|
26071
|
Paint The Galaxy by @aditi1781 | Stardance
|
aditi1781
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T14:41:22Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image.", "repo": "https://github.com/aditiahuja230-rgb/painttheuniverse", "demo": "https://aditiahuja230-rgb.github.io/painttheuniverse/index.html"}]...
|
[{"post_id": 74673, "ts": "202 [{"post_id": 74673, "ts": "2026-09-27T23:35:15Z", "hours": 3.765, "text": "Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images"}]...
|
Title: Paint The Galaxy by @aditi1781 | Stardance
Title: Paint The Galaxy by @aditi1781 | Stardance
Devlogs:
Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images
Ships:
Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image....
|
1793577445.714227
|
1793663845.714227
|
|
56718
|
emma's site by @emma | Stardance
|
emma
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T23:37:08Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D", "repo": "https://github.com/prplwtf/prpl.wtf", "demo": "https://prpl.wtf"}]...
|
[{"post_id": 74672, "ts": "202 [{"post_id": 74672, "ts": "2026-09-27T23:34:40Z", "hours": 3.9367, "text": "i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components"}, {"post_id": 60788, "ts": "2026-09-03T11:48:26Z", "hours": 1.7458, "text": "I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post."}, {"post_id": 60141, "ts": "2026-09-02T10:07:04Z", "hours": 0.535, "text": "Working on the blog post view and styling markdown components so everything looks nice and tidy!"}, {"post_id": 59884, "ts": "2026-09-01T21:30:27Z", "hours": 1.72, "text": "I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much."}, {"post_id": 59612, "ts": "2026-09-01T15:05:26Z", "hours": 2.6161, "text": "Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog."}, {"post_id": 58862, "ts": "2026-08-31T13:16:53Z", "hours": 0.5347, "text": "Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️"}, {"post_id": 58820, "ts": "2026-08-31T12:25:59Z", "hours": 5.1419, "text": "I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)"}]...
|
Title: emma's site by @emma | Stardance
Devlo Title: emma's site by @emma | Stardance
Devlogs:
I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)
Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️
Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog.
I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much.
Working on the blog post view and styling markdown components so everything looks nice and tidy!
I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post.
i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components
Ships:
I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D...
|
1793580675.969851
|
1793667075.969851
|
|
66373
|
rocket by @e__l | Stardance
|
e__l
|
0
|
38.47
|
0
|
[]
|
[{"post_id": 74666, "ts": "202 [{"post_id": 74666, "ts": "2026-09-27T22:30:43Z", "hours": 38.4683, "text": "made a 3d rocket simulator"}]...
|
Title: rocket by @e__l | Stardance
Devlogs:
made Title: rocket by @e__l | Stardance
Devlogs:
made a 3d rocket simulator...
|
1793098276.3496318
|
1793703076.3496318
|
|
65889
|
The Juice by @BombJuice | Stardance
|
BombJuice
|
1
|
2.89
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T17:24:22Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal website. Aligning the images was a little challenging, but I was super proud with the final product. Check out each section!", "repo": "https://github.com/bomb-juice/personal-site", "demo": "https://bomb-juice.github.io/personal-site/"}]...
|
[{"post_id": 74660, "ts": "202 [{"post_id": 74660, "ts": "2026-09-27T21:46:36Z", "hours": 0.8942, "text": "Added more information text variety glow effect on headers background gifs with link embed"}, {"post_id": 74237, "ts": "2026-09-27T00:52:54Z", "hours": 1.9025, "text": "Just finished my first HTML/CSS personal site!"}]...
|
Title: The Juice by @BombJuice | Stardance
Devlog Title: The Juice by @BombJuice | Stardance
Devlogs:
Just finished my first HTML/CSS personal site!
Added more information text variety glow effect on headers background gifs with link embed
Ships:
I made my own personal website. Aligning the images was a little challenging, but I was super proud with the final product. Check out each section!...
|
1793591754.398102
|
1793678154.398102
|
|
7795
|
Universe Sandbox by @harsi_s_d | Stardance
|
harsi_s_d
|
0
|
6.45
|
0
|
[]
|
[{"post_id": 7466, "ts": "2026 [{"post_id": 7466, "ts": "2026-06-12T13:34:33Z", "hours": 4.1539, "text": "Update: The physics N-Body Logic is finally completed I have successfully integrated the high-performance Rust-based physics engine with our 3D visualization layer. It’s going to take me just 1–2 more days to wrap up the interface and final visual touches. I can’t wait to get this into your hands—the current simulation is absolutely bonkers. Stay tuned!"}, {"post_id": 4914, "ts": "2026-06-08T14:35:32Z", "hours": 2.2944, "text": "Hey everyone! Here is a quick update on my current progress building out the core mechanics for my Universe Sandbox simulator. The main goal of this project is to allow players to create, manipulate, and observe stellar bodies interacting with realistic gravitational physics. What’s Completed So Far: Base Engine Architecture: Initialized the fundamental loop structure to handle real-time rendering. Vector Math Foundation: Scripted basic 2D/3D coordinate matrices so objects can understand positions and relative velocities in space. Asset Loading Pipeline: Successfully imported default spherical meshes to represent stars, planets, and minor asteroids. I am currently tackling the absolute heart of the simulation, the N-Body Gravitational Physics. Instead of just animating planets moving in basic hardcoded circles, I am implementing Newton’s Law of Universal Gravitation. Every object in the sandbox will exert a pulling force on every other object based on its mass and distance. Once the gravitational physics are locked down and stable, I’ll be moving on to: Orbital Path Visuals, Collision Event Triggers, User Interface Controls. (The GUI isn’t great rn, I haven’t rlly focused on the frontend yet but dw, the final project will look rlly good)"}]...
|
Title: Universe Sandbox by @harsi_s_d | Stardance
Title: Universe Sandbox by @harsi_s_d | Stardance
Devlogs:
Hey everyone! Here is a quick update on my current progress building out the core mechanics for my Universe Sandbox simulator. The main goal of this project is to allow players to create, manipulate, and observe stellar bodies interacting with realistic gravitational physics. What’s Completed So Far: Base Engine Architecture: Initialized the fundamental loop structure to handle real-time rendering. Vector Math Foundation: Scripted basic 2D/3D coordinate matrices so objects can understand positions and relative velocities in space. Asset Loading Pipeline: Successfully imported default spherical meshes to represent stars, planets, and minor asteroids. I am currently tackling the absolute heart of the simulation, the N-Body Gravitational Physics. Instead of just animating planets moving in basic hardcoded circles, I am implementing Newton’s Law of Universal Gravitation. Every object in the sandbox will exert a pulling force on every other object based on its mass and distance. Once the gravitational physics are locked down and stable, I’ll be moving on to: Orbital Path Visuals, Collision Event Triggers, User Interface Controls. (The GUI isn’t great rn, I haven’t rlly focused on the frontend yet but dw, the final project will look rlly good)
Update: The physics N-Body Logic is finally completed I have successfully integrated the high-performance Rust-based physics engine with our 3D visualization layer. It’s going to take me just 1–2 more days to wrap up the interface and final visual touches. I can’t wait to get this into your hands—the current simulation is absolutely bonkers. Stay tuned!...
|
1793149005.788303
|
1793753805.788303
|
|
44313
|
Cube Matcher by @LCdev1234 | Stardance
|
LCdev1234
|
1
|
60.0
|
1031
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T23:19:21Z", "hours": 60.0, "multiplier": 17.28, "payout": 1031, "blessing": "neutral", "text": "This is Cube Matcher, a strategy puzzle game in wich you need to move a 3x3 cube to match a shown pattern, but the problem is that there are zombies climbing the walls that move toward you each time you take an action!! So you need to be careful about how many actions you take before having to knock them. The most challenging part of my project was making the 3D cube and the player interactions. This was becouse I decided to make the 3D system in my game from scratch, so I had to add projections, and deal with the cube coordinates of each point (that were a lot), and for the player interactions the most difficult part was knowing when the player and the cube needed to perform an interaction becouse I needed to add a fake movement (the animation) for the action not to see so quickly, so i needed to sync the animation with the real position. In the end the project turned out like I imagined from the beggining just changing some small concepts for the game to be fun and fair.", "repo": "https://github.com/LCdev1234/Cube-Matcher", "demo": "https://lcdev1234.itch.io/cube-matcher"}]...
|
[{"post_id": 74659, "ts": "202 [{"post_id": 74659, "ts": "2026-09-27T21:44:20Z", "hours": 4.0744, "text": "Devlog #12: Final devlog Added a in-game tutorial and music and sounds. I finally finished making the game!! For the last modifications I added the tutorial of the game with the instructions and example videos to show how everything works. I also added background music and sound effects, it was difficult finding the ones that fit best my game, but I was able to find some really good ones."}, {"post_id": 74159, "ts": "2026-09-26T19:58:35Z", "hours": 2.6803, "text": "Devlog #11 Finished adding the menus to the game!!"}, {"post_id": 73837, "ts": "2026-09-26T03:59:13Z", "hours": 2.8544, "text": "Devlog #10 I added the zombies actual movement to the game, each times the player makes an action the zombies take a few steps. I also added the death screen and the “Play Again” button alredy works. While adding this, I changed a name of a git commit and it merged with the one i was currently working on - I tried to undo what I had done, but I coudnt fix it, I even through I was going to have to code the last parts of the game again, but I was able to fix it using the integrate Copilot AI integrated in VS code."}, {"post_id": 73753, "ts": "2026-09-25T21:11:48Z", "hours": 8.365, "text": "Devlog #9 Added the zombies to the game. The zombies werent so difficult to code. The only problems I had were some interactions with the player or cube. One of the things that took me the most time was making the zombies follow the player when they were on the top, it turned out that one of my lines of code to keep the zombies in their column when climbing, was the problem."}, {"post_id": 72434, "ts": "2026-09-22T22:58:16Z", "hours": 4.725, "text": "Devlog #8 I added the code to check if the upper face pattern of the cube matches the one shown, and I was finally able to tried solving it myself. When doing so I notice that it is a little hard (at least for me) to solve the cube, and adding zombies as I originally planned would not make a lot of sense, so i decided it to change the idea a little bit, instead of the zombies climbing the wall and stopping them and be able to fitgh them once they were on top (the original idea), I will add the zombies so they slowly move when the player slides or rotates the cube and once the zombie is on top the player is basicly dead."}, {"post_id": 70940, "ts": "2026-09-20T02:34:15Z", "hours": 3.9314, "text": "Devlog #7 Added the sliding stickers cube mechanic. The dificult part wasn’t making the stickers change place, it was the sticker movement animation, witch took took the most hours to code. This was becouse i needed to be show a false player and sticker movement while still having the real position variables and once the animation ended record the new position."}, {"post_id": 68940, "ts": "2026-09-16T02:39:43Z", "hours": 6.1658, "text": "Devlog #6 This time, I mostly just added some small changes and fixes, some of the more important changes are: I changed the player textures to a simple white square with eyes, this was just becouse I am not good drawing and making the animations was too dificult, to make the square a little more alive, I added some squishing to its animation using code I added some invisible walls around the player so it dont fall off the cube, but I made so when the rubik cube is rotating the player could fall if not careful I also made some small fixes to some problems I find along the way while making all of this changes"}, {"post_id": 63633, "ts": "2026-09-07T15:41:05Z", "hours": 9.5733, "text": "Devlog #5 I couldn’t advance as fast with the project because of school but now I was able to make the player be able to interact with the cube (rotating it), it was a little hard specially the parts before actually making the interactions that were upgrading the collision system, because before the collision system was only “not fall down past certain y level” which means it didn’t have to see anything with the cube, with the upgraded collisions now it depends on the cube and even when its rotated it can collide normally, also I changed a little bit the jumping so now it has a little cooldown so it can’t be spammed and for rotating the cube I made it so the player needs to jump twice in less than a certain time for it to rotate. I think that the rotation interaction already works well I will next add a solving system and maybe add a new interaction mechanic with the cube."}, {"post_id": 47221, "ts": "2026-08-15T00:12:05Z", "hours": 5.6078, "text": "Devlog #4 Hi there! I took a little more time on this part of the code mainly because I added something that broke the code, and i coudnt find the evil piece of code, but I finally got it working. I just added the player on top of the cube, added some pretty much basic physics that include jumping and walking. For the walking i made it so the controls always move where the camera is viewing not the actual game coordinates, it just means that the player walks forward, backward, and to the sides no matter how the cube is rotated. I also added basic collision system which I am in the process of upgrading, once I get the collisions working better I will desing the other player animations because right now is just a idle animation replaying no matter what. Those are the main features i added aside from fixing some bugs that my code had, next I will be adding some of the main mechanics of the game (rotating the cube) so that the player can start making some actions. Thanks for reading"}, {"post_id": 44366, "ts": "2026-08-10T02:28:58Z", "hours": 4.1247, "text": "Devlog #3 I alredy added the cube textures, and divided the cube into a 3x3 grid, I also added rubiks cube-style rotations and the different color textures. I decided to give the textures that hand painted style becouse I think it seems cool!!. This ended up being more time consuming than I expected, and still needs some work. For now the code just defines the starting colors and lets me rotate the different parts of the cube freely. However I still need to make the rotation permanent and to stored in the cube colors. With this I finally finished the basics of the cube, so I can alredy start working on the player next. The player will be able to interact with the cube so I can finally start working with the real game mechanics."}, {"post_id": 43476, "ts": "2026-08-08T19:23:15Z", "hours": 4.7336, "text": "Devlog #2 I was alredy able to add textures to the 3d cube!! It was more difficult that i expected, i needed to add texture layering so the faces dont overlap each other, and I had to learn how to use mesh2d to render the image texture in the cube. There is still a little visual problem, but its not ver noticible, so I’ll leave it as is for now. My next steps will be to add the Rubik cube rotations and the real and final textures for the cube."}, {"post_id": 42246, "ts": "2026-08-06T21:18:45Z", "hours": 2.7878, "text": "Devlog #1 Hello there! i finally managed to render a 3d cube for the game i just starting working on. I know its simple for now, but next i’ll add textures and the rubik’s cube movement. The game is basically about completing a cube face with a random generated pattern while some little monsters try to stop you… Its still work in progress, and i’ll show more as the idea becomes clearer and the game takes shape."}]...
|
Title: Cube Matcher by @LCdev1234 | Stardance
Dev Title: Cube Matcher by @LCdev1234 | Stardance
Devlogs:
Devlog #1 Hello there! i finally managed to render a 3d cube for the game i just starting working on. I know its simple for now, but next i’ll add textures and the rubik’s cube movement. The game is basically about completing a cube face with a random generated pattern while some little monsters try to stop you… Its still work in progress, and i’ll show more as the idea becomes clearer and the game takes shape.
Devlog #2 I was alredy able to add textures to the 3d cube!! It was more difficult that i expected, i needed to add texture layering so the faces dont overlap each other, and I had to learn how to use mesh2d to render the image texture in the cube. There is still a little visual problem, but its not ver noticible, so I’ll leave it as is for now. My next steps will be to add the Rubik cube rotations and the real and final textures for the cube.
Devlog #3 I alredy added the cube textures, and divided the cube into a 3x3 grid, I also added rubiks cube-style rotations and the different color textures. I decided to give the textures that hand painted style becouse I think it seems cool!!. This ended up being more time consuming than I expected, and still needs some work. For now the code just defines the starting colors and lets me rotate the different parts of the cube freely. However I still need to make the rotation permanent and to stored in the cube colors. With this I finally finished the basics of the cube, so I can alredy start working on the player next. The player will be able to interact with the cube so I can finally start working with the real game mechanics.
Devlog #4 Hi there! I took a little more time on this part of the code mainly because I added something that broke the code, and i coudnt find the evil piece of code, but I finally got it working. I just added the player on top of the cube, added some pretty much basic physics that include jumping and walking. For the walking i made it so the controls always move where the camera is viewing not the actual game coordinates, it just means that the player walks forward, backward, and to the sides no matter how the cube is rotated. I also added basic collision system which I am in the process of upgrading, once I get the collisions working better I will desing the other player animations because right now is just a idle animation replaying no matter what. Those are the main features i added aside from fixing some bugs that my code had, next I will be adding some of the main mechanics of the game (rotating the cube) so that the player can start making some actions. Thanks for reading
Devlog #5 I couldn’t advance as fast with the project because of school but now I was able to make the player be able to interact with the cube (rotating it), it was a little hard specially the parts before actually making the interactions that were upgrading the collision system, because before the collision system was only “not fall down past certain y level” which means it didn’t have to see anything with the cube, with the upgraded collisions now it depends on the cube and even when its rotated it can collide normally, also I changed a little bit the jumping so now it has a little cooldown so it can’t be spammed and for rotating the cube I made it so the player needs to jump twice in less than a certain time for it to rotate. I think that the rotation interaction already works well I will next add a solving system and maybe add a new interaction mechanic with the cube.
Devlog #6 This time, I mostly just added some small changes and fixes, some of the more important changes are: I changed the player textures to a simple white square with eyes, this was just becouse I am not good drawing and making the animations was too dificult, to make the square a little more alive, I added some squishing to its animation using code I added some invisible walls around the player so it dont fall off the cube, but I made so when the rubik cube is rotating the player could fall if not careful I also made some small fixes to some problems I find along the way while making all of this changes
Devlog #7 Added the sliding stickers cube mechanic. The dificult part wasn’t making the stickers change place, it was the sticker movement animation, witch took took the most hours to code. This was becouse i needed to be show a false player and sticker movement while still having the real position variables and once the animation ended record the new position.
Devlog #8 I added the code to check if the upper face pattern of the cube matches the one shown, and I was finally able to tried solving it myself. When doing so I notice that it is a little hard (at least for me) to solve the cube, and adding zombies as I originally planned would not make a lot of sense, so i decided it to change the idea a little bit, instead of the zombies climbing the wall and stopping them and be able to fitgh them once they were on top (the original idea), I will add the zombies so they slowly move when the player slides or rotates the cube and once the zombie is on top the player is basicly dead.
Devlog #9 Added the zombies to the game. The zombies werent so difficult to code. The only problems I had were some interactions with the player or cube. One of the things that took me the most time was making the zombies follow the player when they were on the top, it turned out that one of my lines of code to keep the zombies in their column when climbing, was the problem.
Devlog #10 I added the zombies actual movement to the game, each times the player makes an action the zombies take a few steps. I also added the death screen and the “Play Again” button alredy works. While adding this, I changed a name of a git commit and it merged with the one i was currently working on - I tried to undo what I had done, but I coudnt fix it, I even through I was going to have to code the last parts of the game again, but I was able to fix it using the integrate Copilot AI integrated in VS code.
Devlog #11 Finished adding the menus to the game!!
Devlog #12: Final devlog Added a in-game tutorial and music and sounds. I finally finished making the game!! For the last modifications I added the tutorial of the game with the instructions and example videos to show how everything works. I also added background music and sound effects, it was difficult finding the ones that fit best my game, but I was able to find some really good ones.
Ships:
This is Cube Matcher, a strategy puzzle game in wich you need to move a 3x3 cube to match a shown pattern, but the problem is that there are zombies climbing the walls that move toward you each time you take an action!! So you need to be careful about how many actions you take before having to knock them. The most challenging part of my project was making the 3D cube and the player interactions. This was becouse I decided to make the 3D system in my game from scratch, so I had to add projections, and deal with the cube coordinates of each point (that were a lot), and for the player interactions the most difficult part was knowing when the player and the cube needed to perform an interaction becouse I needed to add a fake movement (the animation) for the action not to see so quickly, so i needed to sync the animation with the real position. In the end the project turned out like I imagined from the beggining just changing some small concepts for the game to be fun and fair....
|
1793577394.9906816
|
1793663794.9906816
|
|
61836
|
analog overdrive guitar pedal by @Elia_Piagentini analog overdrive guitar pedal by @Elia_Piagentini | Stardance...
|
Elia_Piagentini
|
0
|
5.56
|
0
|
[]
|
[{"post_id": 74656, "ts": "202 [{"post_id": 74656, "ts": "2026-09-27T21:31:05Z", "hours": 1.15, "text": "case going well"}, {"post_id": 74154, "ts": "2026-09-26T19:49:50Z", "hours": 2.5908, "text": "pcb done starting with cad"}, {"post_id": 68824, "ts": "2026-09-15T20:17:11Z", "hours": 0.3167, "text": "starting to arrange pcb"}, {"post_id": 67636, "ts": "2026-09-13T19:41:22Z", "hours": 1.5072, "text": "first devlog - added overdrive pedal"}]...
|
Title: analog overdrive guitar pedal by @Elia_Piag Title: analog overdrive guitar pedal by @Elia_Piagentini | Stardance
Devlogs:
first devlog - added overdrive pedal
starting to arrange pcb
pcb done starting with cad
case going well...
|
1793040881.1796358
|
1793645681.1796358
|
|
62111
|
HoloX by @Kxrtik1315 | Stardance
|
Kxrtik1315
|
1
|
6.55
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T12:45:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built The Parallax Node, which is basically a dope digital terminal portfolio to flex my hardware and software projects like the KAR & EVE Lab. Ngl, avoiding heavy frameworks and coding it purely in vanilla HTML, CSS, and JS was crazy hard. The biggest pain was building that custom HTML5 Canvas particle engine entirely from scratch. Figuring out the exact math so the background nodes calculate distance and dynamically connect to my cursor without lagging the whole site was lowkey a massive headache, fr. I’m proud asf of how the glassmorphism UI turned out, tbh. Layering those deep blur filters over the canvas creates this insane 3D depth effect that looks awesome. Lemme tell you how to test it: just pull up the live link on a desktop rn and move your mouse to watch the nodes track you!", "repo": "https://github.com/Kxrtik13-A19/HoloX", "demo": "https://kxrtik13-a19.github.io/HoloX/"}]...
|
[{"post_id": 74655, "ts": "202 [{"post_id": 74655, "ts": "2026-09-27T21:30:20Z", "hours": 1.6069, "text": "Added new section called “facts”, changed design and layout, added text under Discover California!"}, {"post_id": 71506, "ts": "2026-09-20T23:23:18Z", "hours": 3.9428, "text": "Totally changed my personal website!"}, {"post_id": 68036, "ts": "2026-09-14T12:36:07Z", "hours": 1.4375, "text": "Finally After Rapid Coding! My Personal Website Is Completed! :)"}]...
|
Title: HoloX by @Kxrtik1315 | Stardance
Devlogs:
Title: HoloX by @Kxrtik1315 | Stardance
Devlogs:
Finally After Rapid Coding! My Personal Website Is Completed! :)
Totally changed my personal website!
Added new section called “facts”, changed design and layout, added text under Discover California!
Ships:
I built The Parallax Node, which is basically a dope digital terminal portfolio to flex my hardware and software projects like the KAR & EVE Lab. Ngl, avoiding heavy frameworks and coding it purely in vanilla HTML, CSS, and JS was crazy hard. The biggest pain was building that custom HTML5 Canvas particle engine entirely from scratch. Figuring out the exact math so the background nodes calculate distance and dynamically connect to my cursor without lagging the whole site was lowkey a massive headache, fr. I’m proud asf of how the glassmorphism UI turned out, tbh. Layering those deep blur filters over the canvas creates this insane 3D depth effect that looks awesome. Lemme tell you how to test it: just pull up the live link on a desktop rn and move your mouse to watch the nodes track you!...
|
1793591340.5958328
|
1793677740.5958328
|
|
64219
|
Green triangle by @Lorenzoczk | Stardance
|
Lorenzoczk
|
2
|
13.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T21:21:11Z", "hours": 7.0, "multiplier": 1.11, "payout": 8, "blessing": "neutral", "text": "Oi, esse é o meu projeto, já é a quinta vez que eu envio ele, espero que esteja tudo certo. Ele é basicamente uma página da web com algumas funcionalidades interessantes e eu não sei se já foi aprovado ou não, eu queria que vocês me respondessem isso, é algo muito importante. Na parte do Hacktime estão três projetos, mas o único de verdade é o triângulo verde. E só aproveitando, eu não estou conseguindo avaliar projetos e pegar meus pontos, pois está falando que não tem projetos para serem avaliados, então seria legal se vocês tirassem essa etapa de avaliação. Por favor, me mandem uma notificação tirando minhas dúvidas.", "repo": "https://github.com/lczk9999/Green-triangle-page-V2", "demo": "https://lczk9999.github.io/Green-triangle-page-V2/"}, {"ship_num": 2, "ts": "2026-09-20T22:48:21Z", "hours": 6.0, "multiplier": 1.73, "payout": 10, "blessing": "neutral", "text": "What did you make?I successfully completed the challenge by building a WebOS interface. While it shares some basic structures with other projects, I focused on creating a very clean, minimalist, and simple layout. It features a sleek black theme with neon green accents, and includes a notepad, a timer, and a search tab for links. As my unique feature, I integrated a mini-game where you control a triangle and have to jump over incoming red squares.What was challenging?The hardest part was definitely the design process. Since UI design is not my strongest suit and I am still learning, I even used an AI assistant to help me refine the visual style. Thanks to Arcade, I’m developing my skills very well and managed to overcome this obstacle.What are you proud of?I am really proud of the final look of the interface. I wanted a project that wasn’t visually overloaded but looked highly polished. Even though it is simple, the textures and the neon green theme turned out beautiful, and I’m proud that I managed to deliver exactly what the challenge required.What should people know so they can test your project?It is a simple and straightforward site. You can interact with the basic widgets like the notepad and timer, use the link search bar, and play the triangle obstacle mini-game directly in one of the windows!", "repo": "https://github.com/lczk9999/Green-triangle-page-V2", "demo": "https://lczk9999.github.io/Green-triangle-page-V2/"}]...
|
[{"post_id": 74654, "ts": "202 [{"post_id": 74654, "ts": "2026-09-27T21:27:15Z", "hours": 4.8678, "text": "Yes, I added one more function to restart and I changed the search bar to now be three buttons for you to choose."}, {"post_id": 72297, "ts": "2026-09-22T16:35:02Z", "hours": 1.3061, "text": "I’m having to rewrite all the code."}, {"post_id": 71956, "ts": "2026-09-21T21:04:02Z", "hours": 0.6597, "text": "I’ve now added more elements to the design and background, tweaked the triangle game, and expanded my README."}, {"post_id": 71498, "ts": "2026-09-20T22:37:28Z", "hours": 6.0328, "text": "First part done."}]...
|
Title: Green triangle by @Lorenzoczk | Stardance
Title: Green triangle by @Lorenzoczk | Stardance
Devlogs:
First part done.
I’ve now added more elements to the design and background, tweaked the triangle game, and expanded my README.
I’m having to rewrite all the code.
Yes, I added one more function to restart and I changed the search bar to now be three buttons for you to choose.
Ships:
What did you make?I successfully completed the challenge by building a WebOS interface. While it shares some basic structures with other projects, I focused on creating a very clean, minimalist, and simple layout. It features a sleek black theme with neon green accents, and includes a notepad, a timer, and a search tab for links. As my unique feature, I integrated a mini-game where you control a triangle and have to jump over incoming red squares.What was challenging?The hardest part was definitely the design process. Since UI design is not my strongest suit and I am still learning, I even used an AI assistant to help me refine the visual style. Thanks to Arcade, I’m developing my skills very well and managed to overcome this obstacle.What are you proud of?I am really proud of the final look of the interface. I wanted a project that wasn’t visually overloaded but looked highly polished. Even though it is simple, the textures and the neon green theme turned out beautiful, and I’m proud that I managed to deliver exactly what the challenge required.What should people know so they can test your project?It is a simple and straightforward site. You can interact with the basic widgets like the notepad and timer, use the link search bar, and play the triangle obstacle mini-game directly in one of the windows!
