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66521
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WhatAboutMe? by @Viktor | Stardance
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Viktor
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0
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1.22
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0
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[]
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[{"post_id": 75177, "ts": "202 [{"post_id": 75177, "ts": "2026-09-29T12:06:31Z", "hours": 0.3039, "text": "Devlog #2 Got the -github part working! Now when you type /about-vickekatt-github you will see my stats! 0 followers and 0 stars š¤"}, {"post_id": 75133, "ts": "2026-09-29T07:42:47Z", "hours": 0.9175, "text": "Devlog #1 Implemented some simple commands for my bot: -ping -help -catfact -joke."}]...
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Title: WhatAboutMe? by @Viktor | Stardance
Devlog Title: WhatAboutMe? by @Viktor | Stardance
Devlogs:
Devlog #1 Implemented some simple commands for my bot: -ping -help -catfact -joke.
Devlog #2 Got the -github part working! Now when you type /about-vickekatt-github you will see my stats! 0 followers and 0 stars š¤...
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1793098507.5117073
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1793703307.5117073
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22643
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station-siege by @Abbos | Stardance
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Abbos
|
1
|
90.0
|
1130
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:46:37Z", "hours": 90.0, "multiplier": 15.55, "payout": 1130, "blessing": "neutral", "text": "I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. Itās built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itchās 200 MB limit. Iām proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesnāt work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. Theyāre also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory.", "repo": "https://github.com/Madyarov27/station-siege", "demo": "https://madyarov27.itch.io/station-siege-web"}]...
|
[{"post_id": 75174, "ts": "202 [{"post_id": 75174, "ts": "2026-09-29T11:36:11Z", "hours": 2.5928, "text": "Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itchās 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS."}, {"post_id": 74902, "ts": "2026-09-28T15:52:46Z", "hours": 16.2392, "text": "#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now itās completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. Itās too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and itās actualyl challenging here now. You can get cornered and slimed unexpectedly."}, {"post_id": 71096, "ts": "2026-09-20T09:08:46Z", "hours": 10.3072, "text": "Devlog #wa8 Iāll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players canāt just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol"}, {"post_id": 67979, "ts": "2026-09-14T09:40:17Z", "hours": 12.8564, "text": "**Devlog #7 ** A lot of stuff added so this time Iāll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door"}, {"post_id": 61005, "ts": "2026-09-03T18:19:05Z", "hours": 10.0069, "text": "Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so thereās some variety. Last thing is the new HUD. Itās not final yet; I will likely iterate multiple times before settling on the ideal one. However, itās a noticeable upgrade from the previous flat white text on the screen. What Iām most happy about is still the optimization. My laptop isnāt particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot."}, {"post_id": 52856, "ts": "2026-08-23T06:59:58Z", "hours": 13.4275, "text": "Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it."}, {"post_id": 19506, "ts": "2026-06-30T20:37:05Z", "hours": 14.3875, "text": "This oneās huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now itās Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasnāt a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade Iāve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesnāt catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named āmixamo_comā), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it wonāt decode. Nearly lost my mind a second time before it clicked. One design decision Iām happy about: Iām keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock ā Hangar ā Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms youāve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned"}, {"post_id": 14666, "ts": "2026-06-23T21:04:15Z", "hours": 6.9606, "text": "Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac canāt decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects."}, {"post_id": 13034, "ts": "2026-06-21T09:59:49Z", "hours": 0.9778, "text": "Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/"}, {"post_id": 12664, "ts": "2026-06-20T18:06:58Z", "hours": 2.1242, "text": "Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie"}]...
|
Title: station-siege by @Abbos | Stardance
Devlog Title: station-siege by @Abbos | Stardance
Devlogs:
Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie
Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/
Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac canāt decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects.
This oneās huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now itās Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasnāt a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade Iāve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesnāt catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named āmixamo_comā), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it wonāt decode. Nearly lost my mind a second time before it clicked. One design decision Iām happy about: Iām keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock ā Hangar ā Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms youāve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned
Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it.
Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so thereās some variety. Last thing is the new HUD. Itās not final yet; I will likely iterate multiple times before settling on the ideal one. However, itās a noticeable upgrade from the previous flat white text on the screen. What Iām most happy about is still the optimization. My laptop isnāt particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot.
**Devlog #7 ** A lot of stuff added so this time Iāll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door
Devlog #wa8 Iāll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players canāt just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol
#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now itās completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. Itās too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and itās actualyl challenging here now. You can get cornered and slimed unexpectedly.
Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itchās 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS.
Ships:
I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. Itās built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itchās 200 MB limit. Iām proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesnāt work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. Theyāre also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory....
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1793346779.416488
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1793433179.416488
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50393
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Frictionless by @misbahgauri9 | Stardance
|
misbahgauri9
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1
|
10.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:38:54Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a note taking website, so this is basically the Web version of good notes [ well we are not quite there yet] and I made it as a free and accessible. the most challenging part more than coding for me as someone who is doing it for the first time was to figure things and set up things:}", "repo": "https://github.com/misbahgauri/BeeMark", "demo": "https://misbahgauri.github.io/BeeMark/"}]...
|
[{"post_id": 75172, "ts": "202 [{"post_id": 75172, "ts": "2026-09-29T11:32:58Z", "hours": 0.4397, "text": "guys I added a readme and fixed the errors I was getting w GitHub, its shipped now so please check it out and leave honest revieww so happy RN!!!"}, {"post_id": 74460, "ts": "2026-09-27T12:51:19Z", "hours": 0.3867, "text": "itās doneeee yayyyy try it ouut yall"}, {"post_id": 73570, "ts": "2026-09-25T12:40:07Z", "hours": 1.4192, "text": "things I did: 1. added new fonts, increased the storage & added grid. 2. change the whole css cuz i wanted to change the colour pallet and layout so it kinda fits the futuristic biophilic aesthetics and for that I added some unnatural shapes and textures. 3. worked on making the already existing features work better. [ AKA the hardest part]"}, {"post_id": 69674, "ts": "2026-09-17T15:31:28Z", "hours": 1.0711, "text": "after so many days of working its still glitching and storage sucks!!"}, {"post_id": 61445, "ts": "2026-09-04T11:26:04Z", "hours": 0.9364, "text": "dev log #3 ok i know itās been a while thatās cuz iāve been figuring out a few things in the code aswell as my life :) so far i have worked on the stylus writting feauture and adding more bg options. but I am yet to add a better storage system, more fonts , text editing optin and integrate AI feautures also improve th UI, Any tips?"}, {"post_id": 53747, "ts": "2026-08-24T12:40:04Z", "hours": 0.3094, "text": "devlog 2 guys I worked on my HTML, CSS and java and today I added a handwritten notes feature where users can write through stylus as well as type and also added a feature through which 3d models and images can be uploaded on the page and some more basic features."}, {"post_id": 53110, "ts": "2026-08-23T15:22:32Z", "hours": 5.3506, "text": "this my note taking app ābee markā I am working on this as my first ever coding project since Iām a newbie but the reason I chose to make an actual note taking app rather than a āquick notesā web cuz I actually wanted to create a cutesy and Pinterest coded version that is actually function and has features that can help students make note taking process a bit easier and is free to use also Iāll explain more about my web in next post and if you have suggestions or features that you would personally like to see in such plsssss do let me know. hereās my HTML progress as of now. there is more but i could only upload one about 128 lines."}]...
|
Title: Frictionless by @misbahgauri9 | Stardance
Title: Frictionless by @misbahgauri9 | Stardance
Devlogs:
this my note taking app ābee markā I am working on this as my first ever coding project since Iām a newbie but the reason I chose to make an actual note taking app rather than a āquick notesā web cuz I actually wanted to create a cutesy and Pinterest coded version that is actually function and has features that can help students make note taking process a bit easier and is free to use also Iāll explain more about my web in next post and if you have suggestions or features that you would personally like to see in such plsssss do let me know. hereās my HTML progress as of now. there is more but i could only upload one about 128 lines.
devlog 2 guys I worked on my HTML, CSS and java and today I added a handwritten notes feature where users can write through stylus as well as type and also added a feature through which 3d models and images can be uploaded on the page and some more basic features.
dev log #3 ok i know itās been a while thatās cuz iāve been figuring out a few things in the code aswell as my life :) so far i have worked on the stylus writting feauture and adding more bg options. but I am yet to add a better storage system, more fonts , text editing optin and integrate AI feautures also improve th UI, Any tips?
after so many days of working its still glitching and storage sucks!!
things I did: 1. added new fonts, increased the storage & added grid. 2. change the whole css cuz i wanted to change the colour pallet and layout so it kinda fits the futuristic biophilic aesthetics and for that I added some unnatural shapes and textures. 3. worked on making the already existing features work better. [ AKA the hardest part]
itās doneeee yayyyy try it ouut yall
guys I added a readme and fixed the errors I was getting w GitHub, its shipped now so please check it out and leave honest revieww so happy RN!!!
Ships:
I made a note taking website, so this is basically the Web version of good notes [ well we are not quite there yet] and I made it as a free and accessible. the most challenging part more than coding for me as someone who is doing it for the first time was to figure things and set up things:}...
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1793346547.7098017
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1793432947.7098017
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45877
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A personal interactive website by @JoannaGera | St A personal interactive website by @JoannaGera | Stardance...
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JoannaGera
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0
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7.28
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0
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[]
|
[{"post_id": 75168, "ts": "202 [{"post_id": 75168, "ts": "2026-09-29T11:07:12Z", "hours": 7.2778, "text": "Done with the basic layout so far, need to personalize it a lil more! The hover might be my fav :3"}]...
|
Title: A personal interactive website by @JoannaGe Title: A personal interactive website by @JoannaGera | Stardance
Devlogs:
Done with the basic layout so far, need to personalize it a lil more! The hover might be my fav :3...
|
1793357789.568311
|
1793962589.568311
|
|
66206
|
Simon says by @rounaknayak17649 | Stardance
|
rounaknayak17649
|
1
|
16.0
|
16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T10:50:43Z", "hours": 16.0, "multiplier": 1.02, "payout": 16, "blessing": "neutral", "text": "I built a classic Simon Says memory game using HTML, CSS, and JavaScript!. Getting the game deployed correctly and making sure the file structure lined up seamlessly with Vercel and GitHub.Iām super proud of pulling everything together from scratch, styling it with custom gradients and layouts, and getting the live deployment working smoothly.Just click the āTry projectā button, press any key to start, and watch the sequence closely to see how high of a score you can get", "repo": "https://github.com/crazyboy118/Simon-says", "demo": "https://simon-says-mauve.vercel.app"}]...
|
[{"post_id": 75162, "ts": "202 [{"post_id": 75162, "ts": "2026-09-29T10:45:20Z", "hours": 6.7075, "text": "debuging the codes"}, {"post_id": 74351, "ts": "2026-09-27T06:54:56Z", "hours": 9.3747, "text": "I have created logic, structure, design"}]...
|
Title: Simon says by @rounaknayak17649 | Stardance Title: Simon says by @rounaknayak17649 | Stardance
Devlogs:
I have created logic, structure, design
debuging the codes
Ships:
I built a classic Simon Says memory game using HTML, CSS, and JavaScript!. Getting the game deployed correctly and making sure the file structure lined up seamlessly with Vercel and GitHub.Iām super proud of pulling everything together from scratch, styling it with custom gradients and layouts, and getting the live deployment working smoothly.Just click the āTry projectā button, press any key to start, and watch the sequence closely to see how high of a score you can get...
|
1793422588.3988442
|
1793508988.3988442
|
|
59716
|
hackaclock by @zac_i | Stardance
|
zac_i
|
0
|
16.23
|
0
|
[]
|
[{"post_id": 75160, "ts": "202 [{"post_id": 75160, "ts": "2026-09-29T10:03:51Z", "hours": 1.5417, "text": "Devlog # 5 PCB - DONE! CAD - DONE! Firmware - DONE! README - DONE! Hackaclock is on the move! If anyone can tell me if Iāve done anything wrong that would be great!"}, {"post_id": 74786, "ts": "2026-09-28T07:46:22Z", "hours": 9.5408, "text": "CAD IS DONE!!!! YAYYYYYY!! After nearly 10 painstaking hours on non manifold and badddd geometry in blender (ik I shouldnāt have used blender), my CAD is finally done and working for hackaclock! Onto firmware nowā¦"}, {"post_id": 71066, "ts": "2026-09-20T08:06:57Z", "hours": 1.7433, "text": "Devlog #? Added lid and fixed blender settings to make it run faster! I came back to designing my custom BLARE alarm clock (3D enclosure) after a while and Iām almost done! Will submit soon and maybe build before Stardance ends š¤"}, {"post_id": 65852, "ts": "2026-09-11T08:47:49Z", "hours": 1.7269, "text": "Devlog #2! Worked on CAD a bit and just started designing the case for hackaclock! Iām using blender though so omg it keeps crashing so much!!!! I imported my PCB using pcb2blender in Kicad, and it is too complicated for blender!!! Hopefully I can fix it soon though and get designing properly."}, {"post_id": 65254, "ts": "2026-09-10T08:02:23Z", "hours": 1.6747, "text": "Devlog #1!!! Started off a new BLARE alarm clock project: hackaclock! Iām thinking cool bevelled edges and an inset screen. š"}]...
|
Title: hackaclock by @zac_i | Stardance
Devlogs:
Title: hackaclock by @zac_i | Stardance
Devlogs:
Devlog #1!!! Started off a new BLARE alarm clock project: hackaclock! Iām thinking cool bevelled edges and an inset screen. š
Devlog #2! Worked on CAD a bit and just started designing the case for hackaclock! Iām using blender though so omg it keeps crashing so much!!!! I imported my PCB using pcb2blender in Kicad, and it is too complicated for blender!!! Hopefully I can fix it soon though and get designing properly.
Devlog #? Added lid and fixed blender settings to make it run faster! I came back to designing my custom BLARE alarm clock (3D enclosure) after a while and Iām almost done! Will submit soon and maybe build before Stardance ends š¤
CAD IS DONE!!!! YAYYYYYY!! After nearly 10 painstaking hours on non manifold and badddd geometry in blender (ik I shouldnāt have used blender), my CAD is finally done and working for hackaclock! Onto firmware nowā¦
Devlog # 5 PCB - DONE! CAD - DONE! Firmware - DONE! README - DONE! Hackaclock is on the move! If anyone can tell me if Iāve done anything wrong that would be great!...
|
1793029845.0965354
|
1793634645.0965354
|
|
58501
|
Dazzy-Alaram by @KashanZahid | Stardance
|
KashanZahid
|
0
|
12.35
|
0
|
[]
|
[{"post_id": 75155, "ts": "202 [{"post_id": 75155, "ts": "2026-09-29T09:51:13Z", "hours": 7.1003, "text": "working on finishing"}, {"post_id": 69062, "ts": "2026-09-16T09:47:58Z", "hours": 3.4172, "text": "##fix my errors"}, {"post_id": 64027, "ts": "2026-09-08T04:23:01Z", "hours": 1.8336, "text": "finally lean how to use cad"}]...
|
Title: Dazzy-Alaram by @KashanZahid | Stardance
D Title: Dazzy-Alaram by @KashanZahid | Stardance
Devlogs:
finally lean how to use cad
##fix my errors
working on finishing...
|
1793497629.4727726
|
1794102429.4727726
|
|
66713
|
Pac-Man by @ojasthakur | Stardance
|
ojasthakur
|
1
|
2.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T07:06:38Z", "hours": 2.0, "multiplier": 1.7, "payout": 4, "blessing": "neutral", "text": "Iām a beginner with C lol. Idts its a really great start compared to other projects I see out here and I joined late too.. so yeah.", "repo": "https://github.com/OjasQwQ/Pac-Man", "demo": "https://ojasqwq.itch.io/pac-man"}]...
|
[{"post_id": 75154, "ts": "202 [{"post_id": 75154, "ts": "2026-09-29T09:51:04Z", "hours": 2.1228, "text": "Iām a beginner with coding in C so I decided to put the skills I have to test and built this simple terminal based game, Pa(C)-Man. The ghost is a jumpscare tbh lol. Its full of bugs and its really basic."}]...
|
Title: Pac-Man by @ojasthakur | Stardance
Devlogs Title: Pac-Man by @ojasthakur | Stardance
Devlogs:
Iām a beginner with coding in C so I decided to put the skills I have to test and built this simple terminal based game, Pa(C)-Man. The ghost is a jumpscare tbh lol. Its full of bugs and its really basic.
Ships:
Iām a beginner with C lol. Idts its a really great start compared to other projects I see out here and I joined late too.. so yeah....
|
1793425747.1175926
|
1793512147.1175926
|
|
53894
|
What's It Worth by @capyblaze | Stardance
|
capyblaze
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T09:59:04Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? A mini web game where you have to guess the price of random Amazon products and get as close as you can What was challenging? Finding the data and cleaning it up to keep only the good info What are you proud of? That it saves your score in local storage so even if you close the page, you donāt lose your progress What should people know so they can test your project? Just head to the site and start playing", "repo": "https://github.com/CapyBlaze/What-is-It-Worth", "demo": "https://capyblaze.github.io/What-is-It-Worth/"}]...
|
[{"post_id": 75152, "ts": "202 [{"post_id": 75152, "ts": "2026-09-29T09:43:05Z", "hours": 7.57, "text": "Hey everyone, just wanted to make a quick little game. Itās super simple: the app shows a random Amazon product and you gotta guess the price. The closer you get, the more points you score.The whole game was built in this devlog (fetching Amazon data, sorting it, and coding the site)"}]...
|
Title: What's It Worth by @capyblaze | Stardan Title: What's It Worth by @capyblaze | Stardance
Devlogs:
Hey everyone, just wanted to make a quick little game. Itās super simple: the app shows a random Amazon product and you gotta guess the price. The closer you get, the more points you score.The whole game was built in this devlog (fetching Amazon data, sorting it, and coding the site)
Ships:
What did you make? A mini web game where you have to guess the price of random Amazon products and get as close as you can What was challenging? Finding the data and cleaning it up to keep only the good info What are you proud of? That it saves your score in local storage so even if you close the page, you donāt lose your progress What should people know so they can test your project? Just head to the site and start playing...
|
1793350578.5678828
|
1793436978.5678828
|
|
65744
|
LED Chaser by @Nivedh_Govil | Stardance
|
Nivedh_Govil
|
0
|
3.64
|
0
|
[]
|
[{"post_id": 75151, "ts": "202 [{"post_id": 75151, "ts": "2026-09-29T09:34:28Z", "hours": 0.7503, "text": "Routing done! Yesterday, I spent such a long time trying to route the PCB. Today, itās done. Phew. I hope itās done correctly. I learnt about vias and how you can go from one layer to another. I also added some custom text. Next Steps: Double check the schematic and PCB. Update the Github repo Draft the Bill of materials Submit for Funding!"}, {"post_id": 74885, "ts": "2026-09-28T14:57:14Z", "hours": 1.2339, "text": "Hi guys! Today I was working on routing all the components on the PCB, and it was so hard! I had to try to find alternate paths for each trace. I had to avoid some paths, create vias to other layers, and it was challenging. But I hope to fix it and remove the issue soon. It was a completely new experience for me."}, {"post_id": 74459, "ts": "2026-09-27T12:39:38Z", "hours": 0.3503, "text": "Continuing my work on the PCB. For those of you who donāt know: Itās a Thor-inspired PCB that makes a series of 10 LEDs light up in a sequence. Today, I added the icon of a lightning bolt and wrote a description of the project. I had a minor issue with aligning the text description. I hope to complete this soon. :D"}, {"post_id": 73974, "ts": "2026-09-26T13:09:08Z", "hours": 0.75, "text": "Working on the PCB for my LED Chaser. Got into some issues while importing the .dxf file for the board outline, but now its fine! I have placed the components, but the routing is left. Hope to finish it soon!"}, {"post_id": 73959, "ts": "2026-09-26T12:21:21Z", "hours": 0.5506, "text": "Itās my first day making an LED Chaser! Project goal: 10 LEDs light up in a sequence. I have some ideas to make the final project better, but this is the start. Itās a bit easy right now, and itās also my first PCB. Hope it works! :D"}]...
|
Title: LED Chaser by @Nivedh_Govil | Stardance
De Title: LED Chaser by @Nivedh_Govil | Stardance
Devlogs:
Itās my first day making an LED Chaser! Project goal: 10 LEDs light up in a sequence. I have some ideas to make the final project better, but this is the start. Itās a bit easy right now, and itās also my first PCB. Hope it works! :D
Working on the PCB for my LED Chaser. Got into some issues while importing the .dxf file for the board outline, but now its fine! I have placed the components, but the routing is left. Hope to finish it soon!
Continuing my work on the PCB. For those of you who donāt know: Itās a Thor-inspired PCB that makes a series of 10 LEDs light up in a sequence. Today, I added the icon of a lightning bolt and wrote a description of the project. I had a minor issue with aligning the text description. I hope to complete this soon. :D
Hi guys! Today I was working on routing all the components on the PCB, and it was so hard! I had to try to find alternate paths for each trace. I had to avoid some paths, create vias to other layers, and it was challenging. But I hope to fix it and remove the issue soon. It was a completely new experience for me.
Routing done! Yesterday, I spent such a long time trying to route the PCB. Today, itās done. Phew. I hope itās done correctly. I learnt about vias and how you can go from one layer to another. I also added some custom text. Next Steps: Double check the schematic and PCB. Update the Github repo Draft the Bill of materials Submit for Funding!...
|
1793091041.5530734
|
1793695841.5530734
|
|
62419
|
OrbitSim by @Bennediktiner | Stardance
|
Bennediktiner
|
0
|
20.13
|
0
|
[]
|
[{"post_id": 75150, "ts": "202 [{"post_id": 75150, "ts": "2026-09-29T09:31:15Z", "hours": 10.9633, "text": "Devlog 2 Ive now got the detection of SOI changes and following parent changing working. The attached picture shows a ship (yellow) encountering the moon. Due to matplotlibs constrains and because it would require reworking the whole system, i cant show the actual change in the Graph, but i promise it is correctly calculating it in the backend. To make this work i also had to create a global hierarchy system to find possible interaction partners, and create a timesystem that can dynamicallychange timewarp to schedule the events with Sched. Upong detecting an Soi change it now scedules an event to recalculate the objects position to parent relative, then recalculates the obrit in global time, so only one orbital trajectory has to be stored at a time. While i was at it i also added the functionality of creating the Objects from a sperate config file, to make later changes to the system far easier. Now to make it actually visible with Ursina"}, {"post_id": 69827, "ts": "2026-09-17T21:14:00Z", "hours": 9.1681, "text": "Devlog 1 Im making a newtonian Orbit Simulator using Python and the Ursina Engine Framework for visualization. This is a topic Ive always found interesting and I hope to both learn the Math behind it and use the finished product to demonstrate orbital mechanics in a physics presentation in a couple of weeks. What ive got so far: Basic frontend visualization using Ursina, mostly to see if it was fitting for this project The spritelike artstyle using these cute free to use textures* Good chunk of the simulation backend, calculates Orbit by using scipys ivp solver on the intial position and velocity by integrating newtonian laws of gravity What i havenāt got (yet): Sphere of influence Updating ( im NOT solving the n-body problem) and the object hierarchy that comes with it Tying together of backend Physics with Frontend visualization (keeping these seperate as much as possible to take advantage of high float precission) -Framework to make custom initial planetary/solar system states *texture credit: https://opengameart.org/content/space-pixel-art by Peony https://opengameart.org/content/space-background-1 by westbeam"}]...
|
Title: OrbitSim by @Bennediktiner | Stardance
Dev Title: OrbitSim by @Bennediktiner | Stardance
Devlogs:
Devlog 1 Im making a newtonian Orbit Simulator using Python and the Ursina Engine Framework for visualization. This is a topic Ive always found interesting and I hope to both learn the Math behind it and use the finished product to demonstrate orbital mechanics in a physics presentation in a couple of weeks. What ive got so far: Basic frontend visualization using Ursina, mostly to see if it was fitting for this project The spritelike artstyle using these cute free to use textures* Good chunk of the simulation backend, calculates Orbit by using scipys ivp solver on the intial position and velocity by integrating newtonian laws of gravity What i havenāt got (yet): Sphere of influence Updating ( im NOT solving the n-body problem) and the object hierarchy that comes with it Tying together of backend Physics with Frontend visualization (keeping these seperate as much as possible to take advantage of high float precission) -Framework to make custom initial planetary/solar system states *texture credit: https://opengameart.org/content/space-pixel-art by Peony https://opengameart.org/content/space-background-1 by westbeam
Devlog 2 Ive now got the detection of SOI changes and following parent changing working. The attached picture shows a ship (yellow) encountering the moon. Due to matplotlibs constrains and because it would require reworking the whole system, i cant show the actual change in the Graph, but i promise it is correctly calculating it in the backend. To make this work i also had to create a global hierarchy system to find possible interaction partners, and create a timesystem that can dynamicallychange timewarp to schedule the events with Sched. Upong detecting an Soi change it now scedules an event to recalculate the objects position to parent relative, then recalculates the obrit in global time, so only one orbital trajectory has to be stored at a time. While i was at it i also added the functionality of creating the Objects from a sperate config file, to make later changes to the system far easier. Now to make it actually visible with Ursina...
|
1793044405.6785104
|
1793649205.6785104
|
|
61259
|
DevLens by @Noben_Nobi | Stardance
|
Noben_Nobi
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:02:07Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a website which is like a tool for people. we can upload any project folder (it is for large folders), then it analysis it and then show all the info about the files and folders. it solves the problem which many people face, the people who want to know about any project, website, or any code folders, we have to open the files or run it to understand it, see which files are connected to which, and some people donāt know from which file to start, so this website solves that. I faced some issues in some parts of javascript and css but I did it. I took some help from ai for javascript parts to understand it, and then I typed the code.", "repo": "https://github.com/Niraj2013/DevLens", "demo": "https://devlenss.netlify.app/"}]...
