS but way lower quality sadly , the hard part was using svelte and debugging errors", "repo": "https://github.com/iloveadrenaline/Personal-Website", "demo": "https://andreibaciu.netlify.app/"}]...
|
[{"post_id": 76445, "ts": "202 [{"post_id": 76445, "ts": "2026-10-03T15:13:46Z", "hours": 0.4269, "text": "Finished the website and added the name up there to the windows , now i ship"}, {"post_id": 76211, "ts": "2026-10-02T18:02:01Z", "hours": 2.5558, "text": "Hey Devlog 1 : -Made the main page -Implemented a windows function -Added the tabs for About, Contact and Projects -Used Svelte lol"}]...
|
Title: My Personal Website by @iloveadrenaline | S Title: My Personal Website by @iloveadrenaline | Stardance
Devlogs:
Hey Devlog 1 : -Made the main page -Implemented a windows function -Added the tabs for About, Contact and Projects -Used Svelte lol
Finished the website and added the name up there to the windows , now i ship
Ships:
I made a website about me like an OS but way lower quality sadly , the hard part was using svelte and debugging errors...
|
1793213524.5670326
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1793299924.5670326
|
|
62715
|
My own site! by @Zemal | Stardance
|
Zemal
|
2
|
2.0
|
6
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T17:17:53Z", "hours": 2.0, "multiplier": 2.33, "payout": 6, "blessing": "neutral", "text": "I am reshipping my personal portfolio after making the requested improvements. I updated the design, cleaned up the styling, improved the README, and made the overall site more polished and easier to navigate. I am proud that I went back, fixed the feedback, and improved the project instead of leaving it as it was. Everything should now be working properly and the site can be tested through the live link.", "repo": "https://github.com/zemaldars01-png/zemal-personal-site", "demo": "https://zemaldars01-png.github.io/zemal-personal-site/"}, {"ship_num": 2, "ts": "2026-09-17T18:42:50Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first personal portfolio website with sections about me, my achievements, projects, certificates, and leadership. The most challenging part was learning the layout, CSS styling, GitHub, and deployment. I’m proud that I built and published a real website for the first time. People can test it by opening the live website, checking the navigation, viewing each section, and using the buttons and links. I used ChatGPT for guidance and debugging when I got stuck.", "repo": "https://github.com/zemaldars01-png/zemal-personal-site", "demo": "https://zemaldars01-png.github.io/zemal-personal-site/"}]...
|
[{"post_id": 76441, "ts": "202 [{"post_id": 76441, "ts": "2026-10-03T15:01:35Z", "hours": 1.0794, "text": "I worked on my personal website again today after getting feedback. I changed the HTML and CSS, fixed some of the layout, made the code simpler, and updated the README too. I also added a preview image so the project page looks better. I am still learning, so I had to test a lot of things and fix some mistakes, but I understand the code much better now. Live site: https://zemaldars01-png.github.io/zemal-personal-site/"}, {"post_id": 75591, "ts": "2026-09-30T14:40:04Z", "hours": 1.3028, "text": "Got some feedback on my personal website, so I went back and worked on it a bit more today. I added more detail to the README so it explains the project, its features, how everything is structured, and what I learned while making it. I also went through the CSS again and rewrote and cleaned up different parts of it myself. Going back to improve everything was actually really helpful because I understand the website and my own code much better now. Hopefully this version is ready for re-certification 🤞"}, {"post_id": 69677, "ts": "2026-09-17T15:45:55Z", "hours": 0.2983, "text": "Today I worked on my personal portfolio website. I improved the About Me, achievements, projects, certifications and contact sections. I also learned how to push my code to GitHub and deploy the website using GitHub Pages. This was my first time building and deploying a website, and as I kept working on it, I found the process more interesting and enjoyable."}]...
|
Title: My own site! by @Zemal | Stardance
Devlogs Title: My own site! by @Zemal | Stardance
Devlogs:
Today I worked on my personal portfolio website. I improved the About Me, achievements, projects, certifications and contact sections. I also learned how to push my code to GitHub and deploy the website using GitHub Pages. This was my first time building and deploying a website, and as I kept working on it, I found the process more interesting and enjoyable.
Got some feedback on my personal website, so I went back and worked on it a bit more today. I added more detail to the README so it explains the project, its features, how everything is structured, and what I learned while making it. I also went through the CSS again and rewrote and cleaned up different parts of it myself. Going back to improve everything was actually really helpful because I understand the website and my own code much better now. Hopefully this version is ready for re-certification 🤞
I worked on my personal website again today after getting feedback. I changed the HTML and CSS, fixed some of the layout, made the code simpler, and updated the README too. I also added a preview image so the project page looks better. I am still learning, so I had to test a lot of things and fix some mistakes, but I understand the code much better now. Live site: https://zemaldars01-png.github.io/zemal-personal-site/
Ships:
I made my first personal portfolio website with sections about me, my achievements, projects, certificates, and leadership. The most challenging part was learning the layout, CSS styling, GitHub, and deployment. I’m proud that I built and published a real website for the first time. People can test it by opening the live website, checking the navigation, viewing each section, and using the buttons and links. I used ChatGPT for guidance and debugging when I got stuck.
I am reshipping my personal portfolio after making the requested improvements. I updated the design, cleaned up the styling, improved the README, and made the overall site more polished and easier to navigate. I am proud that I went back, fixed the feedback, and improved the project instead of leaving it as it was. Everything should now be working properly and the site can be tested through the live link....
|
1793210072.988919
|
1793296472.988919
|
|
43854
|
KoraOS by @SimplifCoder | Stardance
|
SimplifCoder
|
4
|
4.0
|
7
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T08:23:15Z", "hours": 0.0, "multiplier": 3.44, "payout": 1, "blessing": "neutral", "text": "After reading the reviews throughly I realized that I kept the wrong link in my demo link(netlify), so this is the actual project demo link(github pages), hope you like it.", "repo": "https://github.com/SimpleScience-Code/KoraOS", "demo": "https://simplescience-code.github.io/KoraOS/"}, {"ship_num": 2, "ts": "2026-10-03T10:28:38Z", "hours": 2.0, "multiplier": 5.18, "payout": 5, "blessing": "neutral", "text": "Hi!, This is an re-ship, but this time it has more aura and proper stuff, I fixed a bunch of bugs, and improved from the reviewers advice (except one)", "repo": "https://github.com/SimpleScience-Code/KoraOS", "demo": "https://simplescience-code.github.io/KoraOS/"}, {"ship_num": 3, "ts": "2026-10-01T19:51:44Z", "hours": 1.0, "multiplier": 1.95, "payout": 1, "blessing": "neutral", "text": "This is a re-ship, I’ve added what I’ve wanted to add for quite a while, a dedicated “About Me” page, telling my basic progress as a student.", "repo": "https://github.com/SimpleScience-Code/KoraOS", "demo": "https://simplescience-code.github.io/KoraOS/"}, {"ship_num": 4, "ts": "2026-08-07T16:48:40Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Webos with cookie clicker hehehehehehee!!!!!!!", "repo": "https://github.com/SimpleScience-Code/KoraOS", "demo": "https://simplescience-code.github.io/KoraOS/"}]...