Oi, esse é o meu projeto, já é a quinta vez que eu envio ele, espero que esteja tudo certo. Ele é basicamente uma página da web com algumas funcionalidades interessantes e eu não sei se já foi aprovado ou não, eu queria que vocês me respondessem isso, é algo muito importante. Na parte do Hacktime estão três projetos, mas o único de verdade é o triângulo verde. E só aproveitando, eu não estou conseguindo avaliar projetos e pegar meus pontos, pois está falando que não tem projetos para serem avaliados, então seria legal se vocês tirassem essa etapa de avaliação. Por favor, me mandem uma notificação tirando minhas dúvidas....
|
1793591579.300529
|
1793677979.300529
|
|
66369
|
USB Rubber Ducky by @juusojuusto | Stardance
|
juusojuusto
|
0
|
0.39
|
0
|
[]
|
[{"post_id": 74651, "ts": "202 [{"post_id": 74651, "ts": "2026-09-27T21:12:20Z", "hours": 0.3925, "text": "I’m building a custom Rubber Ducky device powered by an ESP32, with USB, Wi-Fi, Boot and Reset buttons and a RGB LED"}]...
|
Title: USB Rubber Ducky by @juusojuusto | Stardanc Title: USB Rubber Ducky by @juusojuusto | Stardance
Devlogs:
I’m building a custom Rubber Ducky device powered by an ESP32, with USB, Wi-Fi, Boot and Reset buttons and a RGB LED...
|
1793098266.538997
|
1793703066.538997
|
|
48109
|
Driver for DIY 6-Axis Robotic Arm by @Hummelkoenig Driver for DIY 6-Axis Robotic Arm by @Hummelkoenig | Stardance...
|
Hummelkoenig
|
0
|
24.97
|
0
|
[]
|
[{"post_id": 74649, "ts": "202 [{"post_id": 74649, "ts": "2026-09-27T21:01:40Z", "hours": 14.0586, "text": "Update 5 I was coding the software for the Raspberry Pi 5 and Pico. For communication, I set up a communication protocol with an exact syntax so that the programs can understand the commands. The Pico has all the commands as inputs, converts them into pulse signals, handles all the parallel pulses, and keeps the Pi updated on the status of the components. The Pi hosts a website on localhost:5000 where the user can enter all the data and select the mode. The Pi then converts the inputs into a command and sends it to the Pico. In the future, the Pi will create a digital clone of the arm, where you can simply enter the coordinates and the Pi will handle all the calculations for the kinematics. I also wired all the necessary connections, but I didn’t get a chance to CNC-cut the other parts of the case. For the base plate, I 3D-printed one. Luckily, my print bed was just big enough by a few millimeters. Next, I will try to get everything working together and make a video of it to submit. Sadly, I won’t be able to finish everything in the next few days before the deadline."}, {"post_id": 51952, "ts": "2026-08-21T22:19:59Z", "hours": 6.7428, "text": "Update 4 The last few days, I was designing the case and fixing bugs and problems on my PCB. First, I laid out all the components I need to minimise the space and wiring. I came up with the idea that I could use the power supply (the silver shiny metal box) as the base and put the stepper drivers (the black boxes with the green connectors, TB6600s) on top, facing upwards with the connectors on top. This way they are compact and easy to wire. I only had to find a way to attach them to something underneath, so I designed a layer between the top of the power supply and the feet of the drivers. The Raspberry Pi (the red and white box) is almost the same size as one driver, so I can put it at the front of the line of drivers. The same goes for the PCB I designed. I also had to keep in mind that the USB cable needs space and that the Raspberry Pi 5 is powered via USB-C on the top. While planning the box, I noticed that I also have to cool the drivers. Luckily, I found some old PC fans in my storage with almost the perfect dimensions: 80 × 80 × 20 mm. They were really practical because I had some space left on the left side of the drivers, and one fan can provide airflow for three of the six drivers. So I was really lucky that I already had two of them. The only problem I will have with them is connecting them. One fan only has two wires, 12 V and GND. That’s not really a problem; I just have to add another voltage level to the box. The other fan has four wires, which is a bit more complex. I haven’t done the research on that yet, but I will hopefully figure it out. I know that two of the wires are 12 V and GND, and the other two are for PWM/control and RPM feedback. I still had some GPIOs left on my PCB, so I also added connectors for them, which could be really helpful for controlling the fans. I’m not sure yet if or how I can use them, though. If you know anything about this or have some ideas, I would be happy to get some comments, so please write something if you want! After figuring out the layout, I opened Fusion 360. I was also thinking about which material I should use for the case. 3D printing would be easy, but at this size it would take a long time, use a lot of filament, and my 3D printer is too small anyway. So what other options do I have? Metal would also be a good material, but I can’t weld or bend it, and CNC machining metal would be expensive and heavy for something that doesn’t really need to be made out of metal. So there was one final option: WOOD. My father has some plywood lying around, so it would basically cost me nothing and is relatively easy to work with. Unfortunately, I’m sometimes a perfectionist when my German side kicks in, and I’m also not the best at woodworking. But I can do CAD. So I came up with the idea that wood could actually work if I can find somebody with a CNC machine to cut it. Disclaimer: I haven’t asked anybody yet, but next Tuesday I’m going to ask around at the local workshop to see if I can use a CNC machine there. Otherwise, I might have to wait until the end of the holidays in three weeks and ask my teacher. But like I said, I already designed the whole box. I used the layout I figured out, the dimensions of all the components, and a wall thickness of 9 mm, based on the plywood I have available. Instead of just putting everything into a simple rectangular box, I designed the inside around the components themselves. This should keep everything in place and hopefully make the wiring cleaner. I also added ventilation slots to the case so the air from the fans has a way to move through the enclosure instead of just blowing against the drivers. I also already added all the holes at their hopefully perfect positions. I will use M3 and M4 screws, as well as some wood screws that I will hopefully find somewhere in the box in the garage."}, {"post_id": 47725, "ts": "2026-08-15T20:32:27Z", "hours": 2.6733, "text": "PCB Design I designed the PCB, trying to keep all components as compact and close together as possible. I had some difficulties deciding on the layout, especially because of the position of the USB port, where a cable will need to be connected later. I also had to consider the appropriate trace widths for the different signals and power connections. Later, I added M3 mounting holes to make it possible to securely mount the PCB."}, {"post_id": 47482, "ts": "2026-08-15T12:39:28Z", "hours": 0.35, "text": "I wrote down the plan based on all the thoughts and little sketches that were scattered around my desk. Explanation: The robot arm has six stepper motors for its six degrees of freedom (DOF). These motors require drivers, so I will use six TB6600 stepper motor drivers. I chose them because they are reliable, can handle the voltage and current required by my stepper motors, and I already had bought six of them for this project. I also tested TMC2209 drivers from BigTreeTech, but I could not get them to work reliably with my Arduino and the stepper motors I bought. During testing, I also fried several of the drivers. The stepper drivers are controlled by a motion controller based on a Raspberry Pi Pico. It calculates the required steps and speeds based on commands received from the RP5 via USB and sends the corresponding STEP/DIR signals to the drivers. The Raspberry Pi Pico is powered through a DC-DC buck converter. I chose this setup because I am concerned about potentially damaging the RP5. The Pico is also connected to seven limit switches, which are used to home the robot arm. I have seven switches because I had one pin spare, which I plan to use for another function later. In addition, the controller has an enable-control LED and three servo outputs, which I will need for additional functions and could connect because I still had three GPIO pins available. The six stepper drivers are powered by a 500 W, 24 V, 21 A power supply."}, {"post_id": 47453, "ts": "2026-08-15T11:51:47Z", "hours": 1.1492, "text": "I was drawing circuit diagram from part research and sketches assigning the footprints. Sadly I wasn’t Recording my self doing all the research, I was making a plan searching for parts testet some things, but thes like 5 h don’t count now what is realy sad. Now I will make the sketches go online and I explain more the plan befor i proceed with desining the PCB."}]...
|
Title: Driver for DIY 6-Axis Robotic Arm by @Humme Title: Driver for DIY 6-Axis Robotic Arm by @Hummelkoenig | Stardance
Devlogs:
I was drawing circuit diagram from part research and sketches assigning the footprints. Sadly I wasn’t Recording my self doing all the research, I was making a plan searching for parts testet some things, but thes like 5 h don’t count now what is realy sad. Now I will make the sketches go online and I explain more the plan befor i proceed with desining the PCB.
I wrote down the plan based on all the thoughts and little sketches that were scattered around my desk. Explanation: The robot arm has six stepper motors for its six degrees of freedom (DOF). These motors require drivers, so I will use six TB6600 stepper motor drivers. I chose them because they are reliable, can handle the voltage and current required by my stepper motors, and I already had bought six of them for this project. I also tested TMC2209 drivers from BigTreeTech, but I could not get them to work reliably with my Arduino and the stepper motors I bought. During testing, I also fried several of the drivers. The stepper drivers are controlled by a motion controller based on a Raspberry Pi Pico. It calculates the required steps and speeds based on commands received from the RP5 via USB and sends the corresponding STEP/DIR signals to the drivers. The Raspberry Pi Pico is powered through a DC-DC buck converter. I chose this setup because I am concerned about potentially damaging the RP5. The Pico is also connected to seven limit switches, which are used to home the robot arm. I have seven switches because I had one pin spare, which I plan to use for another function later. In addition, the controller has an enable-control LED and three servo outputs, which I will need for additional functions and could connect because I still had three GPIO pins available. The six stepper drivers are powered by a 500 W, 24 V, 21 A power supply.
PCB Design I designed the PCB, trying to keep all components as compact and close together as possible. I had some difficulties deciding on the layout, especially because of the position of the USB port, where a cable will need to be connected later. I also had to consider the appropriate trace widths for the different signals and power connections. Later, I added M3 mounting holes to make it possible to securely mount the PCB.
Update 4 The last few days, I was designing the case and fixing bugs and problems on my PCB. First, I laid out all the components I need to minimise the space and wiring. I came up with the idea that I could use the power supply (the silver shiny metal box) as the base and put the stepper drivers (the black boxes with the green connectors, TB6600s) on top, facing upwards with the connectors on top. This way they are compact and easy to wire. I only had to find a way to attach them to something underneath, so I designed a layer between the top of the power supply and the feet of the drivers. The Raspberry Pi (the red and white box) is almost the same size as one driver, so I can put it at the front of the line of drivers. The same goes for the PCB I designed. I also had to keep in mind that the USB cable needs space and that the Raspberry Pi 5 is powered via USB-C on the top. While planning the box, I noticed that I also have to cool the drivers. Luckily, I found some old PC fans in my storage with almost the perfect dimensions: 80 × 80 × 20 mm. They were really practical because I had some space left on the left side of the drivers, and one fan can provide airflow for three of the six drivers. So I was really lucky that I already had two of them. The only problem I will have with them is connecting them. One fan only has two wires, 12 V and GND. That’s not really a problem; I just have to add another voltage level to the box. The other fan has four wires, which is a bit more complex. I haven’t done the research on that yet, but I will hopefully figure it out. I know that two of the wires are 12 V and GND, and the other two are for PWM/control and RPM feedback. I still had some GPIOs left on my PCB, so I also added connectors for them, which could be really helpful for controlling the fans. I’m not sure yet if or how I can use them, though. If you know anything about this or have some ideas, I would be happy to get some comments, so please write something if you want! After figuring out the layout, I opened Fusion 360. I was also thinking about which material I should use for the case. 3D printing would be easy, but at this size it would take a long time, use a lot of filament, and my 3D printer is too small anyway. So what other options do I have? Metal would also be a good material, but I can’t weld or bend it, and CNC machining metal would be expensive and heavy for something that doesn’t really need to be made out of metal. So there was one final option: WOOD. My father has some plywood lying around, so it would basically cost me nothing and is relatively easy to work with. Unfortunately, I’m sometimes a perfectionist when my German side kicks in, and I’m also not the best at woodworking. But I can do CAD. So I came up with the idea that wood could actually work if I can find somebody with a CNC machine to cut it. Disclaimer: I haven’t asked anybody yet, but next Tuesday I’m going to ask around at the local workshop to see if I can use a CNC machine there. Otherwise, I might have to wait until the end of the holidays in three weeks and ask my teacher. But like I said, I already designed the whole box. I used the layout I figured out, the dimensions of all the components, and a wall thickness of 9 mm, based on the plywood I have available. Instead of just putting everything into a simple rectangular box, I designed the inside around the components themselves. This should keep everything in place and hopefully make the wiring cleaner. I also added ventilation slots to the case so the air from the fans has a way to move through the enclosure instead of just blowing against the drivers. I also already added all the holes at their hopefully perfect positions. I will use M3 and M4 screws, as well as some wood screws that I will hopefully find somewhere in the box in the garage.
Update 5 I was coding the software for the Raspberry Pi 5 and Pico. For communication, I set up a communication protocol with an exact syntax so that the programs can understand the commands. The Pico has all the commands as inputs, converts them into pulse signals, handles all the parallel pulses, and keeps the Pi updated on the status of the components. The Pi hosts a website on localhost:5000 where the user can enter all the data and select the mode. The Pi then converts the inputs into a command and sends it to the Pico. In the future, the Pi will create a digital clone of the arm, where you can simply enter the coordinates and the Pi will handle all the calculations for the kinematics. I also wired all the necessary connections, but I didn’t get a chance to CNC-cut the other parts of the case. For the base plate, I 3D-printed one. Luckily, my print bed was just big enough by a few millimeters. Next, I will try to get everything working together and make a video of it to submit. Sadly, I won’t be able to finish everything in the next few days before the deadline....
|
1793213394.2358124
|
1793818194.2358124
|
|
66382
|
Why Do Leaves Fall (Game Jam) by @Guragam | Starda Why Do Leaves Fall (Game Jam) by @Guragam | Stardance...
|
Guragam
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T20:53:14Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is a game Made for a GAme Jam hosted in the Jam Game in Slack and it was a really fun 3 days and really stressful.. The game Shows the Journey of a leaf and how a tree nourishes it and how the leaf hold on to the tree even in the harshest condition but at the end it has to let go, it cant hold onto it forever. it symbolizes how in life also sometimes we have to let our precious things go. The wind and rain mechanic and other were difficult to implement also The Constant Bug fixes and stuff was really tough but i am glad i pulled thorugh All you need to know is where are arrow keys", "repo": "https://github.com/guragam-singh/Why-Do-Leaves-Fall-Game-Jam-", "demo": "https://arhaanarora.itch.io/why-do-leaves-fall"}]...
|
[{"post_id": 74642, "ts": "202 [{"post_id": 74642, "ts": "2026-09-27T20:43:44Z", "hours": 5.4886, "text": "Working On Adding Rain and Wind assets"}]...
|
Title: Why Do Leaves Fall (Game Jam) by @Guragam | Title: Why Do Leaves Fall (Game Jam) by @Guragam | Stardance
Devlogs:
Working On Adding Rain and Wind assets
Ships:
It is a game Made for a GAme Jam hosted in the Jam Game in Slack and it was a really fun 3 days and really stressful.. The game Shows the Journey of a leaf and how a tree nourishes it and how the leaf hold on to the tree even in the harshest condition but at the end it has to let go, it cant hold onto it forever. it symbolizes how in life also sometimes we have to let our precious things go. The wind and rain mechanic and other were difficult to implement also The Constant Bug fixes and stuff was really tough but i am glad i pulled thorugh All you need to know is where are arrow keys...
|
1793591826.4169126
|
1793678226.4169126
|
|
66131
|
Web Cube by @Lorenzoczk | Stardance
|
Lorenzoczk
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T20:44:18Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a site—or rather, a web page, something that runs directly in the browser and has some functionality. I’m proud to have committed to this and finished it; I hope it gets approved, as this is one of my first challenges. Just a quick note: I’m from Brazil and use Google Translate to write better English. I’m not entirely sure, but I think the way it alters my text might look like AI-generated content, so I ask you to take that into consideration.", "repo": "https://github.com/lczk9999/Web-Cube", "demo": "https://lczk9999.github.io/Web-Cube/"}]...
|
[{"post_id": 74638, "ts": "202 [{"post_id": 74638, "ts": "2026-09-27T20:40:23Z", "hours": 3.4469, "text": "I’ve finally finished; I hope it gets approved."}]...
|
Title: Web Cube by @Lorenzoczk | Stardance
Devlog Title: Web Cube by @Lorenzoczk | Stardance
Devlogs:
I’ve finally finished; I hope it gets approved.
Ships:
I created a site—or rather, a web page, something that runs directly in the browser and has some functionality. I’m proud to have committed to this and finished it; I hope it gets approved, as this is one of my first challenges. Just a quick note: I’m from Brazil and use Google Translate to write better English. I’m not entirely sure, but I think the way it alters my text might look like AI-generated content, so I ask you to take that into consideration....
|
1793591791.0493567
|
1793678191.0493567
|
|
55861
|
Me by @nai123 | Stardance
|
nai123
|
0
|
6.13
|
0
|
[]
|
[{"post_id": 74637, "ts": "202 [{"post_id": 74637, "ts": "2026-09-27T20:39:33Z", "hours": 0.685, "text": "Today I went back to my project and realised something weird — I genuinely thought I had already finished most of my HTML, but when I opened the file, almost everything was gone. I don’t know if I forgot to save or if VS Code just didn’t keep it, but I had to rewrite the whole structure again.I rebuilt my Qur’an quote section, added my About Me text and list, set up the tab buttons in the header, and recreated the Projects section. While doing that, I ran into a few small mistakes: mixing up selectors (#about, #projects h2 instead of #about h2, #projects h2), letting my mobile‑only CSS rules sit outside the media query, and classic typos like heade and max-width: 100.I also started adding tab elements, but they’re not finished yet — they still need proper styling and behaviour.Next, I want to fix the media query nesting, test the responsive layout with the device toolbar, and add a small hover effect on the project images. Once everything feels stable, I’ll call this v1 done 🎉"}, {"post_id": 69302, "ts": "2026-09-16T19:27:10Z", "hours": 0.2736, "text": "I mixed up compound selectors a few times — like writing #about, #projects h2 when I actually meant #about h2, #projects h2. I also accidentally left most of my mobile‑only CSS rules outside the media query’s closing brace, which made those styles apply to every screen size instead of just phones. I ran into a few small typos too (like heade instead of header, missing semicolons, and max-width: 100 instead of 100%). I also started adding tab-style navigation elements, but I’m not done with them yet — they still need proper styling and behavior. Next, I need to fix the media query nesting so the mobile-only styles actually stay inside the mobile block, then test the responsive layout properly using the browser’s device toolbar. After that, I want to add a hover effect (maybe a small zoom or glow) on the project images for a bit more polish. Once the responsive design feels solid, I’ll call this v1 complete 🎉"}, {"post_id": 68787, "ts": "2026-09-15T19:07:46Z", "hours": 0.2667, "text": "I began working on responsive design today. I added a @media (max-width: 600px) query and started adjusting the quote’s font size for smaller screens — it’s not finished yet, but it’s a start. While going through my file, I realised a bunch of the mobile‑only styles accidentally ended up outside the media query’s closing brace at line 67."}, {"post_id": 68229, "ts": "2026-09-14T18:56:30Z", "hours": 0.4025, "text": "I added proper styling for my quote section, fixed the spacing, and made the text look more readable. I also added a clean line-height to my list in the About section so it doesn’t look cramped anymore. Then I updated the Projects section so my Hackpad screenshots have consistent sizing, margins, and a soft shadow to make them stand out.While doing this, I realized I had accidentally deleted my in the HTML earlier, so I rebuilt it and made sure it matched the CSS selector. After fixing the typos and reconnecting everything, the page finally looks structured and smooth. Next: I want to finish styling the header, add animations to the nav links, and keep improving the aesthetic of the whole site."}, {"post_id": 67462, "ts": "2026-09-13T15:59:21Z", "hours": 0.59, "text": "Today I spent time cleaning up my website and fixing some mistakes that were breaking parts of my layout. I started by going through my HTML and found a few small typos that were causing issues — things like tytle instead of title, herf instead of href, and scr instead of src. After correcting those, my images finally started showing up properly.I also redid my entire CSS file from scratch. I reorganized everything, added an animated gradient background, and made sure the header matched the animation so the whole site feels connected. I added glass‑effect sections using backdrop-filter, fixed my color palette, and cleaned up the spacing so everything looks smoother.My project folder is now properly structured with an images folder containing all my Hackpad screenshots, and my style.css file is finally readable and not chaotic. Seeing the animated background working in VS Code made me feel like the site is actually coming together.Next: I want to keep improving the aesthetic, maybe add glowing text or animated nav links, and continue documenting my Hackpad build with more screenshots."}, {"post_id": 66511, "ts": "2026-09-12T10:58:15Z", "hours": 0.6039, "text": "Today I worked on my personal website again and rewrote my About and Projects sections from scratch. I fixed a bunch of small mistakes, including spelling errors, messy tags, and sections that were in the wrong place. I’m trying to make my layout cleaner and more readable as I learn HTML and CSS.I added a proper About Me section with a short intro and a small list of personal details. I also started the Projects section and wrote a bit about my Hackpad build so I can add progress images later.School has been taking up most of my time, so I haven’t been able to do as much Hack Club stuff recently, but I’m still trying to make progress whenever I get a moment.I’m open to any criticism or help — if anyone sees something I can improve, feel free to tell me. I’m still learning through trial and error and trying to build my own style as I go.Next: finish styling these sections and keep improving the structure of the page."}, {"post_id": 66116, "ts": "2026-09-11T18:40:52Z", "hours": 0.3053, "text": "Today I went back into my website project and re‑did my HTML sections from scratch. I realised some of my tags were out of place and the structure wasn’t making sense, so I restarted the layout to make it cleaner. I added my quote section again, fixed my header/nav placement, and tried to make the page flow better before I keep building more parts.I haven’t been able to do much Hack Club stuff this week because of school — homework and lessons have been draining me — but I’m still trying to make progress whenever I get a bit of time.I’m open to any criticism or help if anyone sees something I can improve. I’m still learning HTML/CSS slowly, so feedback actually helps me understand things better.Next step: finish the About section and start organising my CSS properly."}, {"post_id": 60341, "ts": "2026-09-02T16:53:19Z", "hours": 3.0031, "text": "For the past few days I’ve been learning how to build a website. I’m still new to coding but I’m slowly understanding things and fixing my mistakes. it’s actually fun even though it takes time."}]...
|
Title: Me by @nai123 | Stardance
Devlogs:
For the Title: Me by @nai123 | Stardance
Devlogs:
For the past few days I’ve been learning how to build a website. I’m still new to coding but I’m slowly understanding things and fixing my mistakes. it’s actually fun even though it takes time.
Today I went back into my website project and re‑did my HTML sections from scratch. I realised some of my tags were out of place and the structure wasn’t making sense, so I restarted the layout to make it cleaner. I added my quote section again, fixed my header/nav placement, and tried to make the page flow better before I keep building more parts.I haven’t been able to do much Hack Club stuff this week because of school — homework and lessons have been draining me — but I’m still trying to make progress whenever I get a bit of time.I’m open to any criticism or help if anyone sees something I can improve. I’m still learning HTML/CSS slowly, so feedback actually helps me understand things better.Next step: finish the About section and start organising my CSS properly.
Today I worked on my personal website again and rewrote my About and Projects sections from scratch. I fixed a bunch of small mistakes, including spelling errors, messy tags, and sections that were in the wrong place. I’m trying to make my layout cleaner and more readable as I learn HTML and CSS.I added a proper About Me section with a short intro and a small list of personal details. I also started the Projects section and wrote a bit about my Hackpad build so I can add progress images later.School has been taking up most of my time, so I haven’t been able to do as much Hack Club stuff recently, but I’m still trying to make progress whenever I get a moment.I’m open to any criticism or help — if anyone sees something I can improve, feel free to tell me. I’m still learning through trial and error and trying to build my own style as I go.Next: finish styling these sections and keep improving the structure of the page.
Today I spent time cleaning up my website and fixing some mistakes that were breaking parts of my layout. I started by going through my HTML and found a few small typos that were causing issues — things like tytle instead of title, herf instead of href, and scr instead of src. After correcting those, my images finally started showing up properly.I also redid my entire CSS file from scratch. I reorganized everything, added an animated gradient background, and made sure the header matched the animation so the whole site feels connected. I added glass‑effect sections using backdrop-filter, fixed my color palette, and cleaned up the spacing so everything looks smoother.My project folder is now properly structured with an images folder containing all my Hackpad screenshots, and my style.css file is finally readable and not chaotic. Seeing the animated background working in VS Code made me feel like the site is actually coming together.Next: I want to keep improving the aesthetic, maybe add glowing text or animated nav links, and continue documenting my Hackpad build with more screenshots.
I added proper styling for my quote section, fixed the spacing, and made the text look more readable. I also added a clean line-height to my list in the About section so it doesn’t look cramped anymore. Then I updated the Projects section so my Hackpad screenshots have consistent sizing, margins, and a soft shadow to make them stand out.While doing this, I realized I had accidentally deleted my in the HTML earlier, so I rebuilt it and made sure it matched the CSS selector. After fixing the typos and reconnecting everything, the page finally looks structured and smooth. Next: I want to finish styling the header, add animations to the nav links, and keep improving the aesthetic of the whole site.
I began working on responsive design today. I added a @media (max-width: 600px) query and started adjusting the quote’s font size for smaller screens — it’s not finished yet, but it’s a start. While going through my file, I realised a bunch of the mobile‑only styles accidentally ended up outside the media query’s closing brace at line 67.
I mixed up compound selectors a few times — like writing #about, #projects h2 when I actually meant #about h2, #projects h2. I also accidentally left most of my mobile‑only CSS rules outside the media query’s closing brace, which made those styles apply to every screen size instead of just phones. I ran into a few small typos too (like heade instead of header, missing semicolons, and max-width: 100 instead of 100%). I also started adding tab-style navigation elements, but I’m not done with them yet — they still need proper styling and behavior. Next, I need to fix the media query nesting so the mobile-only styles actually stay inside the mobile block, then test the responsive layout properly using the browser’s device toolbar. After that, I want to add a hover effect (maybe a small zoom or glow) on the project images for a bit more polish. Once the responsive design feels solid, I’ll call this v1 complete 🎉
Today I went back to my project and realised something weird — I genuinely thought I had already finished most of my HTML, but when I opened the file, almost everything was gone. I don’t know if I forgot to save or if VS Code just didn’t keep it, but I had to rewrite the whole structure again.I rebuilt my Qur’an quote section, added my About Me text and list, set up the tab buttons in the header, and recreated the Projects section. While doing that, I ran into a few small mistakes: mixing up selectors (#about, #projects h2 instead of #about h2, #projects h2), letting my mobile‑only CSS rules sit outside the media query, and classic typos like heade and max-width: 100.I also started adding tab elements, but they’re not finished yet — they still need proper styling and behaviour.Next, I want to fix the media query nesting, test the responsive layout with the device toolbar, and add a small hover effect on the project images. Once everything feels stable, I’ll call this v1 done 🎉...