|
[{"post_id": 75147, "ts": "202 [{"post_id": 75147, "ts": "2026-09-29T09:12:11Z", "hours": 1.3736, "text": "Completed Javascript, I had took a new laptop a few days ago and when I started to complete the remaining code, time didnāt got tracked and I lost my hours ! I have tested it on this stardance, I had downloaded the project folder from github stardance official. here are the results of it:"}, {"post_id": 71070, "ts": "2026-09-20T08:17:28Z", "hours": 0.5883, "text": "completed the inspector and finished palette, it is for jumping to any file, nvigate, open, or close. not much."}, {"post_id": 71046, "ts": "2026-09-20T07:40:23Z", "hours": 0.9842, "text": "started with the inspector screen, this is the screen which shows info about each fie, just click on the file and you can see the info about it, yet no info as ofcourse folder or any file is not there yet."}, {"post_id": 69602, "ts": "2026-09-17T12:13:49Z", "hours": 0.7503, "text": "Two newses: 1. Completed the history section (page) css too, it was a little big but as compared to other pages, it was like medium small and less hard. 2. I have crossed 1000 lines in css, wonāt be very big for coders who regularly code huge, but for me it is like very less time I hit above 1000 lines, sooo !"}, {"post_id": 69575, "ts": "2026-09-17T10:33:59Z", "hours": 0.3394, "text": "Completed warning screen (section) toooooo!! the css for this was not hard, means it was easy, nothing so much was there, just wrote css for body, title, content, hover, etc. you canāt see so much n the image yet as after js when I will upload any folder, that time it will show warnings of the folder, files, etc."}, {"post_id": 69554, "ts": "2026-09-17T09:34:26Z", "hours": 0.7103, "text": "I finished my graph section css. I took some help of AI for understanding how to make that graph box in between and the circles of it and a little more, but I wrote the code myself, I used AI only to know about it and understand it as I havenāt made any css for graph."}, {"post_id": 69538, "ts": "2026-09-17T08:02:49Z", "hours": 0.7117, "text": "I startd with the graph screen CSS!!!!!!!!! agggaaaaiiin the same, buttons are hover reacctive, colours are pastel, and nothing more, just font size color, alignment, shadows, hover, etc etc; not yet finished but at least it looks good. you would be thinking how am I able to see the graph screen before writing js (as we can see graph screen by using navigation bar)? the answer is simple, the div of overview section had āclass=āview activeā ā and others had view, so I made overviewās class to view, and graphās class to āview activeā. simple. so for every thing untill css finishes, I will do this, and after all the things are done in css, I will make it correct again, and then write the perfect js for it (which could get wrong, donāt know yet)."}, {"post_id": 69128, "ts": "2026-09-16T13:12:07Z", "hours": 2.0486, "text": "Finally completed the main dashboard (overview) css. everything is hover reactive, and the best look which gives my style to it is the messiness off all things, the pastel colours, the tapes, etc. it looks super cool. No data is there as after the css and js finishes, while testing or anything, when we upload the folder to it, it will analyse it and give the results. when you will click on the file, it should show everything about the file like data, type, and all.rest depends if my code succeeds to work (which it will after different attempts, could be less, could be more, donāt know, but I will try my best to finish this project completely working and help other people, coders, office people through it."}, {"post_id": 68716, "ts": "2026-09-15T16:29:59Z", "hours": 0.8792, "text": "completed completely with scanning screen and started writing css for the main screen. I have wrote the css for the buttons and the file navigation box at the lleft side, then also for the top main navigation bar, the buttons arre reactive with mouse hover and click, and has a dashed border or highlighting the main thing at top right corner: š Local ā files never leave your machine. I used the ā& hashtag128274;ā (hashtag should be replaced with hashtag sign, when I put hashtag sign here, it converted it to the same lock sign) for making the lock logo (it is in html). I removed the class=hidden for a while from the main app division and header section, later I will agaiin make them hidden and remove class=hidden from the main landing page section/division."}, {"post_id": 68621, "ts": "2026-09-15T12:35:56Z", "hours": 2.0742, "text": "I finished the scanniing screen, it is plain but looks good, I tried making it look more good, but some errors were there so I made it simple and started with the main dshboard styling."}, {"post_id": 68512, "ts": "2026-09-15T07:31:29Z", "hours": 1.0822, "text": "Completed with the landing/main page!! š
°ļø Y! All the cards which are randomly placed everywhere are hover sensitive, means when you will hover over it, it will react to it and change itās shadow giving the effect of being pressed, same for the 2 main buttons for selecting the folder. now I have started with the scanning screen which you can also tell loading screen."}, {"post_id": 68135, "ts": "2026-09-14T15:54:31Z", "hours": 1.5644, "text": "I have now made it look even more beautiful!! A half transparency box in center for uploading or dropping files and folders (or you can say codebase) for devlens to analyze it and give you the report. then made its borders rotate which was a little tricky work but I did it. The codeblock for the rotating border is in the code image below and also you can see the image of my launch/main starting page. also it has some colour boxes randomly placed around with dashed border around it and also the pastel colour, brown colour shade, etc looks very pretty."}, {"post_id": 67935, "ts": "2026-09-14T07:55:33Z", "hours": 0.3167, "text": "Wrote more css, now the starting page or landing page llooks very good, not completed yet but still it is like around 60% is done, now the title colour, stlye of writing, the tagline, the points about devlens, and background, all looks like excellent. I used ink, ink-soft, butter, etc; colours. then for the font style I used these font families: 1st is named mono: āSFMono-Regularā, Consolas, āLiberation Monoā, Menlo, monospape; and second is named serif: Gorgia, āIowan Old Styleā, āPalatino Linotypeā, serif; both are wonderful styles according to me. I had described these font families and colours in start itself inside ā:root{}ā so it is easy to directly use it wherever we want inside the css file."}, {"post_id": 67902, "ts": "2026-09-14T06:28:00Z", "hours": 0.4156, "text": "Now it has started looking good, not completely but partially, I have wrote css for navigation button, the main title of DEVLENS, then also for the feature lines which tells what DevLens can do, yet css for the select folder button and the box in which it will be there, then for the main dashboard and other navigated buttons like history, graph, etc; is remaining."}, {"post_id": 67259, "ts": "2026-09-13T10:10:11Z", "hours": 0.9203, "text": "Started with css and added one mre button in html which I had forgot, the button is for adding or using DEVLENS for new folder or code base. in css I have added so many colours in start itself using variables, colours like: Kraft, mint, ink, blue, lavendar, butter, deep colours of many colours, etc. the made colour families in starting itself. so by defining and using 20 to 22 colours and 3 font families in start itself, it will be very helpful throughout the css coding."}, {"post_id": 67172, "ts": "2026-09-13T07:38:34Z", "hours": 0.7417, "text": "Wrote the first version of html, it has tabs or sections for overview, graph, warnings, History, export for whole analysis."}, {"post_id": 66666, "ts": "2026-09-12T15:05:22Z", "hours": 0.4883, "text": "Made the scanning screen which will come when the file is being analyzed and a the main scene which comes after it, it has all the features and the main outputs and workings like it will show everything about the codebase or the folder which we uploaded, it will show all the files, their content type, relation with other files like css file is connected to html and js is also connected to html, then css is connected to js, etc. then the importance of each file, etc. till now only Project health section and architecture section"}, {"post_id": 66619, "ts": "2026-09-12T13:53:15Z", "hours": 0.3, "text": "Added new section which contains the lines which will show the button to upload the folder of codes and explain the features of DevLens such as: Where the project starts, how files are connected, etc."}, {"post_id": 66481, "ts": "2026-09-12T10:08:15Z", "hours": 0.5972, "text": "I have started making my frictionless project, which is DevLens! it helps you to upload any folder in it and then it will tell everything about each and every file in it, like what is connected to which file, what is importance of each file, you can view the whole file, and many more features. When developers open a codebase which is new or they donāt know about it, they often donāt know: Where to start, How files are connected, Which files are important, What might be problematic, Why certain files/code exist. This project turns a confusing codebase into an interactive explanation. I have made the navigation bar, the title and some details."}]...
|
Title: DevLens by @Noben_Nobi | Stardance
Devlogs Title: DevLens by @Noben_Nobi | Stardance
Devlogs:
I have started making my frictionless project, which is DevLens! it helps you to upload any folder in it and then it will tell everything about each and every file in it, like what is connected to which file, what is importance of each file, you can view the whole file, and many more features. When developers open a codebase which is new or they donāt know about it, they often donāt know: Where to start, How files are connected, Which files are important, What might be problematic, Why certain files/code exist. This project turns a confusing codebase into an interactive explanation. I have made the navigation bar, the title and some details.
Added new section which contains the lines which will show the button to upload the folder of codes and explain the features of DevLens such as: Where the project starts, how files are connected, etc.
Made the scanning screen which will come when the file is being analyzed and a the main scene which comes after it, it has all the features and the main outputs and workings like it will show everything about the codebase or the folder which we uploaded, it will show all the files, their content type, relation with other files like css file is connected to html and js is also connected to html, then css is connected to js, etc. then the importance of each file, etc. till now only Project health section and architecture section
Wrote the first version of html, it has tabs or sections for overview, graph, warnings, History, export for whole analysis.
Started with css and added one mre button in html which I had forgot, the button is for adding or using DEVLENS for new folder or code base. in css I have added so many colours in start itself using variables, colours like: Kraft, mint, ink, blue, lavendar, butter, deep colours of many colours, etc. the made colour families in starting itself. so by defining and using 20 to 22 colours and 3 font families in start itself, it will be very helpful throughout the css coding.
Now it has started looking good, not completely but partially, I have wrote css for navigation button, the main title of DEVLENS, then also for the feature lines which tells what DevLens can do, yet css for the select folder button and the box in which it will be there, then for the main dashboard and other navigated buttons like history, graph, etc; is remaining.
Wrote more css, now the starting page or landing page llooks very good, not completed yet but still it is like around 60% is done, now the title colour, stlye of writing, the tagline, the points about devlens, and background, all looks like excellent. I used ink, ink-soft, butter, etc; colours. then for the font style I used these font families: 1st is named mono: āSFMono-Regularā, Consolas, āLiberation Monoā, Menlo, monospape; and second is named serif: Gorgia, āIowan Old Styleā, āPalatino Linotypeā, serif; both are wonderful styles according to me. I had described these font families and colours in start itself inside ā:root{}ā so it is easy to directly use it wherever we want inside the css file.
I have now made it look even more beautiful!! A half transparency box in center for uploading or dropping files and folders (or you can say codebase) for devlens to analyze it and give you the report. then made its borders rotate which was a little tricky work but I did it. The codeblock for the rotating border is in the code image below and also you can see the image of my launch/main starting page. also it has some colour boxes randomly placed around with dashed border around it and also the pastel colour, brown colour shade, etc looks very pretty.
Completed with the landing/main page!! š
°ļø Y! All the cards which are randomly placed everywhere are hover sensitive, means when you will hover over it, it will react to it and change itās shadow giving the effect of being pressed, same for the 2 main buttons for selecting the folder. now I have started with the scanning screen which you can also tell loading screen.
I finished the scanniing screen, it is plain but looks good, I tried making it look more good, but some errors were there so I made it simple and started with the main dshboard styling.
completed completely with scanning screen and started writing css for the main screen. I have wrote the css for the buttons and the file navigation box at the lleft side, then also for the top main navigation bar, the buttons arre reactive with mouse hover and click, and has a dashed border or highlighting the main thing at top right corner: š Local ā files never leave your machine. I used the ā& hashtag128274;ā (hashtag should be replaced with hashtag sign, when I put hashtag sign here, it converted it to the same lock sign) for making the lock logo (it is in html). I removed the class=hidden for a while from the main app division and header section, later I will agaiin make them hidden and remove class=hidden from the main landing page section/division.
Finally completed the main dashboard (overview) css. everything is hover reactive, and the best look which gives my style to it is the messiness off all things, the pastel colours, the tapes, etc. it looks super cool. No data is there as after the css and js finishes, while testing or anything, when we upload the folder to it, it will analyse it and give the results. when you will click on the file, it should show everything about the file like data, type, and all.rest depends if my code succeeds to work (which it will after different attempts, could be less, could be more, donāt know, but I will try my best to finish this project completely working and help other people, coders, office people through it.
I startd with the graph screen CSS!!!!!!!!! agggaaaaiiin the same, buttons are hover reacctive, colours are pastel, and nothing more, just font size color, alignment, shadows, hover, etc etc; not yet finished but at least it looks good. you would be thinking how am I able to see the graph screen before writing js (as we can see graph screen by using navigation bar)? the answer is simple, the div of overview section had āclass=āview activeā ā and others had view, so I made overviewās class to view, and graphās class to āview activeā. simple. so for every thing untill css finishes, I will do this, and after all the things are done in css, I will make it correct again, and then write the perfect js for it (which could get wrong, donāt know yet).
I finished my graph section css. I took some help of AI for understanding how to make that graph box in between and the circles of it and a little more, but I wrote the code myself, I used AI only to know about it and understand it as I havenāt made any css for graph.
Completed warning screen (section) toooooo!! the css for this was not hard, means it was easy, nothing so much was there, just wrote css for body, title, content, hover, etc. you canāt see so much n the image yet as after js when I will upload any folder, that time it will show warnings of the folder, files, etc.
Two newses: 1. Completed the history section (page) css too, it was a little big but as compared to other pages, it was like medium small and less hard. 2. I have crossed 1000 lines in css, wonāt be very big for coders who regularly code huge, but for me it is like very less time I hit above 1000 lines, sooo !
started with the inspector screen, this is the screen which shows info about each fie, just click on the file and you can see the info about it, yet no info as ofcourse folder or any file is not there yet.
completed the inspector and finished palette, it is for jumping to any file, nvigate, open, or close. not much.
Completed Javascript, I had took a new laptop a few days ago and when I started to complete the remaining code, time didnāt got tracked and I lost my hours ! I have tested it on this stardance, I had downloaded the project folder from github stardance official. here are the results of it:
Ships:
I have made a website which is like a tool for people. we can upload any project folder (it is for large folders), then it analysis it and then show all the info about the files and folders. it solves the problem which many people face, the people who want to know about any project, website, or any code folders, we have to open the files or run it to understand it, see which files are connected to which, and some people donāt know from which file to start, so this website solves that. I faced some issues in some parts of javascript and css but I did it. I took some help from ai for javascript parts to understand it, and then I typed the code....
|
1793414922.5104182
|
1793501322.5104182
|
|
66457
|
Docs - A Premium Draggable Notes & Todo Web Ap Docs - A Premium Draggable Notes & Todo Web App by @pandityashkaushik4963 | Stardance...
|
pandityashkaushik4963
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T09:43:35Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have built Docs, a premium dark-themed draggable notes and todo web app using React and Vite. The most challenging part was resolving the Netlify single-page application refresh routing bug and building an advanced layout that is completely responsive from desktop to mobile screens. I am incredibly proud of implementing a seamless, fluid draggable interface that works flawlessly across all devices. Users can test it live immediately via the deployment link to manage their workflow with custom note organization and dynamic todo states.", "repo": "https://github.com/pandityashkaushik4963-cmyk/Docs", "demo": "https://docs-draggable-app.netlify.app/"}]...
|
[{"post_id": 75145, "ts": "202 [{"post_id": 75145, "ts": "2026-09-29T09:10:20Z", "hours": 4.6694, "text": "š Project Update: Docs is Officially Live & Fully Responsive! I have successfully built, optimized, and completed the core functionality of āDocsā, a premium draggable notes and todo web app. ⨠Key Features Built: => āDynamic Note Creation:ā Users can seamlessly create custom notes on the fly. => āPremium Draggable Interface:ā Cards can be dragged around freely for custom workflow organization. => āSmart Task Management:ā Seamlessly track tasks using distinct Pending and Completed state filters. => ā100% Responsive UI:ā Optimized using advanced styling layouts so that the entire interface adapts beautifully from desktop down to mobile viewports without any breakages! š± š ļø Development & Optimization: āTime Investedā: Spent 4 hours and 40 minutes refining the interactive user experience. āPerformanceā: Handled dynamic item sorting and ensured a lightning-fast experience using Vite and React . āDeploymentā: The application is hosted on Netlify and officially ready for use! š"}]...
|
Title: Docs - A Premium Draggable Notes & Todo Title: Docs - A Premium Draggable Notes & Todo Web App by @pandityashkaushik4963 | Stardance
Devlogs:
š Project Update: Docs is Officially Live & Fully Responsive! I have successfully built, optimized, and completed the core functionality of āDocsā, a premium draggable notes and todo web app. ⨠Key Features Built: => āDynamic Note Creation:ā Users can seamlessly create custom notes on the fly. => āPremium Draggable Interface:ā Cards can be dragged around freely for custom workflow organization. => āSmart Task Management:ā Seamlessly track tasks using distinct Pending and Completed state filters. => ā100% Responsive UI:ā Optimized using advanced styling layouts so that the entire interface adapts beautifully from desktop down to mobile viewports without any breakages! š± š ļø Development & Optimization: āTime Investedā: Spent 4 hours and 40 minutes refining the interactive user experience. āPerformanceā: Handled dynamic item sorting and ensured a lightning-fast experience using Vite and React . āDeploymentā: The application is hosted on Netlify and officially ready for use! š
Ships:
I have built Docs, a premium dark-themed draggable notes and todo web app using React and Vite. The most challenging part was resolving the Netlify single-page application refresh routing bug and building an advanced layout that is completely responsive from desktop to mobile screens. I am incredibly proud of implementing a seamless, fluid draggable interface that works flawlessly across all devices. Users can test it live immediately via the deployment link to manage their workflow with custom note organization and dynamic todo states....
|
1793425682.1696455
|
1793512082.1696455
|
|
66701
|
my-alarm by @shaurya500 | Stardance
|
shaurya500
|
0
|
2.73
|
0
|
[]
|
[{"post_id": 75142, "ts": "202 [{"post_id": 75142, "ts": "2026-09-29T08:53:23Z", "hours": 1.5339, "text": "Designed PCB with correct components ,fixed issues"}, {"post_id": 75130, "ts": "2026-09-29T07:07:50Z", "hours": 1.2003, "text": "made PCB for my first alarm clock"}]...
|
Title: my-alarm by @shaurya500 | Stardance
Devlog Title: my-alarm by @shaurya500 | Stardance
Devlogs:
made PCB for my first alarm clock
Designed PCB with correct components ,fixed issues...
|
1793101864.7759693
|
1793706664.7759693
|
|
10287
|
My awesome macropad! by @DaLama007 | Stardance
|
DaLama007
|
0
|
2.07
|
0
|
[]
|
[{"post_id": 7514, "ts": "2026 [{"post_id": 7514, "ts": "2026-06-12T15:26:18Z", "hours": 0.3397, "text": "Completed the whole README"}, {"post_id": 7171, "ts": "2026-06-11T23:41:55Z", "hours": 0.3142, "text": "I updated the projectās file structure and generated an .hex file from the qmk src"}, {"post_id": 7056, "ts": "2026-06-11T20:30:05Z", "hours": 0.3794, "text": "Add firmware code for rotary encoder and oled display"}, {"post_id": 7030, "ts": "2026-06-11T19:50:24Z", "hours": 1.0389, "text": "Complete pcb, case model and basic keyboard folder for project"}]...
|
Title: My awesome macropad! by @DaLama007 | Starda Title: My awesome macropad! by @DaLama007 | Stardance
Devlogs:
Complete pcb, case model and basic keyboard folder for project
Add firmware code for rotary encoder and oled display
I updated the projectās file structure and generated an .hex file from the qmk src
Completed the whole README...
|
1793177584.9263182
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1793782384.9263182
|
|
46385
|
Programming Language by @devrajesh | Stardance
|
devrajesh
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 75139, "ts": "202 [{"post_id": 75139, "ts": "2026-09-29T08:39:08Z", "hours": 0.2939, "text": "Making sure to write clean code, working on the animations first."}]...
|
Title: Programming Language by @devrajesh | Starda Title: Programming Language by @devrajesh | Stardance
Devlogs:
Making sure to write clean code, working on the animations first....
|
1793382687.3455212
|
1793987487.3455212
|
|
56039
|
Honeycomb by @seanlhwi | Stardance
|
seanlhwi
|
1
|
0.32
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T05:50:48Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My creation is the Honeycomb Clicker, a 3D printed magnetic fidget clicker with iconic hexagonal designs all over the model. A core challenge was making the clearance of the switch with the case an appropriate amount while not changing the initial design.", "repo": "https://github.com/seanlhwi/Honeycomb-Clicker", "demo": ""}]...
|
[{"post_id": 75131, "ts": "202 [{"post_id": 75131, "ts": "2026-09-29T07:12:14Z", "hours": 0.3169, "text": "Editing Clearances! Today, I shortly edited the clearances on my magnet honeycomb fidget clicker, and made a youtube video as the demo!"}, {"post_id": 61325, "ts": "2026-09-04T05:41:09Z", "hours": 1.2169, "text": "My project is done!!! (for real this time) This is my Honeycomb Clicker, a 3D printed magnetic fidget clicker with satisfying magnets and iconic hexagonal designs all around the model. Go to my Github page to print it (Page name is, āHoneycomb Clickerā)! As for today, I finished working on my Github repo by adding a BOM, assembly instructions, and a photo."}, {"post_id": 60087, "ts": "2026-09-02T07:19:30Z", "hours": 0.6333, "text": "FINALLY! My Honeycomb Clicker is nearly done! All I did for this revision was adjusting the magnet clearances and adding a notch for an assembly guide. I also made a version with 2 magnets on each side!"}, {"post_id": 59371, "ts": "2026-09-01T04:09:36Z", "hours": 0.8336, "text": "Today, I worked on my 3rd revision of my Honeycomb Clicker. It was mostly clearance issues, again, but I also added 2 small hexagons to indicate which side is supposed to align with which."}, {"post_id": 58690, "ts": "2026-08-31T06:26:12Z", "hours": 1.7589, "text": "For this work period, I fixed mistakes and errors from my first iteration of my Honeycomb Clicker. After a test print, many problems were clear, such as clearance issues and warped walls. Hopefully my changes can fix them!"}, {"post_id": 58519, "ts": "2026-08-30T23:09:26Z", "hours": 1.2503, "text": "Today, I worked on fixing on small errors. For example, I forgot to add clearances for all of the moving parts, so I updated the measurements. The next steps are to slice it in Bambu Studio and do a test print!"}, {"post_id": 57914, "ts": "2026-08-30T07:45:52Z", "hours": 6.1586, "text": "Today, I worked on my 3d CAD clicker. As I was working on it, the projct got harder and harder since I kept on trying to make it more detailed. Some key improvements are the designs on the switch it self, and the more precise angles and measurements. The only thing that bothers me is because I didnāt record the timelapse for the first 2 hoursā¦"}]...
|
Title: Honeycomb by @seanlhwi | Stardance
Devlogs Title: Honeycomb by @seanlhwi | Stardance
Devlogs:
Today, I worked on my 3d CAD clicker. As I was working on it, the projct got harder and harder since I kept on trying to make it more detailed. Some key improvements are the designs on the switch it self, and the more precise angles and measurements. The only thing that bothers me is because I didnāt record the timelapse for the first 2 hoursā¦
Today, I worked on fixing on small errors. For example, I forgot to add clearances for all of the moving parts, so I updated the measurements. The next steps are to slice it in Bambu Studio and do a test print!
For this work period, I fixed mistakes and errors from my first iteration of my Honeycomb Clicker. After a test print, many problems were clear, such as clearance issues and warped walls. Hopefully my changes can fix them!
Today, I worked on my 3rd revision of my Honeycomb Clicker. It was mostly clearance issues, again, but I also added 2 small hexagons to indicate which side is supposed to align with which.
FINALLY! My Honeycomb Clicker is nearly done! All I did for this revision was adjusting the magnet clearances and adding a notch for an assembly guide. I also made a version with 2 magnets on each side!
My project is done!!! (for real this time) This is my Honeycomb Clicker, a 3D printed magnetic fidget clicker with satisfying magnets and iconic hexagonal designs all around the model. Go to my Github page to print it (Page name is, āHoneycomb Clickerā)! As for today, I finished working on my Github repo by adding a BOM, assembly instructions, and a photo.
Editing Clearances! Today, I shortly edited the clearances on my magnet honeycomb fidget clicker, and made a youtube video as the demo!
