|
10313
|
Robotic Arm by @LeeZayneYong | Stardance
|
LeeZayneYong
|
0
|
1.04
|
0
|
[]
|
[{"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"}]...
|
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...
|
1793195282.6786482
|
1793800082.6786482
|
|
65912
|
How much do I know? by @PahalDesai | Stardance
|
PahalDesai
|
1
|
4.0
|
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/"}]...
|
[{"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."}]...
|
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....
|
1793591757.916103
|
1793678157.916103
|
|
66124
|
before-you by @kaxokaze | Stardance
|
kaxokaze
|
0
|
0.83
|
0
|
[]
|
[{"post_id": 74491, "ts": "202 [{"post_id": 74491, "ts": "2026-09-27T14:30:29Z", "hours": 0.8325, "text": "added backend added admin page /admin audit of /found, /leave and much more the website is not production ready _ ran npm checks too GO CHECKOUT NOW!"}]...
|
Title: before-you by @kaxokaze | Stardance
Devlog Title: before-you by @kaxokaze | Stardance
Devlogs:
added backend added admin page /admin audit of /found, /leave and much more the website is not production ready _ ran npm checks too GO CHECKOUT NOW!...
|
1793094718.7503078
|
1793699518.7503078
|
|
66307
|
EKG using arduino by @Nakul27 | Stardance
|
Nakul27
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T08:08:08Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an EKG using arduino uno and an ad8232 sensor. It wasnt that hard but the correct debugging in the arduino ide was required as it was too twitchy now its fixed. I hope a more advanced/more accurate version of this EKG can be made within this budget as I believe it can hepl people with low to no access to medical devices due to various things like wars ,famines etc. Thank you", "repo": "https://github.com/GLizzyGoose/Primitive-ekg", "demo": ""}]...
|
[{"post_id": 74489, "ts": "202 [{"post_id": 74489, "ts": "2026-09-27T14:27:38Z", "hours": 0.3064, "text": "im making a simple ekg using arduino. Today i made the base build tomorrow im making a shell or case . it works using an arduino uno,ad 8232, and a few wires and the output is shown in the arduino ide’s serial plotter will change it into a proccessing program"}]...
|
Title: EKG using arduino by @Nakul27 | Stardance
Title: EKG using arduino by @Nakul27 | Stardance
Devlogs:
im making a simple ekg using arduino. Today i made the base build tomorrow im making a shell or case . it works using an arduino uno,ad 8232, and a few wires and the output is shown in the arduino ide’s serial plotter will change it into a proccessing program
Ships:
I made an EKG using arduino uno and an ad8232 sensor. It wasnt that hard but the correct debugging in the arduino ide was required as it was too twitchy now its fixed. I hope a more advanced/more accurate version of this EKG can be made within this budget as I believe it can hepl people with low to no access to medical devices due to various things like wars ,famines etc. Thank you...
|
1793591812.873284
|
1793678212.873284
|
|
66296
|
random bot by @irlight-1 | Stardance
|
irlight-1
|
0
|
0.32
|
0
|
[]
|
[{"post_id": 74486, "ts": "202 [{"post_id": 74486, "ts": "2026-09-27T14:21:25Z", "hours": 0.3197, "text": "finished the tutorial, surprised it worked since i suck at coding"}]...
|
Title: random bot by @irlight-1 | Stardance
Devlo Title: random bot by @irlight-1 | Stardance
Devlogs:
finished the tutorial, surprised it worked since i suck at coding...
|
1793098163.213285
|
1793702963.213285
|
|
66120
|
Bank by @syedakhter | Stardance
|
syedakhter
|
1
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T15:17:44Z", "hours": 2.0, "multiplier": 1.0, "payout": 2, "blessing": "neutral", "text": "I made a bank system that does deposits and withdrawal for you when you add the amount you want to withdraw and deposit and I used GitHub ai for the subtraction and the addition because I am new to html everything else is real.", "repo": "https://github.com/8051987-eng/My-Bank", "demo": "https://8051987-eng.github.io/My-Bank/"}]...
|
[{"post_id": 74483, "ts": "202 [{"post_id": 74483, "ts": "2026-09-27T14:14:32Z", "hours": 1.665, "text": "I built a bank system but im still not done this is html and CSS so please give me some advice"}]...
|
Title: Bank by @syedakhter | Stardance
Devlogs:
I Title: Bank by @syedakhter | Stardance
Devlogs:
I built a bank system but im still not done this is html and CSS so please give me some advice
Ships:
I made a bank system that does deposits and withdrawal for you when you add the amount you want to withdraw and deposit and I used GitHub ai for the subtraction and the addition because I am new to html everything else is real....
|
1793591788.694114
|
1793678188.694114
|
|
65835
|
My own site! by @syedakhter | Stardance
|
syedakhter
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T21:46:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made this project about my self it was not challenging I want people to know that I spent 2 hr on it.", "repo": "https://github.com/8051987-eng/MY-website", "demo": "https://8051987-eng.github.io/MY-website/"}]...
|
[{"post_id": 74481, "ts": "202 [{"post_id": 74481, "ts": "2026-09-27T14:10:53Z", "hours": 2.0972, "text": "Im working on a website with html and CSS for a club project"}]...
|
Title: My own site! by @syedakhter | Stardance
De Title: My own site! by @syedakhter | Stardance
Devlogs:
Im working on a website with html and CSS for a club project
Ships:
I made this project about my self it was not challenging I want people to know that I spent 2 hr on it....
|
1793591745.8977032
|
1793678145.8977032
|
|
65309
|
Cherry on top by @shyamks1828 | Stardance
|
shyamks1828
|
2
|
4.32
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T00:52:34Z", "hours": 0.0, "multiplier": 1.07, "payout": 0, "blessing": "neutral", "text": "helloo guyss. this is my warioware project. it is published on itchi.io. right now its only optimized for desktop or laptop play. or just hookup a keyboard to your phone. it has apoints system and 2 levels. i am in the process of adding hitpoint system and also enemies which damge the player. rn try out version 1 and lmk what to add or change. (note to shipwright - I am not shipping this for warioware ik i have clciked confirm but feel free to reject if u feel so. im just shipping this for ratings from the community)", "repo": "https://github.com/coderrcboy/Cherry-on-top-videogame", "demo": "https://proplayersaitama008.itch.io/cherry-on-top"}, {"ship_num": 2, "ts": "2026-09-24T11:32:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hi, so i made a simple point collecting game called cherry on top. it uses wasd and arrow control for movememnt. it has 2 games. rather 2 parts. i made it from schratch no ai using godt engine. it was a very nice experience. i learned coding and drawing and controlling sprites with code. i will be making more devlopements to the game like more levles or maybe shop system to use the points. pls do go try it out!!", "repo": "https://github.com/coderrcboy/Cherry-on-top-videogame", "demo": "https://proplayersaitama008.itch.io/cherry-on-top"}]...
|
[{"post_id": 74480, "ts": "202 [{"post_id": 74480, "ts": "2026-09-27T14:07:29Z", "hours": 1.3228, "text": "helloo guyss. in this edit, i have added the following changes. i added a health bar i added enemies if u jump on the enemies theyll die if u hit the enemies form the side, youll get knockback and lose a life-there are 3 lives theres also a pause menu when u click escape. you can resume of go to main menu. also pls note, i have not updated those features in itch.io yet but feel free to try the existing version it is also nice. next update, ill add a secret level. c ya later"}, {"post_id": 74235, "ts": "2026-09-27T00:48:43Z", "hours": 0.3806, "text": "Helloo guyss, So i have started working on a hp system and am gonna add villains. i am waiting for the itch.io grant to be approved so i can download the texture pack and skins for the game. after that i will add enemies and related game physics too. keep an eye out for v2 of the game. if you havent played it yet chck it out now!"}, {"post_id": 73086, "ts": "2026-09-24T11:01:13Z", "hours": 0.715, "text": "guysss, first edition of game is over. i will be updating all my files and resources to github and linking itch.io to this project. for now it has 2 games/levels a main menu. a sprite collecting objects i.e cherries. rn if you fall somewhere u shudnt refresh page or close and open cos i havent configured it to respawn somewhere. aslo will be adding chckpoints, enemies and stuff next post. cya till then"}, {"post_id": 73070, "ts": "2026-09-24T10:05:20Z", "hours": 0.5003, "text": "so guyss.. added main menu with game name. each button directs you to diff games. charecters are mostly same for now in both games will work on that later"}, {"post_id": 73065, "ts": "2026-09-24T09:30:29Z", "hours": 1.1964, "text": "wassup guyss finished level 1 of the game. added collectible items. the cherries. i made the map very big but those are for next levels :). also added apoints system. every time you collect cherry you will get a point."}, {"post_id": 73023, "ts": "2026-09-24T07:19:52Z", "hours": 0.8031, "text": "halloo guys. started working on the game. referring ot a youtube tutorial who was kind enough to give download link for textures. rn still figuring out animation for movement. cu soon wtih more updates"}]...
|
Title: Cherry on top by @shyamks1828 | Stardance
Title: Cherry on top by @shyamks1828 | Stardance
Devlogs:
halloo guys. started working on the game. referring ot a youtube tutorial who was kind enough to give download link for textures. rn still figuring out animation for movement. cu soon wtih more updates
wassup guyss finished level 1 of the game. added collectible items. the cherries. i made the map very big but those are for next levels :). also added apoints system. every time you collect cherry you will get a point.
so guyss.. added main menu with game name. each button directs you to diff games. charecters are mostly same for now in both games will work on that later
guysss, first edition of game is over. i will be updating all my files and resources to github and linking itch.io to this project. for now it has 2 games/levels a main menu. a sprite collecting objects i.e cherries. rn if you fall somewhere u shudnt refresh page or close and open cos i havent configured it to respawn somewhere. aslo will be adding chckpoints, enemies and stuff next post. cya till then
Helloo guyss, So i have started working on a hp system and am gonna add villains. i am waiting for the itch.io grant to be approved so i can download the texture pack and skins for the game. after that i will add enemies and related game physics too. keep an eye out for v2 of the game. if you havent played it yet chck it out now!
helloo guyss. in this edit, i have added the following changes. i added a health bar i added enemies if u jump on the enemies theyll die if u hit the enemies form the side, youll get knockback and lose a life-there are 3 lives theres also a pause menu when u click escape. you can resume of go to main menu. also pls note, i have not updated those features in itch.io yet but feel free to try the existing version it is also nice. next update, ill add a secret level. c ya later
Ships:
hi, so i made a simple point collecting game called cherry on top. it uses wasd and arrow control for movememnt. it has 2 games. rather 2 parts. i made it from schratch no ai using godt engine. it was a very nice experience. i learned coding and drawing and controlling sprites with code. i will be making more devlopements to the game like more levles or maybe shop system to use the points. pls do go try it out!!