|
[{"post_id": 76435, "ts": "202 [{"post_id": 76435, "ts": "2026-10-03T14:36:59Z", "hours": 0.2683, "text": "Hi guys, I had to do a fix for QOL functions; don’t consider this a devlog. Extremely sorry. And after reading through the review, I realized that my project was still showing my old Netlify pages; now I have GitHub Pages. Thank you, reviewers!"}, {"post_id": 76371, "ts": "2026-10-03T10:27:09Z", "hours": 0.5953, "text": "Re-ship 2 After 11 wonderful pieces of advice, I’m rly thankful, and here ya go! So I made paint from temu in da OS, as you can see it a portrait, which such immense aura, it prolly broke Ur screen, lowk very hard, so I hope yall like it!"}, {"post_id": 76210, "ts": "2026-10-02T17:55:29Z", "hours": 1.2956, "text": "Devlog After submitting the project for an re-ship, I’ve received the reviews and read everyone of them, firstly I want to thank you all, bcuz you people made me learn, secondly i’ve fixed most of the mistakes, and all the reviews(except one) very hella helpful. I rly appreciate the feedback. Ill reship again, after I add 1 more thing."}, {"post_id": 75972, "ts": "2026-10-01T19:49:10Z", "hours": 0.35, "text": "Completed the “About Me” page! Check it out! at http://kora-os.netlify.app"}, {"post_id": 75860, "ts": "2026-10-01T11:33:46Z", "hours": 0.6975, "text": "Skadoosh Added what I wanted to add for a long time, an about me page!"}, {"post_id": 42728, "ts": "2026-08-07T16:20:21Z", "hours": 0.7422, "text": "Hello! as of today i made this! quite proud of it, was an absolute pain… And i for got to rec it 😭 im jump of my couch rn, but now it has 1 functional draggable window!"}, {"post_id": 41256, "ts": "2026-08-05T11:11:39Z", "hours": 0.4667, "text": "Sooooooooooooooooo, completed the 1st and 2nd steps of the project!"}]...
|
Title: KoraOS by @SimplifCoder | Stardance
Devlog Title: KoraOS by @SimplifCoder | Stardance
Devlogs:
Sooooooooooooooooo, completed the 1st and 2nd steps of the project!
Hello! as of today i made this! quite proud of it, was an absolute pain… And i for got to rec it 😭 im jump of my couch rn, but now it has 1 functional draggable window!
Skadoosh Added what I wanted to add for a long time, an about me page!
Completed the “About Me” page! Check it out! at http://kora-os.netlify.app
Devlog After submitting the project for an re-ship, I’ve received the reviews and read everyone of them, firstly I want to thank you all, bcuz you people made me learn, secondly i’ve fixed most of the mistakes, and all the reviews(except one) very hella helpful. I rly appreciate the feedback. Ill reship again, after I add 1 more thing.
Re-ship 2 After 11 wonderful pieces of advice, I’m rly thankful, and here ya go! So I made paint from temu in da OS, as you can see it a portrait, which such immense aura, it prolly broke Ur screen, lowk very hard, so I hope yall like it!
Hi guys, I had to do a fix for QOL functions; don’t consider this a devlog. Extremely sorry. And after reading through the review, I realized that my project was still showing my old Netlify pages; now I have GitHub Pages. Thank you, reviewers!
Ships:
Webos with cookie clicker hehehehehehee!!!!!!!
This is a re-ship, I’ve added what I’ve wanted to add for quite a while, a dedicated “About Me” page, telling my basic progress as a student.
Hi!, This is an re-ship, but this time it has more aura and proper stuff, I fixed a bunch of bugs, and improved from the reviewers advice (except one)
After reading the reviews throughly I realized that I kept the wrong link in my demo link(netlify), so this is the actual project demo link(github pages), hope you like it....
|
1792846234.4720418
|
1793710234.4720418
|
|
65750
|
My awesome macropad! by @vishruthathreyas | Starda My awesome macropad! by @vishruthathreyas | Stardance...
|
vishruthathreyas
|
0
|
6.45
|
0
|
[]
|
[{"post_id": 76434, "ts": "202 [{"post_id": 76434, "ts": "2026-10-03T14:35:03Z", "hours": 1.8839, "text": "Completed case and pcb"}, {"post_id": 74923, "ts": "2026-09-28T16:30:35Z", "hours": 0.8333, "text": "updated the case and the pcb"}, {"post_id": 74385, "ts": "2026-09-27T09:11:32Z", "hours": 1.5336, "text": "redesigned the pcb and the case need some more work"}, {"post_id": 73908, "ts": "2026-09-26T09:36:13Z", "hours": 2.2008, "text": "Completed my first pcb has some errors needs fixing"}]...
|
Title: My awesome macropad! by @vishruthathreyas | Title: My awesome macropad! by @vishruthathreyas | Stardance
Devlogs:
Completed my first pcb has some errors needs fixing
redesigned the pcb and the case need some more work
updated the case and the pcb
Completed case and pcb...
|
1793091054.1291168
|
1793695854.1291168
|
|
26883
|
Rifted Rush by @splice | Stardance
|
splice
|
3
|
29.0
|
334
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T14:33:48Z", "hours": 6.0, "multiplier": 12.21, "payout": 74, "blessing": "neutral", "text": "This is the second finished update for Rifted-Rush! KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added: ONE new minigame: Star Drag (drag the star along) Practice mode - Get better at the minigames you’re the worst at🥲 - accessed by completing the tutorial then clicking the rift on the home screen WASD Support!! (arrow keys are still usable) IMPROVED difficulty scaling - now accessible to those who aren’t the best at games 🥹 COMPETITVE score mechanics - try this game with your friends too and see who can get the highest score! One last thing, like last time if you don’t get 5000 score in freeplay you have to give me max ratings again 🥹 (jk just vote honestly!!) playable link: https://spliceydice.itch.io/rifted-rush github repo link: https://github.com/spliceydice/Rifted-Rush", "repo": "https://github.com/spliceydice/Rifted-Rush", "demo": "https://spliceydice.itch.io/rifted-rush"}, {"ship_num": 2, "ts": "2026-08-29T20:02:50Z", "hours": 17.0, "multiplier": 15.0, "payout": 260, "blessing": "neutral", "text": "This is the finished (WarioWare-style) game called Rifted-Rush. KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added/changed: TWO new minigames: protecting and dodging (i’m bad at names 🥹) much better, updated visuals to fit a space theme (including fonts) freeplay mode, endless minigames with difficulty scaling score mechanics which update based on time left feel free to skip the tutorial to access freeplay mode immediately also, just a little note if you cant get at least 2500 score in freeplay you have to give me max rating :) (just kidding just vote based on what YOU think of the game)", "repo": "https://github.com/spliceydice/Rifted-Rush", "demo": "https://spliceydice.itch.io/rifted-rush"}, {"ship_num": 3, "ts": "2026-07-25T12:34:20Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made (for now) a demo of a WarioWare game and what it will entail when fully developed.", "repo": "https://github.com/spliceydice/Rifted-Rush", "demo": "https://spliceydice.itch.io/rifted-rush"}]...