Ships:
My creation is the Honeycomb Clicker, a 3D printed magnetic fidget clicker with iconic hexagonal designs all over the model. A core challenge was making the clearance of the switch with the case an appropriate amount while not changing the initial design....
|
1793497864.6941428
|
1793584264.6941428
|
|
66091
|
websos by @sapu | Stardance
|
sapu
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T06:20:39Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "web os to play my game in scratch, I use a cute theme and the challenging part was translating the normal css to tailwind", "repo": "https://github.com/savwicak/WebSOs", "demo": "https://savwicak.github.io/WebSOs/"}]...
|
[{"post_id": 75123, "ts": "202 [{"post_id": 75123, "ts": "2026-09-29T06:18:33Z", "hours": 0.9031, "text": "FINISSHH!!! Yes it can run everything added positions if you click in header and fix the code line"}, {"post_id": 75101, "ts": "2026-09-29T04:33:37Z", "hours": 0.855, "text": "ADDING GAMESS"}, {"post_id": 75070, "ts": "2026-09-29T01:56:49Z", "hours": 1.4864, "text": "i used kirby theme for this, looking really good, been designing for the UI Form"}, {"post_id": 74759, "ts": "2026-09-28T04:54:14Z", "hours": 0.6869, "text": "Iām making a webos that has a lot of exclusive games (my game) but the diffrent from the tutorial i used tailwind for the css :D"}]...
|
Title: websos by @sapu | Stardance
Devlogs:
Iām m Title: websos by @sapu | Stardance
Devlogs:
Iām making a webos that has a lot of exclusive games (my game) but the diffrent from the tutorial i used tailwind for the css :D
i used kirby theme for this, looking really good, been designing for the UI Form
ADDING GAMESS
FINISSHH!!! Yes it can run everything added positions if you click in header and fix the code line
Ships:
web os to play my game in scratch, I use a cute theme and the challenging part was translating the normal css to tailwind...
|
1793422545.0653062
|
1793508945.0653062
|
|
22022
|
Ornithopter by @java | Stardance
|
java
|
0
|
23.51
|
0
|
[]
|
[{"post_id": 75121, "ts": "202 [{"post_id": 75121, "ts": "2026-09-29T05:50:20Z", "hours": 1.5736, "text": "Wow itās been awhille⦠well someone got funing 400$ yay. anyway someone forgot about there tolerances. and the main gear is really wobbly oh well lets see what i can do here a quick vid for u guys."}, {"post_id": 41107, "ts": "2026-08-05T03:00:37Z", "hours": 0.6003, "text": "Tiny Design So as I wait for grant money, I have decided to make a fork of the project in Onshape, and I made it smaller. I now have an 80 tooth on the big main gear instead of a 112 tooth. I am still going to be making the 112 tooth version, as I would like to get my first prototype made. This will let me practice building, and I can tweak anything else in the next version. Frame Size Width Old 226 mm, New 162mm Height Old 152 mm, New 130mm"}, {"post_id": 40294, "ts": "2026-08-03T18:44:43Z", "hours": 1.7681, "text": "I think I made it too bigā¦ā¦. anyway been awhile since an update. I am just going to build it and see what happens the plan is right now it to stop worrying about āwhat ifā and just see what is wrong with the designs."}, {"post_id": 35024, "ts": "2026-07-26T05:39:51Z", "hours": 0.6028, "text": "I am thinking of moving this dev log to my new website. I ask in the slack if I could move the dev logs to my website I made for the project. so I may be just putting links to them here. aka I think I am going a little crazy whille I wait for funding apps to reopen anyway here are some photos of what I may added to the website."}, {"post_id": 34443, "ts": "2026-07-25T04:51:18Z", "hours": 8.8142, "text": "Hello Been awhile. What I have done. Made a website Added more detail to the model Still waiting on funding Here a cool video of it Website is called https://www.governmentcrow.net/"}, {"post_id": 23664, "ts": "2026-07-06T19:33:38Z", "hours": 0.9172, "text": "Hello Yall, maybe I should lock in to what I am making give some more detail of how this project is going to work out. So I am trying to make a ornithopter what it does is it flap its wing to generate life ( aka a mechinal bird) The Goal of the project: to build a lightweight ornithopter capable of stable powered flight using a simple flapping mechanism. The project will be set up in phases. Phase 1 This is the prototyping phase of the wing movement mechanism. I will be designing a body that takes the rotating motion from a motor to move the wings up and down. I will be looking for reliability, strength, and efficiency. Phase 2 Here I will be designing the wing. I need to make it lightweight. I will also be testing it with the gear mechanism and measuring how much lift it produces so I can determine my design constraints for the tail. Phase 3 ā Adding the Tail and Other Electronics This is where I will be adding the tail and electronics together. I will also be doing some early test flights if all goes to plan. My goal is to have a clean mechanical system. The tail will look like an airplane tail, as I am currently just focusing on the flapping mechanism. Phase 4 This phase is for debugging and testing. I want to aim for reliability and simplicity, and I will be conducting my own test flights as well. Current Progress (Phase 1) I am currently in Phase 1 and have decided to use a crankshaft based mechanism for wing motion.I am using this simulation tool to help calculate and visualize the wing path: https://www.desmos.com/calculator/iuprdl6sxkMy motor has a KV rating of 1700, and I will need a gear reduction of approximately 21.24:1. This may change during testing, but for now I am satisfied with the I have just submitted my project for funding so I am hoping it will go though. ā Changes Iāve Made. So I change how the space sits as it look a little to week and it was interfering with the flapping motion"}, {"post_id": 23291, "ts": "2026-07-06T04:54:43Z", "hours": 7.03, "text": "So Iāve Finish my design and I would be ready to move to the protyping phase. from the last design i have change the movment mech so that I have a clean path to follow. I also made a bom list of all of the parts."}, {"post_id": 21934, "ts": "2026-07-04T04:02:05Z", "hours": 2.2, "text": "Hello, this is my Ornithopter project. I am just working on a mechanism to move the wings up and down. This will let me test to see if I have the flapping motion correct. The next thing I need to do is print it out and do a test with it to see if my measurements are right.In Onshape right now, I need to get the ratio proper so I can have a clean up-and-down movement.The next thing I need to do is prototype with a 3D printer."}]...
|
Title: Ornithopter by @java | Stardance
Devlogs:
Title: Ornithopter by @java | Stardance
Devlogs:
Hello, this is my Ornithopter project. I am just working on a mechanism to move the wings up and down. This will let me test to see if I have the flapping motion correct. The next thing I need to do is print it out and do a test with it to see if my measurements are right.In Onshape right now, I need to get the ratio proper so I can have a clean up-and-down movement.The next thing I need to do is prototype with a 3D printer.
So Iāve Finish my design and I would be ready to move to the protyping phase. from the last design i have change the movment mech so that I have a clean path to follow. I also made a bom list of all of the parts.
Hello Yall, maybe I should lock in to what I am making give some more detail of how this project is going to work out. So I am trying to make a ornithopter what it does is it flap its wing to generate life ( aka a mechinal bird) The Goal of the project: to build a lightweight ornithopter capable of stable powered flight using a simple flapping mechanism. The project will be set up in phases. Phase 1 This is the prototyping phase of the wing movement mechanism. I will be designing a body that takes the rotating motion from a motor to move the wings up and down. I will be looking for reliability, strength, and efficiency. Phase 2 Here I will be designing the wing. I need to make it lightweight. I will also be testing it with the gear mechanism and measuring how much lift it produces so I can determine my design constraints for the tail. Phase 3 ā Adding the Tail and Other Electronics This is where I will be adding the tail and electronics together. I will also be doing some early test flights if all goes to plan. My goal is to have a clean mechanical system. The tail will look like an airplane tail, as I am currently just focusing on the flapping mechanism. Phase 4 This phase is for debugging and testing. I want to aim for reliability and simplicity, and I will be conducting my own test flights as well. Current Progress (Phase 1) I am currently in Phase 1 and have decided to use a crankshaft based mechanism for wing motion.I am using this simulation tool to help calculate and visualize the wing path: https://www.desmos.com/calculator/iuprdl6sxkMy motor has a KV rating of 1700, and I will need a gear reduction of approximately 21.24:1. This may change during testing, but for now I am satisfied with the I have just submitted my project for funding so I am hoping it will go though. ā Changes Iāve Made. So I change how the space sits as it look a little to week and it was interfering with the flapping motion
Hello Been awhile. What I have done. Made a website Added more detail to the model Still waiting on funding Here a cool video of it Website is called https://www.governmentcrow.net/
I am thinking of moving this dev log to my new website. I ask in the slack if I could move the dev logs to my website I made for the project. so I may be just putting links to them here. aka I think I am going a little crazy whille I wait for funding apps to reopen anyway here are some photos of what I may added to the website.
I think I made it too bigā¦ā¦. anyway been awhile since an update. I am just going to build it and see what happens the plan is right now it to stop worrying about āwhat ifā and just see what is wrong with the designs.
Tiny Design So as I wait for grant money, I have decided to make a fork of the project in Onshape, and I made it smaller. I now have an 80 tooth on the big main gear instead of a 112 tooth. I am still going to be making the 112 tooth version, as I would like to get my first prototype made. This will let me practice building, and I can tweak anything else in the next version. Frame Size Width Old 226 mm, New 162mm Height Old 152 mm, New 130mm
Wow itās been awhille⦠well someone got funing 400$ yay. anyway someone forgot about there tolerances. and the main gear is really wobbly oh well lets see what i can do here a quick vid for u guys....
|
1793382511.416853
|
1793987311.416853
|
|
66673
|
Jujuslander by @anura | Stardance
|
anura
|
0
|
2.26
|
0
|
[]
|
[{"post_id": 75118, "ts": "202 [{"post_id": 75118, "ts": "2026-09-29T05:38:19Z", "hours": 2.2611, "text": "made gojo and sukuna gojo got that glow cause he is the honered one get it..(āwā)"}]...
|
Title: Jujuslander by @anura | Stardance
Devlogs: Title: Jujuslander by @anura | Stardance
Devlogs:
made gojo and sukuna gojo got that glow cause he is the honered one get it..(āwā)...
|
1793454493.1090837
|
1794318493.1090837
|
|
66629
|
My fandoms by @anaPesto | Stardance
|
anaPesto
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 75111, "ts": "202 [{"post_id": 75111, "ts": "2026-09-29T04:49:47Z", "hours": 0.2947, "text": "I actually spent an hour+ on this but forgot to make a hackatime project oops anyway I got the basics of the website going ooh this will be fun⦠Iāll fix the css and add more content later a lot of this is placeholder stuff as Iām learning how to do it"}]...
|
Title: My fandoms by @anaPesto | Stardance
Devlog Title: My fandoms by @anaPesto | Stardance
Devlogs:
I actually spent an hour+ on this but forgot to make a hackatime project oops anyway I got the basics of the website going ooh this will be fun⦠Iāll fix the css and add more content later a lot of this is placeholder stuff as Iām learning how to do it...
|
1793101765.8070607
|
1793706565.8070607
|
|
62947
|
WarioWare game by @Tom1234 | Stardance
|
Tom1234
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T04:52:02Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a warioware style game where consisting of 3 minigames that you have to beat.", "repo": "https://github.com/Timmyaintit12/WariowareGame", "demo": "https://toma12345.itch.io/warioware-game"}]...
|
[{"post_id": 75103, "ts": "202 [{"post_id": 75103, "ts": "2026-09-29T04:34:38Z", "hours": 1.2197, "text": "I made a 3rd minigame where you have to dodge the falling mushrooms. I also fixed bugs with the level switching and win/loss screens"}, {"post_id": 69847, "ts": "2026-09-17T21:56:52Z", "hours": 0.5567, "text": "Made the clicker minigame, also fixed some bugs with the mushroom collection in the platformer, due to them not being linked properly. Also fixed bugs in level switching and what scene it changed to"}, {"post_id": 69436, "ts": "2026-09-17T01:41:54Z", "hours": 1.3306, "text": "I have made and coded the platformer minigame, had some issues trying to get the mushrooms to work but fixed them in the end"}, {"post_id": 69381, "ts": "2026-09-16T22:52:05Z", "hours": 0.5072, "text": "I created the level screen and added the code to go alongside it"}, {"post_id": 69368, "ts": "2026-09-16T22:14:16Z", "hours": 0.2883, "text": "I have designed and coded the menu screen for my game, the settings button currently doesnāt work. Itās not really WarioWare themed, but isnāt the whole point to be unique"}]...
|
Title: WarioWare game by @Tom1234 | Stardance
Dev Title: WarioWare game by @Tom1234 | Stardance
Devlogs:
I have designed and coded the menu screen for my game, the settings button currently doesnāt work. Itās not really WarioWare themed, but isnāt the whole point to be unique
I created the level screen and added the code to go alongside it
I have made and coded the platformer minigame, had some issues trying to get the mushrooms to work but fixed them in the end
Made the clicker minigame, also fixed some bugs with the mushroom collection in the platformer, due to them not being linked properly. Also fixed bugs in level switching and what scene it changed to
I made a 3rd minigame where you have to dodge the falling mushrooms. I also fixed bugs with the level switching and win/loss screens
Ships:
I made a warioware style game where consisting of 3 minigames that you have to beat....
|
1793418607.2929246
|
1793505007.2929246
|
|
60500
|
I/O_Pad by @pelmin_404 | Stardance
|
pelmin_404
|
0
|
19.05
|
0
|
[]
|
[{"post_id": 75102, "ts": "202 [{"post_id": 75102, "ts": "2026-09-29T04:33:45Z", "hours": 3.8169, "text": "Edited symbol references for a cleaner look, and did overall polishing and preparation for production"}, {"post_id": 72974, "ts": "2026-09-24T04:24:24Z", "hours": 1.25, "text": "Completed the first design version by applying example colors, adding numbers above the headers, chamfering the cover, and adding little press fit pins to avoid small screws that would ruin the look of the cover, and to allow easy access to the PCB"}, {"post_id": 72551, "ts": "2026-09-23T05:59:50Z", "hours": 1.6, "text": "Designed levers for the DPDT switches, made case walls shorter in order to make the headers flush to the cover that is not yet mounted, and made the keycaps taller so keys are hidden"}, {"post_id": 72106, "ts": "2026-09-22T05:37:20Z", "hours": 2.5333, "text": "Increased the PCB size a bit to add holes for mounting, modeled the main part of the case, and designed keycaps"}, {"post_id": 69986, "ts": "2026-09-18T05:55:48Z", "hours": 0.2833, "text": "Revised the PCB size, added fillets, and made the ground net fill the whole PCB"}, {"post_id": 69483, "ts": "2026-09-17T04:34:17Z", "hours": 1.05, "text": "Had to reroute the 2nd layer because of missing tracks"}, {"post_id": 68998, "ts": "2026-09-16T05:54:34Z", "hours": 1.7833, "text": "Imported the rest of the 3D models and removed the LED from the MX key model"}, {"post_id": 68472, "ts": "2026-09-15T05:17:35Z", "hours": 1.8833, "text": "Slightly rearranged all footprints, flipped the 01x02 socket symbols, and routed all traces"}, {"post_id": 67884, "ts": "2026-09-14T05:41:14Z", "hours": 2.2333, "text": "Found suitable slide switches, assigned their footprints, and made an approximate PCB layout"}, {"post_id": 67126, "ts": "2026-09-13T05:52:47Z", "hours": 1.0167, "text": "Assigned the rest of the footprints and researched switches that might work for button modes but couldnāt find their datasheets and suitable footprints"}, {"post_id": 66375, "ts": "2026-09-12T05:27:23Z", "hours": 0.3, "text": "Established digital pin nets"}, {"post_id": 65782, "ts": "2026-09-11T04:51:33Z", "hours": 0.85, "text": "Removed all male pins and set up button mode switches along with headers"}, {"post_id": 65187, "ts": "2026-09-10T04:36:58Z", "hours": 0.45, "text": "Gathered most of the symbols and footprints for the project"}]...
|
Title: I/O_Pad by @pelmin_404 | Stardance
Devlogs Title: I/O_Pad by @pelmin_404 | Stardance
Devlogs:
Gathered most of the symbols and footprints for the project
Removed all male pins and set up button mode switches along with headers
Established digital pin nets
Assigned the rest of the footprints and researched switches that might work for button modes but couldnāt find their datasheets and suitable footprints
Found suitable slide switches, assigned their footprints, and made an approximate PCB layout
Slightly rearranged all footprints, flipped the 01x02 socket symbols, and routed all traces
Imported the rest of the 3D models and removed the LED from the MX key model
Had to reroute the 2nd layer because of missing tracks
Revised the PCB size, added fillets, and made the ground net fill the whole PCB
Increased the PCB size a bit to add holes for mounting, modeled the main part of the case, and designed keycaps
Designed levers for the DPDT switches, made case walls shorter in order to make the headers flush to the cover that is not yet mounted, and made the keycaps taller so keys are hidden
Completed the first design version by applying example colors, adding numbers above the headers, chamfering the cover, and adding little press fit pins to avoid small screws that would ruin the look of the cover, and to allow easy access to the PCB
Edited symbol references for a cleaner look, and did overall polishing and preparation for production...
|
1793033542.6952145
|
1793638342.6952145
|
|
3680
|
PokƩmon Lavender by @just_late | Stardance
|
just_late
|
0
|
3.27
|
0
|
[]
|
[{"post_id": 751, "ts": "2026- [{"post_id": 751, "ts": "2026-06-02T11:50:21Z", "hours": 3.2681, "text": "This project is something Iāve been working on for a long time now, and I started it in 2024. Most recently, I added a speaker bar to textboxes which creates a smoother look when talking to characters."}]...
|
Title: PokƩmon Lavender by @just_late | Stardance
Title: PokƩmon Lavender by @just_late | Stardance
Devlogs:
This project is something Iāve been working on for a long time now, and I started it in 2024. Most recently, I added a speaker bar to textboxes which creates a smoother look when talking to characters....
|
1793242492.1800642
|
1793847292.1800642
|
|
66105
|
Web OS by @VoiDDR5 | Stardance
|
VoiDDR5
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T04:49:14Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VoidOS is a web based operating system I built with HTML, CSS, and Java Script. The desktop has a taskbar with the apps like the welcome page and the random cat generator that can be dragged around, opened, and closed like a reall app window. Their is also a live clock that updates every second on the task bar.", "repo": "https://github.com/charlesidk/Web-OS", "demo": "https://charlesidk.github.io/Web-OS/"}]...
|
[{"post_id": 75099, "ts": "202 [{"post_id": 75099, "ts": "2026-09-29T04:23:06Z", "hours": 1.5383, "text": "I added a random cat generator app"}, {"post_id": 75078, "ts": "2026-09-29T02:35:57Z", "hours": 2.4814, "text": "I added a background and a dragable window that can be opened and closed. There is also a task bar with the time and date on it."}, {"post_id": 74150, "ts": "2026-09-26T19:38:40Z", "hours": 0.5933, "text": "My Web OS I added my cat"}]...
|
Title: Web OS by @VoiDDR5 | Stardance
Devlogs:
My Title: Web OS by @VoiDDR5 | Stardance
Devlogs:
My Web OS I added my cat
I added a background and a dragable window that can be opened and closed. There is also a task bar with the time and date on it.
I added a random cat generator app
Ships:
VoidOS is a web based operating system I built with HTML, CSS, and Java Script. The desktop has a taskbar with the apps like the welcome page and the random cat generator that can be dragged around, opened, and closed like a reall app window. Their is also a live clock that updates every second on the task bar....
|
1793422552.6182818
|
1793508952.6182818
|
|
54518
|
SudoSchool - interactive linux learning site by @M SudoSchool - interactive linux learning site by @Maxye4655 | Stardance...
|
Maxye4655
|
2
|
24.0
|
434
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T04:24:00Z", "hours": 4.0, "multiplier": 15.55, "payout": 57, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}, {"ship_num": 2, "ts": "2026-09-20T07:55:23Z", "hours": 20.0, "multiplier": 18.76, "payout": 377, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}]...
|
[{"post_id": 75098, "ts": "202 [{"post_id": 75098, "ts": "2026-09-29T04:22:39Z", "hours": 1.1333, "text": "Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo."}, {"post_id": 72119, "ts": "2026-09-22T06:28:31Z", "hours": 1.7047, "text": "This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from āInteractive Educational Websiteā to āSudoSchool - Interactive Linux Command Line Lessonsā"}, {"post_id": 72090, "ts": "2026-09-22T04:32:53Z", "hours": 0.8319, "text": "re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k"}, {"post_id": 70818, "ts": "2026-09-19T20:18:19Z", "hours": 2.7611, "text": "Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: ā https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ā"}, {"post_id": 70375, "ts": "2026-09-19T02:12:27Z", "hours": 1.8922, "text": "Finished the content for lesson 6, and updated the quiz and lesson teacking feature."}, {"post_id": 69534, "ts": "2026-09-17T07:42:58Z", "hours": 2.7575, "text": "Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time."}, {"post_id": 68798, "ts": "2026-09-15T19:28:54Z", "hours": 2.8989, "text": "I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command."}, {"post_id": 67977, "ts": "2026-09-14T09:38:38Z", "hours": 1.4, "text": "Found a massive bug in my terminal code, the virtual file-systemās directory layout wouldnāt register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works."}, {"post_id": 67928, "ts": "2026-09-14T07:34:09Z", "hours": 0.6419, "text": "Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files."}, {"post_id": 67890, "ts": "2026-09-14T05:57:49Z", "hours": 1.1186, "text": "Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. Iām planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter."}, {"post_id": 60513, "ts": "2026-09-02T22:06:38Z", "hours": 0.5522, "text": "Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics."}, {"post_id": 60109, "ts": "2026-09-02T08:20:05Z", "hours": 1.8481, "text": "Added a Quiz Yourself function. Fixed my Hackatime Config. Next Iāll work on styling the quiz as currently only the text and button are styled."}, {"post_id": 59428, "ts": "2026-09-01T08:31:56Z", "hours": 0.6739, "text": "Created Lesson 2 and expanded the virtual terminal logic."}, {"post_id": 58715, "ts": "2026-08-31T08:03:18Z", "hours": 0.3894, "text": "Finished the first lesson, next, I will either begin work on the next few lessons or a āQuiz yourselfā function"}, {"post_id": 58682, "ts": "2026-08-31T06:02:15Z", "hours": 0.7981, "text": "Devlog - 5 I added more content to lesson 1, as well as added a progress bar and āNext section ā button."}, {"post_id": 57114, "ts": "2026-08-29T06:46:22Z", "hours": 0.6592, "text": "Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator."}, {"post_id": 57081, "ts": "2026-08-29T05:18:25Z", "hours": 0.6894, "text": "Devlog 3 - Began Working on the lessons page, Iāve decided to start with 6 lessons but might expand it later."}, {"post_id": 57058, "ts": "2026-08-29T04:25:05Z", "hours": 0.4089, "text": "Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same."}, {"post_id": 56490, "ts": "2026-08-28T08:57:55Z", "hours": 0.5953, "text": "Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux."}]...
|
Title: SudoSchool - interactive linux learning sit Title: SudoSchool - interactive linux learning site by @Maxye4655 | Stardance
Devlogs:
Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux.
Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same.
Devlog 3 - Began Working on the lessons page, Iāve decided to start with 6 lessons but might expand it later.
Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator.
Devlog - 5 I added more content to lesson 1, as well as added a progress bar and āNext section ā button.
Finished the first lesson, next, I will either begin work on the next few lessons or a āQuiz yourselfā function
Created Lesson 2 and expanded the virtual terminal logic.
Added a Quiz Yourself function. Fixed my Hackatime Config. Next Iāll work on styling the quiz as currently only the text and button are styled.
Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics.
Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. Iām planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter.
Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files.
Found a massive bug in my terminal code, the virtual file-systemās directory layout wouldnāt register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works.
I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command.
Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time.
Finished the content for lesson 6, and updated the quiz and lesson teacking feature.
Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: ā https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ā
re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k
This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from āInteractive Educational Websiteā to āSudoSchool - Interactive Linux Command Line Lessonsā
Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo.
Ships:
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete....
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1793353645.5068974
|
1793440045.5068974
|
|
36862
|
Random Compliment Generator by @nilaani_aether | S Random Compliment Generator by @nilaani_aether | Stardance...
|
nilaani_aether
|
1
|
2.34
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T01:57:29Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Random Compliment Generator in Python to boost crew morale for the Beans while we write code and log hours to defend our spaceship!", "repo": "https://github.com/nilaaniaether-alt/Cosmic-Dodger", "demo": "https://trinket.io/python/81a6a5841d5f?showInstructions=true"}]...
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[{"post_id": 75095, "ts": "202 [{"post_id": 75095, "ts": "2026-09-29T04:20:04Z", "hours": 0.3372, "text": "Building a game where you avoid stellar obstacles, it hasnāt been successful, but I am continuously spotting errors and modifying it. I have some problems with the front end which i must work more on."}, {"post_id": 71019, "ts": "2026-09-20T06:51:13Z", "hours": 0.6903, "text": "I have almost completed coding the random compliment generator, i hope this will be a great companion for everyone! š"}, {"post_id": 41770, "ts": "2026-08-06T05:16:59Z", "hours": 1.0539, "text": "I have coded a random compliment generator where you can click a button to recieve some compliments which might suit you, i have to add more compliments to make it more interesting."}]...
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Title: Random Compliment Generator by @nilaani_aet Title: Random Compliment Generator by @nilaani_aether | Stardance
Devlogs:
I have coded a random compliment generator where you can click a button to recieve some compliments which might suit you, i have to add more compliments to make it more interesting.
I have almost completed coding the random compliment generator, i hope this will be a great companion for everyone! š
Building a game where you avoid stellar obstacles, it hasnāt been successful, but I am continuously spotting errors and modifying it. I have some problems with the front end which i must work more on.
Ships:
I built a Random Compliment Generator in Python to boost crew morale for the Beans while we write code and log hours to defend our spaceship!...
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1793336146.3573081
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1793422546.3573081
|
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65270
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wack a mole by @MaybeKiya | Stardance
|
MaybeKiya
|
0
|
1.05
|
0
|
[]
|
[{"post_id": 75094, "ts": "202 [{"post_id": 75094, "ts": "2026-09-29T04:15:31Z", "hours": 1.0514, "text": "wack a mouse/ today i worked on changing the backgrond from green to pink"}]...
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Title: wack a mole by @MaybeKiya | Stardance
Devl Title: wack a mole by @MaybeKiya | Stardance
Devlogs:
wack a mouse/ today i worked on changing the backgrond from green to pink...
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1793084212.3334022
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1793689012.3334022
|
|
25032
|
KSP MacroPad by @techmanminty | Stardance
|
techmanminty
|
0
|
7.59
|
0
|
[]
|
[{"post_id": 75093, "ts": "202 [{"post_id": 75093, "ts": "2026-09-29T04:15:14Z", "hours": 1.8517, "text": "I have completed everything for a sufficient ship, the mod and firmware is at an acceptable place and the case and board have been restructured to fit the requirements. This was a very fun project and I canāt wait to see it in action."}, {"post_id": 73840, "ts": "2026-09-26T04:30:46Z", "hours": 1.5806, "text": "I finished the case so it is now time to start working on the firmware and the mod. The case wasnāt that hard to build just laying out the holes for each part and making sure all the tolerances were correct. The holes are intentionally there so that the underglow of the board can be seen"}, {"post_id": 28109, "ts": "2026-07-14T05:24:56Z", "hours": 1.8122, "text": "After running into issues with missing 3D models for my components, I had to manually source STEP files from GrabCAD and assign them to their footprints in KiCad. This taught me a lot about how KiCad handles footprints and 3D models separately, and how component libraries work. I also learned the difference between standard and reverse mount components. For example, the SK6812 MINI-E is reverse mount, meaning it sits on the back of the PCB and shines through a hole toward the keycap. With all that sorted, the PCB is complete and ready for case design."}, {"post_id": 27732, "ts": "2026-07-13T15:30:28Z", "hours": 2.3469, "text": "My macropad is inspired by my love for the game Kerbal Space Program. For a long time I have wanted to make a mod for it, but I didnāt have an inspiration for what to do with it. With my hackpad, macros will be made to execute certain actions within the game. Because it is made for a game, this project is a little bit more than just PCB, case, and firmware. I am also developing a mod for KSP so that the macropad can control certain actions in game and the pad can be real-time responsive to what is happening in the game. So far I have been working on the skeleton of the mod as well as the hardware for the macropad. Iāve almost completely finished the schematic and PCB with the exception of some appearance things I would like to change on the PCB. The most complex thing so far, was figuring out how to utilize all the parts provided by the stardance team in tandem with the microcontrollers limited pins. I am using a 4x4 matrix which would usually require 8 pins, however I have reduced it to 4, using a resistor ladder voltage divider. Using ohmās law and power cycling between 2 of the 4 analog pins will allow the microcontroller to determine which exact key is being pressed."}]...
|
Title: KSP MacroPad by @techmanminty | Stardance
Title: KSP MacroPad by @techmanminty | Stardance
Devlogs:
My macropad is inspired by my love for the game Kerbal Space Program. For a long time I have wanted to make a mod for it, but I didnāt have an inspiration for what to do with it. With my hackpad, macros will be made to execute certain actions within the game. Because it is made for a game, this project is a little bit more than just PCB, case, and firmware. I am also developing a mod for KSP so that the macropad can control certain actions in game and the pad can be real-time responsive to what is happening in the game. So far I have been working on the skeleton of the mod as well as the hardware for the macropad. Iāve almost completely finished the schematic and PCB with the exception of some appearance things I would like to change on the PCB. The most complex thing so far, was figuring out how to utilize all the parts provided by the stardance team in tandem with the microcontrollers limited pins. I am using a 4x4 matrix which would usually require 8 pins, however I have reduced it to 4, using a resistor ladder voltage divider. Using ohmās law and power cycling between 2 of the 4 analog pins will allow the microcontroller to determine which exact key is being pressed.