helloo guyss. this is my warioware project. it is published on itchi.io. right now its only optimized for desktop or laptop play. or just hookup a keyboard to your phone. it has apoints system and 2 levels. i am in the process of adding hitpoint system and also enemies which damge the player. rn try out version 1 and lmk what to add or change. (note to shipwright - I am not shipping this for warioware ik i have clciked confirm but feel free to reject if u feel so. im just shipping this for ratings from the community)...
|
1793591707.1256442
|
1793678107.1256442
|
|
58056
|
Financemanager by @javin_wittig | Stardance
|
javin_wittig
|
1
|
5.52
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T11:07:57Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Python command-line application for managing personal finances. On first use, it creates a local account (username/password stored in a JSON file). Users can log custom income and expense transactions with a date, amount, category, and description, and generate summaries, total income, total expenses, and savings over a custom date range. All transactions are continuously saved to a CSV file. Everything you need to know about how to use it is explained in the README", "repo": "https://github.com/javinwittig/Financemanager", "demo": "https://github.com/javinwittig/Financemanager/releases/tag/v1.0.1"}]...
|
[{"post_id": 74479, "ts": "202 [{"post_id": 74479, "ts": "2026-09-27T14:04:58Z", "hours": 0.5153, "text": "Final changes"}, {"post_id": 65234, "ts": "2026-09-10T07:10:06Z", "hours": 4.9311, "text": "I am building a Finance Tracker in the Terminal"}]...
|
Title: Financemanager by @javin_wittig | Stardance Title: Financemanager by @javin_wittig | Stardance
Devlogs:
I am building a Finance Tracker in the Terminal
Final changes
Ships:
I built a Python command-line application for managing personal finances. On first use, it creates a local account (username/password stored in a JSON file). Users can log custom income and expense transactions with a date, amount, category, and description, and generate summaries, total income, total expenses, and savings over a custom date range. All transactions are continuously saved to a CSV file. Everything you need to know about how to use it is explained in the README...
|
1793580926.1638107
|
1793667326.1638107
|
|
7142
|
Spacer by @Systemic_speed | Stardance
|
Systemic_speed
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T14:12:56Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Spacer — Stardance ship Name: Spacer One-liner: I kept missing launches and solar storms, so I built one page that tracks all of it and lets me poke at it from Slack, Discord, my terminal, a desktop window, or the web. Field Value Demo https://spacer.systemic-speed.hackclub.app/ Code https://github.com/Gautham-rgb/Spacer README https://github.com/Gautham-rgb/Spacer/blob/main/README.md Stack Python · NiceGUI · discord.py · slack_sdk · Skyfield · Groq What it is: every front-end (web, Slack, Discord, CLI, desktop) just calls one get_events() . All the fetching and filtering live in one place, and everything else is basically a renderer. Live demo is deployed, so just click. Try it: https://spacer.systemic-speed.hackclub.app/ In the bot’s chat: !space weather , !space list probe_launch --limit 5 --name falcon , !space groq what is a coronal mass ejection? What it does pulls solar flare / K-index, launches, and flybys into one timeline same --limit / --name / --after / --before flags in chat, CLI, and the URL Groq assistant that remembers the conversation (in Slack, Discord, and web) desktop ping when something big is within the hour, optional webhook TTL cache so refreshes don’t hammer NOAA, plus a 63-test pytest suite Nerdy bits: dedup on (title, time) ; bots share one platform-neutral response so Slack/Discord never re-implement logic; pages render instantly and fetch in a side thread; long Groq answers get clamped so a big reply can’t fail to send. Data: NOAA SWPC, thespacedevs, JPL (DE421), Groq. Built for Stardance. Well, Happy Launching!!", "repo": "https://github.com/Gautham-rgb/Spacer", "demo": "https://app.slack.com/client/T0B9WS0J88P/C0BAFUQQCQ4"}]...
|
[{"post_id": 74477, "ts": "202 [{"post_id": 74477, "ts": "2026-09-27T13:57:13Z", "hours": 2.7111, "text": "Devlog 3: Spacer hey there, kinda caught up with exams, but I did get some hours in with this thing, and this is going to be the last devlog until ship (YAAYYYY), so here a few design decisions and some cool stuff WE GOT A LINK After trying to configure my nest container for like, 5 years, i finally got a link to use here it is , and the website is kinda AI generated (had to fit it in the schedule, thought the thing was gonna end on Sept 30 but now it is ending on Oct 31), but all in all, it was a good thing experimenting and learning about how people actually host websites We finally got slack and discord working so, after some tinkering (and some help form opencode) we finally got discord and slack channels for the bot to work in, just use !space in the slack and the discord channel, the links are on the website. we are removing the slack bot mission form this project since i want people to actually see this and say if it is good or not, i am removing the slack bot mission from my project, but at least you can see the website and the discord bot well, see ya at ship"}, {"post_id": 57900, "ts": "2026-08-30T07:16:24Z", "hours": 3.9772, "text": "Devlog 2: Spacer hey there, didn’t post for a long time, since i was focused on making Kerbal Gravity Program ( check it out ) so I didn’t have time for this, but now that it is shipped, i can have a little bit of rest and continue on my other projects for anyone new here, Spacer is a Slack/discord bot (yes i am getting it to discord) that can give you notifications like Rocket launches or CMEs that can destroy stuff, I will also get it into a cli, but that will wait for ship 2 What I did: Now, I got 3 main things up: the APIs and the way i am going to make the CLI/Bots A Nest container An understanding of Docker (I guess??) So, what I want is a docker container perpetually running with something like tmux stopping nest from stopping the processes in the container while i exit the nest container (TOOO many containers), but now i am currently fixing stuff with the code and the docker container, well, hope it can be fixed fast Next steps Now, I gotta: 1, figure out how to use tmux 2. how to prevent a certificate error that I keep getting no matter what well, see ya next time fellas ( going to be sometime until you guys can see an actual image )"}, {"post_id": 26513, "ts": "2026-07-11T11:13:57Z", "hours": 0.4983, "text": "Devlog 1: Spacer So, I’m working on Spacer—basically a CLI tool that doubles as a Slack/Discord bot for tracking space-related events. I didn’t post a devlog sooner because I was stuck in that “why is this not working” phase for way too long. But I finally got it to a point where I can see real results. I can now push data to webhooks via the CLI, though it was basically just a giant wall of text at first. Next up: fixing the layout so it actually looks like a professional app and not a terminal dump."}]...
|
Title: Spacer by @Systemic_speed | Stardance
Devl Title: Spacer by @Systemic_speed | Stardance
Devlogs:
Devlog 1: Spacer So, I’m working on Spacer—basically a CLI tool that doubles as a Slack/Discord bot for tracking space-related events. I didn’t post a devlog sooner because I was stuck in that “why is this not working” phase for way too long. But I finally got it to a point where I can see real results. I can now push data to webhooks via the CLI, though it was basically just a giant wall of text at first. Next up: fixing the layout so it actually looks like a professional app and not a terminal dump.
Devlog 2: Spacer hey there, didn’t post for a long time, since i was focused on making Kerbal Gravity Program ( check it out ) so I didn’t have time for this, but now that it is shipped, i can have a little bit of rest and continue on my other projects for anyone new here, Spacer is a Slack/discord bot (yes i am getting it to discord) that can give you notifications like Rocket launches or CMEs that can destroy stuff, I will also get it into a cli, but that will wait for ship 2 What I did: Now, I got 3 main things up: the APIs and the way i am going to make the CLI/Bots A Nest container An understanding of Docker (I guess??) So, what I want is a docker container perpetually running with something like tmux stopping nest from stopping the processes in the container while i exit the nest container (TOOO many containers), but now i am currently fixing stuff with the code and the docker container, well, hope it can be fixed fast Next steps Now, I gotta: 1, figure out how to use tmux 2. how to prevent a certificate error that I keep getting no matter what well, see ya next time fellas ( going to be sometime until you guys can see an actual image )
Devlog 3: Spacer hey there, kinda caught up with exams, but I did get some hours in with this thing, and this is going to be the last devlog until ship (YAAYYYY), so here a few design decisions and some cool stuff WE GOT A LINK After trying to configure my nest container for like, 5 years, i finally got a link to use here it is , and the website is kinda AI generated (had to fit it in the schedule, thought the thing was gonna end on Sept 30 but now it is ending on Oct 31), but all in all, it was a good thing experimenting and learning about how people actually host websites We finally got slack and discord working so, after some tinkering (and some help form opencode) we finally got discord and slack channels for the bot to work in, just use !space in the slack and the discord channel, the links are on the website. we are removing the slack bot mission form this project since i want people to actually see this and say if it is good or not, i am removing the slack bot mission from my project, but at least you can see the website and the discord bot well, see ya at ship
Ships:
Spacer — Stardance ship Name: Spacer One-liner: I kept missing launches and solar storms, so I built one page that tracks all of it and lets me poke at it from Slack, Discord, my terminal, a desktop window, or the web. Field Value Demo https://spacer.systemic-speed.hackclub.app/ Code https://github.com/Gautham-rgb/Spacer README https://github.com/Gautham-rgb/Spacer/blob/main/README.md Stack Python · NiceGUI · discord.py · slack_sdk · Skyfield · Groq What it is: every front-end (web, Slack, Discord, CLI, desktop) just calls one get_events() . All the fetching and filtering live in one place, and everything else is basically a renderer. Live demo is deployed, so just click. Try it: https://spacer.systemic-speed.hackclub.app/ In the bot’s chat: !space weather , !space list probe_launch --limit 5 --name falcon , !space groq what is a coronal mass ejection? What it does pulls solar flare / K-index, launches, and flybys into one timeline same --limit / --name / --after / --before flags in chat, CLI, and the URL Groq assistant that remembers the conversation (in Slack, Discord, and web) desktop ping when something big is within the hour, optional webhook TTL cache so refreshes don’t hammer NOAA, plus a 63-test pytest suite Nerdy bits: dedup on (title, time) ; bots share one platform-neutral response so Slack/Discord never re-implement logic; pages render instantly and fetch in a side thread; long Groq answers get clamped so a big reply can’t fail to send. Data: NOAA SWPC, thespacedevs, JPL (DE421), Groq. Built for Stardance. Well, Happy Launching!!...