|
[{"post_id": 76427, "ts": "202 [{"post_id": 76427, "ts": "2026-10-03T14:21:26Z", "hours": 3.1144, "text": "** Devlog 8 ** - The End ** hi guys, as i’ve said way too many times in the past, this time is truly the end. These GCSE Mocks are not to be messed with 🥹 Practice Mode I finally added a mode where you can practice the minigames you struggle the most at over and over again. It also scales up in difficulty much faster for convenience. I had to create a variable which holds which minigame needs to be repeated then linked it to the timer screen so whenever this variable ever has a value above 0, it repeats the desired minigame. Unfortunately, there won’t be a score mechanic for this mode as I deem it not too useful. This mode can only be accessed after completing the tutorial and clicking on the rift on the title screen. Controls Added WASD support, tbh it was easier than I originally thought it would be. I have kept arrow key support in game though for whoever that still wants to use that 🤔🤔🤔. General Bug Fixes Fixed minigame 3 shield clipping off screen Fixed some text not being displayed properly Changed visuals to match new controls Asset finding LUCKILY, I didn’t need to traverse the internet in its entirety this time as my goat shiroze had a wonderful background for my practice mode scene The End… I would ask for suggestions but this is where development truly ends forever 💔💔 I need to lock in for these GCSES!!! Instead of me doing you suggestions, this time around I want YOU guys to continue the project as that would probably be the best thing I could hear. 🥹🥹 well, like always: check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush"}, {"post_id": 70717, "ts": "2026-09-19T17:25:28Z", "hours": 2.91, "text": "** Devlog 7 ** Hi guys, yes I’m back somehow while school is on. I decided that I should continue this project just a little longer because an extra six hours wouldn’t hurt. NEW MINIGAME!!!! I kept it simple this time where the objective is to drag a star across a designated path. I had to use Path2D and PathFollow nodes for this but tbh the PathFollow node was probably easier to use than I expected. Also made the star a seperate scene for easier management for direct changes to the sprite while leaving other elements intact (can this guy PLEASE stop waffling to make his devlog look longer and more detailed). preview attached Scaling I settled on making the game super easy at the start but then ramping up the scaling rate quite heavily. This lets the game be more accessible to everyone while still providing a challenge. As a result however, all new scores will be heavily inflated since I decided to leave the score system as it is. Asset finding Let’s be fr there’s nothing I really need to say about this. It was horrible like always and the hours don’t even count 💔💔. The Future I plan to add mobile support soon potentially, that minigame practice thing through the rift that I mentioned like three devlogs ago and also I need to polish up the repository and README. It’s a short list as I only plan to do three more hours on this project so expect one more devlog! Anyways, if you have any suggestions, please let me know and as always, check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush"}, {"post_id": 57584, "ts": "2026-08-29T19:36:11Z", "hours": 4.0942, "text": "**Devlog 6 ** Hi guys, unfortunately, I will be ending development for rifted rush here due to gcses being just around the corner 💔. I’d love to work on this project more especially when I’m only six hours away from the certificate but I have to get my priorities straight ifykwim. Anyway, let’s get into what I added: Scoreee Finally, I added a way to track your score and points are given based on each half a second left and there’s also a base completion amount. The extra points from beating minigames quickly causes the player (my friends so far) to just panic (which is good ofc). Clicking minigame I added a random position spawning mechanic for these buttons although they tend to clump still for no apparent reason. I don’t know if its simply how the rng works or there’s a bug. Display Resolution So um I didn’t realise during the whole development of this game, I was using a 1152 x 648 res 💀. Thankfully, it’s the same aspect ratio as 1920 x 1080 so I was able to scale it via Godot’s native settings. although, the quality is a bit rough in some places… New ending screen Originally, I was using the same lose screen upon death in free-play mode as the tutorial. So, I changed it because the core loop of a Wario-ware style game is to play until you die so it shouldn’t really count as losing. Instead, I made a new scene where your score is displayed. Some minor things updated scaling formula AGAINN cleaned up some unused files from github/ the directory you won’t be able to reach 5000 score because you’re not good enough mwhahahaha (neither am I) play your own music while playing - i’m too lazy to search for music 🥲🥲 The End Well, this is the end. I’ll be honest I’ve had lots of fun in the hack club/stardance program. I really hope to be able to participate in hack club’s next flagship summer program. I’ll have way more time then and make sure to remember me because I’ll be making some absolute bangers. Anyway, like always, check out my repo: https://github.com/spliceydice/Rifted-Rush and try and get a higher score than me! https://spliceydice.itch.io/rifted-rush"}, {"post_id": 53207, "ts": "2026-08-23T17:27:13Z", "hours": 2.6569, "text": "** Devlog 5 ** Hi guys, as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol New minigame Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard. Freeplay Mode Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached Difficulty Scaling Made each game harder dependent on the number of minigames you have completed in that session. Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading, Check out my repo!: https://github.com/spliceydice/Rifted-Rush"}, {"post_id": 51069, "ts": "2026-08-20T15:35:30Z", "hours": 4.8581, "text": "** Devlog #4 ** Hi guys, almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲 Finding assets again 😡😡😡😡 To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together. New minigame Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex. ##Code itself Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though. What next? I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in. anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush"}, {"post_id": 46967, "ts": "2026-08-14T15:32:51Z", "hours": 5.6922, "text": "** Devlog #3 ** Hi guys, So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹. Asset finding I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too. Importing assets I imported them 👍👍 Implementing the assets For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself. Things idk where to put I added the base of a settings screen (no settings yet) I want to credit Shiroze again for most of the assets! I’ll attach what some of the scenes look like. Also, I renamed the game to rifted rush because… it sounds cool idk 😭. What’s Next? Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves. Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush"}, {"post_id": 34538, "ts": "2026-07-25T10:36:23Z", "hours": 3.3081, "text": "**Devlog #2 ** Hi guys, I’ve continued my development of the game and it is essentially finished. Scenes Recently, I’ve completed the death and done screens and they are simply placeholders at the moment. In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky. Scripting I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced. What next? I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update. That’s all I have to say for now. Please leave any suggestions especially on visuals! Check out my github repo! https://github.com/spliceydice/WarioWareGame"}, {"post_id": 32320, "ts": "2026-07-21T12:43:31Z", "hours": 3.0414, "text": "** Devlog #1 ** Hi guys, I’ve started to work on a WarioWare Game and its been really fun but its been difficult too. Initialising everything When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭. However, I watched some tutorials on YouTube and it really helped. Actually coding Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures. So, What Next? I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on. That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame"}]...
|
Title: Rifted Rush by @splice | Stardance
Devlogs Title: Rifted Rush by @splice | Stardance
Devlogs:
** Devlog #1 ** Hi guys, I’ve started to work on a WarioWare Game and its been really fun but its been difficult too. Initialising everything When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭. However, I watched some tutorials on YouTube and it really helped. Actually coding Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures. So, What Next? I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on. That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame
**Devlog #2 ** Hi guys, I’ve continued my development of the game and it is essentially finished. Scenes Recently, I’ve completed the death and done screens and they are simply placeholders at the moment. In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky. Scripting I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced. What next? I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update. That’s all I have to say for now. Please leave any suggestions especially on visuals! Check out my github repo! https://github.com/spliceydice/WarioWareGame
** Devlog #3 ** Hi guys, So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹. Asset finding I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too. Importing assets I imported them 👍👍 Implementing the assets For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself. Things idk where to put I added the base of a settings screen (no settings yet) I want to credit Shiroze again for most of the assets! I’ll attach what some of the scenes look like. Also, I renamed the game to rifted rush because… it sounds cool idk 😭. What’s Next? Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves. Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush
** Devlog #4 ** Hi guys, almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲 Finding assets again 😡😡😡😡 To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together. New minigame Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex. ##Code itself Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though. What next? I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in. anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush
** Devlog 5 ** Hi guys, as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol New minigame Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard. Freeplay Mode Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached Difficulty Scaling Made each game harder dependent on the number of minigames you have completed in that session. Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading, Check out my repo!: https://github.com/spliceydice/Rifted-Rush
**Devlog 6 ** Hi guys, unfortunately, I will be ending development for rifted rush here due to gcses being just around the corner 💔. I’d love to work on this project more especially when I’m only six hours away from the certificate but I have to get my priorities straight ifykwim. Anyway, let’s get into what I added: Scoreee Finally, I added a way to track your score and points are given based on each half a second left and there’s also a base completion amount. The extra points from beating minigames quickly causes the player (my friends so far) to just panic (which is good ofc). Clicking minigame I added a random position spawning mechanic for these buttons although they tend to clump still for no apparent reason. I don’t know if its simply how the rng works or there’s a bug. Display Resolution So um I didn’t realise during the whole development of this game, I was using a 1152 x 648 res 💀. Thankfully, it’s the same aspect ratio as 1920 x 1080 so I was able to scale it via Godot’s native settings. although, the quality is a bit rough in some places… New ending screen Originally, I was using the same lose screen upon death in free-play mode as the tutorial. So, I changed it because the core loop of a Wario-ware style game is to play until you die so it shouldn’t really count as losing. Instead, I made a new scene where your score is displayed. Some minor things updated scaling formula AGAINN cleaned up some unused files from github/ the directory you won’t be able to reach 5000 score because you’re not good enough mwhahahaha (neither am I) play your own music while playing - i’m too lazy to search for music 🥲🥲 The End Well, this is the end. I’ll be honest I’ve had lots of fun in the hack club/stardance program. I really hope to be able to participate in hack club’s next flagship summer program. I’ll have way more time then and make sure to remember me because I’ll be making some absolute bangers. Anyway, like always, check out my repo: https://github.com/spliceydice/Rifted-Rush and try and get a higher score than me! https://spliceydice.itch.io/rifted-rush
** Devlog 7 ** Hi guys, yes I’m back somehow while school is on. I decided that I should continue this project just a little longer because an extra six hours wouldn’t hurt. NEW MINIGAME!!!! I kept it simple this time where the objective is to drag a star across a designated path. I had to use Path2D and PathFollow nodes for this but tbh the PathFollow node was probably easier to use than I expected. Also made the star a seperate scene for easier management for direct changes to the sprite while leaving other elements intact (can this guy PLEASE stop waffling to make his devlog look longer and more detailed). preview attached Scaling I settled on making the game super easy at the start but then ramping up the scaling rate quite heavily. This lets the game be more accessible to everyone while still providing a challenge. As a result however, all new scores will be heavily inflated since I decided to leave the score system as it is. Asset finding Let’s be fr there’s nothing I really need to say about this. It was horrible like always and the hours don’t even count 💔💔. The Future I plan to add mobile support soon potentially, that minigame practice thing through the rift that I mentioned like three devlogs ago and also I need to polish up the repository and README. It’s a short list as I only plan to do three more hours on this project so expect one more devlog! Anyways, if you have any suggestions, please let me know and as always, check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush
** Devlog 8 ** - The End ** hi guys, as i’ve said way too many times in the past, this time is truly the end. These GCSE Mocks are not to be messed with 🥹 Practice Mode I finally added a mode where you can practice the minigames you struggle the most at over and over again. It also scales up in difficulty much faster for convenience. I had to create a variable which holds which minigame needs to be repeated then linked it to the timer screen so whenever this variable ever has a value above 0, it repeats the desired minigame. Unfortunately, there won’t be a score mechanic for this mode as I deem it not too useful. This mode can only be accessed after completing the tutorial and clicking on the rift on the title screen. Controls Added WASD support, tbh it was easier than I originally thought it would be. I have kept arrow key support in game though for whoever that still wants to use that 🤔🤔🤔. General Bug Fixes Fixed minigame 3 shield clipping off screen Fixed some text not being displayed properly Changed visuals to match new controls Asset finding LUCKILY, I didn’t need to traverse the internet in its entirety this time as my goat shiroze had a wonderful background for my practice mode scene The End… I would ask for suggestions but this is where development truly ends forever 💔💔 I need to lock in for these GCSES!!! Instead of me doing you suggestions, this time around I want YOU guys to continue the project as that would probably be the best thing I could hear. 🥹🥹 well, like always: check out the repo 🥹: https://github.com/spliceydice/Rifted-Rush https://spliceydice.itch.io/rifted-rush
Ships:
I made (for now) a demo of a WarioWare game and what it will entail when fully developed.
This is the finished (WarioWare-style) game called Rifted-Rush. KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added/changed: TWO new minigames: protecting and dodging (i’m bad at names 🥹) much better, updated visuals to fit a space theme (including fonts) freeplay mode, endless minigames with difficulty scaling score mechanics which update based on time left feel free to skip the tutorial to access freeplay mode immediately also, just a little note if you cant get at least 2500 score in freeplay you have to give me max rating :) (just kidding just vote based on what YOU think of the game)
This is the second finished update for Rifted-Rush! KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip What has been added: ONE new minigame: Star Drag (drag the star along) Practice mode - Get better at the minigames you’re the worst at🥲 - accessed by completing the tutorial then clicking the rift on the home screen WASD Support!! (arrow keys are still usable) IMPROVED difficulty scaling - now accessible to those who aren’t the best at games 🥹 COMPETITVE score mechanics - try this game with your friends too and see who can get the highest score! One last thing, like last time if you don’t get 5000 score in freeplay you have to give me max ratings again 🥹 (jk just vote honestly!!) playable link: https://spliceydice.itch.io/rifted-rush github repo link: https://github.com/spliceydice/Rifted-Rush...
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1793271045.5453131
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1793357445.5453131
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66048
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改善(Kaizen) by @MAyaanBaig2013 | Stardance
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MAyaanBaig2013
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1
|
1.0
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1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T15:07:54Z", "hours": 1.0, "multiplier": 1.01, "payout": 1, "blessing": "neutral", "text": "I made an goal tracker using AI for the buttons and notes.The challanging part was of the code", "repo": "https://github.com/DevAyaan123/Kaizen", "demo": "https://devayaan123.github.io/Kaizen/"}]...
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[{"post_id": 76423, "ts": "202 [{"post_id": 76423, "ts": "2026-10-03T14:16:09Z", "hours": 0.4511, "text": "After some lot of struggling and coding I finally broke through"}, {"post_id": 75888, "ts": "2026-10-01T14:40:52Z", "hours": 0.7669, "text": "devlog 1 Hey Guys,NEW project here ,After a lot of coding with the help of AI for styling,pading and the note I made this!!"}]...
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Title: 改善(Kaizen) by @MAyaanBaig2013 | Stardance
Title: 改善(Kaizen) by @MAyaanBaig2013 | Stardance
Devlogs:
devlog 1 Hey Guys,NEW project here ,After a lot of coding with the help of AI for styling,pading and the note I made this!!
After some lot of struggling and coding I finally broke through
Ships:
I made an goal tracker using AI for the buttons and notes.The challanging part was of the code...
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1793216881.011343
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1793303281.011343
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67642
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2d platformer game ;D by @hann | Stardance
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hann
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T14:09:53Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple platformer game to figure out how to ship and to practice using github as i had never done before. im really proud of myself for not quitting and committing :D", "repo": "https://github.com/han-is-broke/2dgame", "demo": "https://hanngames.itch.io/2d-platformer-game-d"}]...
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[{"post_id": 76414, "ts": "202 [{"post_id": 76414, "ts": "2026-10-03T13:59:48Z", "hours": 1.0575, "text": "i made the game and i scripted a lil"}]...
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Title: 2d platformer game ;D by @hann | Stardance
Title: 2d platformer game ;D by @hann | Stardance
Devlogs:
i made the game and i scripted a lil
Ships:
I made a simple platformer game to figure out how to ship and to practice using github as i had never done before. im really proud of myself for not quitting and committing :D...
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1793217122.0295885
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1793303522.0295885
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65144
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My own site! by @Aishik | Stardance
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Aishik
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0
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5.37
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0
|
[]
|
[{"post_id": 76413, "ts": "202 [{"post_id": 76413, "ts": "2026-10-03T13:59:21Z", "hours": 5.3694, "text": "Welcome to my Site, my first project on Star Dance. I did not think that I would be able to do it without asking Claude or GPT to write the complete code for me, but here we are i guess, my own website coded completely by myself (well except JS ig XD). I always wanted to create my own site with all my details and when I got the chance here I took it without a second thought. Used AI to build the gradient effect using CSS, explore different HTML and CSS tags (because my first time using these) and due to lack of time asked JS to be written by them. Promise once I get time from my work I would go through JS and understand as much as I can…that is if I remember XD."}]...