After running into issues with missing 3D models for my components, I had to manually source STEP files from GrabCAD and assign them to their footprints in KiCad. This taught me a lot about how KiCad handles footprints and 3D models separately, and how component libraries work. I also learned the difference between standard and reverse mount components. For example, the SK6812 MINI-E is reverse mount, meaning it sits on the back of the PCB and shines through a hole toward the keycap. With all that sorted, the PCB is complete and ready for case design.
I finished the case so it is now time to start working on the firmware and the mod. The case wasnāt that hard to build just laying out the holes for each part and making sure all the tolerances were correct. The holes are intentionally there so that the underglow of the board can be seen
I have completed everything for a sufficient ship, the mod and firmware is at an acceptable place and the case and board have been restructured to fit the requirements. This was a very fun project and I canāt wait to see it in action....
|
1793491034.3951023
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1794095834.3951023
|
|
51050
|
App to help Seniors protect themselves against sca App to help Seniors protect themselves against scams in India by @Mykulkar | Stardance...
|
Mykulkar
|
1
|
30.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T01:35:56Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "KinGuard - An app to protect seniors against everyday scams. My grandfather was one of the victims of a scam. When I heard about the incident from him, I started researching these scams. Impersonation scams & threatening calls were on the rise and there was no good medium that could help educate seniors and protect them against the scams. This was my inspiration to create an app that would serve the senior community. I initially built this for scams in India and in the latest release Iāve included a US module as similar scams are on the rise here too. The design of the app was the most challenging aspect. What I set out to do was make an app which was graphical and icon based with accessibility options. The end goal was to make it very easy to use for seniors. Testing the features was another challenge as it needed 2 phones or a phone and a browser combination. I learnt a lot creating and integrating multi language support(English, Hindi, Kannada, Telugu and Tamil). Iām proud that I was able to officially launch the app on the Google Play Store and have 13 users within a short space of time. My grandfather has the app too and he appreciated the thought and the ease with which it can be used. KinGuard is very easy to install and use. https://mykit.pythonanywhere.com/how-it-works explains how to use the app. The family member downloads the app through the Google Play Store or by opening it from https://mykit.pythonanywhere.com and adding it to home screen, complete registration and finishes setup. The app gives a private link to share with the elder. The elder opens this link on the phone and it pairs with the family. A single tester can use a combination of one device and browser window or two browser windows.", "repo": "https://github.com/mykulkarvt/KinGuard", "demo": "https://youtube.com/shorts/aS_OT5WA54Q?feature=share"}]...
|
[{"post_id": 75090, "ts": "202 [{"post_id": 75090, "ts": "2026-09-29T04:08:52Z", "hours": 3.1739, "text": "Continued Devlog on Password reset deploy to Production I tested the password reset functionality again to ensure it does not break Production. Pushed my changes to GitHub repo Copied the changed files over to pythonanywhere checked each one against the repo with md5sum set the new Gmail SMTP settings in the WSGI file Reloaded the application The first real password reset email failed with a 535 āUsername and Password not acceptedā message After a fair bit of troubleshooting I realized I had copied the wrong password in the WSGI file(from a different gmail account) Recreated the password from the right account and updated the WSGI file Reloaded the application Tested the full password reset workflow Got the email this time and was able to reset and login with the new password It might land in spam which I have noted down I also tested rest of the functionality of the app and everything works fine. After this I published v1.0.1 release on GitHub, updated the README and added Repo description, website and topics. This completes my development effort for the moment."}, {"post_id": 74743, "ts": "2026-09-28T03:41:54Z", "hours": 8.2256, "text": "Continued Devlog on Password reset Password reset build complete end to end. A new password_resets table was created, single use tokens that expire after 30 minutes are stored in hash form(not in plaintext) and a reset that logs out every session once it completes. Used Gmail SMTP to send the reset link. Users can request a rest of password, get the email, set a new password and login. Did a lot of testing locally to confirm the old one does not work after a password has been reset. Faced some Python issues to compile the new code. There were also some bugs related to windows copy-paste which took a lot of time to diagonize and fix, In the mean time my laptop crashed and upon reboot hacktime trackign stopped working. I had to spend a couple of hours to troubleshoot the issue which was related to Norton anti-virus on my laptop. It had quarantined the WakaTime tracking tool thinking it was suspicious. Finished testing and ready to roll this into production tomorrow."}, {"post_id": 73462, "ts": "2026-09-25T04:19:37Z", "hours": 8.2314, "text": "Build out a password reset feature based on feedback from users: Started with research on if paid hosting would be needed as KinGuard is hosted on free tier. Outbound email through Gmail is allowed on free tier. Built a Database table to store reset tokens securely, the actual email sending code, request a reset and complete the backend that verifies the token and resets the password. Fixed a bug which broke account registration logic. Faced another issue with the text editor which saved some garbage characters. I had to recreate the file. Created the forgot password html file Verified the backend and all the features of the app multiple times. Reset password logic still has to be built into templates followed by full test(local) and deploy to production More in my next Devlog"}, {"post_id": 72061, "ts": "2026-09-22T03:06:47Z", "hours": 3.1456, "text": "Deployed the US country-support module from Github to the live site on Pythonanywhere. Fixed a couple of issues as well that came along the way. Kinguard app is live on pythonanywhere. This means deployment to local, Github and to Pythonanywhere. As the repo is public now, I used the bash console on PythonAnywhere and directly pulled the changed files from the repo with curl commands. I then verified if the deployed files work correctly by runnign md5sum on all the changed files. I then compared the numbers with my local copies to make sure the numebrs matched. One of the files was not copied over correctly so I had to redo it. After this, I reloaded the app from the web console of pythonanywhere. This ensures changes are propogated and take effect. The README on GitHub is updated now to reflect the changes made and both India & US available as country options. Did a full regression check on the India and US side of the app after deploying. This is to ensure country-support changes had not broken anythign else in the app for the India users who are live on them. Fixed a bug which was leaving a stary character in commit and showing oddly in GitHub history. Fixed with plain ASCII encoding. Verified the āCall for helpā and āreportā buttons showed correct numbers for India and working as before."}, {"post_id": 69865, "ts": "2026-09-17T23:10:22Z", "hours": 3.3942, "text": "Continuing the US Country-support Build for KinGuard: Researched and wrote the US Scam catalog Mapped 5 categories for India with US Fixed a bug around help dial 1930 Added country specific names Fixed a bug around family screen not getting the alert for the US module Deployed the code locally and verified everything works"}, {"post_id": 68947, "ts": "2026-09-16T02:56:28Z", "hours": 1.9725, "text": "Continuing the US Country-support Build for KinGuard: Wired the country field through push notification(send_push() in app.py) Added country picker to the setup page above the language dropdown Compiled and verified the python code: python -m py_compile app.py conducted a live browser test to verify changes appeared"}, {"post_id": 68477, "ts": "2026-09-15T05:50:12Z", "hours": 2.1247, "text": "KinGuard passed Google Play review and is live in production. 14 installs(12 testers), no crashes. All bugs fixed. Enhancement request made: Develop a US based alerting for Seniors Started the country refactor: RULES now keyed by country Intent is to add new COUNTRIES table Add what varies per country (languages, voice locales, grid order, emergency number, who to report to)"}]...
|
Title: App to help Seniors protect themselves agai Title: App to help Seniors protect themselves against scams in India by @Mykulkar | Stardance
Devlogs:
KinGuard passed Google Play review and is live in production. 14 installs(12 testers), no crashes. All bugs fixed. Enhancement request made: Develop a US based alerting for Seniors Started the country refactor: RULES now keyed by country Intent is to add new COUNTRIES table Add what varies per country (languages, voice locales, grid order, emergency number, who to report to)
Continuing the US Country-support Build for KinGuard: Wired the country field through push notification(send_push() in app.py) Added country picker to the setup page above the language dropdown Compiled and verified the python code: python -m py_compile app.py conducted a live browser test to verify changes appeared
Continuing the US Country-support Build for KinGuard: Researched and wrote the US Scam catalog Mapped 5 categories for India with US Fixed a bug around help dial 1930 Added country specific names Fixed a bug around family screen not getting the alert for the US module Deployed the code locally and verified everything works
Deployed the US country-support module from Github to the live site on Pythonanywhere. Fixed a couple of issues as well that came along the way. Kinguard app is live on pythonanywhere. This means deployment to local, Github and to Pythonanywhere. As the repo is public now, I used the bash console on PythonAnywhere and directly pulled the changed files from the repo with curl commands. I then verified if the deployed files work correctly by runnign md5sum on all the changed files. I then compared the numbers with my local copies to make sure the numebrs matched. One of the files was not copied over correctly so I had to redo it. After this, I reloaded the app from the web console of pythonanywhere. This ensures changes are propogated and take effect. The README on GitHub is updated now to reflect the changes made and both India & US available as country options. Did a full regression check on the India and US side of the app after deploying. This is to ensure country-support changes had not broken anythign else in the app for the India users who are live on them. Fixed a bug which was leaving a stary character in commit and showing oddly in GitHub history. Fixed with plain ASCII encoding. Verified the āCall for helpā and āreportā buttons showed correct numbers for India and working as before.
Build out a password reset feature based on feedback from users: Started with research on if paid hosting would be needed as KinGuard is hosted on free tier. Outbound email through Gmail is allowed on free tier. Built a Database table to store reset tokens securely, the actual email sending code, request a reset and complete the backend that verifies the token and resets the password. Fixed a bug which broke account registration logic. Faced another issue with the text editor which saved some garbage characters. I had to recreate the file. Created the forgot password html file Verified the backend and all the features of the app multiple times. Reset password logic still has to be built into templates followed by full test(local) and deploy to production More in my next Devlog
Continued Devlog on Password reset Password reset build complete end to end. A new password_resets table was created, single use tokens that expire after 30 minutes are stored in hash form(not in plaintext) and a reset that logs out every session once it completes. Used Gmail SMTP to send the reset link. Users can request a rest of password, get the email, set a new password and login. Did a lot of testing locally to confirm the old one does not work after a password has been reset. Faced some Python issues to compile the new code. There were also some bugs related to windows copy-paste which took a lot of time to diagonize and fix, In the mean time my laptop crashed and upon reboot hacktime trackign stopped working. I had to spend a couple of hours to troubleshoot the issue which was related to Norton anti-virus on my laptop. It had quarantined the WakaTime tracking tool thinking it was suspicious. Finished testing and ready to roll this into production tomorrow.
Continued Devlog on Password reset deploy to Production I tested the password reset functionality again to ensure it does not break Production. Pushed my changes to GitHub repo Copied the changed files over to pythonanywhere checked each one against the repo with md5sum set the new Gmail SMTP settings in the WSGI file Reloaded the application The first real password reset email failed with a 535 āUsername and Password not acceptedā message After a fair bit of troubleshooting I realized I had copied the wrong password in the WSGI file(from a different gmail account) Recreated the password from the right account and updated the WSGI file Reloaded the application Tested the full password reset workflow Got the email this time and was able to reset and login with the new password It might land in spam which I have noted down I also tested rest of the functionality of the app and everything works fine. After this I published v1.0.1 release on GitHub, updated the README and added Repo description, website and topics. This completes my development effort for the moment.
Ships:
KinGuard - An app to protect seniors against everyday scams. My grandfather was one of the victims of a scam. When I heard about the incident from him, I started researching these scams. Impersonation scams & threatening calls were on the rise and there was no good medium that could help educate seniors and protect them against the scams. This was my inspiration to create an app that would serve the senior community. I initially built this for scams in India and in the latest release Iāve included a US module as similar scams are on the rise here too. The design of the app was the most challenging aspect. What I set out to do was make an app which was graphical and icon based with accessibility options. The end goal was to make it very easy to use for seniors. Testing the features was another challenge as it needed 2 phones or a phone and a browser combination. I learnt a lot creating and integrating multi language support(English, Hindi, Kannada, Telugu and Tamil). Iām proud that I was able to officially launch the app on the Google Play Store and have 13 users within a short space of time. My grandfather has the app too and he appreciated the thought and the ease with which it can be used. KinGuard is very easy to install and use. https://mykit.pythonanywhere.com/how-it-works explains how to use the app. The family member downloads the app through the Google Play Store or by opening it from https://mykit.pythonanywhere.com and adding it to home screen, complete registration and finishes setup. The app gives a private link to share with the elder. The elder opens this link on the phone and it pairs with the family. A single tester can use a combination of one device and browser window or two browser windows....
|
1793346726.3946586
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1793433126.3946586
|
|
66674
|
MacroPad by @i-do_random-shit_ | Stardance
|
i-do_random-shit_
|
0
|
0.55
|
0
|
[]
|
[{"post_id": 75088, "ts": "202 [{"post_id": 75088, "ts": "2026-09-29T03:53:43Z", "hours": 0.55, "text": "Made the schematics before I go to sleep (hopefully everything is done correctly)"}]...
|
Title: MacroPad by @i-do_random-shit_ | Stardance
Title: MacroPad by @i-do_random-shit_ | Stardance
Devlogs:
Made the schematics before I go to sleep (hopefully everything is done correctly)...
|
1793101828.1013572
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1793706628.1013572
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|
52867
|
My awesome macropad! by @jchuan | Stardance
|
jchuan
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T01:23:30Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made it to play games and rather than having a whole keyboard, i could maximise the space for mouse and its more comfortable.", "repo": "https://github.com/jamesluu1/Macropad8keyfinal", "demo": ""}]...
|
[{"post_id": 75087, "ts": "202 [{"post_id": 75087, "ts": "2026-09-29T03:37:27Z", "hours": 0.3169, "text": "Asssembleddd"}, {"post_id": 65319, "ts": "2026-09-10T12:12:16Z", "hours": 0.4672, "text": "Finished Repository,ready for submission"}, {"post_id": 64781, "ts": "2026-09-09T13:11:14Z", "hours": 0.5169, "text": "improving circuit more"}, {"post_id": 64176, "ts": "2026-09-08T12:14:45Z", "hours": 0.3003, "text": "Just reworked circuit lines so its not 90 degrees for any, slacking on this project due to Engineering studies assessment study"}, {"post_id": 63524, "ts": "2026-09-07T13:02:09Z", "hours": 0.3669, "text": "drc retest"}, {"post_id": 62861, "ts": "2026-09-06T12:05:31Z", "hours": 0.5833, "text": "upgraded bits also measured design"}, {"post_id": 62187, "ts": "2026-09-05T13:31:40Z", "hours": 1.9, "text": "Finished CAD and PCB done yesterday all that is left is github and then i can ship"}, {"post_id": 61450, "ts": "2026-09-04T11:36:42Z", "hours": 0.6019, "text": "Updated version of macropad, switched it up and somehow managed to add 5 more switches and also implemented diodes"}, {"post_id": 60816, "ts": "2026-09-03T13:10:19Z", "hours": 2.0033, "text": "Macropad update My initial design itself became too complex so I decided to follow the guide except the esp32 seedstudio component didnt fit so i just put it at the top and the pcb works, no errors appeared after DRC test, now its just using fusion before this project is complete"}, {"post_id": 60215, "ts": "2026-09-02T13:16:09Z", "hours": 1.5003, "text": "This is an incomplete version of my PCB for the Macropad which i intend to complete. It features 9 key switches currently and a 0.91 inch oled display. I used kicad to first add all the key switches then connected them to dedicated pins and then connected the other side to Ground pin, after that I worked on the oled which again was just connecting them to pin. After this step I converted into PCB editor and Iām yet to connect them together"}]...
|
Title: My awesome macropad! by @jchuan | Stardance Title: My awesome macropad! by @jchuan | Stardance
Devlogs:
This is an incomplete version of my PCB for the Macropad which i intend to complete. It features 9 key switches currently and a 0.91 inch oled display. I used kicad to first add all the key switches then connected them to dedicated pins and then connected the other side to Ground pin, after that I worked on the oled which again was just connecting them to pin. After this step I converted into PCB editor and Iām yet to connect them together
Macropad update My initial design itself became too complex so I decided to follow the guide except the esp32 seedstudio component didnt fit so i just put it at the top and the pcb works, no errors appeared after DRC test, now its just using fusion before this project is complete
Updated version of macropad, switched it up and somehow managed to add 5 more switches and also implemented diodes
Finished CAD and PCB done yesterday all that is left is github and then i can ship
upgraded bits also measured design
drc retest
Just reworked circuit lines so its not 90 degrees for any, slacking on this project due to Engineering studies assessment study
improving circuit more
Finished Repository,ready for submission
Asssembleddd
Ships:
I made it to play games and rather than having a whole keyboard, i could maximise the space for mouse and its more comfortable....
|
1793458606.8032534
|
1793545006.8032534
|
|
10043
|
CoolCompanion by @Gamer123 | Stardance
|
Gamer123
|
0
|
43.13
|
0
|
[]
|
[{"post_id": 75081, "ts": "202 [{"post_id": 75081, "ts": "2026-09-29T02:53:21Z", "hours": 3.44, "text": "Dev Log #12 Its done! All that is left is to film the video and get it submitted before the closing dateā¦. I may have taken a break that was about a month longā¦"}, {"post_id": 35072, "ts": "2026-07-26T08:10:01Z", "hours": 4.5008, "text": "Dev Log #11 GOOD NEWS THE PERF BOARDS WORKED! So it took me a long time to get the perf boards to work but now they work! So now i got to finish the firmware and finish the soldering for the temp sensor"}, {"post_id": 34455, "ts": "2026-07-25T05:44:05Z", "hours": 1.4992, "text": "Dev Log #10 So i got my new boards, Minus the air bubbles under the solder pads, I tried them and the same design flaw remains, Now Iām going to perf board, if this doesnāt work then i got to get even more creative for this. Or if i can find out the flaw exactly then ill redesign PCBās"}, {"post_id": 31096, "ts": "2026-07-19T06:59:06Z", "hours": 3.3553, "text": "Dev Log #9 More problems, so during my process of getting a board to work so i can finish software, i discovered a design error and i cant track back exactly what the problem is however its causing major issues, so now back to the drawing boardā¦"}, {"post_id": 30494, "ts": "2026-07-18T03:35:26Z", "hours": 1.0167, "text": "Dev Log #8 Slightly more interesting news, So i received my new boards from oshpark and started soldering however then i noticed that the solder mask was not fully cured on the boards and have since contacted support and now it is in the works of getting me replacements.. For now im going to try and use a pcb from the previous manufacturer to try and get a working prototype again so i can continue work on software."}, {"post_id": 23322, "ts": "2026-07-06T06:24:48Z", "hours": 4.6553, "text": "Dev Log #7 Wellā¦. Sad news⦠The PCB that i had designed and had printed and i was assembling⦠Somehow the trace broke internally. I verified it with a multimeter that the 5v rail was not functioning properly and took the necessary troubleshooting steps. This all happened when i was working on the code, Not really sure how it broke but now i have decided to make a few changes to the board pad sizes for easier soldering on this version, and to get it from a new manufacture. Time to wait for shipping again, Wish me luck! (Also the code i am making is coming along well!)"}, {"post_id": 19847, "ts": "2026-07-01T07:46:33Z", "hours": 10.4306, "text": "Dev Log #6 After much much time, I finally received the parts and got to soldering⦠unfortunately i messed up one of the boardsā¦. But i tried again with the parts i had left over, and it works! all that is missing is the fan being connected but im waiting to build software before that! Thank you for sticking along with me on this journey hopefully it can be done soon! (And yes i did have to do some repairs on the circuit design as the cheap board pads broke)"}, {"post_id": 11750, "ts": "2026-06-19T04:12:23Z", "hours": 3.9244, "text": "Dev Log #5 Itās almost done, everyone! The model has been completed, the circuitry is done, and the PCB is finished. All that is left is to assemble it all together (sanding 3D prints, soldering, etc.) Looking forward to showing my progress. All the parts should be in my hands in about a week or so. See you then!"}, {"post_id": 10497, "ts": "2026-06-17T07:42:22Z", "hours": 5.1117, "text": "Dev Log #4 Work and more work, Over the last day or so i have been working on the PCB, after forgetting to add the temperature sensor to the test circuit i went back and added that as well, the PCB is almost complete all is left is routing the traces and some last finishing touches, here is a rundown of what has been done so far across the project Completed sketches; Completed Test Circuitry; 90% Completion of the 3D model; 85% Completion of the PCB; Overall project: ~75%"}, {"post_id": 9549, "ts": "2026-06-15T22:32:17Z", "hours": 1.2525, "text": "Dev Log #3 Major Major progress has been made so far; the circuit has been tested and is working, showing the current fan RPM and the ability to change the fan speed via the rotary encoder. It is only on breadboards; however, the next step is PCB design, then finishing the model!"}, {"post_id": 7775, "ts": "2026-06-13T00:03:11Z", "hours": 2.7378, "text": "Dev Log #2 In the past several days, I have been working on the enclosure for the whole device, With it being close to 90% done, with the only left to do is finish the circuit then make sure it will all fit inside. The āCoolCompanionā is one more step towards revolutionizing your way of cooling."}, {"post_id": 5461, "ts": "2026-06-09T08:03:59Z", "hours": 1.205, "text": "We ALL have this problem! No matter if you are at home or at the office, we ALL have this problem! The problem I am talking about? Well, I mean a very simple one: being too hot and making you uncomfortable. Normal fans? They may work just fine; however, they are not smart. They donāt know when you are comfortable, and they donāt know how annoying they may be. As someone who lives in Las Vegas, Nevada, where temperatures can reach past a hundred degrees Fahrenheit (~38 degrees Celsius), I believe that I am very experienced in this topic and well equipped to make a solution to this problem. No matter where you may live, this may help you. And the solution? Sensors and the ability to tune your fan to your preferences! This includes: a temperature sensor a rotary encoder an LCD/OLED screen This means you can tune your fan to turn on and off whenever it gets too hot, no more fighting over turning the fan on and off manually, and the ability to change fan speed allows you to make sure the fan doesnāt get too loud or simply so it doesnāt mess up your hair (totally no personal experience in this) Within my first hour of this project, I have worked on getting measurements and working on designs for my project, inspired by a classic desktop fan."}]...
|
Title: CoolCompanion by @Gamer123 | Stardance
Dev Title: CoolCompanion by @Gamer123 | Stardance
Devlogs:
We ALL have this problem! No matter if you are at home or at the office, we ALL have this problem! The problem I am talking about? Well, I mean a very simple one: being too hot and making you uncomfortable. Normal fans? They may work just fine; however, they are not smart. They donāt know when you are comfortable, and they donāt know how annoying they may be. As someone who lives in Las Vegas, Nevada, where temperatures can reach past a hundred degrees Fahrenheit (~38 degrees Celsius), I believe that I am very experienced in this topic and well equipped to make a solution to this problem. No matter where you may live, this may help you. And the solution? Sensors and the ability to tune your fan to your preferences! This includes: a temperature sensor a rotary encoder an LCD/OLED screen This means you can tune your fan to turn on and off whenever it gets too hot, no more fighting over turning the fan on and off manually, and the ability to change fan speed allows you to make sure the fan doesnāt get too loud or simply so it doesnāt mess up your hair (totally no personal experience in this) Within my first hour of this project, I have worked on getting measurements and working on designs for my project, inspired by a classic desktop fan.
Dev Log #2 In the past several days, I have been working on the enclosure for the whole device, With it being close to 90% done, with the only left to do is finish the circuit then make sure it will all fit inside. The āCoolCompanionā is one more step towards revolutionizing your way of cooling.
Dev Log #3 Major Major progress has been made so far; the circuit has been tested and is working, showing the current fan RPM and the ability to change the fan speed via the rotary encoder. It is only on breadboards; however, the next step is PCB design, then finishing the model!
Dev Log #4 Work and more work, Over the last day or so i have been working on the PCB, after forgetting to add the temperature sensor to the test circuit i went back and added that as well, the PCB is almost complete all is left is routing the traces and some last finishing touches, here is a rundown of what has been done so far across the project Completed sketches; Completed Test Circuitry; 90% Completion of the 3D model; 85% Completion of the PCB; Overall project: ~75%
Dev Log #5 Itās almost done, everyone! The model has been completed, the circuitry is done, and the PCB is finished. All that is left is to assemble it all together (sanding 3D prints, soldering, etc.) Looking forward to showing my progress. All the parts should be in my hands in about a week or so. See you then!
Dev Log #6 After much much time, I finally received the parts and got to soldering⦠unfortunately i messed up one of the boardsā¦. But i tried again with the parts i had left over, and it works! all that is missing is the fan being connected but im waiting to build software before that! Thank you for sticking along with me on this journey hopefully it can be done soon! (And yes i did have to do some repairs on the circuit design as the cheap board pads broke)
Dev Log #7 Wellā¦. Sad news⦠The PCB that i had designed and had printed and i was assembling⦠Somehow the trace broke internally. I verified it with a multimeter that the 5v rail was not functioning properly and took the necessary troubleshooting steps. This all happened when i was working on the code, Not really sure how it broke but now i have decided to make a few changes to the board pad sizes for easier soldering on this version, and to get it from a new manufacture. Time to wait for shipping again, Wish me luck! (Also the code i am making is coming along well!)
Dev Log #8 Slightly more interesting news, So i received my new boards from oshpark and started soldering however then i noticed that the solder mask was not fully cured on the boards and have since contacted support and now it is in the works of getting me replacements.. For now im going to try and use a pcb from the previous manufacturer to try and get a working prototype again so i can continue work on software.
Dev Log #9 More problems, so during my process of getting a board to work so i can finish software, i discovered a design error and i cant track back exactly what the problem is however its causing major issues, so now back to the drawing boardā¦
Dev Log #10 So i got my new boards, Minus the air bubbles under the solder pads, I tried them and the same design flaw remains, Now Iām going to perf board, if this doesnāt work then i got to get even more creative for this. Or if i can find out the flaw exactly then ill redesign PCBās
Dev Log #11 GOOD NEWS THE PERF BOARDS WORKED! So it took me a long time to get the perf boards to work but now they work! So now i got to finish the firmware and finish the soldering for the temp sensor
Dev Log #12 Its done! All that is left is to film the video and get it submitted before the closing dateā¦. I may have taken a break that was about a month longā¦...