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1793357259.2275236
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1793962059.2275236
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29083
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The Infinite Book by @domst13 | Stardance
|
domst13
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1
|
18.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T21:13:16Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the infinite book, an e-reader that’s housed inside of an old hollowed out fake book. It has basic e-reader functions, such as loading books from a micro SD card and being able to scroll through them. I had a lot of challenges throughout this project, seeing as it was my first C++ project and maybe biting off a little more than I could chew. I was able to overcome them, however, and now it’s complete. In actuality, I think my total time spent was probably 21-22 hours, because I didn’t lapse a lot of the physical build/assembly process. This was a really fun project, and I learned so many things about hardware as well as C++.", "repo": "https://github.com/dominicstange13/The-Infinite-Book", "demo": ""}]...
|
[{"post_id": 74635, "ts": "202 [{"post_id": 74635, "ts": "2026-09-27T20:28:29Z", "hours": 2.0444, "text": "It’s finished! I’m back guys, I know it’s been like 2 months and I apologize, I really procrastinated on finishing this project. So… where do I begin? I finished wiring the components. For the buttons I designed and printed a panel to house them all. The voltage divider circuit that outputs the battery voltage also got moved inside of the button panel, before the whole thing was sealed off with hot glue. Using a dremel, I hollowed out little pockets of the fake book to make the screen fit and to add a hole to charge. Everything fits snugly inside of the case. The battery is behind the screen, the microcontroller is propped up on a custom 3d printed piece so the FPC cable of the screen isn’t getting bent violently. The microcontroller, buttons, and battery are all held in by velcro, while the screen is held in simply by a tight fit and the micro SD card reader is attached by mere wires so it can move freely and be easily accessed. All this together means that the entire electronic system can be ripped out, which is super helpful in case of future changes. On the software side of things, I didn’t have much to add. The screen now hibernates after five minutes of inactivity to preserve battery life. The book storage system isn’t exactly where I want it to be, but I can’t really work on it because my micro SD card reader died :(. This also means I can’t load books onto it yet, but once I can it will be 100% operational! That’s really all there is to say, see you guys at the ship!"}, {"post_id": 24139, "ts": "2026-07-07T14:43:22Z", "hours": 5.9025, "text": "Guys I have some unfortunate news. I worked for a super long time yesterday but it just isn’t going to be done in time. It’s so close to completion but I’m leaving today the infinite book simply won’t be ready in time. Sorry guys. I’ll be back in three n a half weeks and ill finish the project then. this is some bad news but its okay. the project will eventually get finished."}, {"post_id": 23333, "ts": "2026-07-06T06:59:30Z", "hours": 3.7914, "text": "Hey guys sorry for it being a couple days since the last devlog, I kinda forgot yesterday so this one is a combination of yesterday and today. So yesterday I didn’t do much except I wired the SD card reader with a breadboard and got that started. I had to battle with it a lot for it to work as intended and that battle is far from over as I am still working on the file loading system. Today I worked on fixing up my code for a while and finally got the SD card reader to what I would call a reasonable point, then I fixed an issue I was having with the opening of files off of the card. I’m still not completely sure what the fix was that made it start working all of a sudden, but my two main theories are that A) I was opening the file too early before the card reader could fully initialize or B) The breadboard wiring was just too unreliable to give a steady connection. Either way I started opening the file when it was actually needed instead of on startup and replaced the chunky breadboard wiring with soldered wires. One of the two things fixed the issue for what seems like permanently. I just hope I won’t have to revisit that part of the project later because I’m on a serious time crunch right now (this thing has to be done by Tuesday or else I am absolutely fried because I’m going on a 3 and a half week trip and my parents won’t let me bring my phone for some reason meaning if I don’t get my infinite book working in time it’s over for me). Finally I also got both navigation buttons working as well as the reading light and light switch. All of those things are currently breadboard wired instead of soldered but that’ll get fixed when the code is looking a bit more solid. In terms of inputs I’ll still need a main power switch to keep the battery from draining as well as a home/select button. Theoretically after all that is working I can assemble and decorate this thing and the project will be done but unfortunately that’s easier said than done especially if I only have tomorrow to work but let’s all just pray for the best. See you guys tomorrow, hopefully for the last devlog of this project!"}, {"post_id": 21948, "ts": "2026-07-04T04:39:54Z", "hours": 2.4461, "text": "Today I’m gonna be honest I wasn’t able to get much done since the whole time I was basically just fixing stuff I was able to actually figure out a way to do partial resets which is friggin aura I’m starting work on the SD card reader so yeah see you tomorrow"}, {"post_id": 21336, "ts": "2026-07-03T06:59:22Z", "hours": 1.8586, "text": "Today I fixed the LiPo battery readings by using a LiPo flow chart to match the curved depletion of LiPo batteries. When I finished I checked with a multimeter and the predicted voltages were basically spot-on, matching the multimeter exactly once I added a calibration step to the math to account for the difference. I also found out some bad news, which is that my e-paper display is incompatible with partial refreshes (updating the pixels of the display in the part you are changing specifically rather than the entire display) in the library I am using, and I have not been able to find a replacement library so I am assuming it is just entirely not possible. This does suck but I think the project will be okay and I will still be able to make a good final product. That’s about all for today, I was gonna work more but unfortunately I was busy, my goals for tomorrow are going to be working on making more UI besides the battery, dealing with the no partial refresh issue, and (hopefully) acquiring an SD card and starting to figure out how I’m gonna load text onto the screen. See you guys tomorrow!"}, {"post_id": 20571, "ts": "2026-07-02T05:57:18Z", "hours": 1.0972, "text": "Today I created a system that can detect the battery percentage of the battery, then found out LiPo batteries deplete on a curve so I’m gonna have to rework it so it is actually accurate 😭 On a better note I learned more about the Arduino IDE and was extremely happy when my voltage divider circuit actually worked (I know it’s simple but still I was proud) Tomorrow I aim to fix the battery issue and hopefully find an SD card so I can start making the text display system work See you guys tomorrow! P.S. I didn’t have time to get a picture of the current contraption so here’s a picture of me soldering on pin header from my Lapse recording"}, {"post_id": 19734, "ts": "2026-07-01T03:55:14Z", "hours": 0.5772, "text": "I began coding but I couldn’t progress any further without soldering which my parents won’t let me do until tomorrow (for some reason?) so yeah that’s all for today"}]...
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Title: The Infinite Book by @domst13 | Stardance
Title: The Infinite Book by @domst13 | Stardance
Devlogs:
I began coding but I couldn’t progress any further without soldering which my parents won’t let me do until tomorrow (for some reason?) so yeah that’s all for today
Today I created a system that can detect the battery percentage of the battery, then found out LiPo batteries deplete on a curve so I’m gonna have to rework it so it is actually accurate 😭 On a better note I learned more about the Arduino IDE and was extremely happy when my voltage divider circuit actually worked (I know it’s simple but still I was proud) Tomorrow I aim to fix the battery issue and hopefully find an SD card so I can start making the text display system work See you guys tomorrow! P.S. I didn’t have time to get a picture of the current contraption so here’s a picture of me soldering on pin header from my Lapse recording
Today I fixed the LiPo battery readings by using a LiPo flow chart to match the curved depletion of LiPo batteries. When I finished I checked with a multimeter and the predicted voltages were basically spot-on, matching the multimeter exactly once I added a calibration step to the math to account for the difference. I also found out some bad news, which is that my e-paper display is incompatible with partial refreshes (updating the pixels of the display in the part you are changing specifically rather than the entire display) in the library I am using, and I have not been able to find a replacement library so I am assuming it is just entirely not possible. This does suck but I think the project will be okay and I will still be able to make a good final product. That’s about all for today, I was gonna work more but unfortunately I was busy, my goals for tomorrow are going to be working on making more UI besides the battery, dealing with the no partial refresh issue, and (hopefully) acquiring an SD card and starting to figure out how I’m gonna load text onto the screen. See you guys tomorrow!
Today I’m gonna be honest I wasn’t able to get much done since the whole time I was basically just fixing stuff I was able to actually figure out a way to do partial resets which is friggin aura I’m starting work on the SD card reader so yeah see you tomorrow
Hey guys sorry for it being a couple days since the last devlog, I kinda forgot yesterday so this one is a combination of yesterday and today. So yesterday I didn’t do much except I wired the SD card reader with a breadboard and got that started. I had to battle with it a lot for it to work as intended and that battle is far from over as I am still working on the file loading system. Today I worked on fixing up my code for a while and finally got the SD card reader to what I would call a reasonable point, then I fixed an issue I was having with the opening of files off of the card. I’m still not completely sure what the fix was that made it start working all of a sudden, but my two main theories are that A) I was opening the file too early before the card reader could fully initialize or B) The breadboard wiring was just too unreliable to give a steady connection. Either way I started opening the file when it was actually needed instead of on startup and replaced the chunky breadboard wiring with soldered wires. One of the two things fixed the issue for what seems like permanently. I just hope I won’t have to revisit that part of the project later because I’m on a serious time crunch right now (this thing has to be done by Tuesday or else I am absolutely fried because I’m going on a 3 and a half week trip and my parents won’t let me bring my phone for some reason meaning if I don’t get my infinite book working in time it’s over for me). Finally I also got both navigation buttons working as well as the reading light and light switch. All of those things are currently breadboard wired instead of soldered but that’ll get fixed when the code is looking a bit more solid. In terms of inputs I’ll still need a main power switch to keep the battery from draining as well as a home/select button. Theoretically after all that is working I can assemble and decorate this thing and the project will be done but unfortunately that’s easier said than done especially if I only have tomorrow to work but let’s all just pray for the best. See you guys tomorrow, hopefully for the last devlog of this project!
Guys I have some unfortunate news. I worked for a super long time yesterday but it just isn’t going to be done in time. It’s so close to completion but I’m leaving today the infinite book simply won’t be ready in time. Sorry guys. I’ll be back in three n a half weeks and ill finish the project then. this is some bad news but its okay. the project will eventually get finished.
It’s finished! I’m back guys, I know it’s been like 2 months and I apologize, I really procrastinated on finishing this project. So… where do I begin? I finished wiring the components. For the buttons I designed and printed a panel to house them all. The voltage divider circuit that outputs the battery voltage also got moved inside of the button panel, before the whole thing was sealed off with hot glue. Using a dremel, I hollowed out little pockets of the fake book to make the screen fit and to add a hole to charge. Everything fits snugly inside of the case. The battery is behind the screen, the microcontroller is propped up on a custom 3d printed piece so the FPC cable of the screen isn’t getting bent violently. The microcontroller, buttons, and battery are all held in by velcro, while the screen is held in simply by a tight fit and the micro SD card reader is attached by mere wires so it can move freely and be easily accessed. All this together means that the entire electronic system can be ripped out, which is super helpful in case of future changes. On the software side of things, I didn’t have much to add. The screen now hibernates after five minutes of inactivity to preserve battery life. The book storage system isn’t exactly where I want it to be, but I can’t really work on it because my micro SD card reader died :(. This also means I can’t load books onto it yet, but once I can it will be 100% operational! That’s really all there is to say, see you guys at the ship!
Ships:
I made the infinite book, an e-reader that’s housed inside of an old hollowed out fake book. It has basic e-reader functions, such as loading books from a micro SD card and being able to scroll through them. I had a lot of challenges throughout this project, seeing as it was my first C++ project and maybe biting off a little more than I could chew. I was able to overcome them, however, and now it’s complete. In actuality, I think my total time spent was probably 21-22 hours, because I didn’t lapse a lot of the physical build/assembly process. This was a really fun project, and I learned so many things about hardware as well as C++....
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1793580899.4525447
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1793667299.4525447
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33174
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Pixel horror game portfolio by @J1NX3D | Stardance
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J1NX3D
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0
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20.99
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0
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[]
|
[{"post_id": 74634, "ts": "202 [{"post_id": 74634, "ts": "2026-09-27T20:27:51Z", "hours": 1.4856, "text": "Worked on the horror game part and made it scale to your screen size"}, {"post_id": 61223, "ts": "2026-09-04T01:42:34Z", "hours": 2.0678, "text": "Hello again!! I finally decded that I finished the homepage. The scroll image gallery is working and the setup is perfect. Since a deadline is approuching I decied to start working on the hardest part which is making the actual game. I added a canvas to do the webgame and after lots of googling I am coding the murder game but first I have to figure out the story line. I’ve been neglecting my github too so I have to work on that."}, {"post_id": 58586, "ts": "2026-08-31T01:43:58Z", "hours": 2.0667, "text": "First i tried to fix the type writer part. This was unsuccessful since I decided to use AI instead of actually researching what I could do. Will absolutely NEVER make that mistake again. The code it tried messed up the rest of my program so now i have to go through and edit it all out. I am not going to disable to typing effect for non-english and have other languages have a fade in or some other cool effect. Also added in new photos and next step is to make a carousel with them."}, {"post_id": 45957, "ts": "2026-08-12T19:37:18Z", "hours": 8.0325, "text": "Home page was created and hopefully finished. I also added in certain cursor states such as when you highlight text, hover over link, click and drag options, and normal hover state. I also started the projects page but I haven’t added any other text to it. My next steps are to edit how the page is able to be seen in mobile since I tried viewing it and it looked horrible so I have to find a text file so the text is constant no matter how you are viewing it."}, {"post_id": 40235, "ts": "2026-08-03T17:11:28Z", "hours": 3.2883, "text": "Worked on css animations for the first time which was very interesting to learn. I also added a chat room to the website so people who go on it can chat. Also added contacts at the footer so people can contact me directly."}, {"post_id": 38602, "ts": "2026-08-01T02:38:42Z", "hours": 1.9003, "text": "Worked on starting the code for the website and ended up starting on the normal pages of the site before the game since the character designing was making me annoyed. I ended up adding cool stuff such as a translation tool, changing the color of the scroll bar, changing the highlight color, and adding a home icon. I can’t wait to continue tomorrow."}, {"post_id": 26791, "ts": "2026-07-11T19:46:30Z", "hours": 1.0442, "text": "After deciding the main horror aspects I started and finished making the walking animation for the sheffif number 1"}, {"post_id": 26725, "ts": "2026-07-11T18:00:36Z", "hours": 0.6833, "text": "I started brainstorming how i want the website to look and the steps involved (walkthru) of the actual game part."}, {"post_id": 25825, "ts": "2026-07-10T09:22:16Z", "hours": 0.4208, "text": "So far I brainstorm and decided on 2 different paths for my site to take. First it would be a normal site showing my interests and the second option would be an pixel horror type game that would take you through to everything I have. Below is a quick like layout of the bare basics of my idea."}]...
|
Title: Pixel horror game portfolio by @J1NX3D | St Title: Pixel horror game portfolio by @J1NX3D | Stardance
Devlogs:
So far I brainstorm and decided on 2 different paths for my site to take. First it would be a normal site showing my interests and the second option would be an pixel horror type game that would take you through to everything I have. Below is a quick like layout of the bare basics of my idea.
I started brainstorming how i want the website to look and the steps involved (walkthru) of the actual game part.
After deciding the main horror aspects I started and finished making the walking animation for the sheffif number 1
Worked on starting the code for the website and ended up starting on the normal pages of the site before the game since the character designing was making me annoyed. I ended up adding cool stuff such as a translation tool, changing the color of the scroll bar, changing the highlight color, and adding a home icon. I can’t wait to continue tomorrow.
Worked on css animations for the first time which was very interesting to learn. I also added a chat room to the website so people who go on it can chat. Also added contacts at the footer so people can contact me directly.
Home page was created and hopefully finished. I also added in certain cursor states such as when you highlight text, hover over link, click and drag options, and normal hover state. I also started the projects page but I haven’t added any other text to it. My next steps are to edit how the page is able to be seen in mobile since I tried viewing it and it looked horrible so I have to find a text file so the text is constant no matter how you are viewing it.
First i tried to fix the type writer part. This was unsuccessful since I decided to use AI instead of actually researching what I could do. Will absolutely NEVER make that mistake again. The code it tried messed up the rest of my program so now i have to go through and edit it all out. I am not going to disable to typing effect for non-english and have other languages have a fade in or some other cool effect. Also added in new photos and next step is to make a carousel with them.
Hello again!! I finally decded that I finished the homepage. The scroll image gallery is working and the setup is perfect. Since a deadline is approuching I decied to start working on the hardest part which is making the actual game. I added a canvas to do the webgame and after lots of googling I am coding the murder game but first I have to figure out the story line. I’ve been neglecting my github too so I have to work on that.
Worked on the horror game part and made it scale to your screen size...
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My very own WebOS by @Matesz | Stardance
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Matesz
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:46:39Z", "hours": 81.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my own web-based OS simulation called VoidOS a complete desktop environment that runs entirely in the browser from a single HTML file, no build tools, no npm, no backend. It’s got draggable, resizable windows, a taskbar, boot/login sequences, and a full suite of over 30 apps: Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Mail, Calendar, Kanban, Weather, Settings, a few games (Tetris, Pong, Breakout, even a Doom-like FPS), and more. It leans hard into a retro CRT aesthetic scanlines, screen curvature, phosphor glow, chromatic aberration all done with pure CSS so it stays performant. The whole thing is vanilla JavaScript around 3,500 lines, ~85KB, zero dependencies organized into clean logical modules (an event bus, an IndexedDB wrapper, a virtual filesystem, a window manager, etc.) that mimic how a real OS is architected. I’m especially proud of the boot sequence and sound design I used the Web Audio API to synthesize authentic old-chip system sounds instead of using sample files. Being dysgraphic made this project harder than it might look writing and organizing all the code, comments, and documentation takes me a lot more effort and time than it does for most people, so just pushing through devlog after devlog was its own challenge. On the technical side, getting the CRT effects to look authentic without tanking performance was tricky too I ended up building a “Retro Inspector” devtool so I could toggle individual effects and watch the frame-cost impact in real time. Persistence was another hard one: making windows, files, notes, and settings survive a page reload without a backend meant building my own filesystem layer on top of IndexedDB. I also had to track down some nasty bugs along the way, like a memory leak in the music player’s beat interval and a mousemove listener firing on every frame until I throttled it. You can try it live in the browser, no install needed everything (files, notes, settings) is saved locally via IndexedDB, so it’ll persist between visits on the same browser. Try dragging windows around, snapping them to screen edges, opening a few apps from the dock/desktop, and poking around Settings to switch themes and wallpapers. The full source and devlog history are on GitHub if you want to see how it’s built.", "repo": "https://github.com/mateszko090214/WebOS", "demo": "https://web-void-os.netlify.app"}]...
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[{"post_id": 74630, "ts": "202 [{"post_id": 74630, "ts": "2026-09-27T20:24:35Z", "hours": 3.1597, "text": "updated the z-index in css"}, {"post_id": 58195, "ts": "2026-08-30T15:29:40Z", "hours": 7.3572, "text": "VoidOS Retro - Changelog [v2.7.0] - Hyprland, Gadgets & Sound Added: Hyprland blur + rainbow border, system sounds, power-on gate, redesigned boot & login screens, 8-direction window resize, draggable gadgets (Clock/System/Signal/Sticky Note), touch & pen support, full keyboard accessibility, music shuffle/repeat, drag-and-drop music import, dock magnification, genie window animation, backup export/import, PWA offline support, favicon/meta tags, richer neofetch. Changed: Pointer Events for all drag/resize, consistent hover states app-wide, better Weather/Calendar UI, fixed version number display. Fixed: “Forget Saved Data” did nothing (undefined API), Gallery ignored requested image, unreachable achievement, broken default wallpaper, music/wallpaper detection failing under file:// , silent music playback under file:// , README merge-conflict markers, missing fallback manifest files. [v2.6.0] - Wallpaper & Music Update Added: Photo wallpapers with parallax drift, custom wallpaper upload, labeled thumbnails, bundled music/ folder with auto-detection (GitHub Pages API, directory listing, tracks.txt fallback). Changed: Split single-file app into index.html / style.css / script.js ; default wallpaper now a photo. Fixed: Live wallpaper canvas was hiding photo wallpapers underneath. [v2.5.0] - Phosphor Edition Added: Procedural + video live wallpapers, detailed boot sequence, CRT effects (curvature, scanlines, chromatic aberration, bloom), Degauss command, Retro Inspector devtool, 6 phosphor themes, 4 vintage wallpapers, CGA/EGA/VGA color support, synthesized chip sounds, realistic shutdown sequence, accessibility tweaks. Enhanced: Video live wallpapers, boot realism, theme persistence, terminal commands, window management (snap/ghost), virtual filesystem, full app suite (Terminal, Files, Editor, Calculator, Music, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Switcher), Easter eggs (Konami, Matrix rain, Rainbow mode), performance, Settings app. Fixed: Purple theme color bleed, wallpaper/settings z-index conflict, harsh terminal bell, cursor blink accessibility, theme-change icon snap, persistence reliability, CRT flicker."}, {"post_id": 55604, "ts": "2026-08-27T15:43:13Z", "hours": 9.8389, "text": "VoidOS Retro - Changelog [v2.5.0] - Phosphor Edition Added Type Description Advanced Live Wallpaper System Procedural generation (starfield, matrix rain, plasma waves) with YouTube video backgrounds and intelligent fallback Comprehensive Boot Sequence Detailed systemd-like boot logs showing service initialization, persistence layer status detection Enhanced Visual Effects Authentic CRT curvature simulation, dynamic scanline intensity, chromatic aberration, bloom/glow, phosphor persistence Degauss Command Terminal command that temporarily warps display with recovery animation Retro Inspector DevTool Real-time toggling of individual CRT effects with performance impact overlay 6 Built-in Phosphor Themes Green (classic terminal), Blue, Pink, Purple, White, and custom colors Vintage Wallpaper Collection 4 authentic wallpapers: IBM green terminal, Apple II monitor, VT100 amber, RGB composite artifact ThemeEngine Improvements Accepts spectral power distributions for accurate phosphor emulation True Terminal Color Support CGA/EGA/VGA palettes with customizable intensity System Sound Regeneration Web Audio API emulation of SN76489 and AY-3-8910 chips Enhanced Boot Animation POST beeps + memory count + BIOS splash simulation Realistic Shutdown Sequence Power-down surge with fading glow animation Accessibility Improvements Cursor blink rate respecting system settings, terminal bell filtered through CRT speaker Enhanced Type Description Live Wallpaper System Now supports video modes alongside procedural ones with automatic fallback Boot Process Realism Simulated system initialization with detailed service logging Theme Switching Dynamic theme persistence via IndexedDB Terminal Utilities Additional commands and improved history Desktop Styling Border radius, deep box shadow, enhanced titlebar with pulsing indicators Window Management Persistence option for ghost images when dragging, snap-to-edges functionality Filesystem Virtual FileSystem with persistence via browser storage (falls back to session-only) Application Suite Pre-loaded apps including Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Window Switcher Easter Eggs System Konami code (confetti burst), Matrix rain terminal command, Rainbow mode (brand click) Performance Optimizations Rendering loop improvements, pure CSS solutions for effects under 2ms frame cost Settings App Comprehensive customization with live wallpaper selector, theme picker, and system controls Fixed Type Description Theme Color Bleed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) UI Layering Wallpaper slideshow paused when opening settings menu (z-index conflict resolved) Terminal Audio Terminal bell sound was too sharp—now filtered through CRT speaker simulation Accessibility Cursor blink rate now respects system accessibility settings Theme Transition Race Fixed condition where desktop icons would momentarily snap to grid on theme change Persistence Reliability Improved persistence layer reliability for cross-session data retention CRT Flicker Fixed occasional flicker in CRT effects during rapid theme changes [v0.96] - Text Editor Enhancement Update Added Type Description Find and Replace Functionality Ctrl+F for find, Ctrl+H for replace with options for single/all occurrences and case-sensitive search Go To Line Navigation Ctrl+G to jump to specific line numbers with input validation Enhanced Syntax Highlighting Added support for JSON and Python languages, improved existing language definitions Current Line Highlighting Visual indicator of cursor line with subtle highlighting Improved Keyboard Shortcuts Integrated find/replace/go-to-line with standard text editor shortcuts Enhanced Type Description Text Editor Application Overall usability and functionality approaching modern code editor standards Developer Experience Enhanced built-in tools for webOS system development and customization"}, {"post_id": 53154, "ts": "2026-08-23T16:18:22Z", "hours": 9.2947, "text": "VoidOS Retro - Changelog [v0.95] Type Description Updated README.md and DEVLOG.md to have a more professional presentation with tables and structured information Enhanced documentation clarity and readability [v0.94] - Video Backgrounds & Boot Enhancements Added Type Description Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Type Description Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Type Description Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Type Description Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Type Description Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Type Description Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Type Description Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks Type Description ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Type Description Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 46944, "ts": "2026-08-14T14:47:10Z", "hours": 12.2797, "text": "VoidOS Retro - Changelog [v0.94] - Video Backgrounds & Boot Enhancements Added Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 45288, "ts": "2026-08-11T17:31:34Z", "hours": 12.7103, "text": "VoidOS Retro - Changelog [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 39211, "ts": "2026-08-02T01:01:18Z", "hours": 8.0097, "text": "VoidOS Retro - Changelog [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 37275, "ts": "2026-07-29T21:16:31Z", "hours": 4.0828, "text": "Persistence (Puter) — files, notes, kanban, mail, calendar, distro log, dotfiles, settings, installed Store apps, and achievements now survive a reload. No backend involved. Window edge-snapping + real drag-and-drop file moves — these were literally sitting in the fake todo.txt inside VoidOS’s own filesystem, so I built them and marked them done in-universe. CRT scanline mode, matrix-rain terminal effect (RetroOS) — toggle in Settings, or type matrix in the terminal. A CPU-reactive pet, idle-based Store additions, Konami code, rainbow logo, cursor trail (MewoOS). 8 new apps, all in the Store: Color Lab, Sudoku, Distro Tracker, Dotfiles Sync, Mail, Task Manager, Calendar, Achievements. 27 apps total now."}, {"post_id": 35440, "ts": "2026-07-26T21:05:00Z", "hours": 4.2733, "text": "This is a side project of the Retro OS. Download the Retro OS from my GitHub : https://github.com/mateszko090214/WebOS.gitRetroWebOSJust pushed a major retro-theming update that dials the nostalgia to 11. This isn’t just a skin change—it’s a full immersion retrofit.What’s new in the Retro Edition:• Authentic CRT curvature simulation (using CSS transforms + filters, not canvas)• Scanline intensity now dynamically responds to brightness (like real phosphor decay)• Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact• Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity• Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash• Shutdown animation includes realistic power-down surge and fading glow• System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips• Added “degauss” command to Terminal that temporarily warps the display (with recovery animation)Favorite feature: The new “Retro Inspector” DevToolIt lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics.The architecture tweaks:• ThemeEngine now accepts spectral power distributions for accurate phosphor emulation• Audio.js added noise generators for tape hiss and RF interference• WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor)• FS.js now stores theme preferences per-user in IndexedDB with encrypted backupWhat I fixed:• Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta)• Wallpaper slideshow paused when opening settings menu (z-index conflict)• Terminal bell sound was too sharp—now filtered through CRT speaker simulation• Cursor blink rate wasn’t respecting system accessibility settings• Fixed a race condition where desktop icons would momentarily snap to grid on theme changev0.91 roadmap (Retro polish):• Add “TV mode” with overscan, color bleed, and RF noise and i want you to especialy point out this is a side project of it. download the retro os you find on my github. And you can try my side project void os here https://web-void-os.netlify.app"}, {"post_id": 29773, "ts": "2026-07-16T21:27:45Z", "hours": 10.4378, "text": "RetroWebOS Just pushed a major retro-theming update that dials the nostalgia to 11. This isn't just a skin change—it's a full immersion retrofit. What's new in the Retro Edition: • Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) • Scanline intensity now dynamically responds to brightness (like real phosphor decay) • Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact • Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity • Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash • Shutdown animation includes realistic power-down surge and fading glow • System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips • Added \"degauss\" command to Terminal that temporarily warps the display (with recovery animation) Favorite feature: The new \"Retro Inspector\" DevTool It lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics. The architecture tweaks: • ThemeEngine now accepts spectral power distributions for accurate phosphor emulation • Audio.js added noise generators for tape hiss and RF interference • WindowManager gained \"persistence\" option that leaves ghost images when dragging (like long-persistence phosphor) • FS.js now stores theme preferences per-user in IndexedDB with encrypted backup What I fixed: • Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) • Wallpaper slideshow paused when opening settings menu (z-index conflict) • Terminal bell sound was too sharp—now filtered through CRT speaker simulation • Cursor blink rate wasn't respecting system accessibility settings • Fixed a race condition where desktop icons would momentarily snap to grid on theme change v0.9 roadmap (Retro polish): • Add \"TV mode\" with overscan, color bleed, and RF noise"}, {"post_id": 24336, "ts": "2026-07-07T20:56:38Z", "hours": 1.4333, "text": "My very own WebOS A week ago I released v2.0. Now here’s v3.0 “Synthwave Edition.” A complete desktop OS simulation that runs in a single HTML file, built with vanilla JavaScript. No build step, no npm, no Webpack — just open it in your browser and it works. What’s changed since v2.0? The numbers speak for themselves: 13 apps → 30+ apps (Calendar, Weather, Music Player, Mail, Chat, Notes, System Monitor, Password Vault, Tetris, Pong, Breakout, + Doom-Like FPS) 3 themes → 6 phosphor themes (Pink, Purple, White, and more) 4 wallpapers → 10 animated wallpapers (Rain, Snow, Fire, VHS, Galaxy, 3D Grid…) Added AES-GCM encryption (Web Crypto API) for the Password Vault IndexedDB instead of localStorage’s 5MB limit (50MB+) PWA — installable as a standalone app, works offline Voice commands — “open terminal,” “shutdown,” “lock”… Window snap zones (Windows-style drag to edge) Favorite feature: Game Launcher I also built in an Unreal Engine integration system. If you have a WebGL build of your game, drop in the .wasm + .js + .data files, and the launcher automatically handles highscores, system requirements, and the gallery. The architecture 14 logical modules, all in one file: Bus — Pub/sub event system IDB — IndexedDB wrapper Crypto — Web Crypto API Kernel — Luna Service Bus IPC emulation FS — Virtual filesystem (recycle bin, drag & drop) OS — Orchestrator (boot, login, windows) …and 8 more ~3,500 lines of code. ~85KB. 0 dependencies. What I fixed Six significant bugs found during the v2.0 review: Settings Green option was always “selected” (typo in the code) Browser app’s inline onclick=“navigator()” — this was calling the navigator Web API, not a function (classic mistake) Music Player beat interval cleanup memory leak Tetris piece null reference on game over Voice listener leak through the Bus 60fps mousemove → throttled to 50ms (60% less CPU usage) v3.1 roadmap Multiplayer over WebRTC (Snake, Pong, Doom) Real audio file playback in the Music Player Drag-from-desktop to taskbar (pin apps) Undo/redo in the text editor Gamepad API support for all games Plugin system for community apps Try it out mateszko090214.github.io/WebOS Full code, docs, and roadmap are up on GitHub. If you like it, drop a star! “Bringing the 80s back to your browser, one pixel at a time.”"}, {"post_id": 18490, "ts": "2026-06-29T17:32:22Z", "hours": 1.4903, "text": "i am working on a Retro theme WebOS"}]...