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Title: My own site! by @Aishik | Stardance
Devlog Title: My own site! by @Aishik | Stardance
Devlogs:
Welcome to my Site, my first project on Star Dance. I did not think that I would be able to do it without asking Claude or GPT to write the complete code for me, but here we are i guess, my own website coded completely by myself (well except JS ig XD). I always wanted to create my own site with all my details and when I got the chance here I took it without a second thought. Used AI to build the gradient effect using CSS, explore different HTML and CSS tags (because my first time using these) and due to lack of time asked JS to be written by them. Promise once I get time from my work I would go through JS and understand as much as I can…that is if I remember XD....
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1793083975.5285127
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1793688775.5285127
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56884
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SpideyyOS by @kingkev | Stardance
|
kingkev
|
1
|
10.2
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:02:25Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SpideyyOS is a spiderman themed os. (spiderman is a super hero who’s real identity is peter parker.) there are two apps, the two that i consider to be the most important: a place to dump your ideas (noteess) and a basic need (yeah im talking about MUSIC). other than those, there is a scrollable bar with peter’s pictures. inspiration timeee: ive always thought how cool peter parker is, with all his nerdy interests and style and all. he just has his vibe that makes everything he do, just look different - in a good way. he is a tech guy, i mean he built his suit from scratch. so basically it wasn’t hard to connect anything including tech, to him - especially when i admire him greatly. i dont wanna bore you with these btw, but the theme was a great excitement for me and i really wanted to share how i feel about it :D so thx for your patience.", "repo": "https://github.com/Lunaa133/spideyy", "demo": "https://lunaa133.github.io/spideyy/"}]...
|
[{"post_id": 76412, "ts": "202 [{"post_id": 76412, "ts": "2026-10-03T13:42:49Z", "hours": 1.1956, "text": "ok so a new feature: you can now change your icon’s themes!!! YEYYYY. additional icons ⬇️ 🕷️"}, {"post_id": 66632, "ts": "2026-09-12T14:14:35Z", "hours": 1.0242, "text": "school began so i lost my streak and everything, but still i wanna see the second OS mission so here we are. im working on the readme cuz well … yeah once im done its time to ship !!! i hope"}, {"post_id": 62915, "ts": "2026-09-06T13:33:17Z", "hours": 0.5494, "text": "2nd app!!!! :)))))))))))))))) im so happy rn. music is very essential imo. the music app is working, however im gonna change the graphics, it is js too plain atm. and there is a problem w/ the playing order, i’ll make some adjustments about that. but we are getting closer to the first ship and i cannot wait to start the 2nd webOS mission. im js so so so excited!! 🕸️"}, {"post_id": 62254, "ts": "2026-09-05T15:08:37Z", "hours": 0.7883, "text": "day 5-6? im not gonna write days anymore its hard to keep track of them. anyway so i played with the notes app a bit, now you can add and delete pages and notebooks. and i also designed a page-ish image in canva"}, {"post_id": 61787, "ts": "2026-09-04T21:22:39Z", "hours": 1.4436, "text": "created my first app. it’s a simple notes app, im planning to change the window design to make it look more like a notebook. and also huge thx to @253_Mathilde_IYKYK for sharing this website where i took the little spider gif. “highlighting” the icon to show it was clicked didn’t seem right for this design. so i decided it would be cute if a spider showed up instead. yeyyy"}, {"post_id": 60547, "ts": "2026-09-02T23:13:19Z", "hours": 0.5756, "text": "i ve tried making the left bar scrollable and added more pics YEYY. thats all for day 3. new pics:"}, {"post_id": 60501, "ts": "2026-09-02T21:31:36Z", "hours": 0.9014, "text": "DAY 3!! fixed the color of the top bar, added some pictures to the left and found a better initial position for the opening window. and i, for some reason, feel the need to state that (sadly D,:) im not peter parker and this os is js build with my huge respect to the character and the actor. js making things clear. yeah thats all i guess. huge thx to whoever is reading these :))"}, {"post_id": 60115, "ts": "2026-09-02T08:48:10Z", "hours": 0.855, "text": "now the welcome screen is draggable !!!!!!!!!!! im so happy :D the code seemed so overwhelming so i spent some while trying to understand that. but it all figured outt, so YEYYY ! i also changed the top bar’s colors so that it would match the picture on the left and the welcome window, but now it hurts my eyes. i will take care of that later ig, but really it looks weird :("}, {"post_id": 59919, "ts": "2026-09-01T22:59:07Z", "hours": 0.875, "text": "DAY 2 ? - part 3 of the jam i guess !!!“welcome” window is on the wayyy!!!!! it took me a while to create this design (why?? - this is basically a classic “error” window you can easily find, right? well, i couldn’t find the right size so I grabbed an image from pinterest which was about half the size of this picture here. and, yeah, with some adjustions here we are. i feel like im spending too much time on the visuals before mastering the functions. however, i also know it would be harder to come back later and arrange these stuff sooo :D btw do you know if there s a way i can log those hours i spent on the design to hackatime?"}, {"post_id": 59268, "ts": "2026-08-31T23:27:29Z", "hours": 0.9244, "text": "im bout to get started w the JavaScript part. ive spent 90-120 mins so far - i had to get the right design. but eventually i got the look i wanted for the interface (more or less). im planning to add more pictures of Andrew Garfield’s spiderman to the left alongside some more links. the “ANDREW” written one leads to the wiki page of Andrew G. maybe i can add some edits or smt, i ll figure that out later. yeah, thats all for day-1, i guess :D"}, {"post_id": 59209, "ts": "2026-08-31T21:31:18Z", "hours": 0.3842, "text": "better obv!! at least its now aligned to the center, tho it still looks off :( but i love the background!!!"}, {"post_id": 59197, "ts": "2026-08-31T21:04:23Z", "hours": 0.2694, "text": "js getting started!! i rlly wanna dedicate this to peter parker. the texts dont look so pleasant atm tho. ill js trust the process ig YEY"}]...
|
Title: SpideyyOS by @kingkev | Stardance
Devlogs: Title: SpideyyOS by @kingkev | Stardance
Devlogs:
js getting started!! i rlly wanna dedicate this to peter parker. the texts dont look so pleasant atm tho. ill js trust the process ig YEY
better obv!! at least its now aligned to the center, tho it still looks off :( but i love the background!!!
im bout to get started w the JavaScript part. ive spent 90-120 mins so far - i had to get the right design. but eventually i got the look i wanted for the interface (more or less). im planning to add more pictures of Andrew Garfield’s spiderman to the left alongside some more links. the “ANDREW” written one leads to the wiki page of Andrew G. maybe i can add some edits or smt, i ll figure that out later. yeah, thats all for day-1, i guess :D
DAY 2 ? - part 3 of the jam i guess !!!“welcome” window is on the wayyy!!!!! it took me a while to create this design (why?? - this is basically a classic “error” window you can easily find, right? well, i couldn’t find the right size so I grabbed an image from pinterest which was about half the size of this picture here. and, yeah, with some adjustions here we are. i feel like im spending too much time on the visuals before mastering the functions. however, i also know it would be harder to come back later and arrange these stuff sooo :D btw do you know if there s a way i can log those hours i spent on the design to hackatime?