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1793397242.5899458
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1794002042.5899458
|
|
24833
|
Smartwatch by @alexew0923 | Stardance
|
alexew0923
|
0
|
29.14
|
0
|
[]
|
[{"post_id": 75077, "ts": "202 [{"post_id": 75077, "ts": "2026-09-29T02:34:23Z", "hours": 6.1956, "text": "Automatic Dark Mode This week I wanted to adjust the display brightness from the readings on VEML6035 ambient light sensor. Unlike other sensors, VEML6035 did not have a built-in library on Arduino IDE. I had to spend hours watching how to use Wire library, which allows I2C communication easily. Then, I looked at the datasheet to set the initial setting and calculate lux (unit for illuminance). My initial plan was to adjust the back panel to control the brightness, but on this particular TFT display, there wasnāt a dedicated backlight pin. It meant the backlight would be fully on 24/7, so I adjusted my plan to switch between dark and light mode. The condition to trigger the mode change is that the ambient light sensor would measure every 0.5s and if the average of the last ten lux values is below 10, then the smartwatch changes to dark mode and vice versa."}, {"post_id": 64607, "ts": "2026-09-09T03:51:37Z", "hours": 1.2428, "text": "Temperature Chart It has been almost a month since the last devlog and I regret procrastinating over the summer. Before Stardance challenge ends, I will try my best to upload as many devlogs as possible. Temperature Chart I modified the temperature & humidity app from showing the raw values to graphs, which makes it more visually appealing and also interesting to look at the temperature trend. Clock Settings Now, you can long press the left hand on the clock screen and you can edit the time by every minute. I also added a year-month-day text at the top, so you can check what day it is right away. Minor Bug Fix As reported in an earlier devlog, there was a bug that the passive buzzer was making random noises after using tone() function, even though I called noTone() to stop the sound. I spent quite a good time troubleshooting it and it turns out that instead of relying on tone(), I had to manually set up PWM signals with LEDC (LED control). To make square waves, I set the duty cycle to 50% of the resolution (2048 in my case because I am using 12 bit resolution). The frequency is set at 131Hz, which corresponds to the note C3."}, {"post_id": 45287, "ts": "2026-08-11T17:31:12Z", "hours": 1.4, "text": "Major Update Over the past week, I made a lot of changes to the smartwatch and here are what I have done. App Icon I added custom icons for each app like clock icons for stopwatch and timer and a thermometer for temperature and humidity. I did it by uploading C arrays of pixels (black and white). Then, I used the image widget in LVGL to display the icons. New App With the onboard SHT40 temperature & humidity sensor, I built a new app that displays current temperature and humidity readings. Currently, the app only has plain texts, but I am thinking of changing it to something more visual like a gauge or graph. One thing I did not consider when making the PCB is that SHT40 readings can be affected by the heat from ESP32 or hand, so it might not be as accurate as it should be. Bug Fixes There were some minor issues like the noise from buttons, which microcontroller read it as two clicks even though I clicked only once. I could fix this issue either by software (rechecking value after certain amount of time) or hardware (soldering a capacitor) and I chose to go with hardware because I did not want to make the code more difficult to read than what it is currently. Another bug I found is that DS3231 real time clock and MPU6050 sensor both shared the same I2C address (0x68) and the data was getting corrupted. Luckily, there is a pin on MPU6050 called AD0, which I can power it to change its I2C address to 0x69."}, {"post_id": 40548, "ts": "2026-08-04T05:29:00Z", "hours": 3.3242, "text": "Timer Application I developed a timer application for the smartwatch. You can increment/decrement the time on timer by clicking on the buttons and start it with both buttons pressed. When the timer hits zero, the passive buzzer will beep. However, one thing I noticed is that the passive buzzer will still buzz and make tiny noises even after I stopped it. The Arduino function I am using for the buzzer is tone() and it sends on and off signals to the buzzer in specific frequency. I am not sure what is causing this, so I need to further investigate it."}, {"post_id": 32800, "ts": "2026-07-22T05:51:53Z", "hours": 2.1836, "text": "Soldering PCB I finally received PCBs I designed on KiCad from JLCPCB. All the other components had been sitting in my room for a few weeks, so I was really excited to have the PCB in my hands. First, I created a jig to hold the PCB in place and I spread over solder paste across the PCB with a stencil I ordered as well. Then, I carefully placed SMD components with a tweezer and melted the solder with a heat gun. I was nervous that my PCB design had a fault and would not work, but luckily it worked fine. I found that making a custom PCB is more efficient than hand soldering because I donāt have to fight over with soldering iron. Although it takes additional time to design a PCB and it costs extra money, I am looking forward to make more PCBs as it can also prepare me for industrial manufacturing. Troubleshooting While the smartwatch turns on, there were still some errors in the PCB. First, I reversed the VCC and GND path of the battery connector, so I had to cut the wires from the battery to correct the wire order, which was unsafe. Next, when I tested the display, only the backlight would turn on and it frustrated me. It turned out that the CS pin was connected to the TX pin of ESP32, which transmits message to serial monitor. Additionally, I had to specify esp32 version in board manager to 2.0.8 for the display to be compatible with XIAO ESP32 C3. Lastly, the PCB is way bigger than the display and next time I could try reducing its size, so it fits with the screen size and looks more appealing."}, {"post_id": 30498, "ts": "2026-07-18T03:49:18Z", "hours": 2.0333, "text": "Stopwatch Development I added two buttons with pull-up resistors to simulate forward/backward motion in a smartwatch. By clicking the buttons, you can switch through different apps and you can access them by a long press (> 0.5s). Currently, there is only stopwatch with its basic functions like start/stop/reset. I tried out EEZ Studio and I find it better than Lopaka, but there are still some limitations. Future Plan Add a passive buzzer to give feedback to user Add symbol for the apps Add ālapā function in stopwatch Develop other apps like timer, alarm and weather"}, {"post_id": 29938, "ts": "2026-07-17T03:27:54Z", "hours": 1.1669, "text": "Watch Face Development I integrated DS3231 real time clock with the display to show the time on watch face. The GUI is designed using LGVL format with TFT_eSPI driver. While I am waiting for the PCB to arrive, I will keep developing the software side. Initially, I chose Lopaka as a design tool, but I am planning to switch to EEZ Studio for its open source license and better functionality."}, {"post_id": 28644, "ts": "2026-07-15T00:46:03Z", "hours": 0.4, "text": "Testing DS3231 and Round Display on ESP32 Today, I tested DS3231 and TFT round display on ESP32 by uploading the example codes online and the wiring and the code werenāt too complicated. DS3231 comes with a battery, so it can keep track of the time even when it is not powered by an external source and I am planning to design the UI of the smartwatch with LVGL format, designed on Lopaka. PCB Design Apart from this devlog, I finished designing the PCB for my smartwatch using the schematic from the past devlog. The reason why I am writing my progress on this devlog is because even though 9 hours of my work was recorded on Hackatime, I canāt seem to write a separate devlog on the Stardance. Designing Process At first, I had no clue to what I should do with designing a PCB because it is my first time doing it. So I watched some tutorials on YouTube and learned basic skills like creating tracks (wires) and vias (connecting different layers), checking the PCB on 3D viewer. running Design Rules Checker before finalizing the PCB and exporting Gerber files for PCB manufacturing. Ordering PCB Now, I am done with the PCB and ordered 5 pieces of it on JLCPCB. It takes few weeks to arrive and right now I will be working on the software side while waiting for it. I did not use their assembly service because I wanted to solder SMD components by myself using a heat gun. The electronic parts were purchased through DigiKey and AliExpress and tools for SMD soldering were bought on AliExpress and Amazon."}, {"post_id": 20440, "ts": "2026-07-02T01:08:02Z", "hours": 1.3822, "text": "Schematic I started building a schematic for the smartwatch. It is my first time using KiCad, so I watched basic tutorials on YouTube about the interface. The symbols for the sensors and microcontroller are not listed on the basic KiCad symbol list and I had to find them separately on the manufacturerās page and SnapMagic for free. How I Built the Schematic At first, I had no idea on how to connect the raw sensors to the microcontroller because I only worked with sensor modules that had other electrical components on it before. Therefore, I looked through the datasheet and there were example circuits, which I followed. Most sensors use I2C communication and it requires resistors between the serial clock and data lines to the power and a capacitor between ground and power to stabilize the power as well. Then, instead of connecting all the wires, I placed labels in order to make the schematic clean to look at. Before I am finished with the schematic, I ran Electrical Rules Checker and fixed errors that showed up. Next Step The next step would be to use the schematic to layout the PCB. I am planning to get a hot plate and solder paste, so that I can solder SMD components onto the PCB by myself. It is a long journey, but I am hoping to finish the project with progress made each day. Comment below if you have any questions!"}, {"post_id": 15507, "ts": "2026-06-25T06:24:17Z", "hours": 9.8089, "text": "Brainstorming For my project, I chose to build a smartwatch of my own, similar to Galaxy and Apple Watch. Today, I brainstormed the basic materials and functions of the smartwatch. These are what I came up with. Components 1.28 Inch Round Circular TFT LCD Touchscreen Display Module 400mAh LiPo Battery - charge through ESP32 XIAO ESP32C3 - main processor MPU6050 - Inertial Measurement Unit SHT40 - Temperature and Humidity BMP581 - Air Pressure and Altitude VEML6035 - Ambient Light Sensor 2x Buttons CPT-9019A-SMT-TR - Passive Buzzer Functions Touchscreen User Interface Automatic Screen Turn On/Off - MPU6050 Stopwatch/Timer/Alarm - Play sound with the buzzer Temperature/Humidity/Air Pressure/Altitude Readings Automatic Brightness Level Adjustment - Ambient Light Sensor Simple music player with buzzer Bluetooth/WiFi connection to mobile and retrieve external data such as local weather/sports/stocks āāāāāāāāć
¤ These are what I came up with for now and I might add on to this as I work on the project. The next steps would be to design a schematic and printed circuit board, which is for the first time in my life and I am excited about it. This is a huge project, so it will take some time to finish it. Below is the picture of what I brainstormed on Google Docs."}]...
|
Title: Smartwatch by @alexew0923 | Stardance
Devl Title: Smartwatch by @alexew0923 | Stardance
Devlogs:
Brainstorming For my project, I chose to build a smartwatch of my own, similar to Galaxy and Apple Watch. Today, I brainstormed the basic materials and functions of the smartwatch. These are what I came up with. Components 1.28 Inch Round Circular TFT LCD Touchscreen Display Module 400mAh LiPo Battery - charge through ESP32 XIAO ESP32C3 - main processor MPU6050 - Inertial Measurement Unit SHT40 - Temperature and Humidity BMP581 - Air Pressure and Altitude VEML6035 - Ambient Light Sensor 2x Buttons CPT-9019A-SMT-TR - Passive Buzzer Functions Touchscreen User Interface Automatic Screen Turn On/Off - MPU6050 Stopwatch/Timer/Alarm - Play sound with the buzzer Temperature/Humidity/Air Pressure/Altitude Readings Automatic Brightness Level Adjustment - Ambient Light Sensor Simple music player with buzzer Bluetooth/WiFi connection to mobile and retrieve external data such as local weather/sports/stocks āāāāāāāāć
¤ These are what I came up with for now and I might add on to this as I work on the project. The next steps would be to design a schematic and printed circuit board, which is for the first time in my life and I am excited about it. This is a huge project, so it will take some time to finish it. Below is the picture of what I brainstormed on Google Docs.
Schematic I started building a schematic for the smartwatch. It is my first time using KiCad, so I watched basic tutorials on YouTube about the interface. The symbols for the sensors and microcontroller are not listed on the basic KiCad symbol list and I had to find them separately on the manufacturerās page and SnapMagic for free. How I Built the Schematic At first, I had no idea on how to connect the raw sensors to the microcontroller because I only worked with sensor modules that had other electrical components on it before. Therefore, I looked through the datasheet and there were example circuits, which I followed. Most sensors use I2C communication and it requires resistors between the serial clock and data lines to the power and a capacitor between ground and power to stabilize the power as well. Then, instead of connecting all the wires, I placed labels in order to make the schematic clean to look at. Before I am finished with the schematic, I ran Electrical Rules Checker and fixed errors that showed up. Next Step The next step would be to use the schematic to layout the PCB. I am planning to get a hot plate and solder paste, so that I can solder SMD components onto the PCB by myself. It is a long journey, but I am hoping to finish the project with progress made each day. Comment below if you have any questions!
Testing DS3231 and Round Display on ESP32 Today, I tested DS3231 and TFT round display on ESP32 by uploading the example codes online and the wiring and the code werenāt too complicated. DS3231 comes with a battery, so it can keep track of the time even when it is not powered by an external source and I am planning to design the UI of the smartwatch with LVGL format, designed on Lopaka. PCB Design Apart from this devlog, I finished designing the PCB for my smartwatch using the schematic from the past devlog. The reason why I am writing my progress on this devlog is because even though 9 hours of my work was recorded on Hackatime, I canāt seem to write a separate devlog on the Stardance. Designing Process At first, I had no clue to what I should do with designing a PCB because it is my first time doing it. So I watched some tutorials on YouTube and learned basic skills like creating tracks (wires) and vias (connecting different layers), checking the PCB on 3D viewer. running Design Rules Checker before finalizing the PCB and exporting Gerber files for PCB manufacturing. Ordering PCB Now, I am done with the PCB and ordered 5 pieces of it on JLCPCB. It takes few weeks to arrive and right now I will be working on the software side while waiting for it. I did not use their assembly service because I wanted to solder SMD components by myself using a heat gun. The electronic parts were purchased through DigiKey and AliExpress and tools for SMD soldering were bought on AliExpress and Amazon.
Watch Face Development I integrated DS3231 real time clock with the display to show the time on watch face. The GUI is designed using LGVL format with TFT_eSPI driver. While I am waiting for the PCB to arrive, I will keep developing the software side. Initially, I chose Lopaka as a design tool, but I am planning to switch to EEZ Studio for its open source license and better functionality.
Stopwatch Development I added two buttons with pull-up resistors to simulate forward/backward motion in a smartwatch. By clicking the buttons, you can switch through different apps and you can access them by a long press (> 0.5s). Currently, there is only stopwatch with its basic functions like start/stop/reset. I tried out EEZ Studio and I find it better than Lopaka, but there are still some limitations. Future Plan Add a passive buzzer to give feedback to user Add symbol for the apps Add ālapā function in stopwatch Develop other apps like timer, alarm and weather
Soldering PCB I finally received PCBs I designed on KiCad from JLCPCB. All the other components had been sitting in my room for a few weeks, so I was really excited to have the PCB in my hands. First, I created a jig to hold the PCB in place and I spread over solder paste across the PCB with a stencil I ordered as well. Then, I carefully placed SMD components with a tweezer and melted the solder with a heat gun. I was nervous that my PCB design had a fault and would not work, but luckily it worked fine. I found that making a custom PCB is more efficient than hand soldering because I donāt have to fight over with soldering iron. Although it takes additional time to design a PCB and it costs extra money, I am looking forward to make more PCBs as it can also prepare me for industrial manufacturing. Troubleshooting While the smartwatch turns on, there were still some errors in the PCB. First, I reversed the VCC and GND path of the battery connector, so I had to cut the wires from the battery to correct the wire order, which was unsafe. Next, when I tested the display, only the backlight would turn on and it frustrated me. It turned out that the CS pin was connected to the TX pin of ESP32, which transmits message to serial monitor. Additionally, I had to specify esp32 version in board manager to 2.0.8 for the display to be compatible with XIAO ESP32 C3. Lastly, the PCB is way bigger than the display and next time I could try reducing its size, so it fits with the screen size and looks more appealing.
Timer Application I developed a timer application for the smartwatch. You can increment/decrement the time on timer by clicking on the buttons and start it with both buttons pressed. When the timer hits zero, the passive buzzer will beep. However, one thing I noticed is that the passive buzzer will still buzz and make tiny noises even after I stopped it. The Arduino function I am using for the buzzer is tone() and it sends on and off signals to the buzzer in specific frequency. I am not sure what is causing this, so I need to further investigate it.
Major Update Over the past week, I made a lot of changes to the smartwatch and here are what I have done. App Icon I added custom icons for each app like clock icons for stopwatch and timer and a thermometer for temperature and humidity. I did it by uploading C arrays of pixels (black and white). Then, I used the image widget in LVGL to display the icons. New App With the onboard SHT40 temperature & humidity sensor, I built a new app that displays current temperature and humidity readings. Currently, the app only has plain texts, but I am thinking of changing it to something more visual like a gauge or graph. One thing I did not consider when making the PCB is that SHT40 readings can be affected by the heat from ESP32 or hand, so it might not be as accurate as it should be. Bug Fixes There were some minor issues like the noise from buttons, which microcontroller read it as two clicks even though I clicked only once. I could fix this issue either by software (rechecking value after certain amount of time) or hardware (soldering a capacitor) and I chose to go with hardware because I did not want to make the code more difficult to read than what it is currently. Another bug I found is that DS3231 real time clock and MPU6050 sensor both shared the same I2C address (0x68) and the data was getting corrupted. Luckily, there is a pin on MPU6050 called AD0, which I can power it to change its I2C address to 0x69.
Temperature Chart It has been almost a month since the last devlog and I regret procrastinating over the summer. Before Stardance challenge ends, I will try my best to upload as many devlogs as possible. Temperature Chart I modified the temperature & humidity app from showing the raw values to graphs, which makes it more visually appealing and also interesting to look at the temperature trend. Clock Settings Now, you can long press the left hand on the clock screen and you can edit the time by every minute. I also added a year-month-day text at the top, so you can check what day it is right away. Minor Bug Fix As reported in an earlier devlog, there was a bug that the passive buzzer was making random noises after using tone() function, even though I called noTone() to stop the sound. I spent quite a good time troubleshooting it and it turns out that instead of relying on tone(), I had to manually set up PWM signals with LEDC (LED control). To make square waves, I set the duty cycle to 50% of the resolution (2048 in my case because I am using 12 bit resolution). The frequency is set at 131Hz, which corresponds to the note C3.
Automatic Dark Mode This week I wanted to adjust the display brightness from the readings on VEML6035 ambient light sensor. Unlike other sensors, VEML6035 did not have a built-in library on Arduino IDE. I had to spend hours watching how to use Wire library, which allows I2C communication easily. Then, I looked at the datasheet to set the initial setting and calculate lux (unit for illuminance). My initial plan was to adjust the back panel to control the brightness, but on this particular TFT display, there wasnāt a dedicated backlight pin. It meant the backlight would be fully on 24/7, so I adjusted my plan to switch between dark and light mode. The condition to trigger the mode change is that the ambient light sensor would measure every 0.5s and if the average of the last ten lux values is below 10, then the smartwatch changes to dark mode and vice versa....
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1793375408.2548876
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1793980208.2548876
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51617
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Personal Website by @fsh | Stardance
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fsh
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0
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0.65
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0
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[]
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[{"post_id": 75065, "ts": "202 [{"post_id": 75065, "ts": "2026-09-29T01:21:33Z", "hours": 0.2639, "text": "Added background colour, changed the font from the default, and changed the formatting of the header :)"}, {"post_id": 50562, "ts": "2026-08-19T19:27:58Z", "hours": 0.3867, "text": "hello world! I started by following the workshop guide, and later I will add more CSS and information."}]...
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Title: Personal Website by @fsh | Stardance
Devlo Title: Personal Website by @fsh | Stardance
Devlogs:
hello world! I started by following the workshop guide, and later I will add more CSS and information.
Added background colour, changed the font from the default, and changed the formatting of the header :)...
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1793397382.82142
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1794002182.82142
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66641
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Steam Game Roulette by @SunnyFlops | Stardance
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SunnyFlops
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0
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2.34
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0
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[]
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[{"post_id": 75060, "ts": "202 [{"post_id": 75060, "ts": "2026-09-29T00:53:50Z", "hours": 0.2853, "text": "animations are fun (but annoying to program) but i hope you become addicted to spinny wheels in addition to buying endless amounts of steam games"}, {"post_id": 75052, "ts": "2026-09-29T00:34:30Z", "hours": 0.8594, "text": "I made a wheel. it still has yet to spin and it looks HORRIBLE but a whole canvas system would take forever. This also looks funny."}, {"post_id": 75041, "ts": "2026-09-28T23:30:38Z", "hours": 0.7656, "text": "I added the logic to actually get a random game from your list! It also displays it in a box, but the actual randomiser wheel UI I havenāt implemented yet. So far, the API hell is over so Iām having fun."}, {"post_id": 75034, "ts": "2026-09-28T22:44:23Z", "hours": 0.4308, "text": "I havenāt really used APIs all that much because WOW THEY ARE SO ANNOYING TO WORK WITH and because Iām using github pages web hosting I had to go through a whole process to make a cloudflare worker (really annoying). The time spent working on the worker is not tracked properly because itās web vs code.. which sucks⦠But at least you can get a list of all the games someone played!"}]...
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Title: Steam Game Roulette by @SunnyFlops | Starda Title: Steam Game Roulette by @SunnyFlops | Stardance
Devlogs:
I havenāt really used APIs all that much because WOW THEY ARE SO ANNOYING TO WORK WITH and because Iām using github pages web hosting I had to go through a whole process to make a cloudflare worker (really annoying). The time spent working on the worker is not tracked properly because itās web vs code.. which sucks⦠But at least you can get a list of all the games someone played!
I added the logic to actually get a random game from your list! It also displays it in a box, but the actual randomiser wheel UI I havenāt implemented yet. So far, the API hell is over so Iām having fun.
I made a wheel. it still has yet to spin and it looks HORRIBLE but a whole canvas system would take forever. This also looks funny.
animations are fun (but annoying to program) but i hope you become addicted to spinny wheels in addition to buying endless amounts of steam games...
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1793101779.8978949
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1793706579.8978949
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10356
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Comet Programming Language by @SpookyDervish | Sta Comet Programming Language by @SpookyDervish | Stardance...
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SpookyDervish
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1
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192.82
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T00:29:49Z", "hours": 95.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Comet is in a mostly stable state and ready for people to use! Iāve written a large amount of documentation for the syntax itself, however, Comet is a lower-level programming language and not written for absolute beginner programmers. Please report any bugs on the āIssuesā page of the Github/Chookspace repository!", "repo": "https://chookspace.com/Comet/Comet", "demo": "https://chsp.au/Comet/Comet/downloads.html"}]...
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[{"post_id": 75051, "ts": "202 [{"post_id": 75051, "ts": "2026-09-29T00:28:39Z", "hours": 90.8728, "text": "Rewriting in Rust"}, {"post_id": 26285, "ts": "2026-07-11T00:06:25Z", "hours": 6.9497, "text": "Optimizing Compiler | Devlog #03 New Features āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā Hello again! Iāve turned Comet into an optimizing compiler! So far we donāt have much, but Comet now has constant folding and constant propagation. But what does that actually mean? āConstant Foldingā Constant folding means we look through the code for any math expressions or other things of the like. If there are any constants in the math expression, then we can replace the expression with what it will equal. For example: int x = ( 2 + 3 ) * ( 4 + 5 ) The constant folder will see (2+3), and because the expression only has constants it will replace it with 5 int x = 5 * ( 4 + 5 ) The constant folder then sees (4+5), and replaces it with 9. int x = 5 * 9 And finally it sees 5 * 9 and replaces it with 45. int x = 45 Weāve turned a 7 instruction expression into 1 instruction! āConstant Propogationā Constant propogation means that if a variable stays a value that the compiler knows throughout the variableās lifetime, then we can replace all instances of that variable with its value. For example: int x = 2 + 3 int y = x + 3 * 2 Constant folding runs and we get int x = 5 int y = x + 6 x is a compile time constant now, and because it never stops being a constant, we can replace all values of x with 5. int x = 5 int y = 5 + 6 See how we can now run constant folding again now that we have more information? This is why compilers run optimizations over and over, until the code doesnāt change anymore. Bug Fixes āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā Along with adding an optimizer, Iāve fixed a large bug Return statements are automatically added to functions now! Before, if you didnāt add a return statement, your function could go past where it shouldāve been, crashing your program and possibly even running code it shouldnāt. That is now fixed. Comet also throws an error if you donāt include a return statement in a non-void function. Docs āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā Finally, Iāve extended the docs on the Comet website. It previously only have information on everything up to loops, but now includes info on structs and arrays. Thatās all from me, see you next time!"}, {"post_id": 25598, "ts": "2026-07-09T23:20:09Z", "hours": 3.9903, "text": "Sockets in Comet | Devlog #02 External Library Updates āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā External libraries now have the ability to define enums. With this, Iāve begun work on a socket library for fun. Socket External Lib āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā In the screenshot Iāve included, Iāve got a very tiny client and server example set up where the server waits for a single connection, and then prints out what the connection sent. Iāve got the core functions done but Iām gonna add more methods like readExact, readAll, those kinds of methods that just make your life a bit easier. Bug Fixes āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā With the help of a friend, Iāve fixed a number of bugs. I also got cometc and comet to compile without any warnings, which is nice. Some bugs where: A lexer issue where trying to access a field from a list access would be incorrectly seen as a decimal number unless you added a space. Type checking on arrays was extremely strict and so Iāve lessened it so that arrays are usable See you next time!"}, {"post_id": 23866, "ts": "2026-07-07T01:45:34Z", "hours": 91.2869, "text": "Devlog #1 - Core of Comet is done What I currently have Iāve got generics, arrays, structs, inheritance, external library support, a package manager, exceptions, loops, enums, and everything else working. My next steps are writing some of the standard library in C, after I get the language to a usable state Iām planning to bootstrap it! What I did since I created the project When I created this project on Stardance I had already begun working on it before the competition started. I think I had already spent around 100 hours on the project. The project was originally written in LLVM, however, LLVM was quite difficult to get working, and I wanted to make progress rather than be stuck fighting with a slow piece of junk. So I decided to rewrite the entire compiler. I created a VM and decided that the VM would be my compilation target. This made things such as exceptions possible because I would not have to worry about stack unwinding and other very complicated and difficult things. Iāve made a huge amount of progress since then, and have gotten exceptions, external libraries, generics and structs, as well as arrays working since I created this project. I must admit, I forgot about the devlogs until now and so this is why Iām so far ahead and creating my first devlog only now. :P Iāll make sure to keep you guys updated though, see you soon once I get a socket running!"}]...
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Title: Comet Programming Language by @SpookyDervis Title: Comet Programming Language by @SpookyDervish | Stardance
Devlogs:
Devlog #1 - Core of Comet is done What I currently have Iāve got generics, arrays, structs, inheritance, external library support, a package manager, exceptions, loops, enums, and everything else working. My next steps are writing some of the standard library in C, after I get the language to a usable state Iām planning to bootstrap it! What I did since I created the project When I created this project on Stardance I had already begun working on it before the competition started. I think I had already spent around 100 hours on the project. The project was originally written in LLVM, however, LLVM was quite difficult to get working, and I wanted to make progress rather than be stuck fighting with a slow piece of junk. So I decided to rewrite the entire compiler. I created a VM and decided that the VM would be my compilation target. This made things such as exceptions possible because I would not have to worry about stack unwinding and other very complicated and difficult things. Iāve made a huge amount of progress since then, and have gotten exceptions, external libraries, generics and structs, as well as arrays working since I created this project. I must admit, I forgot about the devlogs until now and so this is why Iām so far ahead and creating my first devlog only now. :P Iāll make sure to keep you guys updated though, see you soon once I get a socket running!