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Title: My very own WebOS by @Matesz | Stardance
D Title: My very own WebOS by @Matesz | Stardance
Devlogs:
i am working on a Retro theme WebOS
My very own WebOS A week ago I released v2.0. Now here’s v3.0 “Synthwave Edition.” A complete desktop OS simulation that runs in a single HTML file, built with vanilla JavaScript. No build step, no npm, no Webpack — just open it in your browser and it works. What’s changed since v2.0? The numbers speak for themselves: 13 apps → 30+ apps (Calendar, Weather, Music Player, Mail, Chat, Notes, System Monitor, Password Vault, Tetris, Pong, Breakout, + Doom-Like FPS) 3 themes → 6 phosphor themes (Pink, Purple, White, and more) 4 wallpapers → 10 animated wallpapers (Rain, Snow, Fire, VHS, Galaxy, 3D Grid…) Added AES-GCM encryption (Web Crypto API) for the Password Vault IndexedDB instead of localStorage’s 5MB limit (50MB+) PWA — installable as a standalone app, works offline Voice commands — “open terminal,” “shutdown,” “lock”… Window snap zones (Windows-style drag to edge) Favorite feature: Game Launcher I also built in an Unreal Engine integration system. If you have a WebGL build of your game, drop in the .wasm + .js + .data files, and the launcher automatically handles highscores, system requirements, and the gallery. The architecture 14 logical modules, all in one file: Bus — Pub/sub event system IDB — IndexedDB wrapper Crypto — Web Crypto API Kernel — Luna Service Bus IPC emulation FS — Virtual filesystem (recycle bin, drag & drop) OS — Orchestrator (boot, login, windows) …and 8 more ~3,500 lines of code. ~85KB. 0 dependencies. What I fixed Six significant bugs found during the v2.0 review: Settings Green option was always “selected” (typo in the code) Browser app’s inline onclick=“navigator()” — this was calling the navigator Web API, not a function (classic mistake) Music Player beat interval cleanup memory leak Tetris piece null reference on game over Voice listener leak through the Bus 60fps mousemove → throttled to 50ms (60% less CPU usage) v3.1 roadmap Multiplayer over WebRTC (Snake, Pong, Doom) Real audio file playback in the Music Player Drag-from-desktop to taskbar (pin apps) Undo/redo in the text editor Gamepad API support for all games Plugin system for community apps Try it out mateszko090214.github.io/WebOS Full code, docs, and roadmap are up on GitHub. If you like it, drop a star! “Bringing the 80s back to your browser, one pixel at a time.”
RetroWebOS Just pushed a major retro-theming update that dials the nostalgia to 11. This isn't just a skin change—it's a full immersion retrofit. What's new in the Retro Edition: • Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) • Scanline intensity now dynamically responds to brightness (like real phosphor decay) • Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact • Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity • Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash • Shutdown animation includes realistic power-down surge and fading glow • System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips • Added "degauss" command to Terminal that temporarily warps the display (with recovery animation) Favorite feature: The new "Retro Inspector" DevTool It lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics. The architecture tweaks: • ThemeEngine now accepts spectral power distributions for accurate phosphor emulation • Audio.js added noise generators for tape hiss and RF interference • WindowManager gained "persistence" option that leaves ghost images when dragging (like long-persistence phosphor) • FS.js now stores theme preferences per-user in IndexedDB with encrypted backup What I fixed: • Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) • Wallpaper slideshow paused when opening settings menu (z-index conflict) • Terminal bell sound was too sharp—now filtered through CRT speaker simulation • Cursor blink rate wasn't respecting system accessibility settings • Fixed a race condition where desktop icons would momentarily snap to grid on theme change v0.9 roadmap (Retro polish): • Add "TV mode" with overscan, color bleed, and RF noise
This is a side project of the Retro OS. Download the Retro OS from my GitHub : https://github.com/mateszko090214/WebOS.gitRetroWebOSJust pushed a major retro-theming update that dials the nostalgia to 11. This isn’t just a skin change—it’s a full immersion retrofit.What’s new in the Retro Edition:• Authentic CRT curvature simulation (using CSS transforms + filters, not canvas)• Scanline intensity now dynamically responds to brightness (like real phosphor decay)• Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact• Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity• Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash• Shutdown animation includes realistic power-down surge and fading glow• System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips• Added “degauss” command to Terminal that temporarily warps the display (with recovery animation)Favorite feature: The new “Retro Inspector” DevToolIt lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics.The architecture tweaks:• ThemeEngine now accepts spectral power distributions for accurate phosphor emulation• Audio.js added noise generators for tape hiss and RF interference• WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor)• FS.js now stores theme preferences per-user in IndexedDB with encrypted backupWhat I fixed:• Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta)• Wallpaper slideshow paused when opening settings menu (z-index conflict)• Terminal bell sound was too sharp—now filtered through CRT speaker simulation• Cursor blink rate wasn’t respecting system accessibility settings• Fixed a race condition where desktop icons would momentarily snap to grid on theme changev0.91 roadmap (Retro polish):• Add “TV mode” with overscan, color bleed, and RF noise and i want you to especialy point out this is a side project of it. download the retro os you find on my github. And you can try my side project void os here https://web-void-os.netlify.app
Persistence (Puter) — files, notes, kanban, mail, calendar, distro log, dotfiles, settings, installed Store apps, and achievements now survive a reload. No backend involved. Window edge-snapping + real drag-and-drop file moves — these were literally sitting in the fake todo.txt inside VoidOS’s own filesystem, so I built them and marked them done in-universe. CRT scanline mode, matrix-rain terminal effect (RetroOS) — toggle in Settings, or type matrix in the terminal. A CPU-reactive pet, idle-based Store additions, Konami code, rainbow logo, cursor trail (MewoOS). 8 new apps, all in the Store: Color Lab, Sudoku, Distro Tracker, Dotfiles Sync, Mail, Task Manager, Calendar, Achievements. 27 apps total now.
VoidOS Retro - Changelog [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.94] - Video Backgrounds & Boot Enhancements Added Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.95] Type Description Updated README.md and DEVLOG.md to have a more professional presentation with tables and structured information Enhanced documentation clarity and readability [v0.94] - Video Backgrounds & Boot Enhancements Added Type Description Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Type Description Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Type Description Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Type Description Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Type Description Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Type Description Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Type Description Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks Type Description ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Type Description Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v2.5.0] - Phosphor Edition Added Type Description Advanced Live Wallpaper System Procedural generation (starfield, matrix rain, plasma waves) with YouTube video backgrounds and intelligent fallback Comprehensive Boot Sequence Detailed systemd-like boot logs showing service initialization, persistence layer status detection Enhanced Visual Effects Authentic CRT curvature simulation, dynamic scanline intensity, chromatic aberration, bloom/glow, phosphor persistence Degauss Command Terminal command that temporarily warps display with recovery animation Retro Inspector DevTool Real-time toggling of individual CRT effects with performance impact overlay 6 Built-in Phosphor Themes Green (classic terminal), Blue, Pink, Purple, White, and custom colors Vintage Wallpaper Collection 4 authentic wallpapers: IBM green terminal, Apple II monitor, VT100 amber, RGB composite artifact ThemeEngine Improvements Accepts spectral power distributions for accurate phosphor emulation True Terminal Color Support CGA/EGA/VGA palettes with customizable intensity System Sound Regeneration Web Audio API emulation of SN76489 and AY-3-8910 chips Enhanced Boot Animation POST beeps + memory count + BIOS splash simulation Realistic Shutdown Sequence Power-down surge with fading glow animation Accessibility Improvements Cursor blink rate respecting system settings, terminal bell filtered through CRT speaker Enhanced Type Description Live Wallpaper System Now supports video modes alongside procedural ones with automatic fallback Boot Process Realism Simulated system initialization with detailed service logging Theme Switching Dynamic theme persistence via IndexedDB Terminal Utilities Additional commands and improved history Desktop Styling Border radius, deep box shadow, enhanced titlebar with pulsing indicators Window Management Persistence option for ghost images when dragging, snap-to-edges functionality Filesystem Virtual FileSystem with persistence via browser storage (falls back to session-only) Application Suite Pre-loaded apps including Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Window Switcher Easter Eggs System Konami code (confetti burst), Matrix rain terminal command, Rainbow mode (brand click) Performance Optimizations Rendering loop improvements, pure CSS solutions for effects under 2ms frame cost Settings App Comprehensive customization with live wallpaper selector, theme picker, and system controls Fixed Type Description Theme Color Bleed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) UI Layering Wallpaper slideshow paused when opening settings menu (z-index conflict resolved) Terminal Audio Terminal bell sound was too sharp—now filtered through CRT speaker simulation Accessibility Cursor blink rate now respects system accessibility settings Theme Transition Race Fixed condition where desktop icons would momentarily snap to grid on theme change Persistence Reliability Improved persistence layer reliability for cross-session data retention CRT Flicker Fixed occasional flicker in CRT effects during rapid theme changes [v0.96] - Text Editor Enhancement Update Added Type Description Find and Replace Functionality Ctrl+F for find, Ctrl+H for replace with options for single/all occurrences and case-sensitive search Go To Line Navigation Ctrl+G to jump to specific line numbers with input validation Enhanced Syntax Highlighting Added support for JSON and Python languages, improved existing language definitions Current Line Highlighting Visual indicator of cursor line with subtle highlighting Improved Keyboard Shortcuts Integrated find/replace/go-to-line with standard text editor shortcuts Enhanced Type Description Text Editor Application Overall usability and functionality approaching modern code editor standards Developer Experience Enhanced built-in tools for webOS system development and customization
VoidOS Retro - Changelog [v2.7.0] - Hyprland, Gadgets & Sound Added: Hyprland blur + rainbow border, system sounds, power-on gate, redesigned boot & login screens, 8-direction window resize, draggable gadgets (Clock/System/Signal/Sticky Note), touch & pen support, full keyboard accessibility, music shuffle/repeat, drag-and-drop music import, dock magnification, genie window animation, backup export/import, PWA offline support, favicon/meta tags, richer neofetch. Changed: Pointer Events for all drag/resize, consistent hover states app-wide, better Weather/Calendar UI, fixed version number display. Fixed: “Forget Saved Data” did nothing (undefined API), Gallery ignored requested image, unreachable achievement, broken default wallpaper, music/wallpaper detection failing under file:// , silent music playback under file:// , README merge-conflict markers, missing fallback manifest files. [v2.6.0] - Wallpaper & Music Update Added: Photo wallpapers with parallax drift, custom wallpaper upload, labeled thumbnails, bundled music/ folder with auto-detection (GitHub Pages API, directory listing, tracks.txt fallback). Changed: Split single-file app into index.html / style.css / script.js ; default wallpaper now a photo. Fixed: Live wallpaper canvas was hiding photo wallpapers underneath. [v2.5.0] - Phosphor Edition Added: Procedural + video live wallpapers, detailed boot sequence, CRT effects (curvature, scanlines, chromatic aberration, bloom), Degauss command, Retro Inspector devtool, 6 phosphor themes, 4 vintage wallpapers, CGA/EGA/VGA color support, synthesized chip sounds, realistic shutdown sequence, accessibility tweaks. Enhanced: Video live wallpapers, boot realism, theme persistence, terminal commands, window management (snap/ghost), virtual filesystem, full app suite (Terminal, Files, Editor, Calculator, Music, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Switcher), Easter eggs (Konami, Matrix rain, Rainbow mode), performance, Settings app. Fixed: Purple theme color bleed, wallpaper/settings z-index conflict, harsh terminal bell, cursor blink accessibility, theme-change icon snap, persistence reliability, CRT flicker.
updated the z-index in css
Ships:
I built my own web-based OS simulation called VoidOS a complete desktop environment that runs entirely in the browser from a single HTML file, no build tools, no npm, no backend. It’s got draggable, resizable windows, a taskbar, boot/login sequences, and a full suite of over 30 apps: Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Mail, Calendar, Kanban, Weather, Settings, a few games (Tetris, Pong, Breakout, even a Doom-like FPS), and more. It leans hard into a retro CRT aesthetic scanlines, screen curvature, phosphor glow, chromatic aberration all done with pure CSS so it stays performant. The whole thing is vanilla JavaScript around 3,500 lines, ~85KB, zero dependencies organized into clean logical modules (an event bus, an IndexedDB wrapper, a virtual filesystem, a window manager, etc.) that mimic how a real OS is architected. I’m especially proud of the boot sequence and sound design I used the Web Audio API to synthesize authentic old-chip system sounds instead of using sample files. Being dysgraphic made this project harder than it might look writing and organizing all the code, comments, and documentation takes me a lot more effort and time than it does for most people, so just pushing through devlog after devlog was its own challenge. On the technical side, getting the CRT effects to look authentic without tanking performance was tricky too I ended up building a “Retro Inspector” devtool so I could toggle individual effects and watch the frame-cost impact in real time. Persistence was another hard one: making windows, files, notes, and settings survive a page reload without a backend meant building my own filesystem layer on top of IndexedDB. I also had to track down some nasty bugs along the way, like a memory leak in the music player’s beat interval and a mousemove listener firing on every frame until I throttled it. You can try it live in the browser, no install needed everything (files, notes, settings) is saved locally via IndexedDB, so it’ll persist between visits on the same browser. Try dragging windows around, snapping them to screen edges, opening a few apps from the dock/desktop, and poking around Settings to switch themes and wallpapers. The full source and devlog history are on GitHub if you want to see how it’s built....
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1793613084.3252022
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1793699484.3252022
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16485
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Art by @FishyDrawer | Stardance
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FishyDrawer
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0
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1.95
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0
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[]
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[{"post_id": 7463, "ts": "2026 [{"post_id": 7463, "ts": "2026-06-12T13:18:32Z", "hours": 1.9483, "text": "Learning new art styles For this drawing I tried out bluebiscuits style. @bloo on Insta am pretty sure. I had fun drawing this, ill defo incorporate some of what I learned into my personal style"}]...
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Title: Art by @FishyDrawer | Stardance
Devlogs:
L Title: Art by @FishyDrawer | Stardance
Devlogs:
Learning new art styles For this drawing I tried out bluebiscuits style. @bloo on Insta am pretty sure. I had fun drawing this, ill defo incorporate some of what I learned into my personal style...
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1793444045.938663
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1794048845.938663
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60054
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KSYK Maps by @juusojuusto | Stardance
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juusojuusto
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T20:08:21Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made KSYK Maps, a navigation app designed for Kulosaaren Yhteiskoulu in Helsinki, Finland. The idea is simple: ever get lost at school or not know where your next lesson is? KSYK Maps helps students and guests find their classrooms and navigate around the school using an interactive map. The project includes: Interactive school maps Classroom and room information Schedule integration Navigation between rooms Android app Admin tools Analytics and error logging Finnish and English support.", "repo": "https://github.com/JuusoJuusto/ksyk-maps", "demo": "https://ksykmaps.fi"}]...
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[{"post_id": 74624, "ts": "202 [{"post_id": 74624, "ts": "2026-09-27T19:54:07Z", "hours": 15.0444, "text": "Ever get lost at school? KSYK Maps is built to solve exactly that. Developped for Kulosaaren Yhteiskoulu, KSYK Maps is a modern school navigation app designed to help students and guests find classrooms, navigate the school and stay on track with their schedules."}]...
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Title: KSYK Maps by @juusojuusto | Stardance
Devl Title: KSYK Maps by @juusojuusto | Stardance
Devlogs:
Ever get lost at school? KSYK Maps is built to solve exactly that. Developped for Kulosaaren Yhteiskoulu, KSYK Maps is a modern school navigation app designed to help students and guests find classrooms, navigate the school and stay on track with their schedules.
Ships:
I made KSYK Maps, a navigation app designed for Kulosaaren Yhteiskoulu in Helsinki, Finland. The idea is simple: ever get lost at school or not know where your next lesson is? KSYK Maps helps students and guests find their classrooms and navigate around the school using an interactive map. The project includes: Interactive school maps Classroom and room information Schedule integration Navigation between rooms Android app Admin tools Analytics and error logging Finnish and English support....
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1793588128.3225718
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1793674528.3225718
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65538
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LightWare by @OneShot | Stardance
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OneShot
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0
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1.99
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0
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[]
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[{"post_id": 74622, "ts": "202 [{"post_id": 74622, "ts": "2026-09-27T19:51:45Z", "hours": 1.9894, "text": "Made a main menu with custom buttons and a start animation :D . Also made a level scene , the different lights are the different lives . Also thats supposed to be a prism the game is themed around light"}]...
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Title: LightWare by @OneShot | Stardance
Devlogs: Title: LightWare by @OneShot | Stardance
Devlogs:
Made a main menu with custom buttons and a start animation :D . Also made a level scene , the different lights are the different lives . Also thats supposed to be a prism the game is themed around light...
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1793087671.5836174
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1793692471.5836174
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9888
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Strawberry 🍓 by @Kubik | Stardance
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Kubik
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0
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6.54
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0
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[]
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[{"post_id": 74617, "ts": "202 [{"post_id": 74617, "ts": "2026-09-27T19:45:08Z", "hours": 6.5392, "text": "HI!!! worked on this hackpad for a bit now What did I do :) custom PCB, made with KiCad (that’s screenshot 1 and 2), it’s 3 keys for actions and 4 for movements, and maybe a screen to display something…. not coded anything yet… 3d case in the shape of a pixel strawberry (screenshot 3), i’ll paint it to make it look super awesome and firmware code to just recognize the keys, but i’ll test it when i have the real hackpad and now? i’ll try and order the hackpad to build it myself in real life! and finish coding to make it all work"}]...
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Title: Strawberry 🍓 by @Kubik | Stardance
Devlogs Title: Strawberry 🍓 by @Kubik | Stardance
Devlogs:
HI!!! worked on this hackpad for a bit now What did I do :) custom PCB, made with KiCad (that’s screenshot 1 and 2), it’s 3 keys for actions and 4 for movements, and maybe a screen to display something…. not coded anything yet… 3d case in the shape of a pixel strawberry (screenshot 3), i’ll paint it to make it look super awesome and firmware code to just recognize the keys, but i’ll test it when i have the real hackpad and now? i’ll try and order the hackpad to build it myself in real life! and finish coding to make it all work...
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1793447262.2844307
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1794052062.2844307
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66140
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Portfolio by @RishitJain | Stardance
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RishitJain
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0
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5.03
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0
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[]
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[{"post_id": 74614, "ts": "202 [{"post_id": 74614, "ts": "2026-09-27T19:41:09Z", "hours": 1.2111, "text": "Devlog 3: I worked on the transition animation -I made the gradient last the full screen -I added a projects header -I created a bento box like system for projects to be organised in -I added a sample interests tab"}, {"post_id": 74513, "ts": "2026-09-27T15:21:04Z", "hours": 2.3864, "text": "Devlog 2 I worked on my personal website -created a custom cursor with animations when hovering over links -created scroll animations for gradient -created glassmorphic navigation bar"}, {"post_id": 74226, "ts": "2026-09-27T00:05:55Z", "hours": 1.4342, "text": "Devlog 1: I designed the portfolio home page in Figma, before trying to implement it into code in HTML, CSS and JS -I designed the UI -Started coding the HTML index page -Navigation bar -Transitioning Gradient -Name and bio (H1 and H2) -Fixed a bunch of errors with my CSS and the transitioning fade effect in JS"}]...
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Title: Portfolio by @RishitJain | Stardance
Devlo Title: Portfolio by @RishitJain | Stardance
Devlogs:
Devlog 1: I designed the portfolio home page in Figma, before trying to implement it into code in HTML, CSS and JS -I designed the UI -Started coding the HTML index page -Navigation bar -Transitioning Gradient -Name and bio (H1 and H2) -Fixed a bunch of errors with my CSS and the transitioning fade effect in JS
Devlog 2 I worked on my personal website -created a custom cursor with animations when hovering over links -created scroll animations for gradient -created glassmorphic navigation bar
Devlog 3: I worked on the transition animation -I made the gradient last the full screen -I added a projects header -I created a bento box like system for projects to be organised in -I added a sample interests tab...
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fine by @vyn | Stardance
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vyn
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:43:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my first os for fun i like mac os so i tired to get that smooth look", "repo": "https://github.com/luismcshrimp-design/os", "demo": "https://luismcshrimp-design.github.io/os"}]...
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[{"post_id": 74613, "ts": "202 [{"post_id": 74613, "ts": "2026-09-27T19:40:57Z", "hours": 0.6994, "text": "goofy os my first ship"}]...
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Title: fine by @vyn | Stardance
Devlogs:
goofy os Title: fine by @vyn | Stardance
Devlogs:
goofy os my first ship
Ships:
i made my first os for fun i like mac os so i tired to get that smooth look...
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1793591683.0712845
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1793678083.0712845
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36890
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Mine and Dine - 26.2 Minecraft Mod by @RevComInter Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance...
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RevComInteractives
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1463
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:49:16Z", "hours": 29.0, "multiplier": 14.54, "payout": 420, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}, {"ship_num": 2, "ts": "2026-09-01T19:51:42Z", "hours": 57.0, "multiplier": 18.17, "payout": 1043, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}]...
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[{"post_id": 74612, "ts": "202 [{"post_id": 74612, "ts": "2026-09-27T19:38:37Z", "hours": 1.8344, "text": "Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!"}, {"post_id": 70876, "ts": "2026-09-19T22:15:59Z", "hours": 4.2711, "text": "Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!"}, {"post_id": 69362, "ts": "2026-09-16T21:54:54Z", "hours": 1.3753, "text": "Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!"}, {"post_id": 68266, "ts": "2026-09-14T20:21:22Z", "hours": 2.2772, "text": "Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!"}, {"post_id": 67663, "ts": "2026-09-13T20:21:37Z", "hours": 2.4153, "text": "Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!"}, {"post_id": 66973, "ts": "2026-09-12T23:35:17Z", "hours": 6.5831, "text": "Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!"}, {"post_id": 64432, "ts": "2026-09-08T20:09:14Z", "hours": 2.0831, "text": "Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!"}, {"post_id": 64233, "ts": "2026-09-08T14:19:01Z", "hours": 8.0308, "text": "Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!"}, {"post_id": 59779, "ts": "2026-09-01T18:30:25Z", "hours": 0.2781, "text": "Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!"}, {"post_id": 59078, "ts": "2026-08-31T18:05:33Z", "hours": 6.0342, "text": "Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!"}, {"post_id": 54808, "ts": "2026-08-25T22:58:00Z", "hours": 2.2117, "text": "Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!"}, {"post_id": 54153, "ts": "2026-08-24T23:55:27Z", "hours": 8.1442, "text": "Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!"}, {"post_id": 50679, "ts": "2026-08-19T23:55:47Z", "hours": 1.1469, "text": "Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)"}, {"post_id": 49899, "ts": "2026-08-18T21:16:14Z", "hours": 1.3992, "text": "Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)"}, {"post_id": 49262, "ts": "2026-08-17T23:15:11Z", "hours": 1.035, "text": "Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)"}, {"post_id": 48545, "ts": "2026-08-16T23:47:04Z", "hours": 1.04, "text": "Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)"}, {"post_id": 47737, "ts": "2026-08-15T21:06:10Z", "hours": 3.92, "text": "Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)"}, {"post_id": 47170, "ts": "2026-08-14T21:14:02Z", "hours": 0.7811, "text": "Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!"}, {"post_id": 46592, "ts": "2026-08-13T22:46:26Z", "hours": 1.5181, "text": "Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)"}, {"post_id": 46033, "ts": "2026-08-12T23:12:08Z", "hours": 1.6828, "text": "Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!"}, {"post_id": 45458, "ts": "2026-08-11T22:46:37Z", "hours": 2.2208, "text": "Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!"}, {"post_id": 40198, "ts": "2026-08-03T16:29:35Z", "hours": 1.3703, "text": "Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)"}, {"post_id": 39687, "ts": "2026-08-02T20:29:38Z", "hours": 2.6472, "text": "New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time."}, {"post_id": 39187, "ts": "2026-08-01T23:47:08Z", "hours": 0.3183, "text": "Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)"}, {"post_id": 38495, "ts": "2026-07-31T22:06:56Z", "hours": 0.8517, "text": "Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod."}, {"post_id": 37633, "ts": "2026-07-30T14:49:09Z", "hours": 3.5092, "text": "Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)"}, {"post_id": 36571, "ts": "2026-07-28T19:40:24Z", "hours": 1.5392, "text": "Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot."}, {"post_id": 35944, "ts": "2026-07-27T18:35:20Z", "hours": 0.7631, "text": "On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time."}, {"post_id": 35214, "ts": "2026-07-26T14:30:57Z", "hours": 1.3289, "text": "It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!"}, {"post_id": 34580, "ts": "2026-07-25T13:03:48Z", "hours": 1.4089, "text": "My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add."}, {"post_id": 34344, "ts": "2026-07-24T23:15:12Z", "hours": 1.5892, "text": "So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:"}, {"post_id": 33640, "ts": "2026-07-23T18:31:51Z", "hours": 0.6331, "text": "Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils."}, {"post_id": 33102, "ts": "2026-07-22T18:31:45Z", "hours": 1.7647, "text": "I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly."}, {"post_id": 32577, "ts": "2026-07-21T20:56:34Z", "hours": 0.3733, "text": "Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable."}, {"post_id": 31950, "ts": "2026-07-20T19:25:31Z", "hours": 2.7164, "text": "Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)"}, {"post_id": 31441, "ts": "2026-07-19T20:12:44Z", "hours": 1.1936, "text": "Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live."}, {"post_id": 31364, "ts": "2026-07-19T18:07:29Z", "hours": 2.9633, "text": "Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine."}, {"post_id": 30779, "ts": "2026-07-18T17:32:00Z", "hours": 0.6333, "text": "It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point."}, {"post_id": 30726, "ts": "2026-07-18T15:28:41Z", "hours": 0.3822, "text": "Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come."}]...
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Title: Mine and Dine - 26.2 Minecraft Mod by @RevC Title: Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance
Devlogs:
Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come.
It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point.
Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine.
Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live.
Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)
Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable.
I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly.
Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils.
So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:
My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add.
It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!
On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time.
Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot.
Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)
Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod.
Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)
New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time.
Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)
Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!
Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!
Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)
Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!
Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)
Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)
Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)
Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)
Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)
Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!
Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!
Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!
Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!
Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!
Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!
Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!
Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!
Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!
Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!
Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!
Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!