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1793577399.79552
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1793663799.79552
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40228
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lstc by @static_noise | Stardance
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static_noise
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0
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63.7
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0
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[]
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[{"post_id": 74474, "ts": "202 [{"post_id": 74474, "ts": "2026-09-27T13:40:25Z", "hours": 4.2642, "text": "finished lexer YAY!!! so, lexer is done, one out of several parts of the compiler… used example for parsing: fn XD() -> none { return; } lexer works as intended, which is good, now I will have to write a parser for the lexer output, btw, I will not use AST, in my plans is to use 4 stages of IR to provide faster compiler speed (also, way less memory hungry because AST nodes are big, linear IR is slim), and, I will not use LLVM cuz of lack of control and always changing API"}, {"post_id": 73645, "ts": "2026-09-25T15:56:53Z", "hours": 25.3197, "text": "BRUH, I’m stuck on lexer, fking lexer, I have to do it, but somewhy I can’t, I need to finish it, I NEED TO FINISH IT, FINISH IT, also switched to nvim XD"}, {"post_id": 54034, "ts": "2026-08-24T19:48:51Z", "hours": 9.7186, "text": "fuck fuck fuck, I tried writing a lexer, this… piece of - code - doesn’t wanna work, gotta rewrite it (yes, I barely ever publish devblogs, this is why its near 10 hours)"}, {"post_id": 49865, "ts": "2026-08-18T20:19:28Z", "hours": 12.115, "text": "working on primitives, changed plans (now I won’t try to make the compiler super good from the start, just a carry to bootstrap) and so on"}, {"post_id": 37789, "ts": "2026-07-30T18:34:52Z", "hours": 2.5086, "text": "still stuck on asm, but finished more shit (I achieved independence from libc, still better than C++) overall cool, but should finish and pack up with the library and start lexer"}, {"post_id": 36956, "ts": "2026-07-29T11:30:11Z", "hours": 5.6811, "text": "went a bit crazy with primitives and asm (still working on them, but they’re starting to get shape, most still just stubs)"}, {"post_id": 36282, "ts": "2026-07-28T09:00:19Z", "hours": 1.5514, "text": "Tried to fix a bug, couldn’t, fuck C++, gonna try and rewrite everything in C (P.S. C++ is a pile of shitty compromises)"}, {"post_id": 35830, "ts": "2026-07-27T14:54:50Z", "hours": 2.1919, "text": "Added path expansion"}, {"post_id": 35315, "ts": "2026-07-26T17:12:29Z", "hours": 0.3506, "text": "starting project architecture and execution"}]...
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Title: lstc by @static_noise | Stardance
Devlogs: Title: lstc by @static_noise | Stardance
Devlogs:
starting project architecture and execution
Added path expansion
Tried to fix a bug, couldn’t, fuck C++, gonna try and rewrite everything in C (P.S. C++ is a pile of shitty compromises)
went a bit crazy with primitives and asm (still working on them, but they’re starting to get shape, most still just stubs)
still stuck on asm, but finished more shit (I achieved independence from libc, still better than C++) overall cool, but should finish and pack up with the library and start lexer
working on primitives, changed plans (now I won’t try to make the compiler super good from the start, just a carry to bootstrap) and so on
fuck fuck fuck, I tried writing a lexer, this… piece of - code - doesn’t wanna work, gotta rewrite it (yes, I barely ever publish devblogs, this is why its near 10 hours)
BRUH, I’m stuck on lexer, fking lexer, I have to do it, but somewhy I can’t, I need to finish it, I NEED TO FINISH IT, FINISH IT, also switched to nvim XD
finished lexer YAY!!! so, lexer is done, one out of several parts of the compiler… used example for parsing: fn XD() -> none { return; } lexer works as intended, which is good, now I will have to write a parser for the lexer output, btw, I will not use AST, in my plans is to use 4 stages of IR to provide faster compiler speed (also, way less memory hungry because AST nodes are big, linear IR is slim), and, I will not use LLVM cuz of lack of control and always changing API...
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1793407702.1137624
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1794012502.1137624
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7503
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Pc parts lister by @Fiskerz | Stardance
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Fiskerz
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1
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77.0
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1286
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T13:41:56Z", "hours": 77.0, "multiplier": 19.41, "payout": 1286, "blessing": "neutral", "text": "What is this? You are currently looking at a native windows app , written entirely in C# & XAML . The main goal of this app is to make for a pc hardware person like me, keeping track of components I might happen to have laying around a lot easier and incredibly organized, without having to use endless and ugly excel tables. It is my first ever project of this kind, as I’ve been always making games, or mods, but not actual apps. What was challenging/I’m proud of As I said this was the first project of this type I’ve made ever so learning XAML took me some real time and effort. The expandible system and the mark-down style parser are the real “trophies” here, the amount of time and effort they took is just still horryfic to me. But I’m extremely proud of myself for biting through them. Features I’ll only go through some of the most important features, as there’s just many smaller things to cover. You can view all of the features in the github repository’s README file that took me a pretty long time to write and decorate. There are so many features that I can’t even fit them within this posts text limits. Adding, searching up, viewing, editing and deleting Components You can do all of these with any Component. Adding and searching up components is pretty simple, you just click on the gigantic buttons on the window that you will first see. And once you open the search window you can then view in detail, edit and delete the components from there using the dedicated buttons. Mark-down style description parser, writer and viewer. One of the most difficult things I’ve done in this project, as getting it to fully work was really difficult, even more so due to it being my first time having to solve an issue like this. But hey you can: Write in bold , italic , bold-italic and have two different headings styles. See what you’re writing in a preview box placed next to the description writer View the rendered descriptions in the detail window afterwards. Making your own Parameters, as well as editing default ones, or removing them entirely This is the most difficult thing I’ve dealt with throughout the entire project. As let me tell you - rewriting the entire app into architecture where the app itself has no idea what concrete step it’s doing is pure hell. I called this the Expandible system and it revolves mainly around being dynamic and expandable. Instead of having a Component that has a string value for its model, you now have a Component that may, or may not have a Model parameter assigned in its parameters. And that specific Model parameter can hold some value. And now try explaining this to the app. Just hell to deal with. But hey it works and I am super happy with how it turned out. Thanks to it you can: Add your own parameters . You yourself can make any of available rules for it, all using a pretty simply navigatable UI. Edit current parameters just as easily as you can add parameters, you can also edit any parameters and shape them into your liking. Or.. Delete any parameter you now dislike, or have no interest/use for. The UI scales and renders your parameters all throughout the app, based on what parameters you set up. Filtering Components Once again, from any of the parameters you’ve set up you can use them to filter out specific components, using any kind of parameter you decided to add in. Multi-language support In the app settings you can swap out between English (Default) and Czech. And the language is implemented all accross the app. So much so that even the default parameters will be generated in your selected language. Testing and using You can download the app from the latest release on github for Windows 10/11. There is unfortunately no other way to publish this app, since it’s a native windows app. For more detail follow the guide in the README file.", "repo": "https://github.com/Catmaster543/PC-Parts-Lister", "demo": "https://github.com/Catmaster543/PC-Parts-Lister/releases/tag/v1.0.2"}]...
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[{"post_id": 74472, "ts": "202 [{"post_id": 74472, "ts": "2026-09-27T13:39:43Z", "hours": 5.5408, "text": "Added QOL features, README rewrite, bugfixes & shipping preparations! After all this time- the app is finally entering the final stretch (atleast for its first ship). A pretty thorough testing has been done and I am now quite confident that there’s not much missing. I got some feedback from a friend of mine and used it to add in some things he found missing, soo shoutout to him! Added many warnings and pop-ups throughout the app . In the app there are many settings that if you tweak at the wrong time, or incorrectly you can get yourself into quite some mess. With these warnings it should be more easily preventable. Completely rewrote the README , so that it now includes many images, gifs and most importantly very good documentation of the features. Added translations for more things , such as when parameters are regenerated it is done so in your chosen language. Added watermark text to the add window . Since I’ve heard it multiple times now, that the text box for components name is not intuitive to click on at all this should fix it. Fixed many issues , ranging from parameters saving as their opposite type, to the app crashing just from opening settings. You can read through these in detail in the respective github commits. Ship preparations . I took some time to deal with these things, such as making the app as humanly simple to run as possible, thourough testing, making github releases and writing the README as well as the ship description. And that is probably it here. This is likely the last devlog before shipping, so hopefully see you there! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 74151, "ts": "2026-09-26T19:39:02Z", "hours": 6.2444, "text": "Added multi-language support + settings + first README written! You might notice quite some time logged on this one. And let me tell you, you would not believe just how bad a simple mistake can be. I’ll get to this on the end of the devlog, for now let me tell you about the stuff that I’ve added. Added multi-language support . Now all text you see in the app is either dynamically generated based on the things you make, so that’s in your language, or use a key , which is then filled from the decently sized language tables I’ve written. Added English support . Up until now, the entirety of the app has been written in czech, my native language. But since I’ve now added the multi-language support I of course chose english as the first one to add. Now personally I will probably NOT be adding any other languages, as I don’t want to use google translate for them, since I know how choppy it can come out and personally don’t know any other languages on a tier high-enough to trust myself with writing the tables right. If anyone out there would be willing to translate the app into a language they can speak, I’m down! Added settings . Settings is actually a bit of a.. silly name to use here, as there’s only one setting there. Which is of course the language toggle. Written the first README . Now first clarifies only as first for this project, as I’ve written a few of these before, but this project is the largest one I’ve ever made, so it took me quite a bit of time to write this one. I’ll be improving it further, as it’s incomplete so far. And that’s it I think. The awful mistake I’ve made was forgetting to merge the github branches before starting this part and made an absolutely ridiculous amount of issues by that, such as the app mixing old and new codes and other terrible stuff. Outside these, I think that’s all for this one. I’m expecting this to finally be one of the last devlogs before the first ship, as there’s not much blocking me now from shipping. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 73754, "ts": "2026-09-25T21:13:23Z", "hours": 2.4719, "text": "Added the custom settings from last time + custom parameters adding Devlog #9 for PC Parts Lister Soo as I said last time, I’ve now implemented the following: List option for string type parameters . This allows parameters to load as a selectable list of options, instead of just a text field. Allowing custom list entries . An extension to the list option, which when toggled also allows you to type out your own thing if none from the list suits your need. Custom numbers sufix . Just as I said last time- this enables you to set a custom sufix to number type parameters and will do one simple thing - wherever this parameter is displayed, your sufix will be displayed after the number, so instead of “Capacity: 500”, it will now be “Capacity: 500 GB”. That is ofc if you set the sufix to be GB. Adding custom parameters . Since you could edit current parameters last time, I now gave you the power to make your own parameters. Everything since I’ve began building the expandible system has been preparing for this moment and now it’s here. It took me just a few lines of code to add this, but thanks to the complex system I’ve built custom parameters are supported everywhere in the app. Bugfixes Fixed Possible parameters obtaining values . As simple and unimportant this sounds, Possible parameters act only ONLY as a sort of template. Thus no actual value should be assigned to them. And thanks to a bug in the code this was happening, which broke the app way more than I expected. Fixed filtering-related issues . There were issues where the filtering system would be unable to filter out correctly, despite everything being right. UI fixes , such as scrollbars in places that were missing. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 73326, "ts": "2026-09-24T21:30:06Z", "hours": 5.9783, "text": "Added the parameters editing windows! Devlog #8 for PC Parts Lister Great day ya’ll. Added the edit parameters window , which features the following: See all current parameters Edit current parameters Delete current parameters Added the parameter edit window itself , which you can from the previous window and it allows you to: Change the parameter name Change the parameters ID Select if the parameter is either text, or a number Change the possible values in case of text Set if the parameter is supposed to be in a list in the case of text Set if the parameter can be edited, or just selected from set values in case of text Set a custom suffix to number type parameters, for example if you want to add a parameter for storage capacity it would be weird to have just “500”. 500 potatoes? You can use this to instead show “500 Gb”. Much better ain’t it? In cases of all these three new settings - they are only selectable here and the app saves them, but they are yet to be implemented! Added and edited the main window layout , adding the parameter settings button. And that is about it, hopefully se any one of you around! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 72368, "ts": "2026-09-22T19:27:35Z", "hours": 2.995, "text": "Finished migrating the filter window, added back category selection buttons, filtering by favorite and searching up components by name! Devlog #7 for PC Parts Lister Before I start - WHY THE HELL DOES THE REVIEW PROCESS ON MY OTHER PROJECT TAKE SOO LONG? My other project, the Sponsor system has been under review for OVER 12 DAYS now, anyone got any idea what’s up with that? Either way, to the actual devlog now- Soo since last time not any crazy time has passed, although I still did quite some work and want to write a devlog before heading onto the next parts that I assume will take a little while. Added searching components up by name back. Just like the other features, this has been implemented before already, but due to the migration to the expandible (= aka. dynamic) system has been broken. Added filtering by favorites back. Soo you can filter out all of your favorited components. Added back the category buttons . They behave just as before, you click on a category and see components under that category. Pretty neat, no? A whole lot of bugfixing and testing . Since last time I’ve discovered quite an insane amount of bugs and had to do patches almost constantly. Not to mention I had to pretty deeply test out all of the features to make sure there are not any holes I missed. But I believe not. Anyways I think that’s mostly it this time, I gotta say though that I should really hurry up with this project to finish it on time, soo cya! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!"}, {"post_id": 70833, "ts": "2026-09-19T20:56:29Z", "hours": 6.3892, "text": "Added support for filtering by numbers and text for the new system! Devlog #6 for PC Parts Lister Since last time I’ve began work on the expandible system quite some time has passed and I’ve worked on other projects in the meantime, but here am I now to hopefully finish this. Soo.. Added support to the filtering window for the new system, meaning it now generates the parameters dynamically, just like add window does Added back filtering by numbers , such as wattage and other number based parameters, with the old smaller/bigger/equal toggles Added back filtering by text so long story short - you can filter the other things that are not in numbers, such as names, series, subseries, etc. Added the reset filter button back . Pretty self explanatory I think, ain’t it? Many bugfixes . Since last time’s revert to the new system old things just keep on breaking and breaking and I have to constantly patch/disable features (temporarily) till I am able to fix them. Outside that I think that’s mostly it for this time, the main eater of time here was me really just spending a whole lot of time figuring out the architecture that would work for this whole system and let me tell you - it’s a real nightmare to think about. (wouldn’t be surprised if I had nightmares abt it tonight lol) Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also mz first time making anz kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to stick around and hit the follow, ty!"}, {"post_id": 64275, "ts": "2026-09-08T15:38:48Z", "hours": 6.49, "text": "Overhauled the Add window + started work on the expandible system! Devlog #5 for PC Parts Lister This is a change I’ve long anticipated and feared , but it should elevate the app by entire levels higher. Now what is the Expandible system? Up until now you could only use pre-specified, hardcoded parameters with very little flexibility to it. The expandible system aims to completely overhaul the way information is handled in the app , which will allow for custom parameters, parameter options, etc. etc. in the future. The biggest issue with that is the transfer from the current system. As of now I had to purposely break big chunks of the app for the sake of testing the basics and I will have to rebuild it back up, just with the expandible system. Overhaul of the Add window Since I’ve started the expandible system, the Add window, as one of the most outdated (both technically and visually) had to go first. Also this was due to me needing a way to add in components using the new system outside having to hard-code each tester. I think it is decent, but it is not finished yet, keep that in mind! A majority of the windows overhaul was technical , but I made sure to use the way more recent UI style from Detail and Edit windows that got updated recently to improve the visuals atleast a bit. I think there’s not all that much more I can specify as of right now, but when the system is done I’ll be sure to write some more about it, soo cya for now! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around and hit the follow, thx!"}, {"post_id": 43957, "ts": "2026-08-09T12:38:35Z", "hours": 8.3703, "text": "Improved the description by a whole new level! Devlog #4 This time I didn’t forget to post a devlog, so yay I don’t lose the payout on this one- Anyways my focus here was to make a pretty simple yet convenient description system, because the original one was… let’s say way too simple ( just plain text ). So to improve it I changed it into a Markdown-style system . So what did I add/change? An entire new renderer for the description in Detail Window . I had to write a custom parser for it in order for it to read bold, italic and other styles, more on them later though- An entirely new description editor in the Edit Window. Since I do not have the skill, time, or interest in making a live-preview editor that apps like obsidian have I chose a different approach. You have a regular text field with buttons for each function added (such as bold, etc.). On the other half you have a preview window that updates after you stop writing automatically (thus preventing lag) and displays a preview of what you wrote. Bold, Italic, BoldItalic, Heading & Small Heading are all the styles I added (maybe for now, maybe for good.). Each and every single one of these has a button, that either turns on or off that style. And that’s it for now I think. Seeing this project for the first time? This project is a windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around!"}, {"post_id": 24247, "ts": "2026-07-07T18:00:38Z", "hours": 17.6844, "text": "Devlog #3 for PC Parts Lister Alright, so I may, or may not have forgotten to post any updates in a while and quite a lot of things have been added, so here’s a small overview: Complete visual (and technical) overhaul of the Edit and Detail window . I improved their overall visuals, added a lot of new things, such as the photogallery, all while fixing some older bugs and issues. Addition of a whole new photogallery , to both edit and detail window. With it you can now have multiple different pictures for each component + a main picture. You can click on each picture to view them in a new window; in their full scale. You can also delete each picture, or in the case of the main picture you can also swap it out for a new one. In the full picture view you can also cycle between the components individual pictures, just like in most photogallery apps. Newly added description , it is very simple, but you can have a description at the very least. I am currently working on a whole new description system with MarkDown support, so you can make bold text , italic , or things like headings and paragraphs. Also I added the ability to favorite your favorite components and sort by that. It is quite a simple feature but in my opinion it is a nice to have feature. Alongside this I added the ability to filter components, so now you can easily separate your fav components. It is quite a lot of stuff to say the least and I’ll try my best from now on to do the devlogs in their respective times. See the 2 people who even read these in the next one!"}, {"post_id": 8651, "ts": "2026-06-14T11:35:07Z", "hours": 12.955, "text": "Devlog #2 for PC Parts Lister Main addition: Super specific and smart filtering system, allowing to seamlessly filter your components; by name, by type, even by things like amount! List of important changes: Added the smart filtering system window Added the amount value for components Re-used part of code from adding components Completely overhauled the re-used code, to be smarter, more effecient and way more easily expandable in the future Added a smart error reporting inside the filtering window, informing you if there’s something wrong Changed the way certain components values are stored Added and improved a few already existing button designs Improved certain behaviours of windows Fixed issues when opening the app in full-screen Fixed components saving with unrealistic values (for example having a SSD with the capacity “donkey”)"}, {"post_id": 2755, "ts": "2026-06-05T15:07:41Z", "hours": 1.7581, "text": "I just added the ability to search up by name"}]...
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Title: Pc parts lister by @Fiskerz | Stardance
De Title: Pc parts lister by @Fiskerz | Stardance
Devlogs:
I just added the ability to search up by name
Devlog #2 for PC Parts Lister Main addition: Super specific and smart filtering system, allowing to seamlessly filter your components; by name, by type, even by things like amount! List of important changes: Added the smart filtering system window Added the amount value for components Re-used part of code from adding components Completely overhauled the re-used code, to be smarter, more effecient and way more easily expandable in the future Added a smart error reporting inside the filtering window, informing you if there’s something wrong Changed the way certain components values are stored Added and improved a few already existing button designs Improved certain behaviours of windows Fixed issues when opening the app in full-screen Fixed components saving with unrealistic values (for example having a SSD with the capacity “donkey”)
Devlog #3 for PC Parts Lister Alright, so I may, or may not have forgotten to post any updates in a while and quite a lot of things have been added, so here’s a small overview: Complete visual (and technical) overhaul of the Edit and Detail window . I improved their overall visuals, added a lot of new things, such as the photogallery, all while fixing some older bugs and issues. Addition of a whole new photogallery , to both edit and detail window. With it you can now have multiple different pictures for each component + a main picture. You can click on each picture to view them in a new window; in their full scale. You can also delete each picture, or in the case of the main picture you can also swap it out for a new one. In the full picture view you can also cycle between the components individual pictures, just like in most photogallery apps. Newly added description , it is very simple, but you can have a description at the very least. I am currently working on a whole new description system with MarkDown support, so you can make bold text , italic , or things like headings and paragraphs. Also I added the ability to favorite your favorite components and sort by that. It is quite a simple feature but in my opinion it is a nice to have feature. Alongside this I added the ability to filter components, so now you can easily separate your fav components. It is quite a lot of stuff to say the least and I’ll try my best from now on to do the devlogs in their respective times. See the 2 people who even read these in the next one!
Improved the description by a whole new level! Devlog #4 This time I didn’t forget to post a devlog, so yay I don’t lose the payout on this one- Anyways my focus here was to make a pretty simple yet convenient description system, because the original one was… let’s say way too simple ( just plain text ). So to improve it I changed it into a Markdown-style system . So what did I add/change? An entire new renderer for the description in Detail Window . I had to write a custom parser for it in order for it to read bold, italic and other styles, more on them later though- An entirely new description editor in the Edit Window. Since I do not have the skill, time, or interest in making a live-preview editor that apps like obsidian have I chose a different approach. You have a regular text field with buttons for each function added (such as bold, etc.). On the other half you have a preview window that updates after you stop writing automatically (thus preventing lag) and displays a preview of what you wrote. Bold, Italic, BoldItalic, Heading & Small Heading are all the styles I added (maybe for now, maybe for good.). Each and every single one of these has a button, that either turns on or off that style. And that’s it for now I think. Seeing this project for the first time? This project is a windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around!