Sockets in Comet | Devlog #02 External Library Updates āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā External libraries now have the ability to define enums. With this, Iāve begun work on a socket library for fun. Socket External Lib āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā In the screenshot Iāve included, Iāve got a very tiny client and server example set up where the server waits for a single connection, and then prints out what the connection sent. Iāve got the core functions done but Iām gonna add more methods like readExact, readAll, those kinds of methods that just make your life a bit easier. Bug Fixes āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā With the help of a friend, Iāve fixed a number of bugs. I also got cometc and comet to compile without any warnings, which is nice. Some bugs where: A lexer issue where trying to access a field from a list access would be incorrectly seen as a decimal number unless you added a space. Type checking on arrays was extremely strict and so Iāve lessened it so that arrays are usable See you next time!
Optimizing Compiler | Devlog #03 New Features āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā Hello again! Iāve turned Comet into an optimizing compiler! So far we donāt have much, but Comet now has constant folding and constant propagation. But what does that actually mean? āConstant Foldingā Constant folding means we look through the code for any math expressions or other things of the like. If there are any constants in the math expression, then we can replace the expression with what it will equal. For example: int x = ( 2 + 3 ) * ( 4 + 5 ) The constant folder will see (2+3), and because the expression only has constants it will replace it with 5 int x = 5 * ( 4 + 5 ) The constant folder then sees (4+5), and replaces it with 9. int x = 5 * 9 And finally it sees 5 * 9 and replaces it with 45. int x = 45 Weāve turned a 7 instruction expression into 1 instruction! āConstant Propogationā Constant propogation means that if a variable stays a value that the compiler knows throughout the variableās lifetime, then we can replace all instances of that variable with its value. For example: int x = 2 + 3 int y = x + 3 * 2 Constant folding runs and we get int x = 5 int y = x + 6 x is a compile time constant now, and because it never stops being a constant, we can replace all values of x with 5. int x = 5 int y = 5 + 6 See how we can now run constant folding again now that we have more information? This is why compilers run optimizations over and over, until the code doesnāt change anymore. Bug Fixes āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā Along with adding an optimizer, Iāve fixed a large bug Return statements are automatically added to functions now! Before, if you didnāt add a return statement, your function could go past where it shouldāve been, crashing your program and possibly even running code it shouldnāt. That is now fixed. Comet also throws an error if you donāt include a return statement in a non-void function. Docs āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā Finally, Iāve extended the docs on the Comet website. It previously only have information on everything up to loops, but now includes info on structs and arrays. Thatās all from me, see you next time!
Rewriting in Rust
Ships:
Comet is in a mostly stable state and ready for people to use! Iāve written a large amount of documentation for the syntax itself, however, Comet is a lower-level programming language and not written for absolute beginner programmers. Please report any bugs on the āIssuesā page of the Github/Chookspace repository!...
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1793292564.9708812
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1793378964.9708812
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32329
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HPA Based Tank by @MrCactus | Stardance
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MrCactus
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0
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3.71
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0
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[]
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[{"post_id": 75050, "ts": "202 [{"post_id": 75050, "ts": "2026-09-29T00:16:13Z", "hours": 0.3, "text": "Guys, Itās Over Iām Gonna be Honest, I didnāt finish my project, I just started high school this year and itās been pretty demanding. Yet Iāve learned so much about github, markdown, hackclub and just making an offical project in general. So I wanted to say thank you, one last time, to anyone who supported me, to everyone who taught me , and to everyone who made stardance possible. BUT This doesnāt mean Iām gonna stop using hackclub , and I do infact plan to finish my tank, after halloween(cuz I gotta make my own costume), which Iāll update the github page for when Iām done so you all can see, I might even make a small Youtube video for it! Anyways , now that I have everything set up for Hackclub, next year summer, Iāll join another program (or maybe even Stardance 2 if they make that 0:), and this time Iāll be readyā¦(; #Summer2027Hackclub"}, {"post_id": 59966, "ts": "2026-09-02T01:24:00Z", "hours": 2.8425, "text": "HPA Tank // Devlog 2: Firing System Complete! I did it! My firing system using HPA seems to work! What Iāve done since last time: Built, tested, and iterated the firing system until it became operational. Scanned a 3d model of the complete firing system. Modeled and printed a new stand for the firing system. The Process: While I did have a lot of fun making & working on this, the process through which I iterated was quite nerveracking and scary with my process for testing the fire system being: Tediously hand-pumping the main air tank to 1000 psi. Taking everything outside, including a 12v battery, small breadboard, the firing system, and various other piping pieces. Then once testing, I had to prop up the firing system and everything else on two stools from which I would slowly increase the regulatorās pressure output, hoping a piece of piping wouldnāt fly off mortally wounding me.(You can see this in the first image.) All the while trying to figure out whatās wrong with the firing system which included me putting my head near certain parts to try to hear any leaks. Since the first try everything surprisingly worked!⦠Except the solenoid valve , which I really tried saving through three different tests in which I even added new parts but eventually I just replaced it with this simpler solenoid and just pocketed the return money to be used for the next devlog. This also means that the 3d scan and stand donāt match the firing system anymore since I made them before iterating when the old solenoid was still on. So whatās next? Well for the next devlog I plan to: Make a demo of the drivetrain with suspension and one of the two motors Iāll be using. Add a barrel onto the firing system so we can actually see how it shoots things other than air. Order and setup my rc controls with an Hc-12 module. Iāve already learned a lot about markdown such as how to use emojis , and I soldered for the first time during this devlog. So Iām really excited for the next one, see you then! (Second image if firing system without main air tank) (Third image is the stand I printed out) (Fourth image is just proof that I was able to get pressure into the air tank)"}, {"post_id": 42304, "ts": "2026-08-06T23:11:40Z", "hours": 0.5636, "text": "HPA Tank // Devlog 1 This is a tank Iām creating that will(hopefully) be able to drive on uneven terrain using tank tread, fire plastic darts with a width of 0.5 inches using HPA, and reload without external help, all while being remote controlled. What Iāve done so far: Picked out & ordered the parts needed for the firing system. Drew up a basic blueprint of the firing system with thread sizes and some other technical information. Made a grossly oversimplified model of the firing system in CAD. Made a CAD model for a stand which will hold the firing system during the testing phase. Whatās next? Once all the parts arrive, Iāll build the firing system, 3d scan it, and test it. Overall , most of the time Iāve spent leading up to this devlog has been fighting with Hackatime and Platformio to get them to work properly. Other than that, Iām really excited to finally start working on this project.(as this is my first major project Iād be happy to receive any suggestions or helpful tips for using GitHub, Fusion360, Markdown, e.c.t.)"}]...
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Title: HPA Based Tank by @MrCactus | Stardance
De Title: HPA Based Tank by @MrCactus | Stardance
Devlogs:
HPA Tank // Devlog 1 This is a tank Iām creating that will(hopefully) be able to drive on uneven terrain using tank tread, fire plastic darts with a width of 0.5 inches using HPA, and reload without external help, all while being remote controlled. What Iāve done so far: Picked out & ordered the parts needed for the firing system. Drew up a basic blueprint of the firing system with thread sizes and some other technical information. Made a grossly oversimplified model of the firing system in CAD. Made a CAD model for a stand which will hold the firing system during the testing phase. Whatās next? Once all the parts arrive, Iāll build the firing system, 3d scan it, and test it. Overall , most of the time Iāve spent leading up to this devlog has been fighting with Hackatime and Platformio to get them to work properly. Other than that, Iām really excited to finally start working on this project.(as this is my first major project Iād be happy to receive any suggestions or helpful tips for using GitHub, Fusion360, Markdown, e.c.t.)
HPA Tank // Devlog 2: Firing System Complete! I did it! My firing system using HPA seems to work! What Iāve done since last time: Built, tested, and iterated the firing system until it became operational. Scanned a 3d model of the complete firing system. Modeled and printed a new stand for the firing system. The Process: While I did have a lot of fun making & working on this, the process through which I iterated was quite nerveracking and scary with my process for testing the fire system being: Tediously hand-pumping the main air tank to 1000 psi. Taking everything outside, including a 12v battery, small breadboard, the firing system, and various other piping pieces. Then once testing, I had to prop up the firing system and everything else on two stools from which I would slowly increase the regulatorās pressure output, hoping a piece of piping wouldnāt fly off mortally wounding me.(You can see this in the first image.) All the while trying to figure out whatās wrong with the firing system which included me putting my head near certain parts to try to hear any leaks. Since the first try everything surprisingly worked!⦠Except the solenoid valve , which I really tried saving through three different tests in which I even added new parts but eventually I just replaced it with this simpler solenoid and just pocketed the return money to be used for the next devlog. This also means that the 3d scan and stand donāt match the firing system anymore since I made them before iterating when the old solenoid was still on. So whatās next? Well for the next devlog I plan to: Make a demo of the drivetrain with suspension and one of the two motors Iāll be using. Add a barrel onto the firing system so we can actually see how it shoots things other than air. Order and setup my rc controls with an Hc-12 module. Iāve already learned a lot about markdown such as how to use emojis , and I soldered for the first time during this devlog. So Iām really excited for the next one, see you then! (Second image if firing system without main air tank) (Third image is the stand I printed out) (Fourth image is just proof that I was able to get pressure into the air tank)
Guys, Itās Over Iām Gonna be Honest, I didnāt finish my project, I just started high school this year and itās been pretty demanding. Yet Iāve learned so much about github, markdown, hackclub and just making an offical project in general. So I wanted to say thank you, one last time, to anyone who supported me, to everyone who taught me , and to everyone who made stardance possible. BUT This doesnāt mean Iām gonna stop using hackclub , and I do infact plan to finish my tank, after halloween(cuz I gotta make my own costume), which Iāll update the github page for when Iām done so you all can see, I might even make a small Youtube video for it! Anyways , now that I have everything set up for Hackclub, next year summer, Iāll join another program (or maybe even Stardance 2 if they make that 0:), and this time Iāll be readyā¦(; #Summer2027Hackclub...
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1793922605.1631634
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39292
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Artemis Mission Control by @sahanasurendiran | Sta Artemis Mission Control by @sahanasurendiran | Stardance...
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sahanasurendiran
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T21:55:34Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a project called āArtemis Mission Controlā that makes you make decisions in the middle of a rocket launch to the moon, and it will grade your choice based on what you pick.", "repo": "https://github.com/sahanasurendiran/artemis-mission-control", "demo": "https://sahanasurendiran.github.io/artemis-mission-control/"}]...
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[{"post_id": 75032, "ts": "202 [{"post_id": 75032, "ts": "2026-09-28T22:34:40Z", "hours": 1.5269, "text": "I worked on my Artemis Mission Control project. Its a NASA-inspired lunar mission. It basically simulates a mission to the moon, while giving you 4 questions in the middle, along with 4 options for each questions. Each answer you pick will affect the crews safety, fuel, and your mission score."}]...
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Title: Artemis Mission Control by @sahanasurendira Title: Artemis Mission Control by @sahanasurendiran | Stardance
Devlogs:
I worked on my Artemis Mission Control project. Its a NASA-inspired lunar mission. It basically simulates a mission to the moon, while giving you 4 questions in the middle, along with 4 options for each questions. Each answer you pick will affect the crews safety, fuel, and your mission score.
Ships:
I made a project called āArtemis Mission Controlā that makes you make decisions in the middle of a rocket launch to the moon, and it will grade your choice based on what you pick....
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1793365043.265256
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1793451443.265256
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50018
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VSEPR Predictor by @LuckyInt | Stardance
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LuckyInt
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0
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24.72
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0
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[]
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[{"post_id": 75031, "ts": "202 [{"post_id": 75031, "ts": "2026-09-28T22:33:57Z", "hours": 6.4964, "text": "Welcome! It has been 2 whole weeks. And a devlog has arrived for the project that uses VSEPR theory to primarily predict the shape of a molecule, my name being Lucky. Just to preface , I have made a lot of changes in these 6.5 hours; and I have been irresponsible by not devlogging along the way . . . For more over-arching logging though, feel free to check my github commits to see the progressional changes. As well, check my other devlogs or read my README for more info on what my project does specifically. By the way, I will also not be including already stated info in my devlogs to avoid being repetitive and to save some words. Website I started building the website for my project (picture below), using HTML and CSS and my already-coded python backend. The HTML was pretty streamlined and was finished in a day; I also used Sakura CSS , linked in HTML as classless CSS. The CSS was a bit harder and took more daysā mainly because Sakura CSS was overriding a lot of what I wrote! In the future, I believe it would be better if I didnāt use the pre-made CSS at all. I admit that I used a lot of AI due to frustration and confusion, however I retraced, decided to go back, and understood the code, and built some myself. By far the hardest part was connecting my python backend with the frontend, using JS (JavaScript) and API to do so. I did use FastAPI and their documentation, however I still ran into a lot of problems. This may be because I was using Github Codespaces, or for other reasons. Fork/PR Thanks to Su6o on Github for forking my Repo and checking over my README for grammar and phrasing errors. Conclusions/Goodbyes I learned a lot in these 2 weeks, albeit not being so consistent. One thing I have to work on is to be less reliant, to be independent and solve problems on my own. There was a lot of frustration in these sessions, and I hope to relieve of that next. For the future of this project, I would like to use the data given by the backend to write a Lewis Structure code in frontend. As my project is aimed to be an educational tool (might change), it would also be helpful to transform the frontend to do such. Thatās all. Thanks for reading, and have a great day. I will try to get a working demo up, so you can interactively use the site."}, {"post_id": 68293, "ts": "2026-09-14T21:23:37Z", "hours": 6.6281, "text": "Hello, World. Itās been a while. Welcome to the 5th devlog centralized around a (mainly python) project that uses VSEPR Theoryā aka Valence Shell Electron Pair Repulsion Theoryā to predict the shapes/geometries of given molecules. For more info on the projectās main aims, please read my previous devlog. Nevertheless, a bulleted summary of what the project can do (structured in a way similar to my other devlogs for simplicity) is shown below. Capabilities of the Project This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the userās input to only allow valid molecules. * NEW/ADDED Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. Calculates electron groups / steric number. Calculates lone pairs around the central atom. Reforms the molecule in VSEPR form: AX_mE_n. Searches through a dictionary/table of all of the permutations of VSEPR form in order to fetch appropriate data. Interacts with the user in order to act as an educational tool. * NEW Allows the user freedom in the questions asked: they can ask for a hint, can skip 1 questions, and can skip all questions at once. * NEW The Radical Problem (literally. (solved)) A major mistake on my part was that I forgot to account for radical molecules; in fact, I didnāt even know they were a thing. It turns out that, some molecules are allowed to have a lone electron surrounding the central atom, since they have an odd number of total valence electrons, hence yielding them an inevitable 1 leftover electron. Thankfully, the problem is solved now, perhaps in an admittingly unfortunate way: the program is now designed to simply reject radical molecules. There is a good reason for this, and thatās because these moleculesā shapes cannot reliably be predicted with VSEPR theory. The Clean Up In the time in between my 4th and 5th devlog, I have spent a lot of time capturing bugs in my code, and cleaning the code along the way. For a simple example, I would lazily copy-and-paste the same code into each constituent if, elif, and else statement when I could just call that code after them. As itās been a relatively long time, I cannot remember a lot of the specific clean-ups I had done, which is probably included in the cons of pushing devlogs late . . . I apologize for the late devlog (although I know not many care). The reason for this, and the low amount of hours and effort given in these past 13 days, is mostly because of school. As well as there was a problem with my hackatime or rather my VSCode wherein multiple hours of work were not logged for whatever reasonā however, I worked with quality during those times so I consider it a win. Addressing the Functionality (the interactivity) For now, my project asks questions to the reader terminal style, being arguably not engaging and probably very indescriptive as wellā which is important to take note of, as this is indeed supposed to be an educational tool. In my future plans, I hope to pick up on some JavaScript or TypeScript, HTML, and CSS, in order to create a website or application that actually renders the models of these molecules, as well as to provide models for constituent steps like creating the Lewis/Dot structure. I firmly believe that if we are building the Dot Structures and are predicting shapes of molecules, the users should be able to see these things so they can then understand . Conclusions Thank you for reading! This was the 5th devlog, on the project based around VSEPR Theory, and Iāll see you, next time."}, {"post_id": 59894, "ts": "2026-09-01T22:10:18Z", "hours": 4.7317, "text": "Welcome, reader. This is my 4th devlog on a project (primarily built in python), that takes a molecule with a single defined central atom and predicts the electron geometries, molecular geometries (bond hybridization as well) using VSEPR Theory , and other quantitative data like total valence electrons, lone pairs, etc., that were collected along the calculations. If you are interested in my motivations and overall more information about the project, you can read my previous devlogs as well. However, the near-following bulleted-list will hopefully provide decent context. I would usually write a devlog earlier than this; however, I worked on my README.MD, yielding not a full 4h 37m on functional programming necessarily. Functions of the Predictor This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the userās input to only allow valid molecules. * NEW/ADDED Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. Calculates electron groups / steric number. Calculates lone pairs around the central atom. Reforms the molecule in VSEPR form: AX_mE_n. * NEW Searches through a dictionary/table of all of the permutations of VSEPR form in order to fetch appropriate data. * NEW New Changes I rewrote some of the code in order to remove redundancy and to improve efficiency. I also created designated functions for some of the code I recently wrote. These parts were quite annoying, as it was frustrating to have to rewrite code to reach the same goal again; a lot of errors kept appearing. Nevertheless, I finished in the end. It takes a lot of patience to read through all your code line by line and go through the functions of each, and then seeing where efficiency could be improved. Nevertheless, it is satisfying to realize and improve on code, and to produce a more concise and readable product in the end. Since I canāt write extensively in this devlog, I will touch on topics like bond hybridization and more later. I also worked on my README.MD as aforementioned, which I encourage you to read or look at. Future Plans As you can see in the screenshot I included below (using H3O+/ hydronium as the example), my project is simply printing out all of the dataā though the calculations are arguably demanding. In essence, the output is underwhelming compared to the immense backend logic. I would certainly like to make this into a web or application, and at the same time I would be learning HTML, CSS, and JavaScript. Conclusion / Goodbyes Thank you for reading, reader. I imagine that you learned or found something in my devlog interesting. If you have any suggestions, comment below and I will be sure to ponder over them. By the way, I really donāt know which molecules to pick for my examples in my screenshots, so you can comment some that you might want me to use (make sure it has one central atom). My name is Lucky, and I thank you , once again, Goodbye. for H3O+ (Hydronium) below"}, {"post_id": 54138, "ts": "2026-08-24T23:28:18Z", "hours": 2.3517, "text": "Good day, reader. Iām Lucky. This is a third devlog on my project: VSEPR Predictor. If you arenāt sure of the project aims to do, feel free to read my first devlog; however, I will give you a brief summary. The project takes input a molecule, and then predicts the molecular geometry / shape of the molecule, as well as the electron-group geometry overall. It is built in python. Pytest As stated in my earlier log, I was tired of manually testing my project all of the time, and I wanted to use pytest. Therefore, I created 4 functions that have specific roles in my code. These four functions are the following: get_atoms_subscripts, get_central_atom, get_total_valence, and validate_formulaā all of which take a molecule as input. *Before I state the advancements I have made, Iād like to disclaim that the electron-group calculations are not yet finalized, as I have yet to account for double and single bonds. To target this problem, I have calculated formal charges, and I plan to tackle it next. I will not explain what formal charges areā for the sake of wordsā but if you want, you can search it up. Functional Changes Calculated electron groups note ^^^ Calculated formal charge before adding double or triple bonds - Listed terminal atoms (every atom but the central one) Calculated Lone pairs note ^^^ Overall Function This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the userās input to only allow valid molecules. Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. And does the aforementioned (functional changes). Struggles I admit that the hardest part of this session was transforming my code to create functions instead of just a blob of code. As you can imagine, it became very frustrating whenā when I started to convert the code into constituent functionsā my code started to have errors: some that have come of before and some new. At one point, I told myself, āMy old code works, why canāt I just use that!ā Of course, this was just out of a fit of discouragement, but I went on. I included I screenshot of what the project does at this moment, belowā using NH3 (ammonia) as an example. Goodbye, thank you for reading. I hope you gained something, whether it be entertainment or knowledge."}, {"post_id": 50671, "ts": "2026-08-19T23:22:02Z", "hours": 2.9908, "text": "Welcome. My name is Lucky This is my second devlog, based around a project (my first personal one) in python that predicts molecular and overall shape geometries using Valence Shell Electron-Pair Repulsion Theoryā VSEPR (check my first devlog if you seek more information). The following is what I have done, in simple terms. I have: Counted the Valence Electrons of the inputted molecule using mendeleev . Accounted for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checked / parsed the userās input to only allow valid molecules. Calculated electronegativities of constituent elements (using mendeleev ) and determining the central atom of the molecule. Challenges: It was hard to parse the userās input, and organizing code in respect to the type of the userās molecule (e.g., if it has a charge that isnāt 0 or not). This way, it was hard to check whether my code was breaking other code. I remember accounting charges for my valence electron totalā I was so happy and I felt very accomplished. However, I realized that I couldnāt input zero-charge molecules anymoreā simple ones like H20 or CO2 . . . This is why I am going to decide to make a test file using pytest . (I may even have errors in my code I havenāt found yet.) I wonāt have to go through this struggle again: testing and testing and testing. Rather, I can just run a single line in my terminal and test my whole file easily. That said, I will still need to change some things in order for that to happenā which leads me on to what I hope to achieve in the near future in terms of this project. Goals for next sessions: Create actual functions with respective function (obviously, haha), so I can use pytest. Overall clean up code Start abstractly creating a lewis structureā I donāt know yet if I will actually draw it on the screen. Calculate the amount of covalent bonds needed from the central atom to terminal atoms, and account 2 electrons for each bond. Thanks for reading, I hope you learned something or found my post interesting. I included a screenshot below of my projectās output for now."}, {"post_id": 49240, "ts": "2026-08-17T22:19:09Z", "hours": 1.5242, "text": "Welcome, reader. My name is Lucky, and this is my first personal project; and it's made using python. The modules I decided to use for now was just one: re. For context: my overall project is a cmd-line project that revolves around taking input from the user, a molecule, and predicting the molecular and electron-pair geometries of it. In other words, predicting the overall shape of the molecule. My first step is to count the valence electrons of the full molecule, and my first step in that is shown here. I was inspired by a bit of chemistry and I thought it would be an interesting first project to build my skills, although the concept is admittedly of low practicality or use. Little did I know, the overall idea requires a lot of parsing and error checking than I initially thought! At first, I used for-loop logic to find subscripts and trace them back to their respective elements. The logic was personally overwhelming: while programming, the ideas were too much to hold: I had to think about this list and that list, this dictionary and that dictionary, this index and that index, lining up everything perfectly. I'm glad I pseudo-coded a bit as of before, as I'm afraid my head would have exploded. Even after building the for-logic, there was still too much to parse. It all felt arbitrarily too much for a relatively simple function. I had to take into account of the implicit subscripts of 1, the implicit coefficient as well . . . However, after the struggle, I realized that I could use re.findall to do such as the aforementioned. Plug in a simple pattern, and boomā no more parsing needed, no more messiness. Nonetheless, I am glad and I went through the struggle, as I learned a lot specifically, and I also learned about the reality of programming: it seems easier in your headā itās certainly easier said than done. As Lao Tzu had said: āA journey of a thousand miles begins with a single step.ā Although, admittedly, and ironically, I canāt say my journey is of a thousand miles haha. As you can see, I included I screenshot / small demo below, of what the projectās function is. Next up, I plan to use the information granted by my code to count the number of valence electrons in the full molecule, possibly creating and using a dictionary of valence electron information for constituent atoms. Reader, thanks for coming along and listening to my experience coding my first personal project! I am determined to keep going and ultimately reach my final goal. Again, my name is Lucky, and I thank you for reading."}]...
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Title: VSEPR Predictor by @LuckyInt | Stardance
D Title: VSEPR Predictor by @LuckyInt | Stardance
Devlogs:
Welcome, reader. My name is Lucky, and this is my first personal project; and it's made using python. The modules I decided to use for now was just one: re. For context: my overall project is a cmd-line project that revolves around taking input from the user, a molecule, and predicting the molecular and electron-pair geometries of it. In other words, predicting the overall shape of the molecule. My first step is to count the valence electrons of the full molecule, and my first step in that is shown here. I was inspired by a bit of chemistry and I thought it would be an interesting first project to build my skills, although the concept is admittedly of low practicality or use. Little did I know, the overall idea requires a lot of parsing and error checking than I initially thought! At first, I used for-loop logic to find subscripts and trace them back to their respective elements. The logic was personally overwhelming: while programming, the ideas were too much to hold: I had to think about this list and that list, this dictionary and that dictionary, this index and that index, lining up everything perfectly. I'm glad I pseudo-coded a bit as of before, as I'm afraid my head would have exploded. Even after building the for-logic, there was still too much to parse. It all felt arbitrarily too much for a relatively simple function. I had to take into account of the implicit subscripts of 1, the implicit coefficient as well . . . However, after the struggle, I realized that I could use re.findall to do such as the aforementioned. Plug in a simple pattern, and boomā no more parsing needed, no more messiness. Nonetheless, I am glad and I went through the struggle, as I learned a lot specifically, and I also learned about the reality of programming: it seems easier in your headā itās certainly easier said than done. As Lao Tzu had said: āA journey of a thousand miles begins with a single step.ā Although, admittedly, and ironically, I canāt say my journey is of a thousand miles haha. As you can see, I included I screenshot / small demo below, of what the projectās function is. Next up, I plan to use the information granted by my code to count the number of valence electrons in the full molecule, possibly creating and using a dictionary of valence electron information for constituent atoms. Reader, thanks for coming along and listening to my experience coding my first personal project! I am determined to keep going and ultimately reach my final goal. Again, my name is Lucky, and I thank you for reading.
Welcome. My name is Lucky This is my second devlog, based around a project (my first personal one) in python that predicts molecular and overall shape geometries using Valence Shell Electron-Pair Repulsion Theoryā VSEPR (check my first devlog if you seek more information). The following is what I have done, in simple terms. I have: Counted the Valence Electrons of the inputted molecule using mendeleev . Accounted for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checked / parsed the userās input to only allow valid molecules. Calculated electronegativities of constituent elements (using mendeleev ) and determining the central atom of the molecule. Challenges: It was hard to parse the userās input, and organizing code in respect to the type of the userās molecule (e.g., if it has a charge that isnāt 0 or not). This way, it was hard to check whether my code was breaking other code. I remember accounting charges for my valence electron totalā I was so happy and I felt very accomplished. However, I realized that I couldnāt input zero-charge molecules anymoreā simple ones like H20 or CO2 . . . This is why I am going to decide to make a test file using pytest . (I may even have errors in my code I havenāt found yet.) I wonāt have to go through this struggle again: testing and testing and testing. Rather, I can just run a single line in my terminal and test my whole file easily. That said, I will still need to change some things in order for that to happenā which leads me on to what I hope to achieve in the near future in terms of this project. Goals for next sessions: Create actual functions with respective function (obviously, haha), so I can use pytest. Overall clean up code Start abstractly creating a lewis structureā I donāt know yet if I will actually draw it on the screen. Calculate the amount of covalent bonds needed from the central atom to terminal atoms, and account 2 electrons for each bond. Thanks for reading, I hope you learned something or found my post interesting. I included a screenshot below of my projectās output for now.