Ships:
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!...
|
1793541362.0645683
|
1793627762.0645683
|
|
28680
|
Copy-Paste-Pad by @kallioderso | Stardance
|
kallioderso
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:25:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey there i created the Copy-Paste-Pad, a macropad able provide up to six clipboards at the same time. So 6x more than normaly possible under windows. For this you have a so called copy mode (left down button) and a paste mofe (right down button) after activating the specific mode each click at the remaining keys triggers an specific copy or paste event for the pressed key slot. This happenes in a laptop sided software, reacting on hid signals from the device to trigger strg + c or strg + p to copy something and than store it in one of the 6 Storage variables. Creating this laptop sided software was really challanging in comparison to the firmware for the macropad itself due to how hid events work and to copy something without loosing the original clipboard context. I really hope you all like this project as much as i do. I am really proud of the geberal design and look of everything", "repo": "https://github.com/kallioderso/Copy-Paste-Pad", "demo": ""}]...
|
[{"post_id": 74608, "ts": "202 [{"post_id": 74608, "ts": "2026-09-27T19:20:08Z", "hours": 0.5119, "text": "Finally finished everything and now ready for ship (had to fix the CAD files another time xD)"}, {"post_id": 74516, "ts": "2026-09-27T15:27:13Z", "hours": 2.7533, "text": "In this Build-devlog did i assembly everything (while destroying 2 of the 5 platines) and compiling everything. As well did i fix my CAD files, so that everything is now fine"}, {"post_id": 48075, "ts": "2026-08-16T11:18:09Z", "hours": 2.0358, "text": "Long time since i uploaded the last devlog. one thing i forgot to upload was these changes which includes a lot of code reworking and commenting everthing to make it more understandable. in the future i will create custom applications with UI using .net Maui. at least if i got enough time remaining :)"}, {"post_id": 22912, "ts": "2026-07-05T15:32:29Z", "hours": 0.4372, "text": "i finally fixed everything. because inside the last devlog did i commpletly forgot to update the Readme file and therefore every important piece of information towards the firmware xD. but i fixed it :) and as well added the .dxf files needed for CNC machining, in case someone would like to CNC machine his copy of my creation. (i did it as well)"}, {"post_id": 22893, "ts": "2026-07-05T15:05:29Z", "hours": 1.7742, "text": "with this devlog, i finally finished the entire firmware for the first ship of the Copy-Paste-Pad and all of its functions. unfortunatly is it so, that it took very long to compile the qmk, which is the reason why i as well included it inside github. so that others dont have to life trough the same struggle xD. apart from that, did i comment every single file and as well understood the things i wrote with the help of ai, so that i could rewritte and improve it inside the next ship or better sayed until the next ship. i tried as well to documentate everything as good as possible, so that it would be easy to understand and use. up to this point i as well made some little but nice improvements towards the casing and the pcb, as i accidently put the oled towards the 5V and a bunch of other small mistakes as well :P"}, {"post_id": 22822, "ts": "2026-07-05T12:47:21Z", "hours": 1.4356, "text": "I created the whole firmware, but sadly did i had to use ai for most of the .exe firmware part, there to solve the copying and pasting inside the computere, as it had to do with complicated librarys. But dont worry, before shipping will i fix the code and rewritte it, so that the ai aspect almost gets missing, just wanted a prove of concept. As well did i create a wood casing inside my stephfathers cnc mashine as i loved the idea of letting the Copy-Paste-Pad appear premium with wood, glas and so on."}, {"post_id": 22033, "ts": "2026-07-04T09:03:11Z", "hours": 2.4039, "text": "I Tryed my best to create the firmware, but i struggle so much : P"}, {"post_id": 20691, "ts": "2026-07-02T11:02:40Z", "hours": 0.8958, "text": "Creating the Github Repo (forgot to record all of it, like 45min) and polished the casing"}, {"post_id": 19275, "ts": "2026-06-30T15:27:02Z", "hours": 0.65, "text": "Created the entire Casing for the Copy-Paste-Board"}, {"post_id": 19238, "ts": "2026-06-30T14:32:57Z", "hours": 1.2906, "text": "Finalized the PCB and Schematic"}]...
|
Title: Copy-Paste-Pad by @kallioderso | Stardance
Title: Copy-Paste-Pad by @kallioderso | Stardance
Devlogs:
Finalized the PCB and Schematic
Created the entire Casing for the Copy-Paste-Board
Creating the Github Repo (forgot to record all of it, like 45min) and polished the casing
I Tryed my best to create the firmware, but i struggle so much : P
I created the whole firmware, but sadly did i had to use ai for most of the .exe firmware part, there to solve the copying and pasting inside the computere, as it had to do with complicated librarys. But dont worry, before shipping will i fix the code and rewritte it, so that the ai aspect almost gets missing, just wanted a prove of concept. As well did i create a wood casing inside my stephfathers cnc mashine as i loved the idea of letting the Copy-Paste-Pad appear premium with wood, glas and so on.
with this devlog, i finally finished the entire firmware for the first ship of the Copy-Paste-Pad and all of its functions. unfortunatly is it so, that it took very long to compile the qmk, which is the reason why i as well included it inside github. so that others dont have to life trough the same struggle xD. apart from that, did i comment every single file and as well understood the things i wrote with the help of ai, so that i could rewritte and improve it inside the next ship or better sayed until the next ship. i tried as well to documentate everything as good as possible, so that it would be easy to understand and use. up to this point i as well made some little but nice improvements towards the casing and the pcb, as i accidently put the oled towards the 5V and a bunch of other small mistakes as well :P
i finally fixed everything. because inside the last devlog did i commpletly forgot to update the Readme file and therefore every important piece of information towards the firmware xD. but i fixed it :) and as well added the .dxf files needed for CNC machining, in case someone would like to CNC machine his copy of my creation. (i did it as well)
Long time since i uploaded the last devlog. one thing i forgot to upload was these changes which includes a lot of code reworking and commenting everthing to make it more understandable. in the future i will create custom applications with UI using .net Maui. at least if i got enough time remaining :)
In this Build-devlog did i assembly everything (while destroying 2 of the 5 platines) and compiling everything. As well did i fix my CAD files, so that everything is now fine
Finally finished everything and now ready for ship (had to fix the CAD files another time xD)
Ships:
Hey there i created the Copy-Paste-Pad, a macropad able provide up to six clipboards at the same time. So 6x more than normaly possible under windows. For this you have a so called copy mode (left down button) and a paste mofe (right down button) after activating the specific mode each click at the remaining keys triggers an specific copy or paste event for the pressed key slot. This happenes in a laptop sided software, reacting on hid signals from the device to trigger strg + c or strg + p to copy something and than store it in one of the 6 Storage variables. Creating this laptop sided software was really challanging in comparison to the firmware for the macropad itself due to how hid events work and to copy something without loosing the original clipboard context. I really hope you all like this project as much as i do. I am really proud of the geberal design and look of everything...
|
1793577481.6809916
|
1793663881.6809916
|
|
17287
|
PawBuddy by @Toma_Kuchta | Stardance
|
Toma_Kuchta
|
0
|
13.38
|
0
|
[]
|
[{"post_id": 74607, "ts": "202 [{"post_id": 74607, "ts": "2026-09-27T19:19:42Z", "hours": 4.45, "text": "So this was pretty slow progress bc I’ve got way too stuck with the STM IC even thought a RAK module makes way more sense for my expertise. So yeah I’ve pivoted to the rak 4631 module. And after that I’ve started implementing some pheripherials. PS I also took inspiration from my previous devboard project."}, {"post_id": 64672, "ts": "2026-09-09T08:14:33Z", "hours": 3.0167, "text": "Another session of blank stares into a datasheet. First was the VBAT to 3V3 conversion, my first thought was the tps73020 because it’s super common in a lot of mesh builds. But even thought it’s alright it could be a bit smaller. We don’t need a stable 3V3 because the stm chip can do as low of 1.8V and 2.4V while vref and ADCs are active. So I went with a buck topology that also has 100% duty. UVLO is realized by a ti power management IC. Gemini helped me a bunch with choosing the right components. After that I need some kind of chager IC, it would be nice if the charger could also other chemistries, but I have only found one IC that would work great but that one wasn’t easily accessible on mouser so I’ve went with a LiIon only, which is fine for at least this devboard prototype. And started work on the peripheral page."}, {"post_id": 10608, "ts": "2026-06-17T13:32:31Z", "hours": 5.9128, "text": "Allright so this almost 6hr session was me just staring into a datasheet lol. And I still doesn’t understand the STM chip all that much So I’ve reverted to theft I mean I took inspo from other implementations of this chip. After that I’ve started thinking about the USB to UART convertor. My first thought was the cheap ch340 IC but after finding that it isn’t that available online, I’ve went with the CP2102N which also has good driver support. And also the converter is only going to be powered with just the USB to conserve powah."}]...
|
Title: PawBuddy by @Toma_Kuchta | Stardance
Devlo Title: PawBuddy by @Toma_Kuchta | Stardance
Devlogs:
Allright so this almost 6hr session was me just staring into a datasheet lol. And I still doesn’t understand the STM chip all that much So I’ve reverted to theft I mean I took inspo from other implementations of this chip. After that I’ve started thinking about the USB to UART convertor. My first thought was the cheap ch340 IC but after finding that it isn’t that available online, I’ve went with the CP2102N which also has good driver support. And also the converter is only going to be powered with just the USB to conserve powah.
Another session of blank stares into a datasheet. First was the VBAT to 3V3 conversion, my first thought was the tps73020 because it’s super common in a lot of mesh builds. But even thought it’s alright it could be a bit smaller. We don’t need a stable 3V3 because the stm chip can do as low of 1.8V and 2.4V while vref and ADCs are active. So I went with a buck topology that also has 100% duty. UVLO is realized by a ti power management IC. Gemini helped me a bunch with choosing the right components. After that I need some kind of chager IC, it would be nice if the charger could also other chemistries, but I have only found one IC that would work great but that one wasn’t easily accessible on mouser so I’ve went with a LiIon only, which is fine for at least this devboard prototype. And started work on the peripheral page.
So this was pretty slow progress bc I’ve got way too stuck with the STM IC even thought a RAK module makes way more sense for my expertise. So yeah I’ve pivoted to the rak 4631 module. And after that I’ve started implementing some pheripherials. PS I also took inspiration from my previous devboard project....
|
1793533699.9559064
|
1794138499.9559064
|
|
62145
|
Slacky by @Mando328 | Stardance
|
Mando328
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:16:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the project. Had some problems with nest but managed to figure it all out. It was a nice experience", "repo": "https://github.com/Mando328/slackier", "demo": "https://hackclub.enterprise.slack.com/archives/C0CBSRE519U"}]...
|
[{"post_id": 74605, "ts": "202 [{"post_id": 74605, "ts": "2026-09-27T19:14:47Z", "hours": 0.3528, "text": "added a rejection code"}, {"post_id": 70553, "ts": "2026-09-19T11:12:23Z", "hours": 1.3203, "text": "added roulette and help and bal and ping commands, now making it run on nest and shiping it"}]...
|
Title: Slacky by @Mando328 | Stardance
Devlogs:
a Title: Slacky by @Mando328 | Stardance
Devlogs:
added roulette and help and bal and ping commands, now making it run on nest and shiping it
added a rejection code
Ships:
Finished the project. Had some problems with nest but managed to figure it all out. It was a nice experience...
|
1793591344.1859226
|
1793677744.1859226
|
|
59131
|
Reaction Rate Lab by @Alyssa889 | Stardance
|
Alyssa889
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T15:26:04Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a Reaction Rate Lab that simulates temperature, concentration, and catalyst", "repo": "https://github.com/alyssaelias/Reaction-Rate-Lab", "demo": "https://friendly-spoon-wv969r5vpgwvcg9v6.github.dev/"}]...
|
[{"post_id": 74601, "ts": "202 [{"post_id": 74601, "ts": "2026-09-27T18:57:19Z", "hours": 2.3022, "text": "Just finished the home page. onto the javascript"}, {"post_id": 70765, "ts": "2026-09-19T18:39:03Z", "hours": 0.3242, "text": "Getting the site header together"}, {"post_id": 70749, "ts": "2026-09-19T18:14:34Z", "hours": 0.3092, "text": "Starting my new project and getting the HTML files starte"}]...
|
Title: Reaction Rate Lab by @Alyssa889 | Stardance Title: Reaction Rate Lab by @Alyssa889 | Stardance
Devlogs:
Starting my new project and getting the HTML files starte
Getting the site header together
Just finished the home page. onto the javascript
Ships:
Made a Reaction Rate Lab that simulates temperature, concentration, and catalyst...
|
1793587792.2467043
|
1793674192.2467043
|
|
66366
|
Inanis by @august | Stardance
|
august
|
0
|
1.36
|
0
|
[]
|
[{"post_id": 74596, "ts": "202 [{"post_id": 74596, "ts": "2026-09-27T18:30:49Z", "hours": 1.3556, "text": "Apparently, I didn’t link this project to Stardance, even though I’m pretty sure I did. I started this in August as the final project for the CS50’s Introduction to Programming with Python course. It’s a lightweight text-based editor which currently supports .txt files and works on a Flask app. It also looks pretty awesome. Go and read my README.md, it has more details. I hope you can use it for yourself too!"}]...
|
Title: Inanis by @august | Stardance
Devlogs:
App Title: Inanis by @august | Stardance
Devlogs:
Apparently, I didn’t link this project to Stardance, even though I’m pretty sure I did. I started this in August as the final project for the CS50’s Introduction to Programming with Python course. It’s a lightweight text-based editor which currently supports .txt files and works on a Flask app. It also looks pretty awesome. Go and read my README.md, it has more details. I hope you can use it for yourself too!...
|
1793098262.2119825
|
1793703062.2119825
|
|
46149
|
Weather Station by @lj6218732 | Stardance
|
lj6218732
|
0
|
23.01
|
0
|
[]
|
[{"post_id": 74592, "ts": "202 [{"post_id": 74592, "ts": "2026-09-27T18:14:30Z", "hours": 6.5836, "text": "|Drafted PCB Routing| In the many routing sessions, I was able to completely connect the components on the PCB to each other. The first thing I did was set the second layer to the ground plane in order for all components to have a reference layer. Then, I proceeded to route the power section. I used multiple power puddles, which is a new method that I am trying out. After the power section, I routed the MCU to the Sensors, and then did the RF section. For the RF section, I made sure to add tons of vias in order to protect the sensitive RF line from noise. When refining the routing, I had to reroute many things in order to make space; this is what took the most time of out the whole PCB routing session. All in all, I am ready to start finalizing the draft, and most likely, I am going to ship this project next session."}, {"post_id": 71365, "ts": "2026-09-20T18:09:59Z", "hours": 5.2736, "text": "|FINISHED PCB LAYOUT| In this session, I was able to lay out my PCB. I created a draft Layout and then a final Draft. I split the PCB into 3 sections: Sensors, Power, and RF + inputs. I tried my best to make the PCB visually pleasing while keeping it electrically stable."}, {"post_id": 70392, "ts": "2026-09-19T03:04:26Z", "hours": 4.4172, "text": "|FINISHED SCHEMATIC| Finishing the Schematic and assigning footprints took many sessions, which not all of them were logged. I added some Jumper points to be able to change some values for some of the ICs. Also, I chose actual parts for each component which was very time consuming. Next up is the PCB design."}, {"post_id": 64813, "ts": "2026-09-09T14:21:15Z", "hours": 4.3447, "text": "|FINISHED SCHEMTIC DRAFT| In the many session I put into getting a rough draft of my weather station, I changed some ICs, added new things, and connected everything up. First of all, I added ESD protection ICs to both USB-C ports, and swapped the GPS module I had before, for one with a already integrated GPS receiver. Also, I swapped the AMS1117 3.3V linear regulator for a MCP16362T buck converter that will convert high solar panel voltage to 3.3V more efficiently, therefore saving battery power. Furthermore, I added a cell balancing circuit to keep the battery cells balance to prevent any future damage to the battery cells."}, {"post_id": 57647, "ts": "2026-08-29T21:04:38Z", "hours": 1.0503, "text": "|Started BMS Schematic| In this session, I researched how to build the BMS system and implemented some of the circuitry needed to run the ICs."}, {"post_id": 54259, "ts": "2026-08-25T04:43:35Z", "hours": 0.3858, "text": "|Worked on schematic| In this session I added more of the the decoupling and power components to the ICs, and drafted wiring of USB functionality to both MCUs."}, {"post_id": 53304, "ts": "2026-08-23T19:25:45Z", "hours": 0.5167, "text": "|Organized Schematic| In this session, I added some new ICs and organized the schematic. It took a couple of days of research to start picking a good IC for the battery Management System, but I settled on the LTC4015 from Analog Devices. The LTC4015 supports LiFePO4 battery chemistry and includes built-in power-path circuitry and MPPT for solar panels. I decided on a 2S2P (2 batteries in series, with each series having 2 batteries in parallel) to get good voltage and capacity."}, {"post_id": 49380, "ts": "2026-08-18T05:18:14Z", "hours": 0.4336, "text": "|Started Project| This is my first Session designing my Weather station PCB. I am building a weather station to expand my knowledge of sensors, low-power systems, battery-powered systems, and RF. In this first session, I added most of the sensors that are being used in the weather station and the two MCUs. All in all, this was a quick session to layout all the components I want in my weather station."}]...
|
Title: Weather Station by @lj6218732 | Stardance
Title: Weather Station by @lj6218732 | Stardance
Devlogs:
|Started Project| This is my first Session designing my Weather station PCB. I am building a weather station to expand my knowledge of sensors, low-power systems, battery-powered systems, and RF. In this first session, I added most of the sensors that are being used in the weather station and the two MCUs. All in all, this was a quick session to layout all the components I want in my weather station.
|Organized Schematic| In this session, I added some new ICs and organized the schematic. It took a couple of days of research to start picking a good IC for the battery Management System, but I settled on the LTC4015 from Analog Devices. The LTC4015 supports LiFePO4 battery chemistry and includes built-in power-path circuitry and MPPT for solar panels. I decided on a 2S2P (2 batteries in series, with each series having 2 batteries in parallel) to get good voltage and capacity.
|Worked on schematic| In this session I added more of the the decoupling and power components to the ICs, and drafted wiring of USB functionality to both MCUs.
|Started BMS Schematic| In this session, I researched how to build the BMS system and implemented some of the circuitry needed to run the ICs.
|FINISHED SCHEMTIC DRAFT| In the many session I put into getting a rough draft of my weather station, I changed some ICs, added new things, and connected everything up. First of all, I added ESD protection ICs to both USB-C ports, and swapped the GPS module I had before, for one with a already integrated GPS receiver. Also, I swapped the AMS1117 3.3V linear regulator for a MCP16362T buck converter that will convert high solar panel voltage to 3.3V more efficiently, therefore saving battery power. Furthermore, I added a cell balancing circuit to keep the battery cells balance to prevent any future damage to the battery cells.
|FINISHED SCHEMATIC| Finishing the Schematic and assigning footprints took many sessions, which not all of them were logged. I added some Jumper points to be able to change some values for some of the ICs. Also, I chose actual parts for each component which was very time consuming. Next up is the PCB design.
|FINISHED PCB LAYOUT| In this session, I was able to lay out my PCB. I created a draft Layout and then a final Draft. I split the PCB into 3 sections: Sensors, Power, and RF + inputs. I tried my best to make the PCB visually pleasing while keeping it electrically stable.
|Drafted PCB Routing| In the many routing sessions, I was able to completely connect the components on the PCB to each other. The first thing I did was set the second layer to the ground plane in order for all components to have a reference layer. Then, I proceeded to route the power section. I used multiple power puddles, which is a new method that I am trying out. After the power section, I routed the MCU to the Sensors, and then did the RF section. For the RF section, I made sure to add tons of vias in order to protect the sensitive RF line from noise. When refining the routing, I had to reroute many things in order to make space; this is what took the most time of out the whole PCB routing session. All in all, I am ready to start finalizing the draft, and most likely, I am going to ship this project next session....
|
1793368542.084461
|
1793973342.084461
|
|
59503
|
Learnware by @Dineatriz | Stardance
|
Dineatriz
|
0
|
12.62
|
0
|
[]
|
[{"post_id": 74590, "ts": "202 [{"post_id": 74590, "ts": "2026-09-27T18:12:23Z", "hours": 1.7086, "text": "This was probably the most technically dense update so far, as I restructured the Learn mode to be modular and implemented a much more powerful calculation engine. The Learn mode is no longer a single sequence of lessons but now has thematic modules (Ohm’s Law, Series vs. Parallel, and Multimeter in Practice (which is still to come)). Now, when entering Learn mode, you choose the module (1, 2, 3), and Esc always returns to the selection instead of exiting the entire mode. Until now, the simulator could only perceive a single closed series circuit; it couldn’t build real branches. So, I implemented a new serial/parallel reduction-based engine that can correctly calculate any combination of series and parallel resistors mounted on the screen, including switches and buttons as part of the network. This engine coexists with the old one, and when the circuit has an LED or Motor, it continues to use the series chain logic, but when it’s just a resistive network, it uses the new engine. But there is still a limitation, since “bridge” circuits (which would require Kirchhoff’s Laws) are not supported for now; the program warns when it detects this situation instead of giving an incorrect result. For now, the series and parallel module has 3 lessons: calculating total resistance in series, in parallel, and physically assembling two resistors in parallel to achieve a target current. I also fixed a layout problem where longer statements went off the panel; for this, I implemented automatic line breaks that adjust the panel height depending on the text."}, {"post_id": 74009, "ts": "2026-09-26T14:52:41Z", "hours": 0.7581, "text": "As I mentioned in the last devlog, I’m making changes to the learning method. In the last hour, I added things that were really missing from the simulator. I created a new type of lesson, “assemble_circuit,” where instead of typing a number, the user assembles the circuit on the screen and presses Enter for the program to automatically check if the assembled circuit meets the request (e.g., “achieves a current of ~15mA”). The verification uses the existing calculation engine, comparing the present components and the resulting current with what the lesson asks for, with a tolerance margin. While testing this, I noticed that there was still no way to adjust the component values after they were placed (the resistance always stayed at 1000Ω, the battery always at 9V), which made Lesson 5 impossible to complete as planned. Even though I wanted to include this function from the beginning of this project, I hadn’t yet taken the time to do it. So I finally added value editing with the mouse wheel; now hovering the mouse over a resistor or battery and rotating the wheel adjusts the value in real time. The current value now appears below the component name (e.g., “Resistance (470Ω)”) (I wish I could add a screen recording to show this working, but it seems that only screenshots are allowed). This ended up being a much bigger improvement than just “fixing” Lesson 5, since the simulator became much more realistic and experimentable, as before all components had fixed default values. I forgot to mention on the last devlog, but answers now have a 5% tolerance if your calculator gives a wierd number for some reason"}, {"post_id": 73984, "ts": "2026-09-26T13:45:07Z", "hours": 1.3306, "text": "In this devlog and the next, I will mainly work on the learning mode, because the idea of this simulator is precisely to teach people. Instead of a single fixed lesson, there is now a list of 4 Ohm’s Law lessons, with increasing difficulty. When you get a lesson right, pressing Enter again automatically advances to the next one. When you complete all of them, “All lessons completed!” appears and you exit Learning mode automatically. During the tests I did, I noticed that Lesson 4 asked to calculate the resistance (given the desired voltage and current), but the code only knew how to check current responses, that is, the lesson was structurally inconsistent with the question it asked. So I corrected the Lesson class to support two types of questions (“current” and “resistance”), each with its correct formula, tolerance, and unit. The answer box now shows “mA” or “Ω” depending on what the lesson asks for."}, {"post_id": 72754, "ts": "2026-09-23T17:45:53Z", "hours": 0.7856, "text": "In this devlog I only added things that I felt were missing. I implemented exporting the complete circuit to JSON for each component (type, position, color, inversion state) and specific properties (battery voltage, resistance value, switch state, multimeter mode), plus the wires and probes, all referenced by indexes so that everything can be reconstructed later quickly and without errors. I also implemented reverse loading; it reads the JSON, recreates all the components and ends first, then connects the wires between them in the correct order. Shortcuts I defined: S to save, L to load. I had left the saving and loading only sending an output to the terminal with print(), but I preferred to replace that with a visual notification on the screen itself. It’s basically a small box with a message that appears at the top saying “circuit saved” and “Circuit loaded” (in the printouts these messages still appear all in Portuguese because it’s my native language, but later in the project I intend to add support for other languages). This message disappears automatically after 2 seconds, so the user always knows that something has happened without having to look at the terminal. With this update, I think the simulator is getting a really well-made graphical interface. Now I’ll probably work on adding the “Learn” mode, which currently only exists in the “initial” phase, which is through the terminal."}, {"post_id": 71465, "ts": "2026-09-20T21:32:08Z", "hours": 2.5319, "text": "This devlog took longer than usual (I’ll try to make sure this doesn’t become the norm, even though the last one was already delayed), but at least it had a reason; this was the most technically demanding part of the project so far, especially because of the multimeter. I made several corrections and refinements, such as the multimeter probes, which previously looked rather unsightly floating and disconnected from the multimeter, but now have a visual wire that always connects them to the instrument body, even when it’s moved across the screen. I also added the ability to invert/mirror components with polarity, LEDs, and batteries; by pressing F while the component is selected, the component flips. This is useful for assembling circuits in a more natural and organized way, without being stuck with a single orientation (and it was annoying me having to have one cable crossing over another). I thought I would do this quickly and easily, but after some attempts, I still had a subtle bug: the electrical logic continued to assume the same orientation, ignoring the visual inversion. That is, even if, after inverting, the + appeared as -, the code still assumed that the polarities were in their original place and therefore did not correspond (I hope that makes sense). So, I had to correct it so that the pins were physically fixed and the… The logic “asking” if the component is reversed, instead of trying to move the pins. Now, the part that took the longest and also the last thing I did in the code, a multimeter with two modes. The multimeter was very “basic” and I wasn’t liking it very much, so I changed its appearance and decided to change its behavior as well. Now the multimeter has V mode (voltage, measured between two points without interfering with the circuit) and A mode (current, alternating with the M key). The A mode was the biggest challenge, since the two probes could now be part of the electrical circuit itself, that is, I cut a wire, connect each end to one side of the cut, and the multimeter measures the current that passes exactly there, just like a real ammeter. This forced me to rewrite the algorithm that traverses the circuit to know how to “pass through” the multimeter when it is in A mode, but ignore it (not interfere) when it is in V mode. This involved a lot of experimentation and some positioning bugs along the way. (The probes were placed in the wrong spot, inheriting the position of the palette instead of the position where they were dropped), but now everything is working as you would expect from a real multimeter."}, {"post_id": 70667, "ts": "2026-09-19T15:38:48Z", "hours": 3.1142, "text": "A lot has happened since the last devlog; this was the phase of making the simulator more complete and visually clear. (I apologize for adding so much time to a single devlog, but I kept having ideas and working on them, I didn’t even realize it had been 3 hours without any breakdown.) In terms of interface and usability, it’s now possible to delete components and wires with the right mouse button (deletes the component + connected wires, or just an isolated wire). The components are no longer generic rectangles: now they have real electrical symbols, a battery-style cell (with +/-), a zigzag resistor, an LED as a triangle + bar (also with +/-). (I used a bit of AI in this part of the element design to make sure it’s well done and with the correct symbols, since I sometimes get confused with the symbols.) I also added new components (and I still intend to add more): Switch, clickable, toggles between on (closed green line) and off (open, red); If switched off, the circuit shows “Open circuit”. Capacitor, symbolized by two parallel lines, currently “transparent” to the calculation (still without simulation of charge/discharge over time). Button, like a switch, but only stays on while the mouse holds it down. Motor, symbolized by a circle with “M”, treated as a series voltage consumer (like an LED, but without requiring polarity or current limit). The motor was what gave me the most trouble because I tried to use it with the same logic as the LED, but to do so I had to rewrite the motor calculation in my code. As I mentioned before, I rewrote the calculation engine to traverse the real circuit chain starting from the battery (instead of just grouping connected components), and this allowed the simulator to support multiple LEDs in series (summing the forward voltages of all of them), detect LEDs connected backwards (current entering through the cathode), with an explanatory warning, mix different types of “consumers” (LEDs and motors) in the same circuit (the problem that made me want to change this part of the code), and I fixed a bug where a circuit with only a motor (without an LED) showed no results. At this moment, the simulator already supports 7 different components (battery, resistor, LED, switch, button, capacitor, motor), all with their own symbols, pedagogical error detection, and a calculation engine that traverses the real circuit instead of always assuming the same fixed structure. Now I want to add a multimeter, which will be different from the others because it’s not another link in the chain, but a measuring instrument that connects to a point of your choice."}, {"post_id": 70098, "ts": "2026-09-18T13:35:48Z", "hours": 0.415, "text": "I consider this to be the most important milestone so far because I’ve connected the visual interface to the electrical logic. Until now, I had the two parts separate, the “brain” (calculations and warnings) and the interface (drag/drop), but now they work together. What changed: Each visual component now has a real electrical object associated below it (a Battery, Resistor, or LED). I implemented a simple grouping algorithm: it goes through all the wires and discovers which components are connected to each other (even indirectly). Each connected group is passed to the existing logic (SeriesCircuit), which validates and calculates the circuit. The result appears in a real-time panel in the corner of the screen: voltage, current, power, and status if everything is okay, or a red warning if there is insufficient resistance or excessive current. In other words, I can now drag a battery, resistor, and LED onto the screen, connect them with wires by clicking on the pins, and immediately see if the circuit is correct, and if not, understand why and how to fix it."}, {"post_id": 70024, "ts": "2026-09-18T09:35:48Z", "hours": 0.9931, "text": "Since the last devlog, I’ve started working on the graphical interface with pygame (I chose pygame instead of tkinter because it gives more control over drawing and mouse interaction). What’s already done: Base window working, with main loop and correct closing. Components represented as draggable rectangles with the mouse (VisualComponent). A fixed side palette with Battery, Resistor, and LED. When dragging from the palette to the main area, a copy is created, and the original is always available in the palette. Each component now has connection pins (left and right), visible as small circles. I implemented the wires: you click on one pin, then another, and draw a yellow line connecting the two components. That is, I can already drag a battery, a resistor, and an LED onto the screen and visually connect them with wires. Now I just need to make this visual connection “mean” something, combine it with the electrical logic I already had (voltage/current/power calculation and the pedagogical warnings)."}, {"post_id": 63865, "ts": "2026-09-07T21:06:20Z", "hours": 0.3522, "text": "Since the last devlog, I’ve focused on thoroughly finalizing the electrical logic before moving on to the visual interface. Since then, I’ve completed the circuit validation. Now, in addition to detecting when a resistor is missing, the program also detects when the chosen resistor is too low and the current would exceed the LED’s limit (always with an explanation and suggested value, never just “error”): “Current above LED limit With this resistor (100 Ω), the current would be 70.0 mA, but this LED can only handle up to 20 mA. 💡 Use a resistor of at least 350 Ω.” I also started the “Learn” mode, creating a Lesson class that generates a statement (e.g., “9V and 1kΩ, what is the current?”), accepts the user’s answer, checks it with a tolerance margin, and always explains the formula used: “You have a 9V source and a 1kΩ resistor. What will the current be? Your answer in mA: 9 ✅ You got it right! I = V / R = 9 / 1000 = 9.0 mA”"}, {"post_id": 63852, "ts": "2026-09-07T20:40:58Z", "hours": 0.6272, "text": "This project, Learnware, is intended to be an electrical circuit simulator in Python, designed to teach electronics interactively to those who want to work more with hardware, focusing on explaining the why of things, not just showing results. The ultimate goal is to have an area where you drag and drop components (batteries, LEDs, resistors, buttons, capacitors, motors, Arduino/ESP32, etc.), connect them with wires, and the program calculates everything in real time. There will also be a “Learn” mode with lessons, and later, connection to real hardware (ESP32/Arduino). So far I’ve created classes for the components (Battery, Resistor, LED) using dataclasses, a SeriesCircuit that connects battery + resistor + LED and calculates voltage, current and power, and the part I found most interesting is that, instead of just giving an “error” when the circuit is poorly assembled (e.g., LED connected without a resistor), the program explains the problem and suggests the correct resistor to use, such as: ⚠️ Excessive current This LED does not have a resistor to limit the current. In a real circuit, this can damage the LED. 💡 Try adding a 350 Ω resistor. And when the circuit is correct, it shows: Voltage: 9 V Current: 7.0 mA LED Power: 0.01 W Status: 🟢 Functional circuit (In the initial development phases, everything will be written in Portuguese from Portugal, but I plan to add support for more languages in future updates)"}]...