Overhauled the Add window + started work on the expandible system! Devlog #5 for PC Parts Lister This is a change I’ve long anticipated and feared , but it should elevate the app by entire levels higher. Now what is the Expandible system? Up until now you could only use pre-specified, hardcoded parameters with very little flexibility to it. The expandible system aims to completely overhaul the way information is handled in the app , which will allow for custom parameters, parameter options, etc. etc. in the future. The biggest issue with that is the transfer from the current system. As of now I had to purposely break big chunks of the app for the sake of testing the basics and I will have to rebuild it back up, just with the expandible system. Overhaul of the Add window Since I’ve started the expandible system, the Add window, as one of the most outdated (both technically and visually) had to go first. Also this was due to me needing a way to add in components using the new system outside having to hard-code each tester. I think it is decent, but it is not finished yet, keep that in mind! A majority of the windows overhaul was technical , but I made sure to use the way more recent UI style from Detail and Edit windows that got updated recently to improve the visuals atleast a bit. I think there’s not all that much more I can specify as of right now, but when the system is done I’ll be sure to write some more about it, soo cya for now! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. If you find this project cool be sure to stick around and hit the follow, thx!
Added support for filtering by numbers and text for the new system! Devlog #6 for PC Parts Lister Since last time I’ve began work on the expandible system quite some time has passed and I’ve worked on other projects in the meantime, but here am I now to hopefully finish this. Soo.. Added support to the filtering window for the new system, meaning it now generates the parameters dynamically, just like add window does Added back filtering by numbers , such as wattage and other number based parameters, with the old smaller/bigger/equal toggles Added back filtering by text so long story short - you can filter the other things that are not in numbers, such as names, series, subseries, etc. Added the reset filter button back . Pretty self explanatory I think, ain’t it? Many bugfixes . Since last time’s revert to the new system old things just keep on breaking and breaking and I have to constantly patch/disable features (temporarily) till I am able to fix them. Outside that I think that’s mostly it for this time, the main eater of time here was me really just spending a whole lot of time figuring out the architecture that would work for this whole system and let me tell you - it’s a real nightmare to think about. (wouldn’t be surprised if I had nightmares abt it tonight lol) Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also mz first time making anz kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to stick around and hit the follow, ty!
Finished migrating the filter window, added back category selection buttons, filtering by favorite and searching up components by name! Devlog #7 for PC Parts Lister Before I start - WHY THE HELL DOES THE REVIEW PROCESS ON MY OTHER PROJECT TAKE SOO LONG? My other project, the Sponsor system has been under review for OVER 12 DAYS now, anyone got any idea what’s up with that? Either way, to the actual devlog now- Soo since last time not any crazy time has passed, although I still did quite some work and want to write a devlog before heading onto the next parts that I assume will take a little while. Added searching components up by name back. Just like the other features, this has been implemented before already, but due to the migration to the expandible (= aka. dynamic) system has been broken. Added filtering by favorites back. Soo you can filter out all of your favorited components. Added back the category buttons . They behave just as before, you click on a category and see components under that category. Pretty neat, no? A whole lot of bugfixing and testing . Since last time I’ve discovered quite an insane amount of bugs and had to do patches almost constantly. Not to mention I had to pretty deeply test out all of the features to make sure there are not any holes I missed. But I believe not. Anyways I think that’s mostly it this time, I gotta say though that I should really hurry up with this project to finish it on time, soo cya! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added the parameters editing windows! Devlog #8 for PC Parts Lister Great day ya’ll. Added the edit parameters window , which features the following: See all current parameters Edit current parameters Delete current parameters Added the parameter edit window itself , which you can from the previous window and it allows you to: Change the parameter name Change the parameters ID Select if the parameter is either text, or a number Change the possible values in case of text Set if the parameter is supposed to be in a list in the case of text Set if the parameter can be edited, or just selected from set values in case of text Set a custom suffix to number type parameters, for example if you want to add a parameter for storage capacity it would be weird to have just “500”. 500 potatoes? You can use this to instead show “500 Gb”. Much better ain’t it? In cases of all these three new settings - they are only selectable here and the app saves them, but they are yet to be implemented! Added and edited the main window layout , adding the parameter settings button. And that is about it, hopefully se any one of you around! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added the custom settings from last time + custom parameters adding Devlog #9 for PC Parts Lister Soo as I said last time, I’ve now implemented the following: List option for string type parameters . This allows parameters to load as a selectable list of options, instead of just a text field. Allowing custom list entries . An extension to the list option, which when toggled also allows you to type out your own thing if none from the list suits your need. Custom numbers sufix . Just as I said last time- this enables you to set a custom sufix to number type parameters and will do one simple thing - wherever this parameter is displayed, your sufix will be displayed after the number, so instead of “Capacity: 500”, it will now be “Capacity: 500 GB”. That is ofc if you set the sufix to be GB. Adding custom parameters . Since you could edit current parameters last time, I now gave you the power to make your own parameters. Everything since I’ve began building the expandible system has been preparing for this moment and now it’s here. It took me just a few lines of code to add this, but thanks to the complex system I’ve built custom parameters are supported everywhere in the app. Bugfixes Fixed Possible parameters obtaining values . As simple and unimportant this sounds, Possible parameters act only ONLY as a sort of template. Thus no actual value should be assigned to them. And thanks to a bug in the code this was happening, which broke the app way more than I expected. Fixed filtering-related issues . There were issues where the filtering system would be unable to filter out correctly, despite everything being right. UI fixes , such as scrollbars in places that were missing. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added multi-language support + settings + first README written! You might notice quite some time logged on this one. And let me tell you, you would not believe just how bad a simple mistake can be. I’ll get to this on the end of the devlog, for now let me tell you about the stuff that I’ve added. Added multi-language support . Now all text you see in the app is either dynamically generated based on the things you make, so that’s in your language, or use a key , which is then filled from the decently sized language tables I’ve written. Added English support . Up until now, the entirety of the app has been written in czech, my native language. But since I’ve now added the multi-language support I of course chose english as the first one to add. Now personally I will probably NOT be adding any other languages, as I don’t want to use google translate for them, since I know how choppy it can come out and personally don’t know any other languages on a tier high-enough to trust myself with writing the tables right. If anyone out there would be willing to translate the app into a language they can speak, I’m down! Added settings . Settings is actually a bit of a.. silly name to use here, as there’s only one setting there. Which is of course the language toggle. Written the first README . Now first clarifies only as first for this project, as I’ve written a few of these before, but this project is the largest one I’ve ever made, so it took me quite a bit of time to write this one. I’ll be improving it further, as it’s incomplete so far. And that’s it I think. The awful mistake I’ve made was forgetting to merge the github branches before starting this part and made an absolutely ridiculous amount of issues by that, such as the app mixing old and new codes and other terrible stuff. Outside these, I think that’s all for this one. I’m expecting this to finally be one of the last devlogs before the first ship, as there’s not much blocking me now from shipping. Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Added QOL features, README rewrite, bugfixes & shipping preparations! After all this time- the app is finally entering the final stretch (atleast for its first ship). A pretty thorough testing has been done and I am now quite confident that there’s not much missing. I got some feedback from a friend of mine and used it to add in some things he found missing, soo shoutout to him! Added many warnings and pop-ups throughout the app . In the app there are many settings that if you tweak at the wrong time, or incorrectly you can get yourself into quite some mess. With these warnings it should be more easily preventable. Completely rewrote the README , so that it now includes many images, gifs and most importantly very good documentation of the features. Added translations for more things , such as when parameters are regenerated it is done so in your chosen language. Added watermark text to the add window . Since I’ve heard it multiple times now, that the text box for components name is not intuitive to click on at all this should fix it. Fixed many issues , ranging from parameters saving as their opposite type, to the app crashing just from opening settings. You can read through these in detail in the respective github commits. Ship preparations . I took some time to deal with these things, such as making the app as humanly simple to run as possible, thourough testing, making github releases and writing the README as well as the ship description. And that is probably it here. This is likely the last devlog before shipping, so hopefully see you there! Seeing this project for the first time? This project is a native windows app written in XAML and C#. It aims to make a software that would allow you to note down any pc components you might have lying around (which I doubt are too many people.. xd). The main reason why I am making it is 1) To make this app, as I would personally appreciate something like this and 2) To learn XAML and practice C#. This is my biggest project and I hope that it will help atleast someone one day. It is also my first time ever making any kind of app, instead of games/mods so I learn quite a bunch on this journey. If you find this project cool, or just want to stick with me on this journey be sure to hit the follow, ty!
Ships:
What is this? You are currently looking at a native windows app , written entirely in C# & XAML . The main goal of this app is to make for a pc hardware person like me, keeping track of components I might happen to have laying around a lot easier and incredibly organized, without having to use endless and ugly excel tables. It is my first ever project of this kind, as I’ve been always making games, or mods, but not actual apps. What was challenging/I’m proud of As I said this was the first project of this type I’ve made ever so learning XAML took me some real time and effort. The expandible system and the mark-down style parser are the real “trophies” here, the amount of time and effort they took is just still horryfic to me. But I’m extremely proud of myself for biting through them. Features I’ll only go through some of the most important features, as there’s just many smaller things to cover. You can view all of the features in the github repository’s README file that took me a pretty long time to write and decorate. There are so many features that I can’t even fit them within this posts text limits. Adding, searching up, viewing, editing and deleting Components You can do all of these with any Component. Adding and searching up components is pretty simple, you just click on the gigantic buttons on the window that you will first see. And once you open the search window you can then view in detail, edit and delete the components from there using the dedicated buttons. Mark-down style description parser, writer and viewer. One of the most difficult things I’ve done in this project, as getting it to fully work was really difficult, even more so due to it being my first time having to solve an issue like this. But hey you can: Write in bold , italic , bold-italic and have two different headings styles. See what you’re writing in a preview box placed next to the description writer View the rendered descriptions in the detail window afterwards. Making your own Parameters, as well as editing default ones, or removing them entirely This is the most difficult thing I’ve dealt with throughout the entire project. As let me tell you - rewriting the entire app into architecture where the app itself has no idea what concrete step it’s doing is pure hell. I called this the Expandible system and it revolves mainly around being dynamic and expandable. Instead of having a Component that has a string value for its model, you now have a Component that may, or may not have a Model parameter assigned in its parameters. And that specific Model parameter can hold some value. And now try explaining this to the app. Just hell to deal with. But hey it works and I am super happy with how it turned out. Thanks to it you can: Add your own parameters . You yourself can make any of available rules for it, all using a pretty simply navigatable UI. Edit current parameters just as easily as you can add parameters, you can also edit any parameters and shape them into your liking. Or.. Delete any parameter you now dislike, or have no interest/use for. The UI scales and renders your parameters all throughout the app, based on what parameters you set up. Filtering Components Once again, from any of the parameters you’ve set up you can use them to filter out specific components, using any kind of parameter you decided to add in. Multi-language support In the app settings you can swap out between English (Default) and Czech. And the language is implemented all accross the app. So much so that even the default parameters will be generated in your selected language. Testing and using You can download the app from the latest release on github for Windows 10/11. There is unfortunately no other way to publish this app, since it’s a native windows app. For more detail follow the guide in the README file....