Good day, reader. Iām Lucky. This is a third devlog on my project: VSEPR Predictor. If you arenāt sure of the project aims to do, feel free to read my first devlog; however, I will give you a brief summary. The project takes input a molecule, and then predicts the molecular geometry / shape of the molecule, as well as the electron-group geometry overall. It is built in python. Pytest As stated in my earlier log, I was tired of manually testing my project all of the time, and I wanted to use pytest. Therefore, I created 4 functions that have specific roles in my code. These four functions are the following: get_atoms_subscripts, get_central_atom, get_total_valence, and validate_formulaā all of which take a molecule as input. *Before I state the advancements I have made, Iād like to disclaim that the electron-group calculations are not yet finalized, as I have yet to account for double and single bonds. To target this problem, I have calculated formal charges, and I plan to tackle it next. I will not explain what formal charges areā for the sake of wordsā but if you want, you can search it up. Functional Changes Calculated electron groups note ^^^ Calculated formal charge before adding double or triple bonds - Listed terminal atoms (every atom but the central one) Calculated Lone pairs note ^^^ Overall Function This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the userās input to only allow valid molecules. Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. And does the aforementioned (functional changes). Struggles I admit that the hardest part of this session was transforming my code to create functions instead of just a blob of code. As you can imagine, it became very frustrating whenā when I started to convert the code into constituent functionsā my code started to have errors: some that have come of before and some new. At one point, I told myself, āMy old code works, why canāt I just use that!ā Of course, this was just out of a fit of discouragement, but I went on. I included I screenshot of what the project does at this moment, belowā using NH3 (ammonia) as an example. Goodbye, thank you for reading. I hope you gained something, whether it be entertainment or knowledge.
Welcome, reader. This is my 4th devlog on a project (primarily built in python), that takes a molecule with a single defined central atom and predicts the electron geometries, molecular geometries (bond hybridization as well) using VSEPR Theory , and other quantitative data like total valence electrons, lone pairs, etc., that were collected along the calculations. If you are interested in my motivations and overall more information about the project, you can read my previous devlogs as well. However, the near-following bulleted-list will hopefully provide decent context. I would usually write a devlog earlier than this; however, I worked on my README.MD, yielding not a full 4h 37m on functional programming necessarily. Functions of the Predictor This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the userās input to only allow valid molecules. * NEW/ADDED Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. Calculates electron groups / steric number. Calculates lone pairs around the central atom. Reforms the molecule in VSEPR form: AX_mE_n. * NEW Searches through a dictionary/table of all of the permutations of VSEPR form in order to fetch appropriate data. * NEW New Changes I rewrote some of the code in order to remove redundancy and to improve efficiency. I also created designated functions for some of the code I recently wrote. These parts were quite annoying, as it was frustrating to have to rewrite code to reach the same goal again; a lot of errors kept appearing. Nevertheless, I finished in the end. It takes a lot of patience to read through all your code line by line and go through the functions of each, and then seeing where efficiency could be improved. Nevertheless, it is satisfying to realize and improve on code, and to produce a more concise and readable product in the end. Since I canāt write extensively in this devlog, I will touch on topics like bond hybridization and more later. I also worked on my README.MD as aforementioned, which I encourage you to read or look at. Future Plans As you can see in the screenshot I included below (using H3O+/ hydronium as the example), my project is simply printing out all of the dataā though the calculations are arguably demanding. In essence, the output is underwhelming compared to the immense backend logic. I would certainly like to make this into a web or application, and at the same time I would be learning HTML, CSS, and JavaScript. Conclusion / Goodbyes Thank you for reading, reader. I imagine that you learned or found something in my devlog interesting. If you have any suggestions, comment below and I will be sure to ponder over them. By the way, I really donāt know which molecules to pick for my examples in my screenshots, so you can comment some that you might want me to use (make sure it has one central atom). My name is Lucky, and I thank you , once again, Goodbye. for H3O+ (Hydronium) below
Hello, World. Itās been a while. Welcome to the 5th devlog centralized around a (mainly python) project that uses VSEPR Theoryā aka Valence Shell Electron Pair Repulsion Theoryā to predict the shapes/geometries of given molecules. For more info on the projectās main aims, please read my previous devlog. Nevertheless, a bulleted summary of what the project can do (structured in a way similar to my other devlogs for simplicity) is shown below. Capabilities of the Project This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the userās input to only allow valid molecules. * NEW/ADDED Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. Calculates electron groups / steric number. Calculates lone pairs around the central atom. Reforms the molecule in VSEPR form: AX_mE_n. Searches through a dictionary/table of all of the permutations of VSEPR form in order to fetch appropriate data. Interacts with the user in order to act as an educational tool. * NEW Allows the user freedom in the questions asked: they can ask for a hint, can skip 1 questions, and can skip all questions at once. * NEW The Radical Problem (literally. (solved)) A major mistake on my part was that I forgot to account for radical molecules; in fact, I didnāt even know they were a thing. It turns out that, some molecules are allowed to have a lone electron surrounding the central atom, since they have an odd number of total valence electrons, hence yielding them an inevitable 1 leftover electron. Thankfully, the problem is solved now, perhaps in an admittingly unfortunate way: the program is now designed to simply reject radical molecules. There is a good reason for this, and thatās because these moleculesā shapes cannot reliably be predicted with VSEPR theory. The Clean Up In the time in between my 4th and 5th devlog, I have spent a lot of time capturing bugs in my code, and cleaning the code along the way. For a simple example, I would lazily copy-and-paste the same code into each constituent if, elif, and else statement when I could just call that code after them. As itās been a relatively long time, I cannot remember a lot of the specific clean-ups I had done, which is probably included in the cons of pushing devlogs late . . . I apologize for the late devlog (although I know not many care). The reason for this, and the low amount of hours and effort given in these past 13 days, is mostly because of school. As well as there was a problem with my hackatime or rather my VSCode wherein multiple hours of work were not logged for whatever reasonā however, I worked with quality during those times so I consider it a win. Addressing the Functionality (the interactivity) For now, my project asks questions to the reader terminal style, being arguably not engaging and probably very indescriptive as wellā which is important to take note of, as this is indeed supposed to be an educational tool. In my future plans, I hope to pick up on some JavaScript or TypeScript, HTML, and CSS, in order to create a website or application that actually renders the models of these molecules, as well as to provide models for constituent steps like creating the Lewis/Dot structure. I firmly believe that if we are building the Dot Structures and are predicting shapes of molecules, the users should be able to see these things so they can then understand . Conclusions Thank you for reading! This was the 5th devlog, on the project based around VSEPR Theory, and Iāll see you, next time.
Welcome! It has been 2 whole weeks. And a devlog has arrived for the project that uses VSEPR theory to primarily predict the shape of a molecule, my name being Lucky. Just to preface , I have made a lot of changes in these 6.5 hours; and I have been irresponsible by not devlogging along the way . . . For more over-arching logging though, feel free to check my github commits to see the progressional changes. As well, check my other devlogs or read my README for more info on what my project does specifically. By the way, I will also not be including already stated info in my devlogs to avoid being repetitive and to save some words. Website I started building the website for my project (picture below), using HTML and CSS and my already-coded python backend. The HTML was pretty streamlined and was finished in a day; I also used Sakura CSS , linked in HTML as classless CSS. The CSS was a bit harder and took more daysā mainly because Sakura CSS was overriding a lot of what I wrote! In the future, I believe it would be better if I didnāt use the pre-made CSS at all. I admit that I used a lot of AI due to frustration and confusion, however I retraced, decided to go back, and understood the code, and built some myself. By far the hardest part was connecting my python backend with the frontend, using JS (JavaScript) and API to do so. I did use FastAPI and their documentation, however I still ran into a lot of problems. This may be because I was using Github Codespaces, or for other reasons. Fork/PR Thanks to Su6o on Github for forking my Repo and checking over my README for grammar and phrasing errors. Conclusions/Goodbyes I learned a lot in these 2 weeks, albeit not being so consistent. One thing I have to work on is to be less reliant, to be independent and solve problems on my own. There was a lot of frustration in these sessions, and I hope to relieve of that next. For the future of this project, I would like to use the data given by the backend to write a Lewis Structure code in frontend. As my project is aimed to be an educational tool (might change), it would also be helpful to transform the frontend to do such. Thatās all. Thanks for reading, and have a great day. I will try to get a working demo up, so you can interactively use the site....
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1793318112.4410806
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1793922912.4410806
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64225
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Cyber Deck by @kiwi | Stardance
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kiwi
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0
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2.64
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0
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[]
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[{"post_id": 75028, "ts": "202 [{"post_id": 75028, "ts": "2026-09-28T22:01:21Z", "hours": 2.2078, "text": "Retro HUD in progress⦠For this Cyber Deck I am thinking of a more retro aesthetic, I think it fits well with the old MacBook Pro I am using for this project. Currently I am working on a interactive HUD that also shows live specs like RAM or CPU usage. Took me quite a while to get this look because of some troubleshooting and also typos. As this is my first project I still have lots to learn."}, {"post_id": 74185, "ts": "2026-09-26T21:27:31Z", "hours": 0.4344, "text": "Changing the colors of the Terminal My current goal is to customize the Operating System on my old Mac. For now I finished the Terminal."}]...
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Title: Cyber Deck by @kiwi | Stardance
Devlogs:
C Title: Cyber Deck by @kiwi | Stardance
Devlogs:
Changing the colors of the Terminal My current goal is to customize the Operating System on my old Mac. For now I finished the Terminal.
Retro HUD in progress⦠For this Cyber Deck I am thinking of a more retro aesthetic, I think it fits well with the old MacBook Pro I am using for this project. Currently I am working on a interactive HUD that also shows live specs like RAM or CPU usage. Took me quite a while to get this look because of some troubleshooting and also typos. As this is my first project I still have lots to learn....
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1793058799.3041494
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1793663599.3041494
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24173
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Frictionless by @Stargazer5 | Stardance
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Stargazer5
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0
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60.41
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0
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[]
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[{"post_id": 75027, "ts": "202 [{"post_id": 75027, "ts": "2026-09-28T22:00:32Z", "hours": 9.9469, "text": "Devlog #5 of Procmonstr Apparently I had designed some of the ui back-end to process in batches while it was supposed to handle on event at a time. So I fixed that along with optimizing it a little further. To be honest I donāt really know where I left off last devlog but I might make something meaningful until tomorrow and if so I will also give a more detailed devlog. Peace."}, {"post_id": 53088, "ts": "2026-08-23T14:48:21Z", "hours": 14.0844, "text": "Devlog 4# of ProGaze(?) Dang bro I gotta write a devlog again? Well, since last time I have made it so that the kernel process trace events or rather the data that is needed from them is written into a binary file + are able to be read out of them. Besides that, just a lot of small optimizations to the event formatting, logic and structure, trying to keep it as lightweight as possible. Donāt have much to show besides a lot of code. Hopefully thereās more next time. I hope that Iāll have enough time to finish this project! Iāll try more for something finished than something perfect to ship something in time."}, {"post_id": 44066, "ts": "2026-08-09T16:11:49Z", "hours": 15.89, "text": "Devlog #3 of ProGaze I might call it that Lots of progress (atleast mentally ig), I donāt even remember where we left off. Anyways, Iām able to decode each incoming EVENT_RECORD into itsā EventPropertyInfoArray and EVENT_HEADER and then later by editable preference into individual variables. I use Tdh for this currently but might later make my own decoder if it seems relevant. Iām also almost done with parsing that preferred event data into a binary file which will serve as the actual process timeline when being used by the ui. Speaking of ui, Iāve barely started but I know that I will use egui and eframe for it. Not much else to say. I did take a pretty long break because there was a lot to process but now Iām back:p Oh I also havenāt written in my log much lately because itās kinda unnecessarily distracting, might do it more later though. Screenshot 1 shows every available event property, some of which I could but donāt decode because theyāre unnecessary Screenshot 2 shows every decoded EVENT_HEADER variable and each decoded property, both in bytes"}, {"post_id": 30956, "ts": "2026-07-18T23:32:37Z", "hours": 9.9261, "text": "Devlog #2 of my Task Manager-History tool using Rust or whatever I should call it Code progress I have successfully managed to start both a classic ETW session and a modern one and receive events from them. The difference in how the two work is that the latter uses EnableTraceEx2() (or earlier in itsā lifetime named something similar) to enable all kinds of providers while the former uses flags for the session start to enable only kernel-providers. Iāve also cleaned all of the comments from my code and pasted all of the commented versions into a .md file. Logging Iāve also logged about my understanding of the two different session versions, how they work and what the contrast between them tell me about the ETW architecture. Also written about wrappers in windows code, type casting, the difference between references and pointers in Rust, written a summary of how ETW works etc. Logging is definitely helping me remember what Iāve learned about Rust and the windows API as well as keeping both my progress and where I am going clear. Next? Next up is probably going to be the UI of my program as a desktop application, I have a vision of how I want it to look and I think starting to design it now is going to help me get to know what kind of data I am looking to receive from the events. Other I think Iām gonna keep these a little shorter just saying what Iāve done instead of explaining how everything works. Also if my logging shouldnāt count as hackatime time please let me know asap"}, {"post_id": 28393, "ts": "2026-07-14T16:59:18Z", "hours": 10.5606, "text": "(Friendly note: if your devlog is more than 4000 characters when posting, it will disappear) Devlog #1 of my windows event-tracing project written in Rust What is my project? You know Task Manager? You know how it only shows you the processes that are running in the instant that youāre looking at it? My main idea since the start has been to make an app like it but that also shows the āprocess historyā since boot. Why? The point of the project is to allow the user more insight into whatās happening on their device, whether itās to detect malware that sort of runs for a little while and then turns off, to see what unnecessary programs launch upon startup or just to get a better hint of whatās going on in the device. How? Figuring this out was what the first part of my project was about and I came to a surprisingly clean conclusion. ETW (Event Tracing for Windows) is an event-tracing framework built into windows whose entire role consists of tracing events (yup) Iām not too familiar with it yet but I know that it works like this in a nutshell: You start an ETW session by passing a struct which basically contains the settings for the session into a function called StartTraceW() . You enable what providers you want the session to listen to with EnableTraceEx2() , where the āprovidersā respectively emit notifications for different events. To receive the notifications, you use function OpenTraceW() which you also pass a struct which contains information mostly about the session youāre connecting to but also a pointer to one of your own functions (which needs a specific parameter). So basically: *my_function(trace_data) + other session info -> session_info_for_OpenTraceW -> OpenTraceW(session_info_for_OpenTraceW) And the reason you pass one of your own functions is so that ETW can call it to give you said trace data. The final stage is deciphering the above-mentioned trace_data argument that your registered function receives in order to perchance turn it into UI. And all of these functions exist inside of windows so you need a Linker so that your code can ālink againstā them aka. you write the definitions of the code you want to access in your code and the linker will make it so that calling your code accesses the real logic. And because there was a lot of code that Iād have to declare I used a Crate , which is basically like a built-in mechanic for code-dependencies in Rust and they work pretty much like header files in C/C++, except that they are managed through another file which is called Cargo.toml which installs the crates specified from the web where they are managed and upkept. And I havenāt mentioned that all of the windows logic including ETW is written primarily in C which might make it seem impossible for my code that interacts with it to be written in Rust but thereās something called FFI (Foreign Function Interface) which covers this completely. Where am I right now? Although my coding time has consisted of mostly logging thus far as I am learning both a new programming language and how to use ETW, at the moment Iāve made four scripts which are main.rs , ffi0.rs , ffi1.rs , misc.rs which basically covers stage 1 and 3 of the ETW explanation that I gave above. Whatās next? The immediate next step is probably going to be to make my code do what itās supposed to and start a session, after that itās stage 2 and then a little into stage 4. Thatās a few things necessary before configuring the UI and such. Something else I want to manage before that is schedule an ETW session for next boot that writes itsā data into a file which my program will then read."}]...
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Title: Frictionless by @Stargazer5 | Stardance
De Title: Frictionless by @Stargazer5 | Stardance
Devlogs:
(Friendly note: if your devlog is more than 4000 characters when posting, it will disappear) Devlog #1 of my windows event-tracing project written in Rust What is my project? You know Task Manager? You know how it only shows you the processes that are running in the instant that youāre looking at it? My main idea since the start has been to make an app like it but that also shows the āprocess historyā since boot. Why? The point of the project is to allow the user more insight into whatās happening on their device, whether itās to detect malware that sort of runs for a little while and then turns off, to see what unnecessary programs launch upon startup or just to get a better hint of whatās going on in the device. How? Figuring this out was what the first part of my project was about and I came to a surprisingly clean conclusion. ETW (Event Tracing for Windows) is an event-tracing framework built into windows whose entire role consists of tracing events (yup) Iām not too familiar with it yet but I know that it works like this in a nutshell: You start an ETW session by passing a struct which basically contains the settings for the session into a function called StartTraceW() . You enable what providers you want the session to listen to with EnableTraceEx2() , where the āprovidersā respectively emit notifications for different events. To receive the notifications, you use function OpenTraceW() which you also pass a struct which contains information mostly about the session youāre connecting to but also a pointer to one of your own functions (which needs a specific parameter). So basically: *my_function(trace_data) + other session info -> session_info_for_OpenTraceW -> OpenTraceW(session_info_for_OpenTraceW) And the reason you pass one of your own functions is so that ETW can call it to give you said trace data. The final stage is deciphering the above-mentioned trace_data argument that your registered function receives in order to perchance turn it into UI. And all of these functions exist inside of windows so you need a Linker so that your code can ālink againstā them aka. you write the definitions of the code you want to access in your code and the linker will make it so that calling your code accesses the real logic. And because there was a lot of code that Iād have to declare I used a Crate , which is basically like a built-in mechanic for code-dependencies in Rust and they work pretty much like header files in C/C++, except that they are managed through another file which is called Cargo.toml which installs the crates specified from the web where they are managed and upkept. And I havenāt mentioned that all of the windows logic including ETW is written primarily in C which might make it seem impossible for my code that interacts with it to be written in Rust but thereās something called FFI (Foreign Function Interface) which covers this completely. Where am I right now? Although my coding time has consisted of mostly logging thus far as I am learning both a new programming language and how to use ETW, at the moment Iāve made four scripts which are main.rs , ffi0.rs , ffi1.rs , misc.rs which basically covers stage 1 and 3 of the ETW explanation that I gave above. Whatās next? The immediate next step is probably going to be to make my code do what itās supposed to and start a session, after that itās stage 2 and then a little into stage 4. Thatās a few things necessary before configuring the UI and such. Something else I want to manage before that is schedule an ETW session for next boot that writes itsā data into a file which my program will then read.
Devlog #2 of my Task Manager-History tool using Rust or whatever I should call it Code progress I have successfully managed to start both a classic ETW session and a modern one and receive events from them. The difference in how the two work is that the latter uses EnableTraceEx2() (or earlier in itsā lifetime named something similar) to enable all kinds of providers while the former uses flags for the session start to enable only kernel-providers. Iāve also cleaned all of the comments from my code and pasted all of the commented versions into a .md file. Logging Iāve also logged about my understanding of the two different session versions, how they work and what the contrast between them tell me about the ETW architecture. Also written about wrappers in windows code, type casting, the difference between references and pointers in Rust, written a summary of how ETW works etc. Logging is definitely helping me remember what Iāve learned about Rust and the windows API as well as keeping both my progress and where I am going clear. Next? Next up is probably going to be the UI of my program as a desktop application, I have a vision of how I want it to look and I think starting to design it now is going to help me get to know what kind of data I am looking to receive from the events. Other I think Iām gonna keep these a little shorter just saying what Iāve done instead of explaining how everything works. Also if my logging shouldnāt count as hackatime time please let me know asap
Devlog #3 of ProGaze I might call it that Lots of progress (atleast mentally ig), I donāt even remember where we left off. Anyways, Iām able to decode each incoming EVENT_RECORD into itsā EventPropertyInfoArray and EVENT_HEADER and then later by editable preference into individual variables. I use Tdh for this currently but might later make my own decoder if it seems relevant. Iām also almost done with parsing that preferred event data into a binary file which will serve as the actual process timeline when being used by the ui. Speaking of ui, Iāve barely started but I know that I will use egui and eframe for it. Not much else to say. I did take a pretty long break because there was a lot to process but now Iām back:p Oh I also havenāt written in my log much lately because itās kinda unnecessarily distracting, might do it more later though. Screenshot 1 shows every available event property, some of which I could but donāt decode because theyāre unnecessary Screenshot 2 shows every decoded EVENT_HEADER variable and each decoded property, both in bytes
Devlog 4# of ProGaze(?) Dang bro I gotta write a devlog again? Well, since last time I have made it so that the kernel process trace events or rather the data that is needed from them is written into a binary file + are able to be read out of them. Besides that, just a lot of small optimizations to the event formatting, logic and structure, trying to keep it as lightweight as possible. Donāt have much to show besides a lot of code. Hopefully thereās more next time. I hope that Iāll have enough time to finish this project! Iāll try more for something finished than something perfect to ship something in time.
Devlog #5 of Procmonstr Apparently I had designed some of the ui back-end to process in batches while it was supposed to handle on event at a time. So I fixed that along with optimizing it a little further. To be honest I donāt really know where I left off last devlog but I might make something meaningful until tomorrow and if so I will also give a more detailed devlog. Peace....
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1793202602.772525
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1793807402.772525
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47761
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0x6502 by @ThePangel | Stardance
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ThePangel
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0
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29.88
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0
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[]
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[{"post_id": 75025, "ts": "202 [{"post_id": 75025, "ts": "2026-09-28T21:57:03Z", "hours": 4.5253, "text": "Big progress. GOT THE APPLE I RUNNING Hooray wozmon is up and running, marking the most successful milestone yet, a running system, i had to fix some opcode behaviors but it runs great!! Still very early, 1st, not all input keys are mapped, cycle stepping, the ui etc etc, but for now its progress."}, {"post_id": 73677, "ts": "2026-09-25T17:32:55Z", "hours": 3.1269, "text": "So I had to tackle some special cases to adapt everything to the new cycle accurate architecture These are mainly the operations that work with the stack In my architecture addressing handles fetching, while the run_operation() just does the math (and final data write if needed), so it only consumes one cycle, these special cases handles various cycles in their operation (independently of addressing mode) so I had to add that, and some other minor fixes to branch operations and other stuff"}, {"post_id": 73258, "ts": "2026-09-24T18:04:40Z", "hours": 2.7364, "text": "Finished refactoring all the addressing code for it to be cycle accurate. Next Iāll check and fix operations and then the TUI situation and try to get the Apple I running, good progress"}, {"post_id": 72840, "ts": "2026-09-23T20:58:26Z", "hours": 4.7969, "text": "Ok so Iām back Sorta refactoring the code base to be a cycle accurate state machine to make the emulation as truthful as I can, this involves coding each cycle independently (sorta) to maintain accuracy, I have started this refactoring with a lot to go, but at the end it will be much better than before see the code here as an example"}, {"post_id": 48539, "ts": "2026-08-16T23:29:01Z", "hours": 1.5603, "text": "Made some more progress on Implementing the Apple I machine and some TUI handling code + misc fixes"}, {"post_id": 48404, "ts": "2026-08-16T18:54:19Z", "hours": 2.1569, "text": "I worked on adding all the Apple I roms to the program, loading them at each required memory location and started working on some more of the UI"}, {"post_id": 48142, "ts": "2026-08-16T13:09:54Z", "hours": 0.9506, "text": "Started working on the Apple I implementation. Setting memory ranges and more. Also added a console write and read to the bus so machines can display what the want, since each machine does whatever this is a way to normalize it"}, {"post_id": 48083, "ts": "2026-08-16T11:31:43Z", "hours": 0.3844, "text": "Finally finished all instructions. Now I will move to making the first machine (maybe apple I or II) and connecting all cpu mechanics and get the emu working."}, {"post_id": 47782, "ts": "2026-08-15T23:15:38Z", "hours": 2.1928, "text": "Added a bunch more operations, had to learn a bit of low level byte and bit operations. Also started working on operations that work with the stack which is always fun"}, {"post_id": 47656, "ts": "2026-08-15T18:11:48Z", "hours": 3.2358, "text": "Started working on the first cpu operations, also added cycle emulation. Some operations where a struggle, It took a while till I got BCD operations, also the break flag is special in it of itself, but good progress. Next up, more operations"}, {"post_id": 47081, "ts": "2026-08-14T18:31:02Z", "hours": 0.4989, "text": "Added helper functions for flag handling. Setting and reading the status register flags."}, {"post_id": 46859, "ts": "2026-08-14T12:14:13Z", "hours": 3.7103, "text": "I started working on 0x6502, a retro computer lab where you can emulate 6502 based retro computers, like the Apple II or C64 directly in terminal, while being able to live view the stack, memory and registers, all in a tui built woth ratatui. For now I have just worked on the 6502 cpu logic and blocked out the main UI, I have done Instruction and addressing handling, next its operations."}]...
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Title: 0x6502 by @ThePangel | Stardance
Devlogs:
Title: 0x6502 by @ThePangel | Stardance
Devlogs:
I started working on 0x6502, a retro computer lab where you can emulate 6502 based retro computers, like the Apple II or C64 directly in terminal, while being able to live view the stack, memory and registers, all in a tui built woth ratatui. For now I have just worked on the 6502 cpu logic and blocked out the main UI, I have done Instruction and addressing handling, next its operations.
Added helper functions for flag handling. Setting and reading the status register flags.
Started working on the first cpu operations, also added cycle emulation. Some operations where a struggle, It took a while till I got BCD operations, also the break flag is special in it of itself, but good progress. Next up, more operations
Added a bunch more operations, had to learn a bit of low level byte and bit operations. Also started working on operations that work with the stack which is always fun
Finally finished all instructions. Now I will move to making the first machine (maybe apple I or II) and connecting all cpu mechanics and get the emu working.