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Title: Learnware by @Dineatriz | Stardance
Devlog Title: Learnware by @Dineatriz | Stardance
Devlogs:
This project, Learnware, is intended to be an electrical circuit simulator in Python, designed to teach electronics interactively to those who want to work more with hardware, focusing on explaining the why of things, not just showing results. The ultimate goal is to have an area where you drag and drop components (batteries, LEDs, resistors, buttons, capacitors, motors, Arduino/ESP32, etc.), connect them with wires, and the program calculates everything in real time. There will also be a “Learn” mode with lessons, and later, connection to real hardware (ESP32/Arduino). So far I’ve created classes for the components (Battery, Resistor, LED) using dataclasses, a SeriesCircuit that connects battery + resistor + LED and calculates voltage, current and power, and the part I found most interesting is that, instead of just giving an “error” when the circuit is poorly assembled (e.g., LED connected without a resistor), the program explains the problem and suggests the correct resistor to use, such as: ⚠️ Excessive current This LED does not have a resistor to limit the current. In a real circuit, this can damage the LED. 💡 Try adding a 350 Ω resistor. And when the circuit is correct, it shows: Voltage: 9 V Current: 7.0 mA LED Power: 0.01 W Status: 🟢 Functional circuit (In the initial development phases, everything will be written in Portuguese from Portugal, but I plan to add support for more languages in future updates)
Since the last devlog, I’ve focused on thoroughly finalizing the electrical logic before moving on to the visual interface. Since then, I’ve completed the circuit validation. Now, in addition to detecting when a resistor is missing, the program also detects when the chosen resistor is too low and the current would exceed the LED’s limit (always with an explanation and suggested value, never just “error”): “Current above LED limit With this resistor (100 Ω), the current would be 70.0 mA, but this LED can only handle up to 20 mA. 💡 Use a resistor of at least 350 Ω.” I also started the “Learn” mode, creating a Lesson class that generates a statement (e.g., “9V and 1kΩ, what is the current?”), accepts the user’s answer, checks it with a tolerance margin, and always explains the formula used: “You have a 9V source and a 1kΩ resistor. What will the current be? Your answer in mA: 9 ✅ You got it right! I = V / R = 9 / 1000 = 9.0 mA”
Since the last devlog, I’ve started working on the graphical interface with pygame (I chose pygame instead of tkinter because it gives more control over drawing and mouse interaction). What’s already done: Base window working, with main loop and correct closing. Components represented as draggable rectangles with the mouse (VisualComponent). A fixed side palette with Battery, Resistor, and LED. When dragging from the palette to the main area, a copy is created, and the original is always available in the palette. Each component now has connection pins (left and right), visible as small circles. I implemented the wires: you click on one pin, then another, and draw a yellow line connecting the two components. That is, I can already drag a battery, a resistor, and an LED onto the screen and visually connect them with wires. Now I just need to make this visual connection “mean” something, combine it with the electrical logic I already had (voltage/current/power calculation and the pedagogical warnings).
I consider this to be the most important milestone so far because I’ve connected the visual interface to the electrical logic. Until now, I had the two parts separate, the “brain” (calculations and warnings) and the interface (drag/drop), but now they work together. What changed: Each visual component now has a real electrical object associated below it (a Battery, Resistor, or LED). I implemented a simple grouping algorithm: it goes through all the wires and discovers which components are connected to each other (even indirectly). Each connected group is passed to the existing logic (SeriesCircuit), which validates and calculates the circuit. The result appears in a real-time panel in the corner of the screen: voltage, current, power, and status if everything is okay, or a red warning if there is insufficient resistance or excessive current. In other words, I can now drag a battery, resistor, and LED onto the screen, connect them with wires by clicking on the pins, and immediately see if the circuit is correct, and if not, understand why and how to fix it.
A lot has happened since the last devlog; this was the phase of making the simulator more complete and visually clear. (I apologize for adding so much time to a single devlog, but I kept having ideas and working on them, I didn’t even realize it had been 3 hours without any breakdown.) In terms of interface and usability, it’s now possible to delete components and wires with the right mouse button (deletes the component + connected wires, or just an isolated wire). The components are no longer generic rectangles: now they have real electrical symbols, a battery-style cell (with +/-), a zigzag resistor, an LED as a triangle + bar (also with +/-). (I used a bit of AI in this part of the element design to make sure it’s well done and with the correct symbols, since I sometimes get confused with the symbols.) I also added new components (and I still intend to add more): Switch, clickable, toggles between on (closed green line) and off (open, red); If switched off, the circuit shows “Open circuit”. Capacitor, symbolized by two parallel lines, currently “transparent” to the calculation (still without simulation of charge/discharge over time). Button, like a switch, but only stays on while the mouse holds it down. Motor, symbolized by a circle with “M”, treated as a series voltage consumer (like an LED, but without requiring polarity or current limit). The motor was what gave me the most trouble because I tried to use it with the same logic as the LED, but to do so I had to rewrite the motor calculation in my code. As I mentioned before, I rewrote the calculation engine to traverse the real circuit chain starting from the battery (instead of just grouping connected components), and this allowed the simulator to support multiple LEDs in series (summing the forward voltages of all of them), detect LEDs connected backwards (current entering through the cathode), with an explanatory warning, mix different types of “consumers” (LEDs and motors) in the same circuit (the problem that made me want to change this part of the code), and I fixed a bug where a circuit with only a motor (without an LED) showed no results. At this moment, the simulator already supports 7 different components (battery, resistor, LED, switch, button, capacitor, motor), all with their own symbols, pedagogical error detection, and a calculation engine that traverses the real circuit instead of always assuming the same fixed structure. Now I want to add a multimeter, which will be different from the others because it’s not another link in the chain, but a measuring instrument that connects to a point of your choice.
This devlog took longer than usual (I’ll try to make sure this doesn’t become the norm, even though the last one was already delayed), but at least it had a reason; this was the most technically demanding part of the project so far, especially because of the multimeter. I made several corrections and refinements, such as the multimeter probes, which previously looked rather unsightly floating and disconnected from the multimeter, but now have a visual wire that always connects them to the instrument body, even when it’s moved across the screen. I also added the ability to invert/mirror components with polarity, LEDs, and batteries; by pressing F while the component is selected, the component flips. This is useful for assembling circuits in a more natural and organized way, without being stuck with a single orientation (and it was annoying me having to have one cable crossing over another). I thought I would do this quickly and easily, but after some attempts, I still had a subtle bug: the electrical logic continued to assume the same orientation, ignoring the visual inversion. That is, even if, after inverting, the + appeared as -, the code still assumed that the polarities were in their original place and therefore did not correspond (I hope that makes sense). So, I had to correct it so that the pins were physically fixed and the… The logic “asking” if the component is reversed, instead of trying to move the pins. Now, the part that took the longest and also the last thing I did in the code, a multimeter with two modes. The multimeter was very “basic” and I wasn’t liking it very much, so I changed its appearance and decided to change its behavior as well. Now the multimeter has V mode (voltage, measured between two points without interfering with the circuit) and A mode (current, alternating with the M key). The A mode was the biggest challenge, since the two probes could now be part of the electrical circuit itself, that is, I cut a wire, connect each end to one side of the cut, and the multimeter measures the current that passes exactly there, just like a real ammeter. This forced me to rewrite the algorithm that traverses the circuit to know how to “pass through” the multimeter when it is in A mode, but ignore it (not interfere) when it is in V mode. This involved a lot of experimentation and some positioning bugs along the way. (The probes were placed in the wrong spot, inheriting the position of the palette instead of the position where they were dropped), but now everything is working as you would expect from a real multimeter.
In this devlog I only added things that I felt were missing. I implemented exporting the complete circuit to JSON for each component (type, position, color, inversion state) and specific properties (battery voltage, resistance value, switch state, multimeter mode), plus the wires and probes, all referenced by indexes so that everything can be reconstructed later quickly and without errors. I also implemented reverse loading; it reads the JSON, recreates all the components and ends first, then connects the wires between them in the correct order. Shortcuts I defined: S to save, L to load. I had left the saving and loading only sending an output to the terminal with print(), but I preferred to replace that with a visual notification on the screen itself. It’s basically a small box with a message that appears at the top saying “circuit saved” and “Circuit loaded” (in the printouts these messages still appear all in Portuguese because it’s my native language, but later in the project I intend to add support for other languages). This message disappears automatically after 2 seconds, so the user always knows that something has happened without having to look at the terminal. With this update, I think the simulator is getting a really well-made graphical interface. Now I’ll probably work on adding the “Learn” mode, which currently only exists in the “initial” phase, which is through the terminal.
In this devlog and the next, I will mainly work on the learning mode, because the idea of this simulator is precisely to teach people. Instead of a single fixed lesson, there is now a list of 4 Ohm’s Law lessons, with increasing difficulty. When you get a lesson right, pressing Enter again automatically advances to the next one. When you complete all of them, “All lessons completed!” appears and you exit Learning mode automatically. During the tests I did, I noticed that Lesson 4 asked to calculate the resistance (given the desired voltage and current), but the code only knew how to check current responses, that is, the lesson was structurally inconsistent with the question it asked. So I corrected the Lesson class to support two types of questions (“current” and “resistance”), each with its correct formula, tolerance, and unit. The answer box now shows “mA” or “Ω” depending on what the lesson asks for.
As I mentioned in the last devlog, I’m making changes to the learning method. In the last hour, I added things that were really missing from the simulator. I created a new type of lesson, “assemble_circuit,” where instead of typing a number, the user assembles the circuit on the screen and presses Enter for the program to automatically check if the assembled circuit meets the request (e.g., “achieves a current of ~15mA”). The verification uses the existing calculation engine, comparing the present components and the resulting current with what the lesson asks for, with a tolerance margin. While testing this, I noticed that there was still no way to adjust the component values after they were placed (the resistance always stayed at 1000Ω, the battery always at 9V), which made Lesson 5 impossible to complete as planned. Even though I wanted to include this function from the beginning of this project, I hadn’t yet taken the time to do it. So I finally added value editing with the mouse wheel; now hovering the mouse over a resistor or battery and rotating the wheel adjusts the value in real time. The current value now appears below the component name (e.g., “Resistance (470Ω)”) (I wish I could add a screen recording to show this working, but it seems that only screenshots are allowed). This ended up being a much bigger improvement than just “fixing” Lesson 5, since the simulator became much more realistic and experimentable, as before all components had fixed default values. I forgot to mention on the last devlog, but answers now have a 5% tolerance if your calculator gives a wierd number for some reason
This was probably the most technically dense update so far, as I restructured the Learn mode to be modular and implemented a much more powerful calculation engine. The Learn mode is no longer a single sequence of lessons but now has thematic modules (Ohm’s Law, Series vs. Parallel, and Multimeter in Practice (which is still to come)). Now, when entering Learn mode, you choose the module (1, 2, 3), and Esc always returns to the selection instead of exiting the entire mode. Until now, the simulator could only perceive a single closed series circuit; it couldn’t build real branches. So, I implemented a new serial/parallel reduction-based engine that can correctly calculate any combination of series and parallel resistors mounted on the screen, including switches and buttons as part of the network. This engine coexists with the old one, and when the circuit has an LED or Motor, it continues to use the series chain logic, but when it’s just a resistive network, it uses the new engine. But there is still a limitation, since “bridge” circuits (which would require Kirchhoff’s Laws) are not supported for now; the program warns when it detects this situation instead of giving an incorrect result. For now, the series and parallel module has 3 lessons: calculating total resistance in series, in parallel, and physically assembling two resistors in parallel to achieve a target current. I also fixed a layout problem where longer statements went off the panel; for this, I implemented automatic line breaks that adjust the panel height depending on the text....
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Robotic Arm by @sareen_aarav | Stardance
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sareen_aarav
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9.68
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[]
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[{"post_id": 74582, "ts": "202 [{"post_id": 74582, "ts": "2026-09-27T17:47:57Z", "hours": 0.7833, "text": "yo, uh like base done, now we add stuff"}, {"post_id": 71700, "ts": "2026-09-21T10:35:23Z", "hours": 1.0764, "text": "EXAMS ARE OVERRRRRRRRRRRRRRRRR, SIMPLY LOVELY . anyway i started the creation of like a normal movnig robot hand and will add in the sensors and all later in creation."}, {"post_id": 65967, "ts": "2026-09-11T13:46:51Z", "hours": 1.6658, "text": "scrapped the lego, whats even the point of building it. the end goal is functionable, and easy to use. so started the onshape designing. and uhm yes peace."}, {"post_id": 62662, "ts": "2026-09-06T04:15:16Z", "hours": 0.5456, "text": "just did some minor code debugging, and added a button to make it so that all servos go to a set position"}, {"post_id": 62317, "ts": "2026-09-05T16:56:21Z", "hours": 1.4, "text": "Du du du du Max Verstappen, sup. I made the base plate everything, created a box around the wires and lego box( which also added more weight so it doesnt flip over now), later i will add the next servo. Sadly 1 servo went kaboom and no longer works so will borrow on monday and ye. i also might get the big servos mg996r."}, {"post_id": 61979, "ts": "2026-09-05T05:44:57Z", "hours": 1.3144, "text": "Simply Lovely. hallo, i added a base for the place where the uno would go, i also got a small breadboard so that its easier to fit everything at one place. i widened the main body as the rod was not fully straight. however i need to find a viable way to connect the servo to the rod cuz rn the white thingy is not enough."}, {"post_id": 61689, "ts": "2026-09-04T18:40:03Z", "hours": 1.4592, "text": "Hey everyone, i am back now, I removed 1 potentiometer, connected the 2 servos which would be used from the base. and then i made it so that with 1 pot i can control both at once, i was so confused when one servo did not turn the way i wanted it to, made so many changes to the code. turns out i put it in the wrong position. anyway i found some mechanix lying around so i used that and i created a system that i can add the rest to later on. anyway peace."}, {"post_id": 54359, "ts": "2026-08-25T09:58:55Z", "hours": 0.6333, "text": "Hey all, this will be the last devlog for a week, i am going out. I started with the lego building. The jittering is still a problem BUT i fixed the part where when nothing is being held it moved, so now it doesnt anymore. Will see what to do for movement later."}, {"post_id": 53865, "ts": "2026-08-24T15:51:59Z", "hours": 0.4819, "text": "Hey, my friend supplied me the necessary items. I connected them all and everything seems to work great, there is one problem but i would get to that in a bit. One of the Servos was not working, so i tried opening it up and fixing it, but it turns out i just put it on the wrong side of the rail smh, anyway the problem i am facing right now is that the servos are jittering, even when i am not using the potentiometers to control them they start moving about, anyone has any ideas how to fix that?"}, {"post_id": 52858, "ts": "2026-08-23T07:02:14Z", "hours": 0.3169, "text": "I have started working on a robotic arm. The current goal is to build one using three servos, but for now I only have two servos and one potentiometer. I’ve asked a friend if they can spare some additional parts, so I’m waiting to see what I can get.Once I have the basic code working and the components, I’ll start experimenting with different ways to build the actual arm. I think i can use cardboard as a quick prototype. It should be easy to modify and would let me test whether the basic movement works before committing to a more permanent design. Another possibility is LEGO. I have some LEGO pieces from a few years ago, and they might work well. In the end I think ill try designing the arm in Onshape and then 3D printing the parts. For now, the main priority is getting the servos and potentiometer working together."}]...
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Title: Robotic Arm by @sareen_aarav | Stardance
D Title: Robotic Arm by @sareen_aarav | Stardance
Devlogs:
I have started working on a robotic arm. The current goal is to build one using three servos, but for now I only have two servos and one potentiometer. I’ve asked a friend if they can spare some additional parts, so I’m waiting to see what I can get.Once I have the basic code working and the components, I’ll start experimenting with different ways to build the actual arm. I think i can use cardboard as a quick prototype. It should be easy to modify and would let me test whether the basic movement works before committing to a more permanent design. Another possibility is LEGO. I have some LEGO pieces from a few years ago, and they might work well. In the end I think ill try designing the arm in Onshape and then 3D printing the parts. For now, the main priority is getting the servos and potentiometer working together.
Hey, my friend supplied me the necessary items. I connected them all and everything seems to work great, there is one problem but i would get to that in a bit. One of the Servos was not working, so i tried opening it up and fixing it, but it turns out i just put it on the wrong side of the rail smh, anyway the problem i am facing right now is that the servos are jittering, even when i am not using the potentiometers to control them they start moving about, anyone has any ideas how to fix that?
Hey all, this will be the last devlog for a week, i am going out. I started with the lego building. The jittering is still a problem BUT i fixed the part where when nothing is being held it moved, so now it doesnt anymore. Will see what to do for movement later.
Hey everyone, i am back now, I removed 1 potentiometer, connected the 2 servos which would be used from the base. and then i made it so that with 1 pot i can control both at once, i was so confused when one servo did not turn the way i wanted it to, made so many changes to the code. turns out i put it in the wrong position. anyway i found some mechanix lying around so i used that and i created a system that i can add the rest to later on. anyway peace.
Simply Lovely. hallo, i added a base for the place where the uno would go, i also got a small breadboard so that its easier to fit everything at one place. i widened the main body as the rod was not fully straight. however i need to find a viable way to connect the servo to the rod cuz rn the white thingy is not enough.
Du du du du Max Verstappen, sup. I made the base plate everything, created a box around the wires and lego box( which also added more weight so it doesnt flip over now), later i will add the next servo. Sadly 1 servo went kaboom and no longer works so will borrow on monday and ye. i also might get the big servos mg996r.
just did some minor code debugging, and added a button to make it so that all servos go to a set position
scrapped the lego, whats even the point of building it. the end goal is functionable, and easy to use. so started the onshape designing. and uhm yes peace.
EXAMS ARE OVERRRRRRRRRRRRRRRRR, SIMPLY LOVELY . anyway i started the creation of like a normal movnig robot hand and will add in the sensors and all later in creation.
yo, uh like base done, now we add stuff...
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1793476218.9411325
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1794081018.9411325
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17278
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My first slack bot! by @ItaloJDev | Stardance
|
ItaloJDev
|
0
|
0.77
|
0
|
[]
|
[{"post_id": 7458, "ts": "2026 [{"post_id": 7458, "ts": "2026-06-12T12:58:38Z", "hours": 0.7703, "text": "Hi guys i am new here! i working in slack bot mission rigth now."}]...
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Title: My first slack bot! by @ItaloJDev | Stardan Title: My first slack bot! by @ItaloJDev | Stardance
Devlogs:
Hi guys i am new here! i working in slack bot mission rigth now....
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1793447795.34973
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1794052595.34973
|
|
5119
|
Sigma macropad by @Nimoseq | Stardance
|
Nimoseq
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T17:49:41Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom macropad for the Hackpad Challenge! The hardest part for me was writing the firmware and getting it all to work properly.", "repo": "https://github.com/N1mos3q/sigma-pad", "demo": ""}]...
|
[{"post_id": 74579, "ts": "202 [{"post_id": 74579, "ts": "2026-09-27T17:45:35Z", "hours": 0.2697, "text": "today i made little changes to the case"}, {"post_id": 26049, "ts": "2026-07-10T17:11:02Z", "hours": 4.6997, "text": "Hackpad name: Sigmapad GitHub Repo: https://github.com/N1mos3q/sigma-pad Description:custom-built 3x3 macropad powered by the Seeed Studio XIAO RP2040. Designed for productivity and gaming, it features a rotary encoder for precise volume control, a 0.91” OLED display for real-time status updates, and 8 addressable RGB LEDs for dynamic underglow lighting. Fully customizable via QMK firmware."}, {"post_id": 4385, "ts": "2026-06-07T18:18:46Z", "hours": 3.2008, "text": "I am making a macropad for a Hackpad mission. And i am currently working on the pcb."}]...
|
Title: Sigma macropad by @Nimoseq | Stardance
Dev Title: Sigma macropad by @Nimoseq | Stardance
Devlogs:
I am making a macropad for a Hackpad mission. And i am currently working on the pcb.
Hackpad name: Sigmapad GitHub Repo: https://github.com/N1mos3q/sigma-pad Description:custom-built 3x3 macropad powered by the Seeed Studio XIAO RP2040. Designed for productivity and gaming, it features a rotary encoder for precise volume control, a 0.91” OLED display for real-time status updates, and 8 addressable RGB LEDs for dynamic underglow lighting. Fully customizable via QMK firmware.
today i made little changes to the case
Ships:
I made a custom macropad for the Hackpad Challenge! The hardest part for me was writing the firmware and getting it all to work properly....
|
1793577438.3904378
|
1793663838.3904378
|
|
63771
|
ViniClock by @Vini_dev | Stardance
|
Vini_dev
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:16:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Throughout the development of this project, I had the opportunity to dive deep into various 3D modeling concepts and practical techniques. I gained hands-on experience with Fusion 360, particularly in mastering key workflows like sketching, extrusions, and secondary modeling features. Beyond the mechanical side, I also took the time to refine my skills in KiCad, polishing advanced features that I hadn’t fully mastered before. Looking ahead to future iterations, I aim to move away from relying heavily on labels and focus on cleaner, direct wiring connections to achieve a much more polished and organized overall setup.", "repo": "https://github.com/Developer-Vini/Blare-ViniClock-", "demo": ""}]...
|
[{"post_id": 74575, "ts": "202 [{"post_id": 74575, "ts": "2026-09-27T17:36:34Z", "hours": 1.6322, "text": "Now for the best part: submitting the project! Everything is ready, and I’m happy to have finished it. It was a project that challenged me to the extreme; I had to learn a lot of new things along the way, which is why it took me quite a while to complete."}, {"post_id": 74245, "ts": "2026-09-27T01:47:35Z", "hours": 2.0747, "text": "Writing the alarm clock firmware!"}, {"post_id": 74162, "ts": "2026-09-26T20:06:39Z", "hours": 0.8383, "text": "case closed! Only the firmware finalization is missing. Real talk, I had to spend a little time studying, the worst of all is knowing that I managed to learn the basics of 3D modeling in about 2 days, but I only learned because I dedicated myself, I can create several 3D models already, my goal is to build something really bigger, and take a little time to learn hardware construction, but each one at a time, it got kind of long hahaha, thank you to you who read."}, {"post_id": 73787, "ts": "2026-09-26T00:08:48Z", "hours": 0.3344, "text": "I put all the parts together—I thought it was better that way so I wouldn’t have to figure out where to put screws, haha—but I think it’ll work; I’m almost done."}, {"post_id": 73379, "ts": "2026-09-25T01:27:20Z", "hours": 0.6872, "text": "I’m really close to finishing; I studied hard, made the most of my free time at school, and managed to design something halfway decent (I think)—but there are still a few little things left to wrap it up."}, {"post_id": 72915, "ts": "2026-09-24T00:56:09Z", "hours": 1.6894, "text": "Man, I almost couldn’t get this case study done—my computer kept freezing and I tried everything, but I only managed to finish the bottom part :(. I’m going to do the rest; anyone want to give me a hand? If so, hit me up on Slack. pls, i love u. I decided to start over from scratch; I was getting a lot of errors, so I decided to keep it simple."}, {"post_id": 72330, "ts": "2026-09-22T17:52:59Z", "hours": 1.3367, "text": "Just finishing up the case—it looks a bit rough, so I’m thinking about redoing it."}, {"post_id": 71677, "ts": "2026-09-21T09:13:56Z", "hours": 0.3975, "text": "I’m almost finished with the 3D model."}, {"post_id": 71527, "ts": "2026-09-21T00:30:00Z", "hours": 1.9103, "text": "working on the case study for my project (Blare)"}, {"post_id": 71344, "ts": "2026-09-20T17:46:14Z", "hours": 2.7281, "text": "I’ve finished the complete PCB and fixed all the bugs I found; now I’m going to send it off."}, {"post_id": 70899, "ts": "2026-09-19T23:55:57Z", "hours": 5.1286, "text": "This one took a while, but I managed to finish the complete schematic. There are still a few bugs to fix, but not many—I’ll try to get to them today—but the project itself is already taking shape."}]...
|
Title: ViniClock by @Vini_dev | Stardance
Devlogs Title: ViniClock by @Vini_dev | Stardance
Devlogs:
This one took a while, but I managed to finish the complete schematic. There are still a few bugs to fix, but not many—I’ll try to get to them today—but the project itself is already taking shape.
I’ve finished the complete PCB and fixed all the bugs I found; now I’m going to send it off.
working on the case study for my project (Blare)
I’m almost finished with the 3D model.
Just finishing up the case—it looks a bit rough, so I’m thinking about redoing it.
Man, I almost couldn’t get this case study done—my computer kept freezing and I tried everything, but I only managed to finish the bottom part :(. I’m going to do the rest; anyone want to give me a hand? If so, hit me up on Slack. pls, i love u. I decided to start over from scratch; I was getting a lot of errors, so I decided to keep it simple.
I’m really close to finishing; I studied hard, made the most of my free time at school, and managed to design something halfway decent (I think)—but there are still a few little things left to wrap it up.
I put all the parts together—I thought it was better that way so I wouldn’t have to figure out where to put screws, haha—but I think it’ll work; I’m almost done.
case closed! Only the firmware finalization is missing. Real talk, I had to spend a little time studying, the worst of all is knowing that I managed to learn the basics of 3D modeling in about 2 days, but I only learned because I dedicated myself, I can create several 3D models already, my goal is to build something really bigger, and take a little time to learn hardware construction, but each one at a time, it got kind of long hahaha, thank you to you who read.