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Cultivation Incremental by @RanDK | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T14:06:11Z", "hours": 20.0, "multiplier": 17.26, "payout": 338, "blessing": "neutral", "text": "VERSION 0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to add more of the essentials mechanic of the Game! Now here is the List of Features i have added to the game since the last release: Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest. Added New Enemy : Goblin. Added More quests . Added Cultivating Animation! Added Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. And more! you can read all the devlogs to see the small changes. I still have some features not yet implemented, that is fighting enemy animation, weapons, and PVP . But i don’t really have the courage since the Stardance deadline is within 3 weeks (and its already extended), but i do have plan to continue the project later in December for my own personal project (close sourced, even though right now its already semi close source since the models, maps i used is not in the code but in the roblox studio file.). Thanks for everyone who have followed the game journey, albeit short i thank you guys for supporting me!! (Especially those who bought my gamepass!!) . I CANT BELIEVE I GOT MY FIRST ROBUX FROM MAKING A GAME HERE IN STARDANCE :DD THANK YOU SO MUCH!!! This Game is Made with the best of my Game Dev abilities .", "repo": "https://github.com/RKPYI/cultivation", "demo": "https://www.roblox.com/games/128506264671282/Cultivation-Incremental"}, {"ship_num": 2, "ts": "2026-08-17T03:44:11Z", "hours": 73.0, "multiplier": 13.89, "payout": 991, "blessing": "neutral", "text": "VERSION 0.0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to finish the essentials mechanic of the Game! Now here is the List of Features the game have: Cultivate, just stand on the existing zone (and make sure you have the required Realm) and you’ll gain Qi automatically Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit. Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards. Battle, you can walk to enemy and you’ll automatically deal damage to them! Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest. The feature is implemented, but its very simple and “unprofessional”. Lame excuse but its really because this is my first time making game and im still learning the basics. I’ll be adding more stuff and refine the core features in the future updates!! This game is made for the love of the game and genre :)", "repo": "https://github.com/RKPYI/cultivation", "demo": "https://www.roblox.com/games/128506264671282/Cultivation-Incremental"}]...
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[{"post_id": 74457, "ts": "202 [{"post_id": 74457, "ts": "2026-09-27T12:35:39Z", "hours": 6.9819, "text": "[Devlog #29] The Last Devlog The Game New Contents Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. Add beam/arrow to the quest npc when you’re done with their given quest. Add equip best button in the inventory menu. Add dmg mult information in the inventory meny (item detail menu). Updates Fix some bugs, for example player able to move while cultivating. Optimize and remove unused leaderboards. ready to publish it! Thank you for the opportunity Hackclub for me to grow as a beginner roblox developer I appreciate the support from everyone although my game is far from “professional”, atleast its a fully working game! and Im happy with it."}, {"post_id": 68131, "ts": "2026-09-14T15:48:31Z", "hours": 1.1519, "text": "[Devlog #28] New Content Added “Aura” like particle effect when cultivating, its more like you “suck” the surrounding qi into the body. Update Update the collision system to be more robust, before theres a problem with the collision when i try adding the Aura Part inside the Player. Now it will independently calculate the spatial rather than touching. Nothing crazy, just some cool small detail."}, {"post_id": 66709, "ts": "2026-09-12T16:27:10Z", "hours": 2.3578, "text": "[Devlog #27] New Contents New Mobile Button to Cultivate New Shortcut UI to press “C” to Cultivate when entering a Zone they can cultivate in. New Tutorial Section to tell the player to press “C” to start cultivating and gathering qi. Update Player now can’t walk/jump when cultivating May need to revise the button for mobile since its very basic right now"}, {"post_id": 66071, "ts": "2026-09-11T17:16:34Z", "hours": 1.8178, "text": "[Devlog #26] New Content Added Cultivating Animation! Update Now you have to press “C” to cultivate rather than just automatically gain Qi just by entering the Qi Zone. Next one is to add button for mobile user, and also add UX feedback for when they’re able to press C to cultivate and when they can’t (outside zone & higher realm zone). Oh! also adding particle/aura when player is cultivating for more satisfying feel."}, {"post_id": 61661, "ts": "2026-09-04T18:08:47Z", "hours": 0.5442, "text": "[Devlog #25] Updates Added more quests Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests. Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone."}, {"post_id": 60953, "ts": "2026-09-03T17:11:44Z", "hours": 3.1036, "text": "[Devlog #24] New Content Added Onboarding/Tutorial ! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest . Im really happy with the result, i didn’t expect making the trail line to be so easy (using beam instance from roblox themself). And maybe i’ll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think)."}, {"post_id": 60245, "ts": "2026-09-02T14:23:32Z", "hours": 2.5775, "text": "[Devlog #23] New Content Added refresh countdown on leaderboard UI. Updates Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change). Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank. Polishing the game :))"}, {"post_id": 59659, "ts": "2026-09-01T16:01:39Z", "hours": 1.0572, "text": "[Devlog #22] New Contents Added 1 more enemy, goblin. Update Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item. Fixed quest id being duplicated. im back!! hopefully i can make some more stuff although i may not have as much free time as before. I’ll try to make some progress everyday though! Try it Now Game may not be up to date from the devlog Cultivation Incremental (16+)"}, {"post_id": 46405, "ts": "2026-08-13T16:13:06Z", "hours": 0.8792, "text": "[Devlog #21] Updates Added a proper README. Fixed some minor bugs. The next devlog will be for a published Game . Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills."}, {"post_id": 45814, "ts": "2026-08-12T15:17:53Z", "hours": 0.6147, "text": "[Devlog #20] Update Added 1 more quest New Assets Added Game Icon and Thumbnail Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web . Not yet released, but i’ll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldn’t find when playing alone. I really don’t want to publish a boring game, but the time is ticking and im getting more and more busy this month."}, {"post_id": 45161, "ts": "2026-08-11T14:03:07Z", "hours": 0.3044, "text": "[Devlog #19] Update New UI for Leaderboard! I’ll be polishing the game (for real) and release the first version tommorow (hopefully)… Im getting really busy"}, {"post_id": 44685, "ts": "2026-08-10T16:42:21Z", "hours": 3.5644, "text": "[Devlog #18] New Content Added Qi Mult Counter when entered a Zone. The fire has animation Added Leaderboard . (UI is In Progress) . Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard"}, {"post_id": 44139, "ts": "2026-08-09T18:19:01Z", "hours": 0.3978, "text": "[Devlog #17] Update Make the Breakthrough bar slimmer and more compact. Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif."}, {"post_id": 43367, "ts": "2026-08-08T15:57:22Z", "hours": 4.3803, "text": "[Devlog #16] New Content Added 5 new Items you can buy. Updates Implemented the Functionality of the NPC Shop. You can now buy items here. Updated the Shop UI, now it looks better compared to previous version. Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items)"}, {"post_id": 42792, "ts": "2026-08-07T18:02:10Z", "hours": 1.4983, "text": "[Devlog #15] Update Added UI for NPC Shop Spent all of my time designing the UI… i still dont like the yellow box, but it’ll do for now. Next i’ll be making it dynamic and functionable."}, {"post_id": 41964, "ts": "2026-08-06T14:25:20Z", "hours": 2.245, "text": "[Devlog #14] New Content Added Shop NPC (no functionality yet) Updates Enemy now drops Spiritual Stones Bugfixes & Refactor Fix Quest bug, it needs some nil value check protection. Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect. Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component. Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection. No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat."}, {"post_id": 41418, "ts": "2026-08-05T16:45:14Z", "hours": 4.5714, "text": "[Devlog #13] New Contents Added Marks for NPC with Quest Combat and Enemy! (Its partially done) The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, it’ll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of “enemy” killed."}, {"post_id": 40786, "ts": "2026-08-04T15:21:08Z", "hours": 2.5389, "text": "[Devlog #12] New Content Added Spiritual Stone . a new currency with no functionality yet. I’ll be adding shop that uses Spiritual Stone as the currency. Updates Now, completing a quest gives reward . Currently, you can get spiritual stones or items from quests. Added Notification Badge in the inventory button UI for when player get a new item. Remodeled the Old Man to Mysterious Being . Next i’ll polish the npc interaction more by adding a “❓” for npc with quest, and “❗” for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy."}, {"post_id": 40130, "ts": "2026-08-03T15:06:52Z", "hours": 5.1494, "text": "[Devlog #11] New Contents Added Quest List UI on the right side of the screen. 2 New Sfx for Taking a quest and Completing a quest. Updates Improves NPC Dialog UI , look at Devlog #10 for comparison. Options in the dialog now have a keyboard shortcut with the corresponding number. For example: clicking 1 in keyboard will click the first option. Refactors Create a Close Button component for ease of use. Refactor Dialogue View UI by creating DialogueOptions component. I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but there’s a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards . Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future."}, {"post_id": 39516, "ts": "2026-08-02T14:54:08Z", "hours": 3.6114, "text": "[Devlog #10] New Contents Added NPC Dialogs Added Quests Features Broo, this two thing is messing my brain especially with all the thing to consider… Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again… Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest… My next work is probably: Updating UI so that it knows the player already took the Mission. Adding taken quest UI Update the quest progress, etc. OK everything i said sounds very confusing even to me . In conclusion, my next work is just finishing the quests features and polishing the UI."}, {"post_id": 38931, "ts": "2026-08-01T15:15:53Z", "hours": 5.4314, "text": "[Devlog #9] New Contents BIGGER MAP (Added more houses, trees, mountains, clouds, and floating island). Added 4 more Zones . Added Realm List Board beside Spawn, it has the Full list of All Realms level. Updates Qi Particle inside zone now have different color as qi multiplier gets higher. Color hierarchy: White –> Blue –> Purple –> Gold Increasing qi requirement for Realm 100+ (Immortals) [Kinda irrelevant right now, since its statistically impossible to get there]. Added better placeholder image for Item. Changed Item Background according to Whether player can equip it or not (Realm requirement met). Red for can’t equip, Blue for can equip, Green for equipped item. Refactors (Technical) Move Qi Breakthrough sfx from RealmService to the SoundService. Move Zone Detection to Serverside for security reason. I still haven’t refactored the Inventory UI yet and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon)."