Started working on the Apple I implementation. Setting memory ranges and more. Also added a console write and read to the bus so machines can display what the want, since each machine does whatever this is a way to normalize it
I worked on adding all the Apple I roms to the program, loading them at each required memory location and started working on some more of the UI
Made some more progress on Implementing the Apple I machine and some TUI handling code + misc fixes
Ok so Iām back Sorta refactoring the code base to be a cycle accurate state machine to make the emulation as truthful as I can, this involves coding each cycle independently (sorta) to maintain accuracy, I have started this refactoring with a lot to go, but at the end it will be much better than before see the code here as an example
Finished refactoring all the addressing code for it to be cycle accurate. Next Iāll check and fix operations and then the TUI situation and try to get the Apple I running, good progress
So I had to tackle some special cases to adapt everything to the new cycle accurate architecture These are mainly the operations that work with the stack In my architecture addressing handles fetching, while the run_operation() just does the math (and final data write if needed), so it only consumes one cycle, these special cases handles various cycles in their operation (independently of addressing mode) so I had to add that, and some other minor fixes to branch operations and other stuff
Big progress. GOT THE APPLE I RUNNING Hooray wozmon is up and running, marking the most successful milestone yet, a running system, i had to fix some opcode behaviors but it runs great!! Still very early, 1st, not all input keys are mapped, cycle stepping, the ui etc etc, but for now its progress....
|
1793195435.4388902
|
1793800235.4388902
|
|
50949
|
Key65 by @pointer | Stardance
|
pointer
|
0
|
10.81
|
0
|
[]
|
[{"post_id": 75023, "ts": "202 [{"post_id": 75023, "ts": "2026-09-28T21:53:04Z", "hours": 4.9097, "text": "Done with casing and almost done with firmware. itāll be completed by tomorrow."}, {"post_id": 51322, "ts": "2026-08-20T22:08:09Z", "hours": 4.2372, "text": "devlog #3. Almost done with pcb design created another mess. Hopefully solve all the error tomorrow. this is pointer sighing off!"}, {"post_id": 49801, "ts": "2026-08-18T18:56:51Z", "hours": 1.6681, "text": "Hi, This is Pointer building an opensource mechanical keyboard. Done with schematic will be moving to pcb development tomorrow. signing off for now!"}]...
|
Title: Key65 by @pointer | Stardance
Devlogs:
Hi, Title: Key65 by @pointer | Stardance
Devlogs:
Hi, This is Pointer building an opensource mechanical keyboard. Done with schematic will be moving to pcb development tomorrow. signing off for now!
devlog #3. Almost done with pcb design created another mess. Hopefully solve all the error tomorrow. this is pointer sighing off!
Done with casing and almost done with firmware. itāll be completed by tomorrow....
|
1793368211.5317607
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1793973011.5317607
|
|
65846
|
Phone holder by @BenjaminLewis | Stardance
|
BenjaminLewis
|
0
|
6.49
|
0
|
[]
|
[{"post_id": 75017, "ts": "202 [{"post_id": 75017, "ts": "2026-09-28T21:22:16Z", "hours": 6.4925, "text": "Phone holder It is a Phone holder that looks like a chair. You can put it on vertically or horizontally. There are many owls on it to make it cute."}]...
|
Title: Phone holder by @BenjaminLewis | Stardance
Title: Phone holder by @BenjaminLewis | Stardance
Devlogs:
Phone holder It is a Phone holder that looks like a chair. You can put it on vertically or horizontally. There are many owls on it to make it cute....
|
1793091188.4022255
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1793695988.4022255
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|
65703
|
journal by @helix- | Stardance
|
helix-
|
0
|
6.12
|
0
|
[]
|
[{"post_id": 75012, "ts": "202 [{"post_id": 75012, "ts": "2026-09-28T21:01:24Z", "hours": 1.3372, "text": "I wrote an init_config function to initialize the config file to an empty one. I had to use global in this function, though that is not the best way to write code. I also added --reset and --init options to the config command. If you specify either of those options, you can reset or init/re-init the config file. If none are specified, the command works normally and outputs the config file. I had fun writing these because I got to reduce an initial mess of if statements to one clean one thatās also readable. I then wrote the --get-path option to the config command. I improved my error message for when the user passes too many options to the config command, inspired by some that git returns. I also removed a now unneeded CONFIG_PATH print when the config command is run without any options."}, {"post_id": 74833, "ts": "2026-09-28T12:15:38Z", "hours": 2.705, "text": "I renamed a variable in a helper function named configfile to config_file , and I have no idea how that missing underscore made its way into a previous commit. I usually use basedpyright as my linter so I added that as a dev dependency and started adding missing type hints to functions and their tests. The list_projects function I had written previously returned project names with a āproject.ā prefix because that is ho w projects are stored in the config.ini file. Also, the function did not update the config object from the CONFIG_PATH. I fixed both these problems. I wrote another function to get a projectās path given its name. I wrote tests for both list_projects and get_project_path . I started using rich.print and rich.Console.print to make my terminal outputs better. While doing this I realised that rich.print-ing text in square brackets is not printed directly and is interpreted differently. In doing all this, the project flow became kinda complicated so I refactored it into a bunch of smaller functions and now the main project command function looks cleaner and you can look at and understand what itās doing, which, of course, all good code should do. I believe this is a good point for an initial release."}, {"post_id": 73574, "ts": "2026-09-25T12:42:48Z", "hours": 2.0828, "text": "Hardware projects require you to journal your progress. I prefer storing my journals with me in a JOURNAL.md file in my project repo. I saw that fallout and forge had different but compatible journaling formats. In general, I dislike having to add the boilerplate before I journal, even though it isnāt as big of a deal. The goal of this project is to write a CLI program that makes it easy for me to journal for my hardware projects in a JOURNAL.md file without having to deal with boilerplate. Up until now, Iāve written a typer app that taken in a project name, path, and journaling content and writes it to a JOURNAL.md file located at said path. This is an extremely simple implementation. Iām choosing to build on this slowly since the last time I tried to code this, things got out of hand pretty fast, and I couldnāt refactor or organize the codebase (if you can call it a codebase, that is). In my previous python projects this year, Iāve been writing my own implementation of config handling, adding features every project. I had planned to branch that off into its own project in the winter, before I realised the configparser package already does that work for you, which is why this project has a config.py file that uses configparser, significantly reducing my workload. I might return to rewriting configparser (or a simpler version of it) some other day. This config file is of type .ini and stores projects in the format fā[projects.{proj_name}]ā. As of this devlog, config.py isnāt used in the main CLI. Iām writing tests for my code with pytest. I learnt about fixtures and how I could affect the state of a variable at runtime using monkeypatch (for testing only). Another thing I had to look up was the pathlib.Path.expanduser() function. That came in handy, because Iāll be using paths like ~/macropad and they need to be resolved appropriately."}]...
|
Title: journal by @helix- | Stardance
Devlogs:
Ha Title: journal by @helix- | Stardance
Devlogs:
Hardware projects require you to journal your progress. I prefer storing my journals with me in a JOURNAL.md file in my project repo. I saw that fallout and forge had different but compatible journaling formats. In general, I dislike having to add the boilerplate before I journal, even though it isnāt as big of a deal. The goal of this project is to write a CLI program that makes it easy for me to journal for my hardware projects in a JOURNAL.md file without having to deal with boilerplate. Up until now, Iāve written a typer app that taken in a project name, path, and journaling content and writes it to a JOURNAL.md file located at said path. This is an extremely simple implementation. Iām choosing to build on this slowly since the last time I tried to code this, things got out of hand pretty fast, and I couldnāt refactor or organize the codebase (if you can call it a codebase, that is). In my previous python projects this year, Iāve been writing my own implementation of config handling, adding features every project. I had planned to branch that off into its own project in the winter, before I realised the configparser package already does that work for you, which is why this project has a config.py file that uses configparser, significantly reducing my workload. I might return to rewriting configparser (or a simpler version of it) some other day. This config file is of type .ini and stores projects in the format fā[projects.{proj_name}]ā. As of this devlog, config.py isnāt used in the main CLI. Iām writing tests for my code with pytest. I learnt about fixtures and how I could affect the state of a variable at runtime using monkeypatch (for testing only). Another thing I had to look up was the pathlib.Path.expanduser() function. That came in handy, because Iāll be using paths like ~/macropad and they need to be resolved appropriately.
I renamed a variable in a helper function named configfile to config_file , and I have no idea how that missing underscore made its way into a previous commit. I usually use basedpyright as my linter so I added that as a dev dependency and started adding missing type hints to functions and their tests. The list_projects function I had written previously returned project names with a āproject.ā prefix because that is ho w projects are stored in the config.ini file. Also, the function did not update the config object from the CONFIG_PATH. I fixed both these problems. I wrote another function to get a projectās path given its name. I wrote tests for both list_projects and get_project_path . I started using rich.print and rich.Console.print to make my terminal outputs better. While doing this I realised that rich.print-ing text in square brackets is not printed directly and is interpreted differently. In doing all this, the project flow became kinda complicated so I refactored it into a bunch of smaller functions and now the main project command function looks cleaner and you can look at and understand what itās doing, which, of course, all good code should do. I believe this is a good point for an initial release.
I wrote an init_config function to initialize the config file to an empty one. I had to use global in this function, though that is not the best way to write code. I also added --reset and --init options to the config command. If you specify either of those options, you can reset or init/re-init the config file. If none are specified, the command works normally and outputs the config file. I had fun writing these because I got to reduce an initial mess of if statements to one clean one thatās also readable. I then wrote the --get-path option to the config command. I improved my error message for when the user passes too many options to the config command, inspired by some that git returns. I also removed a now unneeded CONFIG_PATH print when the config command is run without any options....
|
1793090982.7546287
|
1793695782.7546287
|
|
4452
|
Researca! by @araadh3111 | Stardance
|
araadh3111
|
0
|
26.2
|
0
|
[]
|
[{"post_id": 7501, "ts": "2026 [{"post_id": 7501, "ts": "2026-06-12T14:44:02Z", "hours": 1.7342, "text": "Done adding the library feature!! in researca try it out at https://research-copilot-sigma.vercel.app/library"}, {"post_id": 6878, "ts": "2026-06-11T15:13:38Z", "hours": 2.0897, "text": "Changed the ui of Researca fromlight manuscript theme to dark night theme"}, {"post_id": 6763, "ts": "2026-06-11T10:22:00Z", "hours": 22.3761, "text": "This Is Day 16 of Being the senior engineer of Researca and its my first devlog too, first lets start with what is Researca? To make countable contributions in science, scientists all over the world publish papers to record their discovery, methodology and The whole process done to publish that paper. This whole process consumes loads of time off the scientists table and doing it manually makes it reallly really hard for a scientist to finally publish a paper, we can understand it better by taking an example of a coder, He knows how to code but he takes too much time to code a full fledged app and then misses on the most important part of coding i.e. Shipping his/her project. I myself wanted to introduce myself to world of research by writing a paper on prosthetic arms, but then I realised this whole process is really difficult, scraping papers for gaps, reading 100ās of papers every month spending months on literature review. Thats why I built Researca and I am currently building it, Researca is an Ai Assistant ( not a wrapper) that ranks and synthesizes all the papers in ure field, it is like a workspace for a scientist(like notion) It has library feature, And Im currently building agentic Ai workflow to automate the research process, I have even collected feedback from 2 professors regarding what they find hard in their research process, researca comes with comparitive matrix and writing tool too!, here is the link to try Researca, Constant improvements are being made by me to improve researca each day!try it out at ā> https://research-copilot-sigma.vercel.app/"}]...
|
Title: Researca! by @araadh3111 | Stardance
Devlo Title: Researca! by @araadh3111 | Stardance
Devlogs:
This Is Day 16 of Being the senior engineer of Researca and its my first devlog too, first lets start with what is Researca? To make countable contributions in science, scientists all over the world publish papers to record their discovery, methodology and The whole process done to publish that paper. This whole process consumes loads of time off the scientists table and doing it manually makes it reallly really hard for a scientist to finally publish a paper, we can understand it better by taking an example of a coder, He knows how to code but he takes too much time to code a full fledged app and then misses on the most important part of coding i.e. Shipping his/her project. I myself wanted to introduce myself to world of research by writing a paper on prosthetic arms, but then I realised this whole process is really difficult, scraping papers for gaps, reading 100ās of papers every month spending months on literature review. Thats why I built Researca and I am currently building it, Researca is an Ai Assistant ( not a wrapper) that ranks and synthesizes all the papers in ure field, it is like a workspace for a scientist(like notion) It has library feature, And Im currently building agentic Ai workflow to automate the research process, I have even collected feedback from 2 professors regarding what they find hard in their research process, researca comes with comparitive matrix and writing tool too!, here is the link to try Researca, Constant improvements are being made by me to improve researca each day!try it out at ā> https://research-copilot-sigma.vercel.app/
Changed the ui of Researca fromlight manuscript theme to dark night theme
Done adding the library feature!! in researca try it out at https://research-copilot-sigma.vercel.app/library...
|
1793224114.1017065
|
1793828914.1017065
|
|
36115
|
Lumiverse by @LumiLovesYou | Stardance
|
LumiLovesYou
|
0
|
13.91
|
0
|
[]
|
[{"post_id": 75000, "ts": "202 [{"post_id": 75000, "ts": "2026-09-28T20:15:47Z", "hours": 2.0903, "text": "Main Page Design ~ I think Iāve finally landed on a design I like! Iām still working on filling it out but this is just a little test to make sure I actually liked it before committing. The design consists of 88x31s for navigation, linking to friendsā pages, giving information about the site, and later linking to pages that inspired me and that I really like. Itās not particularly advanced or stylish but itās original and something I like!"}, {"post_id": 73764, "ts": "2026-09-25T21:44:29Z", "hours": 9.1781, "text": "Minecraft Page ~ Iāve been struggling to decide on how to theme my main page, so I worked on another page instead! I wanted a place to share all the mods Iāve worked on in the past so I made a /minecraft subpage for my site! Itās auto-populated via a Flask template pulling from a JSON file. It turned out pretty well and I have an idea for the main page but itāll require my finishing some more subpages first."}, {"post_id": 35911, "ts": "2026-07-27T17:29:33Z", "hours": 1.0308, "text": "Basic Progress ~ Iāve got a very simple layout working as well as a nice folder structure and backend. Itās not much so far but Iām trying to move some things over from the last site without just completely copying what I did there."}, {"post_id": 35546, "ts": "2026-07-27T01:45:48Z", "hours": 1.6136, "text": "In the beginning was the raw HTML ~ My old website was pretty cool but my want to keep it 100% compatible with any device that supports HTML 3.2 meant anything I could do on it was very limited. As such Iāve decided to soon retire it to a retro.* page under my domain and work on a newer, more modern page. ~ To start Iāve set up a Python Flask backend (not the greatest, sure, but it works) serving the page. One feature I decided to bring over from my old page was a randomly-generated subtitle on the page that I quite enjoyed."}]...
|
Title: Lumiverse by @LumiLovesYou | Stardance
Dev Title: Lumiverse by @LumiLovesYou | Stardance
Devlogs:
In the beginning was the raw HTML ~ My old website was pretty cool but my want to keep it 100% compatible with any device that supports HTML 3.2 meant anything I could do on it was very limited. As such Iāve decided to soon retire it to a retro.* page under my domain and work on a newer, more modern page. ~ To start Iāve set up a Python Flask backend (not the greatest, sure, but it works) serving the page. One feature I decided to bring over from my old page was a randomly-generated subtitle on the page that I quite enjoyed.
Basic Progress ~ Iāve got a very simple layout working as well as a nice folder structure and backend. Itās not much so far but Iām trying to move some things over from the last site without just completely copying what I did there.
Minecraft Page ~ Iāve been struggling to decide on how to theme my main page, so I worked on another page instead! I wanted a place to share all the mods Iāve worked on in the past so I made a /minecraft subpage for my site! Itās auto-populated via a Flask template pulling from a JSON file. It turned out pretty well and I have an idea for the main page but itāll require my finishing some more subpages first.
Main Page Design ~ I think Iāve finally landed on a design I like! Iām still working on filling it out but this is just a little test to make sure I actually liked it before committing. The design consists of 88x31s for navigation, linking to friendsā pages, giving information about the site, and later linking to pages that inspired me and that I really like. Itās not particularly advanced or stylish but itās original and something I like!...
|
1793267315.9869778
|
1793872115.9869778
|
|
66426
|
raspberry pi weather display by @pcsef40 | Stardan raspberry pi weather display by @pcsef40 | Stardance...
|
pcsef40
|
0
|
1.28
|
0
|
[]
|
[{"post_id": 74995, "ts": "202 [{"post_id": 74995, "ts": "2026-09-28T20:04:50Z", "hours": 1.285, "text": "some cable management⦠as you can see i dont have much to work with"}]...
|
Title: raspberry pi weather display by @pcsef40 | Title: raspberry pi weather display by @pcsef40 | Stardance
Devlogs:
some cable management⦠as you can see i dont have much to work with...
|
1793098349.0572212
|
1793703149.0572212
|
|
42942
|
PikaOS by @notvedansh | Stardance
|
notvedansh
|
1
|
29.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T08:32:02Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The main idea behind this project was to make an operating system with a virtual assistant, so I chose Pikachu as the main theme. Now, for the cool features: the Pikachu assistant can move on your screen. Clicking it will make it stop, and it will open a panel where you can type things from a selected range of inputs that will make Pikachu do the certain things I have written about in my devlogs; you can see those. Well, it also has a terminal and a file manager which are fully functional. The main thing I see from this project is a base for version 2 of the project. I have a set of goals which I would complete in the next version. I think I learned a lot from handling the CMake errors; at least, I think almost every time I compiled the code, I had at least atleast one error. And yh i think thatās it.", "repo": "https://github.com/vedansh201/PikaOS", "demo": "https://github.com/vedansh201/PikaOS/releases/tag/Version-1"}]...
|
[{"post_id": 74985, "ts": "202 [{"post_id": 74985, "ts": "2026-09-28T19:35:22Z", "hours": 1.5372, "text": "#Final Devlog Alright so yeah you all havenāt heard from me in a while now, and I am very,, very sorry for that like I couldnāt manage a project of this level with my daily life and there were some family complications. But long story short, I created version 1 of this operating system. Now itās not fancy and does not have all the desired features i promised it would have, but itās version 1 so yeah. There will be new versions of this, and I think the next version will be the final version of it. I am proud of it what i have made, like, most of my time was wasted in handling the cmake errors so yeah, but still I think it has the perfect base for upcoming features. And for what i did to complete it - i did all the wiring of the system like i completed the main base and did the panel work so like now when we click the start button it opens a panel with two options file manager and terminal. So yeah, thatās it, guys: version 1 of PikaOS is finally complete."}, {"post_id": 60166, "ts": "2026-09-02T11:43:24Z", "hours": 8.6597, "text": "Devlog 6 Well, every Operating system needs a file manager, so I completed one. It now has folder navigation, sidebar locations, creating files and folders, renaming, deleting, properties, right-click menus, multi-selection, and multi-file copy/cut/paste. I have added it to the assistant so that typing āopen filesā will open the file manager. Now I will add more features to this, but I want to complete the base of the whole O.S. first. I had to handle so many CMake errors; handling them took most of my time."}, {"post_id": 52281, "ts": "2026-08-22T12:01:52Z", "hours": 5.48, "text": "Devlog 5 Well sorry for the late devlog i was little busy with my school life. The good thing is the terminal is now finally ready in the operating system. I initially had the terminal running Bash through QProcess, which worked for simple commands, but it had limitations. Things like Ctrl+C, interactive programs, terminal formatting, and commands such as ping werenāt behaving like they would in a real terminal. So I switched to a PTY (pseudo-terminal) approach using Linuxās forkpty(). Last time u saw the assistant working, I also connected my assistant to this terminal, not the Konsole which I was using earlier. Also sorry for the vid quality and voice"}, {"post_id": 44732, "ts": "2026-08-10T17:52:16Z", "hours": 3.9169, "text": "Devlog 4 So I donāt think I have mentioned why Iām tinkering with a Pikachu image. So I think itās time to reveal to you my plan for this operating system. I wanted my operating system to have an assistant that would help with small tasks such as creating folders open terminal. So, like now, when you click Pikachu, you will open a dialogue box in which you can type things. ** FEW FUNCTIONS IT CAN DO RIGHT NOW ** ā> It can open the terminal. ā> It can tell the battery status. ā> It can tell the date and time. ā> It can create files and folders. ā> It has a help command too, so that if you want to know what things it can do. Now, what happens when you type something it doesnāt understand? It says, āI donāt know this commandā. I will be improving the assistant more in the upcoming days, but setting up the logic for this much part only is exhausting."}, {"post_id": 42787, "ts": "2026-08-07T17:52:08Z", "hours": 3.2186, "text": "Devlog 3 So, over the last two days, I spent making Pikachu move left to right; I mean, now Pikachu can move a random distance in a random time. He can move 50 pixels in the left direction and then wait for some random time and then start moving again in random directions. Also, it flips the image, so if it moves left, the image gets flipped, and up and down motion is as it is. Now this may seem very little, but trust me, the level of errors I have encountered is crazy. Here is a video attached. ignore the vid quality."}, {"post_id": 41232, "ts": "2026-08-05T09:40:04Z", "hours": 2.2336, "text": "Devlog 2 So after spending a considerable amount of time thinking about which thing to start from, I went with polishing the Pikachu transparent image I have on the desktop. So now it is draggable!! And you can drag it from one place to another. I also added a simple up-and-down animation to it. So now the image moves up and down, and once you drag it to some other place, it will do the same at that place too. My plan for it is that after this, I will add walking, sleeping and idle motion. PS - sorry for the video quality."}, {"post_id": 40806, "ts": "2026-08-04T15:53:23Z", "hours": 3.6608, "text": "#Devlog 1 So I planned to build an operating system that is built around my favourite PokĆ©mon, Pikachu. I am building it in Oracle VirtualBox. I will mainly use C++ for this because they are faster and also because I want to build something using my C++ skills. So what I did is not that interesting: I set up my vbox, installed git and connected hackatime to it. What I actually coded: Created a dedicated Pikachuwidget Loaded the sprite through Qtās resource system Fixed resource loading issues and CMake errors I downloaded an image from browser that is transparent and added it to the desktop layer of pikashell. I also added functions so that it shows the time in the panel. Now I know it sounds simple, but it took me lots of time to figure out why the image is not showing up on the desktop layer."}]...
|
Title: PikaOS by @notvedansh | Stardance
Devlogs: Title: PikaOS by @notvedansh | Stardance
Devlogs:
#Devlog 1 So I planned to build an operating system that is built around my favourite PokĆ©mon, Pikachu. I am building it in Oracle VirtualBox. I will mainly use C++ for this because they are faster and also because I want to build something using my C++ skills. So what I did is not that interesting: I set up my vbox, installed git and connected hackatime to it. What I actually coded: Created a dedicated Pikachuwidget Loaded the sprite through Qtās resource system Fixed resource loading issues and CMake errors I downloaded an image from browser that is transparent and added it to the desktop layer of pikashell. I also added functions so that it shows the time in the panel. Now I know it sounds simple, but it took me lots of time to figure out why the image is not showing up on the desktop layer.
Devlog 2 So after spending a considerable amount of time thinking about which thing to start from, I went with polishing the Pikachu transparent image I have on the desktop. So now it is draggable!! And you can drag it from one place to another. I also added a simple up-and-down animation to it. So now the image moves up and down, and once you drag it to some other place, it will do the same at that place too. My plan for it is that after this, I will add walking, sleeping and idle motion. PS - sorry for the video quality.
Devlog 3 So, over the last two days, I spent making Pikachu move left to right; I mean, now Pikachu can move a random distance in a random time. He can move 50 pixels in the left direction and then wait for some random time and then start moving again in random directions. Also, it flips the image, so if it moves left, the image gets flipped, and up and down motion is as it is. Now this may seem very little, but trust me, the level of errors I have encountered is crazy. Here is a video attached. ignore the vid quality.
Devlog 4 So I donāt think I have mentioned why Iām tinkering with a Pikachu image. So I think itās time to reveal to you my plan for this operating system. I wanted my operating system to have an assistant that would help with small tasks such as creating folders open terminal. So, like now, when you click Pikachu, you will open a dialogue box in which you can type things. ** FEW FUNCTIONS IT CAN DO RIGHT NOW ** ā> It can open the terminal. ā> It can tell the battery status. ā> It can tell the date and time. ā> It can create files and folders. ā> It has a help command too, so that if you want to know what things it can do. Now, what happens when you type something it doesnāt understand? It says, āI donāt know this commandā. I will be improving the assistant more in the upcoming days, but setting up the logic for this much part only is exhausting.
Devlog 5 Well sorry for the late devlog i was little busy with my school life. The good thing is the terminal is now finally ready in the operating system. I initially had the terminal running Bash through QProcess, which worked for simple commands, but it had limitations. Things like Ctrl+C, interactive programs, terminal formatting, and commands such as ping werenāt behaving like they would in a real terminal. So I switched to a PTY (pseudo-terminal) approach using Linuxās forkpty(). Last time u saw the assistant working, I also connected my assistant to this terminal, not the Konsole which I was using earlier. Also sorry for the vid quality and voice
Devlog 6 Well, every Operating system needs a file manager, so I completed one. It now has folder navigation, sidebar locations, creating files and folders, renaming, deleting, properties, right-click menus, multi-selection, and multi-file copy/cut/paste. I have added it to the assistant so that typing āopen filesā will open the file manager. Now I will add more features to this, but I want to complete the base of the whole O.S. first. I had to handle so many CMake errors; handling them took most of my time.
#Final Devlog Alright so yeah you all havenāt heard from me in a while now, and I am very,, very sorry for that like I couldnāt manage a project of this level with my daily life and there were some family complications. But long story short, I created version 1 of this operating system. Now itās not fancy and does not have all the desired features i promised it would have, but itās version 1 so yeah. There will be new versions of this, and I think the next version will be the final version of it. I am proud of it what i have made, like, most of my time was wasted in handling the cmake errors so yeah, but still I think it has the perfect base for upcoming features. And for what i did to complete it - i did all the wiring of the system like i completed the main base and did the panel work so like now when we click the start button it opens a panel with two options file manager and terminal. So yeah, thatās it, guys: version 1 of PikaOS is finally complete.
Ships:
The main idea behind this project was to make an operating system with a virtual assistant, so I chose Pikachu as the main theme. Now, for the cool features: the Pikachu assistant can move on your screen. Clicking it will make it stop, and it will open a panel where you can type things from a selected range of inputs that will make Pikachu do the certain things I have written about in my devlogs; you can see those. Well, it also has a terminal and a file manager which are fully functional. The main thing I see from this project is a base for version 2 of the project. I have a set of goals which I would complete in the next version. I think I learned a lot from handling the CMake errors; at least, I think almost every time I compiled the code, I had at least atleast one error. And yh i think thatās it....
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