now the welcome screen is draggable !!!!!!!!!!! im so happy :D the code seemed so overwhelming so i spent some while trying to understand that. but it all figured outt, so YEYYY ! i also changed the top bar’s colors so that it would match the picture on the left and the welcome window, but now it hurts my eyes. i will take care of that later ig, but really it looks weird :(
DAY 3!! fixed the color of the top bar, added some pictures to the left and found a better initial position for the opening window. and i, for some reason, feel the need to state that (sadly D,:) im not peter parker and this os is js build with my huge respect to the character and the actor. js making things clear. yeah thats all i guess. huge thx to whoever is reading these :))
i ve tried making the left bar scrollable and added more pics YEYY. thats all for day 3. new pics:
created my first app. it’s a simple notes app, im planning to change the window design to make it look more like a notebook. and also huge thx to @253_Mathilde_IYKYK for sharing this website where i took the little spider gif. “highlighting” the icon to show it was clicked didn’t seem right for this design. so i decided it would be cute if a spider showed up instead. yeyyy
day 5-6? im not gonna write days anymore its hard to keep track of them. anyway so i played with the notes app a bit, now you can add and delete pages and notebooks. and i also designed a page-ish image in canva
2nd app!!!! :)))))))))))))))) im so happy rn. music is very essential imo. the music app is working, however im gonna change the graphics, it is js too plain atm. and there is a problem w/ the playing order, i’ll make some adjustments about that. but we are getting closer to the first ship and i cannot wait to start the 2nd webOS mission. im js so so so excited!! 🕸️
school began so i lost my streak and everything, but still i wanna see the second OS mission so here we are. im working on the readme cuz well … yeah once im done its time to ship !!! i hope
ok so a new feature: you can now change your icon’s themes!!! YEYYYY. additional icons ⬇️ 🕷️
Ships:
SpideyyOS is a spiderman themed os. (spiderman is a super hero who’s real identity is peter parker.) there are two apps, the two that i consider to be the most important: a place to dump your ideas (noteess) and a basic need (yeah im talking about MUSIC). other than those, there is a scrollable bar with peter’s pictures. inspiration timeee: ive always thought how cool peter parker is, with all his nerdy interests and style and all. he just has his vibe that makes everything he do, just look different - in a good way. he is a tech guy, i mean he built his suit from scratch. so basically it wasn’t hard to connect anything including tech, to him - especially when i admire him greatly. i dont wanna bore you with these btw, but the theme was a great excitement for me and i really wanted to share how i feel about it :D so thx for your patience....
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1793346964.0118794
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1793433364.0118794
|
|
61630
|
Column Battler by @yoonha | Stardance
|
yoonha
|
1
|
2.0
|
15
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T14:00:31Z", "hours": 2.0, "multiplier": 6.16, "payout": 15, "blessing": "neutral", "text": "I made a game using the Java programming language where the player competes against a bot named Intellisense. The game revolves around deploying a card one by one in columns, and at the end of the game, whichever side that has the greater sum of cards in a column wins the points assigned to that column. The side that has more points wins. A good chunk of the work was dedicated to developing Intellisense’s logic, which revolves around assessing each column and using an internal rating system as to how good of a change would be created, should the card be deployed in the column. There were a lot of logical reasonings for why Intellisense should or should not deploy a card in a specific column, and I needed to consider the reasoning behind every decision and rating value. Adding lines of code to each reasoning and establishing a fair rating algorithm to make Intellisense truly intelligible was the main difficulty. You can try the game by accessing the Programiz link I attached, or copy-and-paste the code on Github and load it on any Java compiler. Beware, Intellisense is quite smart!", "repo": "https://github.com/Yoon-Ha-Hwang/console_based-card_game", "demo": "https://github.com/Yoon-Ha-Hwang/console_based-card_game/releases/tag/Initial-Release"}]...
|
[{"post_id": 76411, "ts": "202 [{"post_id": 76411, "ts": "2026-10-03T13:37:57Z", "hours": 0.5, "text": "I implemented a difficulty setting, and adjusted what each difficulty setting does to make sure it’s still a challenge. I also added an error handling logic in case the user entered something other than a integer value when it comes to capturing the player’s reply to determine which column the player wants to put their card in."}, {"post_id": 76320, "ts": "2026-10-03T05:41:32Z", "hours": 0.6, "text": "Today, I continued to develop Intellisense (the bot)’s logic, and polish the game a bit more. Intellisense asks herself, “What if I placed my card here?” and then assigns a score based on how a card placed in that column affects the result. She will then deploy the card on the column that has the highest score value. I also polished the game experience by making the explanation of the game better when it first loads, as well as detailed explanations as to which side (player or Intellisense) won. Personally, I find that Intellisense plays too well. She beat me in all three play-test sessions! I’m thinking of asking other people to play-test as well to see if it’s actually just me playing horribly. But that in turn inspired me to have a difficulty setting: an easy mode would mean the player has a slightly better deck of cards than Intellisense. However, I still have another problem that I need to solve: error handling. When the user enters something other than an integer, the game would crash. At the moment, I cannot precisely recall how to handle these kinds of errors, so I would need to do some research and ask my friends."}, {"post_id": 76259, "ts": "2026-10-02T22:57:38Z", "hours": 0.6389, "text": "Today I worked on the code a lot more than before. This session, I focused on getting the bot to think (it used Math.random() as a temporary measure) using a before/after rating system. This means the bot would assess how much of a difference would a move at a certain column have on the game’s result. I also added a brief introduction at the start and completed in creating the game ending result announcement. I made the number of columns in the game customisable so the user can come up with their own custom rules (I haven’t tested it with different values yet, because I was busy completing the game logic). One challenge I have right now is that the bot constantly plays one specific move. I would need to improve its thinking process, because admittedly it is currently quite simple. Next session, I will take a look at whether the custom columns logic works without error as well as improving the bot’s thinking process!"}, {"post_id": 76033, "ts": "2026-10-02T04:25:29Z", "hours": 0.6333, "text": "I thought of a game I wanted to develop for a long time and have started the process of making it into real life! For now I started working on the structure of the game, mainly on the initial set-up of the game and the turn logic. It’s still largely in-progress and later I will find out how to make the bot use mini-max to stay competent against the human player. Attached is a simple diagram explaining the game."}]...
|
Title: Column Battler by @yoonha | Stardance
Devl Title: Column Battler by @yoonha | Stardance
Devlogs:
I thought of a game I wanted to develop for a long time and have started the process of making it into real life! For now I started working on the structure of the game, mainly on the initial set-up of the game and the turn logic. It’s still largely in-progress and later I will find out how to make the bot use mini-max to stay competent against the human player. Attached is a simple diagram explaining the game.
Today I worked on the code a lot more than before. This session, I focused on getting the bot to think (it used Math.random() as a temporary measure) using a before/after rating system. This means the bot would assess how much of a difference would a move at a certain column have on the game’s result. I also added a brief introduction at the start and completed in creating the game ending result announcement. I made the number of columns in the game customisable so the user can come up with their own custom rules (I haven’t tested it with different values yet, because I was busy completing the game logic). One challenge I have right now is that the bot constantly plays one specific move. I would need to improve its thinking process, because admittedly it is currently quite simple. Next session, I will take a look at whether the custom columns logic works without error as well as improving the bot’s thinking process!
Today, I continued to develop Intellisense (the bot)’s logic, and polish the game a bit more. Intellisense asks herself, “What if I placed my card here?” and then assigns a score based on how a card placed in that column affects the result. She will then deploy the card on the column that has the highest score value. I also polished the game experience by making the explanation of the game better when it first loads, as well as detailed explanations as to which side (player or Intellisense) won. Personally, I find that Intellisense plays too well. She beat me in all three play-test sessions! I’m thinking of asking other people to play-test as well to see if it’s actually just me playing horribly. But that in turn inspired me to have a difficulty setting: an easy mode would mean the player has a slightly better deck of cards than Intellisense. However, I still have another problem that I need to solve: error handling. When the user enters something other than an integer, the game would crash. At the moment, I cannot precisely recall how to handle these kinds of errors, so I would need to do some research and ask my friends.
I implemented a difficulty setting, and adjusted what each difficulty setting does to make sure it’s still a challenge. I also added an error handling logic in case the user entered something other than a integer value when it comes to capturing the player’s reply to determine which column the player wants to put their card in.