Writing the alarm clock firmware!
Now for the best part: submitting the project! Everything is ready, and I’m happy to have finished it. It was a project that challenged me to the extreme; I had to learn a lot of new things along the way, which is why it took me quite a while to complete.
Ships:
Throughout the development of this project, I had the opportunity to dive deep into various 3D modeling concepts and practical techniques. I gained hands-on experience with Fusion 360, particularly in mastering key workflows like sketching, extrusions, and secondary modeling features. Beyond the mechanical side, I also took the time to refine my skills in KiCad, polishing advanced features that I hadn’t fully mastered before. Looking ahead to future iterations, I aim to move away from relying heavily on labels and focus on cleaner, direct wiring connections to achieve a much more polished and organized overall setup....
|
1793591520.0785358
|
1793677920.0785358
|
|
58682
|
Vocal Effect Matcher by @m-kouk | Stardance
|
m-kouk
|
0
|
21.91
|
0
|
[]
|
[{"post_id": 74573, "ts": "202 [{"post_id": 74573, "ts": "2026-09-27T17:33:32Z", "hours": 3.2858, "text": "Have the UI and the matching finished. Almost ready to ship"}, {"post_id": 67618, "ts": "2026-09-13T19:23:13Z", "hours": 3.4714, "text": "Working on the UI. It’ almost finished :)"}, {"post_id": 66641, "ts": "2026-09-12T14:23:11Z", "hours": 7.2458, "text": "Finally got the proof of concept working with a guitar note. It’s not perfect but it’ll do. Now I have to pollish it up and make a UI."}, {"post_id": 64865, "ts": "2026-09-09T15:38:57Z", "hours": 7.9083, "text": "I almost have the proof of concept working. I’m testing it on a guitar sound. It will be programed in python. The only thing i’m stuck on is getting the similarity of two wav files. I have it programed but it’s really slow."}]...
|
Title: Vocal Effect Matcher by @m-kouk | Stardance Title: Vocal Effect Matcher by @m-kouk | Stardance
Devlogs:
I almost have the proof of concept working. I’m testing it on a guitar sound. It will be programed in python. The only thing i’m stuck on is getting the similarity of two wav files. I have it programed but it’s really slow.
Finally got the proof of concept working with a guitar note. It’s not perfect but it’ll do. Now I have to pollish it up and make a UI.
Working on the UI. It’ almost finished :)
Have the UI and the matching finished. Almost ready to ship...
|
1793505138.3919165
|
1794109938.3919165
|
|
41895
|
Mew Version Control by @matteoduda | Stardance
|
matteoduda
|
1
|
19.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:36:04Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The screenshot shows the user’s projects. What was really challenging for me was communicating with the API, which is community maintained and not very well documented.", "repo": "https://www.github.com/gtx-lover-69/mew-version-control/", "demo": "https://github.com/gtx-lover-69/mew-version-control/releases/tag/stable"}]...
|
[{"post_id": 74568, "ts": "202 [{"post_id": 74568, "ts": "2026-09-27T17:22:54Z", "hours": 2.2792, "text": "i FINALLY managed to add support for private projects!! after a LOT of trial and error, both with scratch’s API, web responses, and my own (shitty) code, i finally managed to add support for private projects. users can now pull, edit, and commit their unshared projects locally!"}, {"post_id": 72402, "ts": "2026-09-22T20:56:55Z", "hours": 16.6714, "text": "using tldraw, I figured out the basic workflow of a user. I then built basic features around it and debugged. Using codes such as GPL (get project list) i could easily organise my code into dedicated functions. I also worked on making the CLI pretty."}]...
|
Title: Mew Version Control by @matteoduda | Starda Title: Mew Version Control by @matteoduda | Stardance
Devlogs:
using tldraw, I figured out the basic workflow of a user. I then built basic features around it and debugged. Using codes such as GPL (get project list) i could easily organise my code into dedicated functions. I also worked on making the CLI pretty.
i FINALLY managed to add support for private projects!! after a LOT of trial and error, both with scratch’s API, web responses, and my own (shitty) code, i finally managed to add support for private projects. users can now pull, edit, and commit their unshared projects locally!
Ships:
The screenshot shows the user’s projects. What was really challenging for me was communicating with the API, which is community maintained and not very well documented....
|
1793577125.9963274
|
1793663525.9963274
|
|
65204
|
CalcX by @Chetan-boi | Stardance
|
Chetan-boi
|
0
|
2.05
|
0
|
[]
|
[{"post_id": 74566, "ts": "202 [{"post_id": 74566, "ts": "2026-09-27T17:21:00Z", "hours": 2.0544, "text": "Learning Shunting yard algorithms I am making a calculator like CalcX and for that i need to find a way to teach computer PEDMAS we think of 4 + 18/(9-3) as 4 + 18 / 6 4 + 3 7 But how will a computer decided it?? Thats where the Shunting yard Algorithm comes.. it utilises stack and queue.. that soo lit Qalc : MY inspiration"}]...
|
Title: CalcX by @Chetan-boi | Stardance
Devlogs:
Title: CalcX by @Chetan-boi | Stardance
Devlogs:
Learning Shunting yard algorithms I am making a calculator like CalcX and for that i need to find a way to teach computer PEDMAS we think of 4 + 18/(9-3) as 4 + 18 / 6 4 + 3 7 But how will a computer decided it?? Thats where the Shunting yard Algorithm comes.. it utilises stack and queue.. that soo lit Qalc : MY inspiration...
|
1793084090.319648
|
1793688890.319648
|
|
65516
|
ControlPad by @rafail | Stardance
|
rafail
|
0
|
5.74
|
0
|
[]
|
[{"post_id": 74559, "ts": "202 [{"post_id": 74559, "ts": "2026-09-27T17:07:37Z", "hours": 4.1031, "text": "I’ve finished designing my pcb spending 3 hours on it idk if it this is fast but I am satisfied enough to export it and start on the case. So far I love the idea of the website and community thank god I found it from Linus tech tips."}, {"post_id": 74066, "ts": "2026-09-26T16:47:05Z", "hours": 1.6333, "text": "I started working on my macropad and I’ve managed to learn a lot of new things about hardware. I’ve decided to use 5 switches so I can use it for my 5 main applications like discord, spotify, visual studio, browser and extra slot if I need it. In the future I would love to add a mini oled display and design the pcb to look cool but now I have to finish it first."}]...
|
Title: ControlPad by @rafail | Stardance
Devlogs: Title: ControlPad by @rafail | Stardance
Devlogs:
I started working on my macropad and I’ve managed to learn a lot of new things about hardware. I’ve decided to use 5 switches so I can use it for my 5 main applications like discord, spotify, visual studio, browser and extra slot if I need it. In the future I would love to add a mini oled display and design the pcb to look cool but now I have to finish it first.
I’ve finished designing my pcb spending 3 hours on it idk if it this is fast but I am satisfied enough to export it and start on the case. So far I love the idea of the website and community thank god I found it from Linus tech tips....
|
1793087631.0883408
|
1793692431.0883408
|
|
24750
|
Drive and Lift by @aayushg | Stardance
|
aayushg
|
1
|
41.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T17:06:06Z", "hours": 41.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project of mine is a basic drivetrain and lift mechanism. This taught me how to use motors, code in C++ and build basic robots. I am a slow build which is why it took longer.", "repo": "https://github.com/aayushg12/vex", "demo": ""}]...
|
[{"post_id": 74553, "ts": "202 [{"post_id": 74553, "ts": "2026-09-27T16:51:57Z", "hours": 5.9172, "text": "Finished the drive and lift mechanism. And fully coded and tested the drive!"}, {"post_id": 56975, "ts": "2026-08-29T00:52:35Z", "hours": 9.9981, "text": "Finally completed drivetrain and constructed lift. Just need to finish adding pulleys then will start working on the intake."}, {"post_id": 52036, "ts": "2026-08-22T02:18:14Z", "hours": 0.815, "text": "Coded basic 4 omni wheel drive train with 4 11w motors and imu"}, {"post_id": 50015, "ts": "2026-08-19T01:20:27Z", "hours": 4.7833, "text": "I have to rebuild the drivetrain because it was too long and wide. this is the difference. After fixing things up I am halfway done and I am saving 1 inch in vertical and 2 inches in horizontal space."}, {"post_id": 46070, "ts": "2026-08-13T00:46:52Z", "hours": 1.1, "text": "Began building intake so that it can be geared up and used pieces of polycarb for ramp"}, {"post_id": 44256, "ts": "2026-08-09T21:43:32Z", "hours": 3.8836, "text": "Found parts for my cascade lift and fixed the drive train spacing."}, {"post_id": 40399, "ts": "2026-08-03T21:19:06Z", "hours": 1.3669, "text": "Added intake roller and fixed/tested drivetrain"}, {"post_id": 16519, "ts": "2026-06-26T21:29:50Z", "hours": 1.2836, "text": "Almost finished the drivetrain just need to add a few more standoffs then code!"}, {"post_id": 16392, "ts": "2026-06-26T17:50:12Z", "hours": 1.9836, "text": "Removed old connections because they didn’t work and added new ones (really hard to add the new ones that’s why it took so long)"}, {"post_id": 15736, "ts": "2026-06-25T16:33:36Z", "hours": 2.2592, "text": "Attached both sides of the drivetrain. Added more connections to make it more stable. Next Steps: continue making it more secure and stable then start coding."}, {"post_id": 15376, "ts": "2026-06-25T00:23:31Z", "hours": 2.0503, "text": "Added gears and wheels to the drive train. Next step is to connect both pieces, add bracing, and code!"}, {"post_id": 15127, "ts": "2026-06-24T16:08:20Z", "hours": 1.9503, "text": "Tested all driving motors. Attached motors and completed frame of the drive base."}, {"post_id": 14781, "ts": "2026-06-24T00:40:34Z", "hours": 0.8669, "text": "Began the assembly and sorted all parts!"}, {"post_id": 14546, "ts": "2026-06-23T18:14:30Z", "hours": 2.7364, "text": "Building the drivetrain for the robot"}]...
|
Title: Drive and Lift by @aayushg | Stardance
Dev Title: Drive and Lift by @aayushg | Stardance
Devlogs:
Building the drivetrain for the robot
Began the assembly and sorted all parts!
Tested all driving motors. Attached motors and completed frame of the drive base.
Added gears and wheels to the drive train. Next step is to connect both pieces, add bracing, and code!
Attached both sides of the drivetrain. Added more connections to make it more stable. Next Steps: continue making it more secure and stable then start coding.
Removed old connections because they didn’t work and added new ones (really hard to add the new ones that’s why it took so long)
Almost finished the drivetrain just need to add a few more standoffs then code!
Added intake roller and fixed/tested drivetrain
Found parts for my cascade lift and fixed the drive train spacing.
Began building intake so that it can be geared up and used pieces of polycarb for ramp
I have to rebuild the drivetrain because it was too long and wide. this is the difference. After fixing things up I am halfway done and I am saving 1 inch in vertical and 2 inches in horizontal space.
Coded basic 4 omni wheel drive train with 4 11w motors and imu
Finally completed drivetrain and constructed lift. Just need to finish adding pulleys then will start working on the intake.
Finished the drive and lift mechanism. And fully coded and tested the drive!
Ships:
This project of mine is a basic drivetrain and lift mechanism. This taught me how to use motors, code in C++ and build basic robots. I am a slow build which is why it took longer....
|
1793581190.5990682
|
1793667590.5990682
|
|
57600
|
Microfreelance Hub by @hazypak | Stardance
|
hazypak
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:44:31Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a platform for students to post about their achivements , its like linkledin but focuses on students and helps them build their portfolio , this is ship one , I know there are errors but since my school started i cant fix them i am tooo busy , i hope it can ship and then i can work on it even after stardance hopefully", "repo": "https://github.com/hazypak/micro-freelance-hub", "demo": "https://micro-freelance-hub.vercel.app/"}]...
|
[{"post_id": 74546, "ts": "202 [{"post_id": 74546, "ts": "2026-09-27T16:39:59Z", "hours": 0.4222, "text": "Finalizied everything fixed google auth issue (hopefully)"}, {"post_id": 60601, "ts": "2026-09-03T01:52:06Z", "hours": 0.6581, "text": "updated the read me and fixed google login issues"}, {"post_id": 60488, "ts": "2026-09-02T21:06:42Z", "hours": 1.0914, "text": "just had to run clear on claude code to stop autocompact thrashing and save some tokens by only scanning the essential auth files for microfreelance hub completely revamped the ui to be super playful and widget based with soft rounded borders and cute micro interactions fixed the signup ux so it actually tells you to check your gmail for the activation link added google oauth through supabase so you can just one click sign in and threw cloudflare turnstile captcha on the forms to block bots also used the graphify skill to map it all out and squashed some typescript errors while i was at it finally coming together nicely cheerios (for some reason my claude was having a thinking crisis (if that exists lol))"}, {"post_id": 60367, "ts": "2026-09-02T17:36:13Z", "hours": 18.9314, "text": "Before I could even start building Microfreelance Hub, I had to configure my setup from scratch. I connected Claude Code using Omni Router and literally logged into 44 free providers just to stack enough tokens. Sorting out all the skills, plugins, and CLI configurations was easily the hardest part—first time for everything, lol!Once the environment was set up, I spent a full hour crafting and perfecting my prompt before hitting enter. Then I was actually ready.What followed was a 6-day saga of hitting rate limits, battling random API failures, and counting 27 separate 503 errors. But after grinding through all of that, the website is finally built and alive!Right now, I’m working through a quick deployment bug to get the live site running smoothly. School just started back up, so I’m juggling classes while sorting this out. I’ve built a bunch of projects before—like my game Pixel Planet Healers and my personal portfolio—but I’m pushing Claude Code to its absolute limits on this build.Here’s my first official devlog. Cheers to anyone reading this! :D"}]...
|
Title: Microfreelance Hub by @hazypak | Stardance
Title: Microfreelance Hub by @hazypak | Stardance
Devlogs:
Before I could even start building Microfreelance Hub, I had to configure my setup from scratch. I connected Claude Code using Omni Router and literally logged into 44 free providers just to stack enough tokens. Sorting out all the skills, plugins, and CLI configurations was easily the hardest part—first time for everything, lol!Once the environment was set up, I spent a full hour crafting and perfecting my prompt before hitting enter. Then I was actually ready.What followed was a 6-day saga of hitting rate limits, battling random API failures, and counting 27 separate 503 errors. But after grinding through all of that, the website is finally built and alive!Right now, I’m working through a quick deployment bug to get the live site running smoothly. School just started back up, so I’m juggling classes while sorting this out. I’ve built a bunch of projects before—like my game Pixel Planet Healers and my personal portfolio—but I’m pushing Claude Code to its absolute limits on this build.Here’s my first official devlog. Cheers to anyone reading this! :D
just had to run clear on claude code to stop autocompact thrashing and save some tokens by only scanning the essential auth files for microfreelance hub completely revamped the ui to be super playful and widget based with soft rounded borders and cute micro interactions fixed the signup ux so it actually tells you to check your gmail for the activation link added google oauth through supabase so you can just one click sign in and threw cloudflare turnstile captcha on the forms to block bots also used the graphify skill to map it all out and squashed some typescript errors while i was at it finally coming together nicely cheerios (for some reason my claude was having a thinking crisis (if that exists lol))
updated the read me and fixed google login issues
Finalizied everything fixed google auth issue (hopefully)
Ships:
I have made a platform for students to post about their achivements , its like linkledin but focuses on students and helps them build their portfolio , this is ship one , I know there are errors but since my school started i cant fix them i am tooo busy , i hope it can ship and then i can work on it even after stardance hopefully...
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1793580845.7458746
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1793667245.7458746
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50495
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LME Luna Machine Executable by @redsimit | Stardan LME Luna Machine Executable by @redsimit | Stardance...
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redsimit
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1
|
7.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:47:45Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made my own compiler from scratch, called Luna Machine Executable (LME). Written in C++, compiles a tiny language with Turkish keywords into real x86-64 assembly, then assembles + links it with nasm/ld into an actual Linux binary. Right now it handles one statement: cik ; compiles to a binary that exits with that code. Full pipeline: tokenizer -> parser -> generator -> asm -> nasm -> ld -> binary. Hardest part was understanding how a parser turns tokens into a tree, and how the generator walks it. Never written a compiler before, so most time went into learning that. Proudest of getting it to run end to end with zero hand-patching, “cik 42;” in, real binary that exits 42 out. To test: download luna + test.lme, sudo apt install nasm binutils, chmod +x luna, ./luna test.lme && ./out && echo $?", "repo": "https://github.com/Simit6155/LME", "demo": "https://github.com/Simit6155/LME/releases/tag/v0.1.0"}]...
|
[{"post_id": 74544, "ts": "202 [{"post_id": 74544, "ts": "2026-09-27T16:31:42Z", "hours": 2.9511, "text": "LME My own Compiler Devlog #5 Finished the first real end-to-end version of Luna today. Wrote generation.h - takes the parse tree from the parser and walks it to spit out x86-64 NASM assembly. Right now it just handles the one node type I have (NodeExit) and generates the mov/syscall pair for exiting with a given code. Rewired main.cpp so it actually uses the tokenizer -> parser -> generator pipeline properly instead of skipping straight from tokens to asm like before. Cleaner flow now: source -> tokens -> parse tree -> asm -> nasm -> ld -> binary Tested it with: cik 42; Compiled clean, ran the output binary, echo $? gave 42. First time the whole pipeline worked end to end without me hand-patching anything. Also wrote a proper README and a .gitignore so I can actually put this on GitHub without dumping build folders and .idea junk into the repo. Still only supports one statement (cik ;), no variables or math yet. Next up: probably adding a second statement type so the parser/generator actually have to branch on something."}, {"post_id": 51674, "ts": "2026-08-21T14:07:47Z", "hours": 2.0042, "text": "DEVLOG #4 Took me allot to understand how a parse tree/Syntax tree works and how to programm it. So I will be using the recursive descent technique and making nodes for each production."}, {"post_id": 50468, "ts": "2026-08-19T17:07:49Z", "hours": 1.2317, "text": "Cleaned up code, made another file for the tokenization(lexer) almost at parsing tree ( [ SOURCE CODE ] │ ▼ LEXICAL ANALYSIS (Tokenizer) ◄─── finished here [ TOKEN STREAM ] │ ▼ SYNTAX ANALYSIS (Parser) [ ABSTRACT SYNTAX TREE (AST) ] │ ▼ SEMANTIC ANALYSIS (Type Checker) [ DECORATED AST ] │ ▼ INTERMEDIATE CODE GENERATION (IR) [ IR CODE ] (e.g., Three-Address Code, Bytecode) │ ▼ CODE OPTIMIZATION [ OPTIMIZED IR ] │ ▼ TARGET CODE GENERATION [ MACHINE CODE / ASSEMBLY ] (Final Executable) “there are two types of programmers - those who have written a compiler and those who haven’t” -Terry Davis"}, {"post_id": 49577, "ts": "2026-08-18T13:44:26Z", "hours": 0.5333, "text": "LME My own Compiler Devlog #2 I got the basic compiler pipeline working for Luna.I implemented a tokenizer that converts Luna source code into tokens, including:cik → exit token integers → integer literals; → semicolon token then added code generation that converts the tokens into x86-64 NASM assembly using the Linux exit syscall.For example: cik 42; gets compiled into assembly that exits the program with status code 42.I also fixed a bounds-checking bug in the token parser and verified that the generated executable runs correctly under Linux/WSL.The basic pipeline is now:Luna source → tokenizer → tokens → x86-64 assembly → executable Next step is the Parse Tree"}, {"post_id": 49538, "ts": "2026-08-18T12:42:59Z", "hours": 0.4053, "text": "Building my own compiler (vexa compiler) devlog #1 Semicolon based, whitespace does not matter. File ending will be .tr so main.tr. Syntax language will be turkish. Now writing the tokenization stuff "}]...
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Title: LME Luna Machine Executable by @redsimit | Title: LME Luna Machine Executable by @redsimit | Stardance
Devlogs:
Building my own compiler (vexa compiler) devlog #1 Semicolon based, whitespace does not matter. File ending will be .tr so main.tr. Syntax language will be turkish. Now writing the tokenization stuff
LME My own Compiler Devlog #2 I got the basic compiler pipeline working for Luna.I implemented a tokenizer that converts Luna source code into tokens, including:cik → exit token integers → integer literals; → semicolon token then added code generation that converts the tokens into x86-64 NASM assembly using the Linux exit syscall.For example: cik 42; gets compiled into assembly that exits the program with status code 42.I also fixed a bounds-checking bug in the token parser and verified that the generated executable runs correctly under Linux/WSL.The basic pipeline is now:Luna source → tokenizer → tokens → x86-64 assembly → executable Next step is the Parse Tree
Cleaned up code, made another file for the tokenization(lexer) almost at parsing tree ( [ SOURCE CODE ] │ ▼ LEXICAL ANALYSIS (Tokenizer) ◄─── finished here [ TOKEN STREAM ] │ ▼ SYNTAX ANALYSIS (Parser) [ ABSTRACT SYNTAX TREE (AST) ] │ ▼ SEMANTIC ANALYSIS (Type Checker) [ DECORATED AST ] │ ▼ INTERMEDIATE CODE GENERATION (IR) [ IR CODE ] (e.g., Three-Address Code, Bytecode) │ ▼ CODE OPTIMIZATION [ OPTIMIZED IR ] │ ▼ TARGET CODE GENERATION [ MACHINE CODE / ASSEMBLY ] (Final Executable) “there are two types of programmers - those who have written a compiler and those who haven’t” -Terry Davis
DEVLOG #4 Took me allot to understand how a parse tree/Syntax tree works and how to programm it. So I will be using the recursive descent technique and making nodes for each production.
LME My own Compiler Devlog #5 Finished the first real end-to-end version of Luna today. Wrote generation.h - takes the parse tree from the parser and walks it to spit out x86-64 NASM assembly. Right now it just handles the one node type I have (NodeExit) and generates the mov/syscall pair for exiting with a given code. Rewired main.cpp so it actually uses the tokenizer -> parser -> generator pipeline properly instead of skipping straight from tokens to asm like before. Cleaner flow now: source -> tokens -> parse tree -> asm -> nasm -> ld -> binary Tested it with: cik 42; Compiled clean, ran the output binary, echo $? gave 42. First time the whole pipeline worked end to end without me hand-patching anything. Also wrote a proper README and a .gitignore so I can actually put this on GitHub without dumping build folders and .idea junk into the repo. Still only supports one statement (cik ;), no variables or math yet. Next up: probably adding a second statement type so the parser/generator actually have to branch on something.
Ships:
Made my own compiler from scratch, called Luna Machine Executable (LME). Written in C++, compiles a tiny language with Turkish keywords into real x86-64 assembly, then assembles + links it with nasm/ld into an actual Linux binary. Right now it handles one statement: cik ; compiles to a binary that exits with that code. Full pipeline: tokenizer -> parser -> generator -> asm -> nasm -> ld -> binary. Hardest part was understanding how a parser turns tokens into a tree, and how the generator walks it. Never written a compiler before, so most time went into learning that. Proudest of getting it to run end to end with zero hand-patching, “cik 42;” in, real binary that exits 42 out. To test: download luna + test.lme, sudo apt install nasm binutils, chmod +x luna, ./luna test.lme && ./out && echo $?...
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1793580473.8861384
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1793666873.8861384
|
|
33733
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Soulsyche by @andwoo | Stardance
|
andwoo
|
1
|
53.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:24:47Z", "hours": 53.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Soulsyche About A dungeon crawler bullet hell, where you have to clear all rooms of the dungeon in order to beat the game. ( Also, when the second bar appears when level 3 is reached, that is your ability bar. Pressing RMB while temporarily grant you your ability [ invincibility ], then the cooldown begins again. Features Procedurally generated dungeon rooms Multiple enemy types ( sniper, pistol, shotgun, assault rifle ) Different weapons with unique stats Soul ability system Enemy spawning and room clearing Chests with random loot Random loot drops Door and door connection system Controls WASD - Movement Mouse - Aiming Left Mouse Button - Shoot Right Mouse Button - Ability R - Reload Dash - Space Interact ( Open Chest ) - E Overview This game is heavily reliant on composition over inheritance, where several components and modules work together to make certain behaviours. Examples of these systems are: Player movement and combat Weapon management UI Room Generation Enemy spawning Health and damage Soul system Loot and item spawning Credits Developed by andwoo ( Andrew ) for Stardance 2026. Used ChatGPT for helping to plan out and design systems Future improvements Art and SFX More souls A boss fight", "repo": "https://github.com/xPuv/Soulsyche", "demo": "https://xpuv.itch.io/soulsyche"}]...
|
[{"post_id": 74537, "ts": "202 [{"post_id": 74537, "ts": "2026-09-27T16:21:27Z", "hours": 5.8858, "text": "Final commit added more enemies cleaned stuff up, making it playable"}, {"post_id": 63170, "ts": "2026-09-06T20:26:06Z", "hours": 5.4714, "text": "devlog 4 custom room generation algorithm random rooms"}, {"post_id": 52213, "ts": "2026-08-22T09:45:21Z", "hours": 12.0461, "text": "devlog 3 added souls ( buffs, u can ffind in runs) added ui began working on randomly generated rooms added doors that lock and unlock after beating the room"}, {"post_id": 46341, "ts": "2026-08-13T14:25:57Z", "hours": 10.1642, "text": "devlog 2 added enemies that can shoot chests with rng hit shader keys to unlock chests"}, {"post_id": 35708, "ts": "2026-07-27T09:50:33Z", "hours": 10.1531, "text": "devlog 1 added a shotgun ( the dawg ) added weapon switching added UI began working on enemy AI with patrol, chase and investigate behaviour being implemented added damaging enemies"}, {"post_id": 33996, "ts": "2026-07-24T12:00:14Z", "hours": 9.6122, "text": "DEVLOG 0 hello! recently i’ve been working on the my own roguelike, Soulsyche, which is going to be a top down shooter. In the time on the devlog, I’ve spent time implementing a modular gun system and basic player movement. Below is a list stating all the changes alongside a video of what I’ve done. ( also, if anyone has any advivce/can help with the bugfix of the weird jittering, would really be grateful! feel free to comment below ) added shooting added reloading added movement sprite polishes ( gun faces direction of mouse cursor ) adding dashing added vfx to dash"}]...
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Title: Soulsyche by @andwoo | Stardance
Devlogs:
Title: Soulsyche by @andwoo | Stardance
Devlogs:
DEVLOG 0 hello! recently i’ve been working on the my own roguelike, Soulsyche, which is going to be a top down shooter. In the time on the devlog, I’ve spent time implementing a modular gun system and basic player movement. Below is a list stating all the changes alongside a video of what I’ve done. ( also, if anyone has any advivce/can help with the bugfix of the weird jittering, would really be grateful! feel free to comment below ) added shooting added reloading added movement sprite polishes ( gun faces direction of mouse cursor ) adding dashing added vfx to dash
devlog 1 added a shotgun ( the dawg ) added weapon switching added UI began working on enemy AI with patrol, chase and investigate behaviour being implemented added damaging enemies
devlog 2 added enemies that can shoot chests with rng hit shader keys to unlock chests
devlog 3 added souls ( buffs, u can ffind in runs) added ui began working on randomly generated rooms added doors that lock and unlock after beating the room
devlog 4 custom room generation algorithm random rooms
Final commit added more enemies cleaned stuff up, making it playable
Ships:
Soulsyche About A dungeon crawler bullet hell, where you have to clear all rooms of the dungeon in order to beat the game. ( Also, when the second bar appears when level 3 is reached, that is your ability bar. Pressing RMB while temporarily grant you your ability [ invincibility ], then the cooldown begins again. Features Procedurally generated dungeon rooms Multiple enemy types ( sniper, pistol, shotgun, assault rifle ) Different weapons with unique stats Soul ability system Enemy spawning and room clearing Chests with random loot Random loot drops Door and door connection system Controls WASD - Movement Mouse - Aiming Left Mouse Button - Shoot Right Mouse Button - Ability R - Reload Dash - Space Interact ( Open Chest ) - E Overview This game is heavily reliant on composition over inheritance, where several components and modules work together to make certain behaviours. Examples of these systems are: Player movement and combat Weapon management UI Room Generation Enemy spawning Health and damage Soul system Loot and item spawning Credits Developed by andwoo ( Andrew ) for Stardance 2026. Used ChatGPT for helping to plan out and design systems Future improvements Art and SFX More souls A boss fight...