}, {"post_id": 38278, "ts": "2026-07-31T16:19:33Z", "hours": 4.4764, "text": "[Devlog #8] New Content Item !! You can get more Qi Multiplier from item. And theres also Realm Requirement for each item. Inventory UI is now working (except for Delete Button). Info For the UI, the Layout Order is prioritizing equipped item. If Player realm lower than requirement, the requirement text will be red. Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. I’ll refactor that first before im adding new content, otherwise i’ll lose my mind editing that spaggeti code later down the line… Anyway, as you can see in the screenshot. I don’t have the asset for items yet. Maybe i’ll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button."}, {"post_id": 37660, "ts": "2026-07-30T15:33:17Z", "hours": 4.3217, "text": "[Devlog #7] New Content Added Background Music ! Added Music and Sfx toggle in Settings Added Walkspeed & Jump Boost from Realm level Added Sprint ! Press Left Shift to Sprint. Bug Fixes Fix Overhead Gui , Everyone now have the Overhead Gui, and the Realm Level is synced to the actual player Realm. P.S. Shop and Inventory is still empty… Its hard designing and actually implementing the UI… Also i have too much idea and at the end only think about it and dont know how to implement it"}, {"post_id": 37040, "ts": "2026-07-29T14:43:03Z", "hours": 3.4936, "text": "[Devlog #6] Update Force player to use R6 Model for simplicity. New Content Added a Forest around the map. Added Menu Button (Settings, Shop, Inventory) Added Modal UI Component (still empty) Added SFX for Button when clicked and hovered. P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, i’ll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings."}, {"post_id": 36378, "ts": "2026-07-28T13:36:41Z", "hours": 4.3125, "text": "[Devlog #5] Update Implemented zone Realm Requirement and Qi Multiplier . Updated the Map, Not Final! just want to make it look like a grass. New Content Added more Realm , i use the webnovel Top Tier Providence for reference of realm names. Added 3 New Zone ’s. Added Qi Popups where it shows how much qi you just gained with accumulation. Optimization Refactoring how the system detect player entering a zone . From Looping a function every frame to saving it to a State where if player enters a zone, it update the state to True and start giving qi every second. VERY EFFICIENT!! P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets"}, {"post_id": 35806, "ts": "2026-07-27T14:04:34Z", "hours": 0.8486, "text": "[Devlog #4] Update Balancing Qi realm requirement and Qi bonus from realm . New Content Added UI for Cultivating Area . The UI Contain the Realm Requirement to Cultivate there (If requirement is not met, you don’t get any qi), and Qi Multiplier for that Area (Multiply with the Qi bonus from realm ) P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate."}, {"post_id": 35190, "ts": "2026-07-26T13:39:43Z", "hours": 5.6908, "text": "[Devlog #3] Update Implemented the functionality of the previous static UI. Now the progress bar UI and the overhead UI is dynamic following User Data. You now can Breakthrough to go to Higher Realm. Added SFX for breaking through. Info Realm increases player qi gains. The higher the realm, the higher the qi gains. P.S. The Overhead UI currently added above the current user (local), other player won’t have the Overhead UI for now. I’ll work for new feature first before fixing that."}, {"post_id": 34693, "ts": "2026-07-25T16:50:59Z", "hours": 2.9936, "text": "[Devlog #2] New Content Added New Progression Layer: Realm Added Progress Bar UI for Realm (Not yet dynamic) Added Overhead UI for Player Current Realm and Username (Not yet dynamic) Bugfixes Fix user detection enter an area (the big transparent box); The Box is an Area that gives qi per second when entered."}, {"post_id": 34378, "ts": "2026-07-25T01:26:07Z", "hours": 12.1419, "text": "[Devlog #1] I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language. I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so don’t expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop)."}]...
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Title: Cultivation Incremental by @RanDK | Stardan Title: Cultivation Incremental by @RanDK | Stardance
Devlogs:
[Devlog #1] I learned the basics of Roblox Studio, Plugins, making UI in Figma in this first 12 recorded hour. Theres not much yet because im just trying to set up the project and familiarize myself with the language. I use wally for depedency manager and github for versioning. I just wanna learn new stuff here, so don’t expect a fully polished game at the end. I Can only hope that i have the work ethics to finish this project (Having a proper game loop).
[Devlog #2] New Content Added New Progression Layer: Realm Added Progress Bar UI for Realm (Not yet dynamic) Added Overhead UI for Player Current Realm and Username (Not yet dynamic) Bugfixes Fix user detection enter an area (the big transparent box); The Box is an Area that gives qi per second when entered.
[Devlog #3] Update Implemented the functionality of the previous static UI. Now the progress bar UI and the overhead UI is dynamic following User Data. You now can Breakthrough to go to Higher Realm. Added SFX for breaking through. Info Realm increases player qi gains. The higher the realm, the higher the qi gains. P.S. The Overhead UI currently added above the current user (local), other player won’t have the Overhead UI for now. I’ll work for new feature first before fixing that.
[Devlog #4] Update Balancing Qi realm requirement and Qi bonus from realm . New Content Added UI for Cultivating Area . The UI Contain the Realm Requirement to Cultivate there (If requirement is not met, you don’t get any qi), and Qi Multiplier for that Area (Multiply with the Qi bonus from realm ) P.S. The Cultivating Area UI is not yet dynamic, and the functionality of realm requirement and qi multiplier from area is not yet implemented. My next goal is to implement the Area functionality and add atleast 3 more area to cultivate.
[Devlog #5] Update Implemented zone Realm Requirement and Qi Multiplier . Updated the Map, Not Final! just want to make it look like a grass. New Content Added more Realm , i use the webnovel Top Tier Providence for reference of realm names. Added 3 New Zone ’s. Added Qi Popups where it shows how much qi you just gained with accumulation. Optimization Refactoring how the system detect player entering a zone . From Looping a function every frame to saving it to a State where if player enters a zone, it update the state to True and start giving qi every second. VERY EFFICIENT!! P.S. All the models (Houses & Waterfall) is NOT made by me, i got it from roblox creator store free assets
[Devlog #6] Update Force player to use R6 Model for simplicity. New Content Added a Forest around the map. Added Menu Button (Settings, Shop, Inventory) Added Modal UI Component (still empty) Added SFX for Button when clicked and hovered. P.S. Most of my time is spent on making the design for the Settings, Shop, and Inventory Icon. And also on the functionality of the button (open/closing modal). Next, i’ll probably work on adding more sfx and backsound for the game. And also make the gui of the shop and settings.
[Devlog #7] New Content Added Background Music ! Added Music and Sfx toggle in Settings Added Walkspeed & Jump Boost from Realm level Added Sprint ! Press Left Shift to Sprint. Bug Fixes Fix Overhead Gui , Everyone now have the Overhead Gui, and the Realm Level is synced to the actual player Realm. P.S. Shop and Inventory is still empty… Its hard designing and actually implementing the UI… Also i have too much idea and at the end only think about it and dont know how to implement it
[Devlog #8] New Content Item !! You can get more Qi Multiplier from item. And theres also Realm Requirement for each item. Inventory UI is now working (except for Delete Button). Info For the UI, the Layout Order is prioritizing equipped item. If Player realm lower than requirement, the requirement text will be red. Implementing Inventory system was very complicated, especially the ui. So many state, maybe its because i put basically everything in one file. I’ll refactor that first before im adding new content, otherwise i’ll lose my mind editing that spaggeti code later down the line… Anyway, as you can see in the screenshot. I don’t have the asset for items yet. Maybe i’ll work on that later, though not the highest priority. My priority right now is to refactor the ui and implement the delete button and adding Equip Best button.
[Devlog #9] New Contents BIGGER MAP (Added more houses, trees, mountains, clouds, and floating island). Added 4 more Zones . Added Realm List Board beside Spawn, it has the Full list of All Realms level. Updates Qi Particle inside zone now have different color as qi multiplier gets higher. Color hierarchy: White –> Blue –> Purple –> Gold Increasing qi requirement for Realm 100+ (Immortals) [Kinda irrelevant right now, since its statistically impossible to get there]. Added better placeholder image for Item. Changed Item Background according to Whether player can equip it or not (Realm requirement met). Red for can’t equip, Blue for can equip, Green for equipped item. Refactors (Technical) Move Qi Breakthrough sfx from RealmService to the SoundService. Move Zone Detection to Serverside for security reason. I still haven’t refactored the Inventory UI yet and all the models is not made by me. The only model i made was the Realm Board List. But every UI is made by me! (except for the fire icon).
[Devlog #10] New Contents Added NPC Dialogs Added Quests Features Broo, this two thing is messing my brain especially with all the thing to consider… Atleast the ui is presentable and its functionality is basically done. Its quest progress is actually saved to the Player Data, but there is no progress update yet, and also i can repeatedly take this quest again and again… Ok the serverside makes the player to not be able to take same quest twice, so its safe. But the UI, there is not yet state/system to detect that the user already take the quest… My next work is probably: Updating UI so that it knows the player already took the Mission. Adding taken quest UI Update the quest progress, etc. OK everything i said sounds very confusing even to me . In conclusion, my next work is just finishing the quests features and polishing the UI.
[Devlog #11] New Contents Added Quest List UI on the right side of the screen. 2 New Sfx for Taking a quest and Completing a quest. Updates Improves NPC Dialog UI , look at Devlog #10 for comparison. Options in the dialog now have a keyboard shortcut with the corresponding number. For example: clicking 1 in keyboard will click the first option. Refactors Create a Close Button component for ease of use. Refactor Dialogue View UI by creating DialogueOptions component. I am very satisfied with the Quest List UI, its looking really clean and good. I also make another design for the dialogue rectangle, its subtle but there’s a pattern and gradient on the dialogue UI. Next work is adding more npc, quest, and actually adding the Quest Rewards . Im planning on adding Spiritual stones and shops for item that improves qi gain. And maybe adding weapon and enemy in the future.
[Devlog #12] New Content Added Spiritual Stone . a new currency with no functionality yet. I’ll be adding shop that uses Spiritual Stone as the currency. Updates Now, completing a quest gives reward . Currently, you can get spiritual stones or items from quests. Added Notification Badge in the inventory button UI for when player get a new item. Remodeled the Old Man to Mysterious Being . Next i’ll polish the npc interaction more by adding a “❓” for npc with quest, and “❗” for a finished quest. And maybe start building the next feature, that is herb collection/fighting enemy.
[Devlog #13] New Contents Added Marks for NPC with Quest Combat and Enemy! (Its partially done) The combat is still barebone, you get close to the enemy, the enemy got damaged by 1, when its hp is 0, it’ll add to the player totalEnemyKilled +1. Thats the current implementation. I will polish the combat feature and integrate it with the quest feature so that it tracks the amount of “enemy” killed.