Ships:
I made a game using the Java programming language where the player competes against a bot named Intellisense. The game revolves around deploying a card one by one in columns, and at the end of the game, whichever side that has the greater sum of cards in a column wins the points assigned to that column. The side that has more points wins. A good chunk of the work was dedicated to developing Intellisense’s logic, which revolves around assessing each column and using an internal rating system as to how good of a change would be created, should the card be deployed in the column. There were a lot of logical reasonings for why Intellisense should or should not deploy a card in a specific column, and I needed to consider the reasoning behind every decision and rating value. Adding lines of code to each reasoning and establishing a fair rating algorithm to make Intellisense truly intelligible was the main difficulty. You can try the game by accessing the Programiz link I attached, or copy-and-paste the code on Github and load it on any Java compiler. Beware, Intellisense is quite smart!...
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1793296147.8454852
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51309
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PocketCam Classique by @Bogey13 | Stardance
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Bogey13
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1
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14.0
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172
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T11:29:07Z", "hours": 14.0, "multiplier": 12.0, "payout": 172, "blessing": "neutral", "text": "I made an esp32cam digicam with a tft showing live view. it was a very exciting and PAINFUL project i must say. alright i really wasnt expecting this level of complexity. first, the damn esp wont flash- somehow got it to flash, tft wont work- it was a library problem. soldering was another pain because first time, and i have shaky hands- all the time, sooo yeah uhhh you know how it went. then. writing the code, huge thanks to my friend; he helped me write the code without AI. it was easier than i was expecting it to be. okay when we got the camera working. i accidentally fried the battery TEMPORARILY. Like an idiot, i plugged in the camera to charge and realized i had a switch between the charging module and the battery, and flipped it. welp. it powered the esp AND was charging and the battery’s protection PCB freaked out and disconnected the battery. I thought i had fried the camera, so i had to resolder the entire thing (becuase wires were coming loose due to bad soldering too). At the end, everything was rlly fine because the battery’s protection pcb tanked the hit and is fine now. one more thing. i decided to ditch the enclosure because im just loving how it looks right now, so cyberpunk-y with those naked wires. im keeping it this way. although i have made it in CAD, those who want can put it on their own pocketcams. So uh yeah. first ship. lets go.", "repo": "https://github.com/Bogey1309/PocketCam-Classique", "demo": ""}]...
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[{"post_id": 76398, "ts": "202 [{"post_id": 76398, "ts": "2026-10-03T12:57:53Z", "hours": 0.3667, "text": "Its done. Resoldered the entire thing. However the battery is depleted and im gonna have to charge it so we don’t know if it turns on yet"}, {"post_id": 76205, "ts": "2026-10-02T17:37:48Z", "hours": 0.6, "text": "Soldered the shutter button and one part of the sliding switch, also connected a few more wires. Its almost done (again)"}, {"post_id": 75859, "ts": "2026-10-01T11:25:19Z", "hours": 0.5, "text": "Display has been resoldered"}, {"post_id": 75550, "ts": "2026-09-30T12:26:54Z", "hours": 0.65, "text": "resoldered 2 more wires and added the power system"}, {"post_id": 74823, "ts": "2026-09-28T11:51:47Z", "hours": 0.45, "text": "Resoldered one more wire, and a prev one had come lose so fixed that too"}, {"post_id": 73113, "ts": "2026-09-24T12:40:15Z", "hours": 0.4803, "text": "resoldered like 2 wires."}, {"post_id": 73052, "ts": "2026-09-24T08:51:43Z", "hours": 0.5567, "text": "resoldering the camera… the earlier connections came loose. and this ones even worse ahhhh"}, {"post_id": 72616, "ts": "2026-09-23T11:09:32Z", "hours": 0.3108, "text": "ITS CHARGING MY DUDES. FINALLY. LETS GO. I had accidentally tripped the battery’s protection circuit and wouldn’t work (I had messed it up while trying to charge lmao) I just resoldered everything. AND IT WORKS. LETS GOOOOOOOOOO"}, {"post_id": 71659, "ts": "2026-09-21T08:04:24Z", "hours": 0.285, "text": "bad news. i messed up the wiring. had to desolder the battery. will do the rest later"}, {"post_id": 71084, "ts": "2026-09-20T08:52:00Z", "hours": 1.8506, "text": "ITS DONE!!!! soldering and everythign and everything is doneeee. just gotta put it in a case and call it done. lets go. finally."}, {"post_id": 70680, "ts": "2026-09-19T16:09:35Z", "hours": 0.95, "text": "Updated camera enclosure: This is probably the final design- ig only a few changes will be made later like adding holes for the type c and all. But yeah. Its almost done……."}, {"post_id": 70422, "ts": "2026-09-19T04:59:56Z", "hours": 0.6917, "text": "Tried to model a new enclosure but failed horribly. Guess I’ll edit the old one"}, {"post_id": 70038, "ts": "2026-09-18T10:42:44Z", "hours": 0.82, "text": "Messed something up…. [Image from the camera btw] Im running the cam at 5mp now and it takes like 8s for the thing to save, and sometimes it doesn’t even save, I was tweaking around- changed something, now the image sometimes saves, sometimes doesn’t- wth is happening, the first iteration worked perfectly…?"}, {"post_id": 70005, "ts": "2026-09-18T08:12:24Z", "hours": 0.5744, "text": "I fixed the colours on the TFT ( yesterday it looked rlly weird). now its working. LETS GO. the prototype is 99% done. just soldering and 3d printing the case left"}, {"post_id": 69737, "ts": "2026-09-17T18:04:11Z", "hours": 0.6269, "text": "I FINALLY GOT THE TFT WORKING LETS GOOOO. this thing was giving me headaches since the past week. just wouldnt turn on. backlight did. but no data- glowing rectangle of doom. I FIXED IT TODAY. I READ THAT I COULD USE eSPI thingy, change some code, MOST IMPORTANTLY, i wired my DC to IO1… and it just worked. im very tired to type out the detailed thing but yeah. lets go."}, {"post_id": 69096, "ts": "2026-09-16T11:17:42Z", "hours": 0.5917, "text": "I worked a bit more on the cad. The internal assembly is wayyyy more detailed now. milimeter accurate"}, {"post_id": 68167, "ts": "2026-09-14T17:11:03Z", "hours": 0.2972, "text": "I modelled the battery (just a cuboid) and imported the ip5310 from the web. I messed up the importing a bit and had to manually delete a lot of parts lmao"}, {"post_id": 68095, "ts": "2026-09-14T14:36:08Z", "hours": 0.6383, "text": "I made a millimeter accurate cad model of the esp32cam and the tft since i have them in my hands rn. battery and buck converter remain"}, {"post_id": 68032, "ts": "2026-09-14T12:28:13Z", "hours": 0.5081, "text": "I got the camera working. However… the tft is giving me a bad headache. The screen just won’t work- the backlight turns on and all but its not displaying anything. I think its cause of the brownout detection, something is fishy. Working on solving it. I also messed with the code a bit and my friend helped me write better code."}, {"post_id": 67302, "ts": "2026-09-13T11:39:19Z", "hours": 0.325, "text": "I successfully flashed the esp32cam after a big big boss battle. The thing just would not listen or connect or talk. At the end I gave up, tested it with a multimeter. All evidence pointed towards a defective board. The thing just wouldn’t communicate! not even over baud 74880, not even garbage characters!- thats usually a dead board. I tried flashing it like 20 times since yesterday I think. Same cycle. Upload code, compiling, connecting –> PRESS RST, hope something happens, fail. I even sent the supplier an email saying I got a defective piece. The thing is, you gotta flash this board by pressing the “reset RST” button when the arduino ide says “connecting…..”; which obv. did not work for me. So i give up and get bored and watch a random yt video. in that video, the guy doesnt press the RST button, nope. what he does is yanks out the cable connecting GPIO0 to GND (you gotta wire em to make the board go into flashing mode). and it worked for him. I try it. EUREKA. it goshdarn works. like holy crap dude, how. wth!!! i am so goshdarn happy right now that the thing works."}, {"post_id": 67038, "ts": "2026-09-13T02:25:28Z", "hours": 1.8469, "text": "I wrote code for Pocketcam, my friend helped me a lot. got a ton of errors on the first try. I had some trouble uploading however, the thing just would not flash the esp32cam. It was getting late at night so I decided to shut down and sleep."}, {"post_id": 65286, "ts": "2026-09-10T09:54:27Z", "hours": 0.4228, "text": "I got a sort of bad breadboard- so i had to manually plug a dupont male header in and out to make it looser. It was so tight that none of my components went in without feeling like id damage them pushing in"}, {"post_id": 52914, "ts": "2026-08-23T09:17:13Z", "hours": 0.85, "text": "I made a V2 of the camera enclosure. I think its significantly better than yesterday; looks cleaner and is a bit more ergonomic."}, {"post_id": 52529, "ts": "2026-08-22T18:10:31Z", "hours": 1.7447, "text": "I modelled the entire camera in onshape; including the internal components. I must admit- the enclosure was the hardest part. I feel quite productive."}, {"post_id": 52314, "ts": "2026-08-22T13:02:13Z", "hours": 0.7608, "text": "I drew out the rough circuit diagram in diagram.net of how the wiring/circuitry for the cam. would look like."}, {"post_id": 51824, "ts": "2026-08-21T17:55:28Z", "hours": 0.4019, "text": "Today I used Lego to try to see how small I could make my retro pocketcam. I first drew out the dimensions of the components (3.7v 500mah LiPo, ESP32CAM + OV5640 Camera, IP5310 Boost Converter) I then opened my big box o’ legos and tried to match the paper sketch with appropriate pieces. Although I did make them a tad bit bigger cause tolerances exist, I think its nice."}]...