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1793580984.0832088
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1793667384.0832088
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|
37551
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Roguelike by @Alexander_Wolf | Stardance
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Alexander_Wolf
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1
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12.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:00:30Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So somehow I’ve finished this first level. Of course any things are missing and there are still issues, but please view this as a version 0.1 and not a finished v1.0. Interactions with the enemies and the goal coin work, but the visuals are buggy. The project is still in process, but I’m proud of what already exists", "repo": "https://github.com/Wolf-Alexander/Roguelike", "demo": "https://ciferwolf.itch.io/roguelike"}]...
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[{"post_id": 74528, "ts": "202 [{"post_id": 74528, "ts": "2026-09-27T15:58:43Z", "hours": 6.045, "text": "Devlog #2 I’ve added enemys and a goal (a coin) to the game. You attack with X and it actually does knockback. I’m still improving on the game and adding some details"}, {"post_id": 31684, "ts": "2026-07-20T09:21:14Z", "hours": 5.5831, "text": "Devlog #1 I am working on a Roguelike game (Name will be decided later). The game will include a few dungeon levels, as well as a boss at the end. Currently I’m working on a prefab for the levels, as seen in the screenshot. I’ve also already created the character and wrote a PlayerMovement script. The Player also has animations. The Assets are from itch.io (I’ll drop the links to them in my README, once I’ve created it) My next task will be creating the mobs and in additon to that a sort of combat system"}]...
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Title: Roguelike by @Alexander_Wolf | Stardance
D Title: Roguelike by @Alexander_Wolf | Stardance
Devlogs:
Devlog #1 I am working on a Roguelike game (Name will be decided later). The game will include a few dungeon levels, as well as a boss at the end. Currently I’m working on a prefab for the levels, as seen in the screenshot. I’ve also already created the character and wrote a PlayerMovement script. The Player also has animations. The Assets are from itch.io (I’ll drop the links to them in my README, once I’ve created it) My next task will be creating the mobs and in additon to that a sort of combat system
Devlog #2 I’ve added enemys and a goal (a coin) to the game. You attack with X and it actually does knockback. I’m still improving on the game and adding some details
Ships:
So somehow I’ve finished this first level. Of course any things are missing and there are still issues, but please view this as a version 0.1 and not a finished v1.0. Interactions with the enemies and the goal coin work, but the visuals are buggy. The project is still in process, but I’m proud of what already exists...
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1793580700.5915914
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1793667100.5915914
|
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47285
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flyos by @Winny | Stardance
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Winny
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1
|
3.73
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T23:35:38Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states.", "repo": "https://github.com/WinnyT/flyos", "demo": "https://winnyt.github.io/flyos/"}]...
|
[{"post_id": 74525, "ts": "202 [{"post_id": 74525, "ts": "2026-09-27T15:44:20Z", "hours": 0.7333, "text": "Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen."}, {"post_id": 73341, "ts": "2026-09-24T22:39:09Z", "hours": 0.5661, "text": "I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD"}, {"post_id": 67025, "ts": "2026-09-13T02:06:49Z", "hours": 1.3292, "text": "Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time"}, {"post_id": 46664, "ts": "2026-08-14T03:04:42Z", "hours": 0.8914, "text": "Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!"}]...
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Title: flyos by @Winny | Stardance
Devlogs:
Flyos Title: flyos by @Winny | Stardance
Devlogs:
Flyos- The OS system that make you want to fly. I just go through 2 part of the tutorial and here is the result. Nothing fancy, just copy - paste cuz I still don’t know how to style my OS yet!
Just completed the drag function but it doesn’t seems to work so well. Changed back ground photo and added top bar time
I just added the close button, and planning to have each states is a window. Currently, the welcome window is GA xD
Because the reviewer screen and my screen are not the same size, we have clicking conflict ( they can’t open the window at “that” states because it’s somewhere else). Therefore, I used css to fixed the pin and the map. The pin will depends on the map image instead of the screen.
Ships:
I make a OS called flyos where each state I fly to ( aka click on), it should pop out a function that is suitable for that states....
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1793577204.7222013
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1793663604.7222013
|
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65121
|
My HackPAD! by @Triso01 | Stardance
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Triso01
|
0
|
7.89
|
0
|
[]
|
[{"post_id": 74519, "ts": "202 [{"post_id": 74519, "ts": "2026-09-27T15:31:56Z", "hours": 3.3503, "text": "Finished!! Only Github Repo is left to do!"}, {"post_id": 73853, "ts": "2026-09-26T05:55:46Z", "hours": 2.2836, "text": "DAMN IT! I hate CAD!"}, {"post_id": 73286, "ts": "2026-09-24T19:19:00Z", "hours": 0.7667, "text": "Hackpading again"}, {"post_id": 73251, "ts": "2026-09-24T17:55:12Z", "hours": 1.4906, "text": "Had to figure out how a matrix works"}]...
|
Title: My HackPAD! by @Triso01 | Stardance
Devlog Title: My HackPAD! by @Triso01 | Stardance
Devlogs:
Had to figure out how a matrix works
Hackpading again
DAMN IT! I hate CAD!
Finished!! Only Github Repo is left to do!...
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1793083938.1928048
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1793688738.1928048
|
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48648
|
Pokemon Search Lib by @heitordecarvalhopessoa | St Pokemon Search Lib by @heitordecarvalhopessoa | Stardance...
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heitordecarvalhopessoa
|
5
|
57.0
|
693
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T15:08:30Z", "hours": 15.0, "multiplier": 17.96, "payout": 271, "blessing": "neutral", "text": "More card collections have been added, and the filtering and comparison systems have been improved; additionally, the HUDs have been updated to enhance site performance.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}, {"ship_num": 2, "ts": "2026-09-15T23:42:18Z", "hours": 13.0, "multiplier": 13.63, "payout": 178, "blessing": "neutral", "text": "More collections and cards have been added, and many HUDs have been swapped out and updated to improve site performance; various systems have been modified to make them easier for any user to understand.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}, {"ship_num": 3, "ts": "2026-09-07T14:25:09Z", "hours": 10.0, "multiplier": 6.62, "payout": 69, "blessing": "neutral", "text": "More systems have been added, such as a card price comparison tool, and the search system has been updated; additionally, more collections have been completed, and new collections have been introduced.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}, {"ship_num": 4, "ts": "2026-08-26T22:55:37Z", "hours": 10.0, "multiplier": 10.26, "payout": 103, "blessing": "neutral", "text": "Pokemon Search is a library for looking up Pokémon card prices; it includes only Pokémon cards—no Energy or Trainer cards. Some sets are currently incomplete but will be added soon.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}, {"ship_num": 5, "ts": "2026-08-17T23:24:42Z", "hours": 9.0, "multiplier": 8.12, "payout": 72, "blessing": "neutral", "text": "POKÉMON SEARCH LIB A fan-made library featuring “beautiful” and “rare” Pokémon TCG cards; new cards will be added regularly as the site develops. Any feedback, as well as ideas for cards and collections to add, would be valuable for the site.", "repo": "https://github.com/heitordecarvalhopessoa-debug/Pokemon-Search", "demo": "https://heitordecarvalhopessoa-debug.github.io/Pokemon-Search/"}]...
|
[{"post_id": 74502, "ts": "202 [{"post_id": 74502, "ts": "2026-09-27T15:05:45Z", "hours": 3.6589, "text": "Version 1.18.0 Two Pokémon collection have already been add: 1. Mega Evolution: Phantasmal Fire 2. Mega Evolution: Ascended Heroes New 126 cards Filters Ui Changes Filter menu Card Template Update Data.js ReadMe.md Prices"}, {"post_id": 73351, "ts": "2026-09-24T23:32:40Z", "hours": 4.2108, "text": "Version 1.17.0 Twelve Pokémon collection have already been add: Ex: Emerald Ex: Unseen Forces Ex: Delta Species Ex: Legend Maker Ex: Holon Phantoms Ex: Crystal Guardians Ex: Dragon Frontiers Ex: Power Keepers XY: Primal Clash XY: Roaring Skies XY: Ancient Origins Celebrations 30th New 292 cards Regions Filter Filters: Type: RGB Type: Shiny Category: Star Region: Paldean Region: Hisuian Region: Galarian Region: Alolan Ui Changes Filter menu Compare.html hud Update Prices Some cards names Filters places"}, {"post_id": 71991, "ts": "2026-09-21T22:46:20Z", "hours": 2.1872, "text": "Version 1.16.0 I had to create a new folder, imgs2 , because GitHub only accepts 1,000 files per folder . Eight Pokémon collection have already been add: Ex: Ruby & Sapphire Ex: Sandstorm Ex: Dragon Ex: Team Magma vs Team Aqua Ex: Hidden Legends Ex: FireRed & LeafGreen Ex: Team Rocket Returns Ex: Deoxys New 79 cards Filters: Name Z-A Price Above 50 Price Between 21-200 Price Between 201-500 Price Between 501-1500 Price Above 1501 Ex Series Star Cards Category More credits Ui Changes Filter menu Search collections menu Collections menu Update Prices Some collections Names"}, {"post_id": 70867, "ts": "2026-09-19T21:54:41Z", "hours": 5.0539, "text": "Version 1.15.0 – Six Pokémon collection have already been completed: Rebel Clash Evolutions Unbroken Bonds Break Point Stellar Crown Ultra Prism New 109 cards Search Colection Ui Changes Colections menu Search menu Update Search system Prices All colections Names"}, {"post_id": 68890, "ts": "2026-09-15T23:36:43Z", "hours": 1.2878, "text": "Some bug fixes and more cards Sorry, I don’t have any free time these days :( More coins from different countries have also been added :)"}, {"post_id": 68336, "ts": "2026-09-14T23:24:27Z", "hours": 2.4978, "text": "Version 1.14.0 – Two Pokémon collection have already been completed: Flashfire Lost Origin New ?? cards I forgot to count them. Cards Menu Prices System Home pages Ui Changes Prices Options Menu Credits Menu Holographic Efect Update Search system Prices changes"}, {"post_id": 67585, "ts": "2026-09-13T18:48:34Z", "hours": 4.7533, "text": "Version 1.13.0 HUD UPDATE Two Pokémon collection have already been completed: Fusion Strike Sun & Moon (Base set) New 63 cards Card thumbnails next to their names in the search tab Ui Changes Buttons Home Page Pokemons Page Prices Menu Filter Menu Credits Menu Search Bar Update Prices of some cards Search system Prices changes"}, {"post_id": 65646, "ts": "2026-09-10T22:34:57Z", "hours": 4.5106, "text": "Version 1.12.0 Four Pokémon collection have already been completed: Darkness Ablaze Guardians Rising Burning Shadows Brilliant Stars News 138 cards Cards Menu Swapped Zoom system Swapped Update Prices of some cards Hud modals.css Collections system"}, {"post_id": 63570, "ts": "2026-09-07T14:20:05Z", "hours": 2.6225, "text": "Version 1.11.0 One Pokémon collection have already been completed: Twilight Masquerade News 58 cards Compare Cards system compare.html compare.js compare.css Update Ienes prices update Index carrosel Links Hud Search system Cards system"}, {"post_id": 63119, "ts": "2026-09-06T19:00:18Z", "hours": 2.8378, "text": "Version 1.10.0 Two Pokémon collections have already been completed: Caos Rising Pitch Black News 249 cards Prices Converter: Libras (UK) Iene (JPN) Dolar Australiano (AUS) Franco Suíço (CHF) Update Search system holographic.js Collections Table"}, {"post_id": 58228, "ts": "2026-08-30T16:11:28Z", "hours": 2.7058, "text": "Version 1.9.0 Two Pokémon collections have already been completed: Celebrations Evolving Skies News 181 cards Min. and Max. Prices filter 3D Holographic Efect Update Search system Pokemons page Pin colection data.js"}, {"post_id": 56226, "ts": "2026-08-27T21:59:26Z", "hours": 2.2678, "text": "Version 1.8.0 Three Pokémon collections have already been completed: Celestial Storm Team Up Champions Path News 98 cards Update Search system Pokemons page Pin colection data.js"}, {"post_id": 54030, "ts": "2026-08-24T19:39:40Z", "hours": 2.4872, "text": "Version 1.7.0 Three Pokémon collections have already been completed: Pokémon GO Shining Legends Scarlet & Violet: 151 The project will include only Full Art / EX / GX / V / VMAX / VSTAR / BREAK / V-UNION cards; Trainer and Energy cards will not be added, as the primary focus is exclusively on Pokémon (although previously added Trainer cards will not be removed). News 71 cards Update Search system Home page Pokemons page"}, {"post_id": 53408, "ts": "2026-08-23T23:00:11Z", "hours": 2.34, "text": "Version 1.6.0 News 51 cards Coins Carrosel Pin collection Update Collections system Search system Coins system Home page Collections Other Optimize data system Cards in their correct collections Correction of incorrect card art Currency conversion system (BRL, Dollar, Euro) correctly updated. Improvements to CSS code Small changes to the filtering system"}, {"post_id": 52695, "ts": "2026-08-22T23:45:19Z", "hours": 2.1908, "text": "Version 1.5.0 News 33 cards Collections Option Show the card collection New collections New CSS Update Pokemons Menu Other Optimize codes Change a little the UI"}, {"post_id": 51976, "ts": "2026-08-21T23:40:05Z", "hours": 3.0014, "text": "Version 1.4.0 BUGS FIXED News Coins See more cards option Optimize Show the card collection More cards Home page Cards page Coins page Update Hud Pokemons Menu Favorite System"}, {"post_id": 49250, "ts": "2026-08-17T22:50:40Z", "hours": 1.6881, "text": "Version 1.3.0 Please read all News 15 new pokemons Convert Money System BREAK Pokemons + Filter Web Icon Zoom pokemon card Update Hud Filter system Favorite Pokemons system Pokemons Menu Data Storage System Info The site is currently under development, and new Pokémon cards of various types will be added, such as: Tag Team V-UNION The conversion system may occasionally be inaccurate regarding EUR (Euro) and USD (US Dollar) values; therefore, comments and feedback are important to help ensure the cards reflect their actual market prices. Feel free to suggest cards to be added to the site."}, {"post_id": 48486, "ts": "2026-08-16T21:10:16Z", "hours": 2.2561, "text": "Version 1.2.0 News 23 new pokemons Favorite System Update Hud- Search system Filter system"}, {"post_id": 48306, "ts": "2026-08-16T16:46:40Z", "hours": 1.7733, "text": "** Version 1.1.0** News 31 new pokemons Filter System Vstar pokemons GX pokemons Vmax pokemons V pokemons Update Hud- Search system Pokemon values"}, {"post_id": 47822, "ts": "2026-08-16T01:10:41Z", "hours": 3.1025, "text": "Version 1.0.0 A Brazilian project focused on the Pokémon TCG, where you can check prices for Full Art, GX, and EX cards. The project is still under development, and we are adding more cards. Coming soon: Filter by card type Filter by set More cards Any feedback or ideas regarding the project will help us improve the site."}]...
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Title: Pokemon Search Lib by @heitordecarvalhopess Title: Pokemon Search Lib by @heitordecarvalhopessoa | Stardance
Devlogs:
Version 1.0.0 A Brazilian project focused on the Pokémon TCG, where you can check prices for Full Art, GX, and EX cards. The project is still under development, and we are adding more cards. Coming soon: Filter by card type Filter by set More cards Any feedback or ideas regarding the project will help us improve the site.
** Version 1.1.0** News 31 new pokemons Filter System Vstar pokemons GX pokemons Vmax pokemons V pokemons Update Hud- Search system Pokemon values
Version 1.2.0 News 23 new pokemons Favorite System Update Hud- Search system Filter system
Version 1.3.0 Please read all News 15 new pokemons Convert Money System BREAK Pokemons + Filter Web Icon Zoom pokemon card Update Hud Filter system Favorite Pokemons system Pokemons Menu Data Storage System Info The site is currently under development, and new Pokémon cards of various types will be added, such as: Tag Team V-UNION The conversion system may occasionally be inaccurate regarding EUR (Euro) and USD (US Dollar) values; therefore, comments and feedback are important to help ensure the cards reflect their actual market prices. Feel free to suggest cards to be added to the site.
Version 1.4.0 BUGS FIXED News Coins See more cards option Optimize Show the card collection More cards Home page Cards page Coins page Update Hud Pokemons Menu Favorite System
Version 1.5.0 News 33 cards Collections Option Show the card collection New collections New CSS Update Pokemons Menu Other Optimize codes Change a little the UI
Version 1.6.0 News 51 cards Coins Carrosel Pin collection Update Collections system Search system Coins system Home page Collections Other Optimize data system Cards in their correct collections Correction of incorrect card art Currency conversion system (BRL, Dollar, Euro) correctly updated. Improvements to CSS code Small changes to the filtering system
Version 1.7.0 Three Pokémon collections have already been completed: Pokémon GO Shining Legends Scarlet & Violet: 151 The project will include only Full Art / EX / GX / V / VMAX / VSTAR / BREAK / V-UNION cards; Trainer and Energy cards will not be added, as the primary focus is exclusively on Pokémon (although previously added Trainer cards will not be removed). News 71 cards Update Search system Home page Pokemons page
Version 1.8.0 Three Pokémon collections have already been completed: Celestial Storm Team Up Champions Path News 98 cards Update Search system Pokemons page Pin colection data.js
Version 1.9.0 Two Pokémon collections have already been completed: Celebrations Evolving Skies News 181 cards Min. and Max. Prices filter 3D Holographic Efect Update Search system Pokemons page Pin colection data.js
Version 1.10.0 Two Pokémon collections have already been completed: Caos Rising Pitch Black News 249 cards Prices Converter: Libras (UK) Iene (JPN) Dolar Australiano (AUS) Franco Suíço (CHF) Update Search system holographic.js Collections Table
Version 1.11.0 One Pokémon collection have already been completed: Twilight Masquerade News 58 cards Compare Cards system compare.html compare.js compare.css Update Ienes prices update Index carrosel Links Hud Search system Cards system
Version 1.12.0 Four Pokémon collection have already been completed: Darkness Ablaze Guardians Rising Burning Shadows Brilliant Stars News 138 cards Cards Menu Swapped Zoom system Swapped Update Prices of some cards Hud modals.css Collections system
Version 1.13.0 HUD UPDATE Two Pokémon collection have already been completed: Fusion Strike Sun & Moon (Base set) New 63 cards Card thumbnails next to their names in the search tab Ui Changes Buttons Home Page Pokemons Page Prices Menu Filter Menu Credits Menu Search Bar Update Prices of some cards Search system Prices changes
Version 1.14.0 – Two Pokémon collection have already been completed: Flashfire Lost Origin New ?? cards I forgot to count them. Cards Menu Prices System Home pages Ui Changes Prices Options Menu Credits Menu Holographic Efect Update Search system Prices changes
Some bug fixes and more cards Sorry, I don’t have any free time these days :( More coins from different countries have also been added :)
Version 1.15.0 – Six Pokémon collection have already been completed: Rebel Clash Evolutions Unbroken Bonds Break Point Stellar Crown Ultra Prism New 109 cards Search Colection Ui Changes Colections menu Search menu Update Search system Prices All colections Names
Version 1.16.0 I had to create a new folder, imgs2 , because GitHub only accepts 1,000 files per folder . Eight Pokémon collection have already been add: Ex: Ruby & Sapphire Ex: Sandstorm Ex: Dragon Ex: Team Magma vs Team Aqua Ex: Hidden Legends Ex: FireRed & LeafGreen Ex: Team Rocket Returns Ex: Deoxys New 79 cards Filters: Name Z-A Price Above 50 Price Between 21-200 Price Between 201-500 Price Between 501-1500 Price Above 1501 Ex Series Star Cards Category More credits Ui Changes Filter menu Search collections menu Collections menu Update Prices Some collections Names
Version 1.17.0 Twelve Pokémon collection have already been add: Ex: Emerald Ex: Unseen Forces Ex: Delta Species Ex: Legend Maker Ex: Holon Phantoms Ex: Crystal Guardians Ex: Dragon Frontiers Ex: Power Keepers XY: Primal Clash XY: Roaring Skies XY: Ancient Origins Celebrations 30th New 292 cards Regions Filter Filters: Type: RGB Type: Shiny Category: Star Region: Paldean Region: Hisuian Region: Galarian Region: Alolan Ui Changes Filter menu Compare.html hud Update Prices Some cards names Filters places
Version 1.18.0 Two Pokémon collection have already been add: 1. Mega Evolution: Phantasmal Fire 2. Mega Evolution: Ascended Heroes New 126 cards Filters Ui Changes Filter menu Card Template Update Data.js ReadMe.md Prices
Ships:
POKÉMON SEARCH LIB A fan-made library featuring “beautiful” and “rare” Pokémon TCG cards; new cards will be added regularly as the site develops. Any feedback, as well as ideas for cards and collections to add, would be valuable for the site.
Pokemon Search is a library for looking up Pokémon card prices; it includes only Pokémon cards—no Energy or Trainer cards. Some sets are currently incomplete but will be added soon.
More systems have been added, such as a card price comparison tool, and the search system has been updated; additionally, more collections have been completed, and new collections have been introduced.
More collections and cards have been added, and many HUDs have been swapped out and updated to improve site performance; various systems have been modified to make them easier for any user to understand.
More card collections have been added, and the filtering and comparison systems have been improved; additionally, the HUDs have been updated to enhance site performance....
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1793602567.3443093
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1793688967.3443093
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64742
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N-bodies by @safwanxd | Stardance
|
safwanxd
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1
|
3.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T15:20:51Z", "hours": 3.0, "multiplier": 2.31, "payout": 7, "blessing": "neutral", "text": "I made an interactive N-body gravity simulator in pygame. You can choose masses and add them. The challenging part was getting the UI to work in sync with the rest of the program since pygame does not have a native UI system like the web. As such, I had to engineer my own input fields and buttons. Definitely was a fun one! :)", "repo": "https://github.com/sawfan1/n-bodies", "demo": "https://sawfan1.github.io/n-bodies/"}]...
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[{"post_id": 74500, "ts": "202 [{"post_id": 74500, "ts": "2026-09-27T14:57:14Z", "hours": 0.2667, "text": "Finalized the project, looking to ship, but first I have to figure out how to run pygame on the web"}, {"post_id": 74478, "ts": "2026-09-27T13:59:24Z", "hours": 0.2667, "text": "The mass addition now works, refined the engine a bit more and added position limits to be inside the window."}, {"post_id": 74466, "ts": "2026-09-27T13:14:20Z", "hours": 0.5506, "text": "Switched to the zed editor, cause thats just better. Got the physics engine somewhat working, but it will need a bit more polish."}, {"post_id": 72224, "ts": "2026-09-22T14:15:02Z", "hours": 0.3522, "text": "Added colour and varying sizes to the masses"}, {"post_id": 72206, "ts": "2026-09-22T13:32:07Z", "hours": 0.6403, "text": "Got some point masses going, the UI is working and functional."}, {"post_id": 72183, "ts": "2026-09-22T12:34:51Z", "hours": 0.5325, "text": "Got some buttons and a panel up and running!"}, {"post_id": 72154, "ts": "2026-09-22T10:26:56Z", "hours": 0.2572, "text": "Got the text to render!"}, {"post_id": 72149, "ts": "2026-09-22T10:10:34Z", "hours": 0.3747, "text": "The screen and UI panel is slowly starting to come together"}]...
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Title: N-bodies by @safwanxd | Stardance
Devlogs: Title: N-bodies by @safwanxd | Stardance
Devlogs:
The screen and UI panel is slowly starting to come together
Got the text to render!
Got some buttons and a panel up and running!
Got some point masses going, the UI is working and functional.
Added colour and varying sizes to the masses
Switched to the zed editor, cause thats just better. Got the physics engine somewhat working, but it will need a bit more polish.
The mass addition now works, refined the engine a bit more and added position limits to be inside the window.
Finalized the project, looking to ship, but first I have to figure out how to run pygame on the web
Ships:
I made an interactive N-body gravity simulator in pygame. You can choose masses and add them. The challenging part was getting the UI to work in sync with the rest of the program since pygame does not have a native UI system like the web. As such, I had to engineer my own input fields and buttons. Definitely was a fun one! :)...
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1793591649.0435228
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1793678049.0435228
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10313
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Robotic Arm by @LeeZayneYong | Stardance
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LeeZayneYong
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0
|
1.04
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0
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[]
|
[{"post_id": 7450, "ts": "2026 [{"post_id": 7450, "ts": "2026-06-12T12:43:44Z", "hours": 1.0439, "text": "I have just created the prototype, just waiting on the materials to arrive and be shipped to me. https://www.tinkercad.com/things/kEbBSIsw5Ij-robotic-arm-prototype?sharecode=OmhdbQJYMc419Uc13iraAk9OIxihjOdm_UiNXSZLYOY"}]...
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Title: Robotic Arm by @LeeZayneYong | Stardance
D Title: Robotic Arm by @LeeZayneYong | Stardance
Devlogs:
I have just created the prototype, just waiting on the materials to arrive and be shipped to me. https://www.tinkercad.com/things/kEbBSIsw5Ij-robotic-arm-prototype?sharecode=OmhdbQJYMc419Uc13iraAk9OIxihjOdm_UiNXSZLYOY...
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1793195282.6786482
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1793800082.6786482
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65912
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How much do I know? by @PahalDesai | Stardance
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PahalDesai
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1
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4.0
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25
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T14:36:48Z", "hours": 4.0, "multiplier": 11.07, "payout": 25, "blessing": "neutral", "text": "This is a quiz I made using html css and js. through this, I learnt some basic js and latex to render math. I also learnt that html has a tag which should be used instead of wasting time in latex. Anyways, this quiz consists of 3 subjects - maths, science and CS. science further has 3 parts - physics, chemistry and biology.", "repo": "https://github.com/pahal-desai/quiz", "demo": "https://pahal-desai.github.io/quiz/"}]...
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[{"post_id": 74492, "ts": "202 [{"post_id": 74492, "ts": "2026-09-27T14:31:38Z", "hours": 1.4256, "text": "finished CS questions, added readme, wrote the evaluation logic (i did that side by side with the questions which i finished rn) and the result page. and added some funny and motivating gifs in the extreme one. and some memes in the result page. It’s ready to be shipped"}, {"post_id": 74416, "ts": "2026-09-27T10:47:40Z", "hours": 1.0603, "text": "just finished adding chemistry and biology questions for all levels. It took a long time to find chem questions and i had no choice other than to use ai for biology as i don’t study biology in 11th grade"}, {"post_id": 73935, "ts": "2026-09-26T11:06:06Z", "hours": 0.8269, "text": "Just finised adding all the levels for the physics part of science. and that latex thing was a pain in the ass. I did need to take help from ai for the extreme levels of maths and physics as the latex was too complicated."}, {"post_id": 73881, "ts": "2026-09-26T07:42:39Z", "hours": 1.1678, "text": "I started working on a simple html and js based quiz. It has 4 subjects, and 4 levels of each subject. today i made the home screen and added questions for all levels of maths. also i used mathjax for displying the fancy math way."}]...
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Title: How much do I know? by @PahalDesai | Starda Title: How much do I know? by @PahalDesai | Stardance
Devlogs:
I started working on a simple html and js based quiz. It has 4 subjects, and 4 levels of each subject. today i made the home screen and added questions for all levels of maths. also i used mathjax for displying the fancy math way.
Just finised adding all the levels for the physics part of science. and that latex thing was a pain in the ass. I did need to take help from ai for the extreme levels of maths and physics as the latex was too complicated.
just finished adding chemistry and biology questions for all levels. It took a long time to find chem questions and i had no choice other than to use ai for biology as i don’t study biology in 11th grade
finished CS questions, added readme, wrote the evaluation logic (i did that side by side with the questions which i finished rn) and the result page. and added some funny and motivating gifs in the extreme one. and some memes in the result page. It’s ready to be shipped
Ships:
This is a quiz I made using html css and js. through this, I learnt some basic js and latex to render math. I also learnt that html has a tag which should be used instead of wasting time in latex. Anyways, this quiz consists of 3 subjects - maths, science and CS. science further has 3 parts - physics, chemistry and biology....
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1793591757.916103
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1793678157.916103
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