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Title: PocketCam Classique by @Bogey13 | Stardance Title: PocketCam Classique by @Bogey13 | Stardance
Devlogs:
Today I used Lego to try to see how small I could make my retro pocketcam. I first drew out the dimensions of the components (3.7v 500mah LiPo, ESP32CAM + OV5640 Camera, IP5310 Boost Converter) I then opened my big box o’ legos and tried to match the paper sketch with appropriate pieces. Although I did make them a tad bit bigger cause tolerances exist, I think its nice.
I drew out the rough circuit diagram in diagram.net of how the wiring/circuitry for the cam. would look like.
I modelled the entire camera in onshape; including the internal components. I must admit- the enclosure was the hardest part. I feel quite productive.
I made a V2 of the camera enclosure. I think its significantly better than yesterday; looks cleaner and is a bit more ergonomic.
I got a sort of bad breadboard- so i had to manually plug a dupont male header in and out to make it looser. It was so tight that none of my components went in without feeling like id damage them pushing in
I wrote code for Pocketcam, my friend helped me a lot. got a ton of errors on the first try. I had some trouble uploading however, the thing just would not flash the esp32cam. It was getting late at night so I decided to shut down and sleep.
I successfully flashed the esp32cam after a big big boss battle. The thing just would not listen or connect or talk. At the end I gave up, tested it with a multimeter. All evidence pointed towards a defective board. The thing just wouldn’t communicate! not even over baud 74880, not even garbage characters!- thats usually a dead board. I tried flashing it like 20 times since yesterday I think. Same cycle. Upload code, compiling, connecting –> PRESS RST, hope something happens, fail. I even sent the supplier an email saying I got a defective piece. The thing is, you gotta flash this board by pressing the “reset RST” button when the arduino ide says “connecting…..”; which obv. did not work for me. So i give up and get bored and watch a random yt video. in that video, the guy doesnt press the RST button, nope. what he does is yanks out the cable connecting GPIO0 to GND (you gotta wire em to make the board go into flashing mode). and it worked for him. I try it. EUREKA. it goshdarn works. like holy crap dude, how. wth!!! i am so goshdarn happy right now that the thing works.
I got the camera working. However… the tft is giving me a bad headache. The screen just won’t work- the backlight turns on and all but its not displaying anything. I think its cause of the brownout detection, something is fishy. Working on solving it. I also messed with the code a bit and my friend helped me write better code.
I made a millimeter accurate cad model of the esp32cam and the tft since i have them in my hands rn. battery and buck converter remain
I modelled the battery (just a cuboid) and imported the ip5310 from the web. I messed up the importing a bit and had to manually delete a lot of parts lmao
I worked a bit more on the cad. The internal assembly is wayyyy more detailed now. milimeter accurate
I FINALLY GOT THE TFT WORKING LETS GOOOO. this thing was giving me headaches since the past week. just wouldnt turn on. backlight did. but no data- glowing rectangle of doom. I FIXED IT TODAY. I READ THAT I COULD USE eSPI thingy, change some code, MOST IMPORTANTLY, i wired my DC to IO1… and it just worked. im very tired to type out the detailed thing but yeah. lets go.
I fixed the colours on the TFT ( yesterday it looked rlly weird). now its working. LETS GO. the prototype is 99% done. just soldering and 3d printing the case left
Messed something up…. [Image from the camera btw] Im running the cam at 5mp now and it takes like 8s for the thing to save, and sometimes it doesn’t even save, I was tweaking around- changed something, now the image sometimes saves, sometimes doesn’t- wth is happening, the first iteration worked perfectly…?
Tried to model a new enclosure but failed horribly. Guess I’ll edit the old one
Updated camera enclosure: This is probably the final design- ig only a few changes will be made later like adding holes for the type c and all. But yeah. Its almost done…….
ITS DONE!!!! soldering and everythign and everything is doneeee. just gotta put it in a case and call it done. lets go. finally.
bad news. i messed up the wiring. had to desolder the battery. will do the rest later
ITS CHARGING MY DUDES. FINALLY. LETS GO. I had accidentally tripped the battery’s protection circuit and wouldn’t work (I had messed it up while trying to charge lmao) I just resoldered everything. AND IT WORKS. LETS GOOOOOOOOOO
resoldering the camera… the earlier connections came loose. and this ones even worse ahhhh
resoldered like 2 wires.
Resoldered one more wire, and a prev one had come lose so fixed that too
resoldered 2 more wires and added the power system
Display has been resoldered
Soldered the shutter button and one part of the sliding switch, also connected a few more wires. Its almost done (again)
Its done. Resoldered the entire thing. However the battery is depleted and im gonna have to charge it so we don’t know if it turns on yet
Ships:
I made an esp32cam digicam with a tft showing live view. it was a very exciting and PAINFUL project i must say. alright i really wasnt expecting this level of complexity. first, the damn esp wont flash- somehow got it to flash, tft wont work- it was a library problem. soldering was another pain because first time, and i have shaky hands- all the time, sooo yeah uhhh you know how it went. then. writing the code, huge thanks to my friend; he helped me write the code without AI. it was easier than i was expecting it to be. okay when we got the camera working. i accidentally fried the battery TEMPORARILY. Like an idiot, i plugged in the camera to charge and realized i had a switch between the charging module and the battery, and flipped it. welp. it powered the esp AND was charging and the battery’s protection PCB freaked out and disconnected the battery. I thought i had fried the camera, so i had to resolder the entire thing (becuase wires were coming loose due to bad soldering too). At the end, everything was rlly fine because the battery’s protection pcb tanked the hit and is fine now. one more thing. i decided to ditch the enclosure because im just loving how it looks right now, so cyberpunk-y with those naked wires. im keeping it this way. although i have made it in CAD, those who want can put it on their own pocketcams. So uh yeah. first ship. lets go....
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1793198912.0852313
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1793285312.0852313
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