[Devlog #14] New Content Added Shop NPC (no functionality yet) Updates Enemy now drops Spiritual Stones Bugfixes & Refactor Fix Quest bug, it needs some nil value check protection. Fix Zone bug when player quit/disconnect, have to stop a task gracefully when the player disconnect. Refactor Inventory UI Component to use useMemo and make the Item Display Panel its own component. Zone Detection now only detect the user HumanoidRootPart for reliability and no jittery detection. No major progress today, just bugfixing and refactoring. I think im getting close to finishing the main loop of the gameplay. Cultivate -> Breakthrough -> Fight stronger enemy -> Buy better item in shop -> Cultivate -> Repeat.
[Devlog #15] Update Added UI for NPC Shop Spent all of my time designing the UI… i still dont like the yellow box, but it’ll do for now. Next i’ll be making it dynamic and functionable.
[Devlog #16] New Content Added 5 new Items you can buy. Updates Implemented the Functionality of the NPC Shop. You can now buy items here. Updated the Shop UI, now it looks better compared to previous version. Spent most of my times debugging the UI since i reuse the modal component that the main menu uses. So yea, i integrate the npc shop inside it and that creates a lot of bugs and conflict . Well i fixed all the bug i found so thats good. Now that the main features is done the next step is to polish the map and adding the game content (More NPC, Quest & Items)
[Devlog #17] Update Make the Breakthrough bar slimmer and more compact. Im kinda busy today and havent done anything yet, so im just improving the ui a little bit. Also i wanna add a Current Qi Multiplier Counter at the Top Right Corner of the screen using the fire gif.
[Devlog #18] New Content Added Qi Mult Counter when entered a Zone. The fire has animation Added Leaderboard . (UI is In Progress) . Spent most of my time making UI Animation using sprite sheet and integrate DataStoreService for leaderboard
[Devlog #19] Update New UI for Leaderboard! I’ll be polishing the game (for real) and release the first version tommorow (hopefully)… Im getting really busy
[Devlog #20] Update Added 1 more quest New Assets Added Game Icon and Thumbnail Spent most of my time on figma designing the Icon and Thumbnail of the game, but the time is not getting tracked because i use the app instead from web . Not yet released, but i’ll be testing it first with a few friends first and maybe add some feature because ngl it feels bland right now, but maybe its just my opinion. So to get some feedback, ill be testing it with my friends tommorow and maybe catch some multiplayer bugs that i couldn’t find when playing alone. I really don’t want to publish a boring game, but the time is ticking and im getting more and more busy this month.
[Devlog #21] Updates Added a proper README. Fixed some minor bugs. The next devlog will be for a published Game . Its not a professional Roblox game, but its my learning process from 0 to this. So i appreciate any type of critics and feedback for me to develop this game furthur, because i really love these type of games. So im literally making my dream game here! But its still lacking to my vision because of my lack of time and skills.
[Devlog #22] New Contents Added 1 more enemy, goblin. Update Remove the realm requirement in NPC Shop for buying an item (Cannot buy the item until realm req is fulfilled). The requirement now only active when trying to equip the item. Fixed quest id being duplicated. im back!! hopefully i can make some more stuff although i may not have as much free time as before. I’ll try to make some progress everyday though! Try it Now Game may not be up to date from the devlog Cultivation Incremental (16+)
[Devlog #23] New Content Added refresh countdown on leaderboard UI. Updates Moved enemy overhead gui from server to client (not yet tested for the behaviour in multiplayer) for more personalization (point 2 is possible because of this change). Dynamic enemy name color, higher realm will be colored red and cannot be attacked no matter how high your dmg is until you reach their cultivation rank. Polishing the game :))
[Devlog #24] New Content Added Onboarding/Tutorial ! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest . Im really happy with the result, i didn’t expect making the trail line to be so easy (using beam instance from roblox themself). And maybe i’ll add onboarding for fighting enemy and equipping items, but its not really neccessary (i think).
[Devlog #25] Updates Added more quests Optimize NPCServiceUtils.Data JSON for NPC that gives Chained Quests. Mostly just optimizing the json by creating a helper so that making a quest is easier and less error prone.
[Devlog #26] New Content Added Cultivating Animation! Update Now you have to press “C” to cultivate rather than just automatically gain Qi just by entering the Qi Zone. Next one is to add button for mobile user, and also add UX feedback for when they’re able to press C to cultivate and when they can’t (outside zone & higher realm zone). Oh! also adding particle/aura when player is cultivating for more satisfying feel.
[Devlog #27] New Contents New Mobile Button to Cultivate New Shortcut UI to press “C” to Cultivate when entering a Zone they can cultivate in. New Tutorial Section to tell the player to press “C” to start cultivating and gathering qi. Update Player now can’t walk/jump when cultivating May need to revise the button for mobile since its very basic right now
[Devlog #28] New Content Added “Aura” like particle effect when cultivating, its more like you “suck” the surrounding qi into the body. Update Update the collision system to be more robust, before theres a problem with the collision when i try adding the Aura Part inside the Player. Now it will independently calculate the spatial rather than touching. Nothing crazy, just some cool small detail.
[Devlog #29] The Last Devlog The Game New Contents Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. Add beam/arrow to the quest npc when you’re done with their given quest. Add equip best button in the inventory menu. Add dmg mult information in the inventory meny (item detail menu). Updates Fix some bugs, for example player able to move while cultivating. Optimize and remove unused leaderboards. ready to publish it! Thank you for the opportunity Hackclub for me to grow as a beginner roblox developer I appreciate the support from everyone although my game is far from “professional”, atleast its a fully working game! and Im happy with it.
Ships:
VERSION 0.0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to finish the essentials mechanic of the Game! Now here is the List of Features the game have: Cultivate, just stand on the existing zone (and make sure you have the required Realm) and you’ll gain Qi automatically Breakthrough, the moment the top bar is full, you can breakthrough to higher realm which increases your qi gain and boost movement speed and jump a little bit. Quest, you can talk to an NPC with a (!) to get the quest. After finishing a quest, you can talk to the NPC again to claim the quest rewards. Battle, you can walk to enemy and you’ll automatically deal damage to them! Shop, you can buy items in shopkeeper NPC with Spiritual Stones which you can get from defeating an enemy or finishing a quest. The feature is implemented, but its very simple and “unprofessional”. Lame excuse but its really because this is my first time making game and im still learning the basics. I’ll be adding more stuff and refine the core features in the future updates!! This game is made for the love of the game and genre :)
VERSION 0.1 Only 16+ can play the Game currently as any other new roblox game. I am glad to add more of the essentials mechanic of the Game! Now here is the List of Features i have added to the game since the last release: Added Onboarding/Tutorial! I see a lot of player gets confused when they first joined the game, so now i added a tutorial on the basic of the game. That is: Cultivate, Shop, and Quest. Added New Enemy : Goblin. Added More quests . Added Cultivating Animation! Added Gamepass! Now you can buy a gamepass to get a benefit and support me! + Gamepass badge on the bottom left of the screen when bought. And more! you can read all the devlogs to see the small changes. I still have some features not yet implemented, that is fighting enemy animation, weapons, and PVP . But i don’t really have the courage since the Stardance deadline is within 3 weeks (and its already extended), but i do have plan to continue the project later in December for my own personal project (close sourced, even though right now its already semi close source since the models, maps i used is not in the code but in the roblox studio file.). Thanks for everyone who have followed the game journey, albeit short i thank you guys for supporting me!! (Especially those who bought my gamepass!!) . I CANT BELIEVE I GOT MY FIRST ROBUX FROM MAKING A GAME HERE IN STARDANCE :DD THANK YOU SO MUCH!!! This Game is Made with the best of my Game Dev abilities ....
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Save the Earth by @SpaceYatri | Stardance
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SpaceYatri
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T04:13:58Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I created the “Save the Earth” project. It is a clicker game that runs in your browser. Earth stands at the center of the screen while the dangers that our planet faces today, such as pollution, global warming, deforestation, plastic waste, appear around it and try to reach it. You have to click them and destroy before they get to Earth. Each successful threat reaching Earth decreases its health, and therefore players lose their score. The game contains the start screen with the instructions, live health bar and score counter, and the game-over screen with the restart button. What was challenging? HTML layout turned out to be more difficult than I anticipated – every time I ended up with the duplicated or nested divs. Threat movement calculations were a little complicated as well since I had to determine the direction and distance from every threat to Earth in every single frame. From the aesthetic side, my initial attempt looked quite generic/AI-template-ish (white pill buttons, circled emoji icons), which made me spend time redesigning the UI with a custom monospace font. What are you proud of? I am proud that instead of stereotypical aliens, “the enemies” are the actual problems which the environment faces. I also feel proud because now I have managed to implement the full cycle of the game: starting screen > gameplay > game over > restarting without requiring a page refresh. What do people need to know to play it? To start playing this game, one needs to click on the “Start Game” button. Threats will be coming to Earth from the corners of the screen and the player is supposed to click them before they reach Earth. In case a threat reaches Earth, then the health bar on top of the screen starts decreasing.", "repo": "https://github.com/himaldawadi11-sys/Save-the-Earth.", "demo": "https://himaldawadi11-sys.github.io/Save-the-Earth./"}]...
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[{"post_id": 74453, "ts": "202 [{"post_id": 74453, "ts": "2026-09-27T12:23:58Z", "hours": 4.3847, "text": "Final Devlog: Save the Earth Wrapped up my “Save the Earth” project! Here’s the final rundown; The concept: Earth sits at the center of space while real-world threats; Pollution, Global Warming, Deforestation, and plastic waste spawn from the edge and drift toward it. Click them before they hit. Survive as long as you can and rack up your score. Was a fun way to combine a game mechanic with something I actually care about; climate/environment themes; instead of just building another generic dashboard."}, {"post_id": 74320, "ts": "2026-09-27T05:24:43Z", "hours": 1.0364, "text": "DEVLOG #1: Save the Earth Save the Earth is a browser-based game. Added Earth, which sits at the centre, a star field as the background, and a cool-looking title, “Save the Earth”."}]...
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Title: Save the Earth by @SpaceYatri | Stardance
Title: Save the Earth by @SpaceYatri | Stardance
Devlogs:
DEVLOG #1: Save the Earth Save the Earth is a browser-based game. Added Earth, which sits at the centre, a star field as the background, and a cool-looking title, “Save the Earth”.
Final Devlog: Save the Earth Wrapped up my “Save the Earth” project! Here’s the final rundown; The concept: Earth sits at the center of space while real-world threats; Pollution, Global Warming, Deforestation, and plastic waste spawn from the edge and drift toward it. Click them before they hit. Survive as long as you can and rack up your score. Was a fun way to combine a game mechanic with something I actually care about; climate/environment themes; instead of just building another generic dashboard.
Ships:
What did you make? I created the “Save the Earth” project. It is a clicker game that runs in your browser. Earth stands at the center of the screen while the dangers that our planet faces today, such as pollution, global warming, deforestation, plastic waste, appear around it and try to reach it. You have to click them and destroy before they get to Earth. Each successful threat reaching Earth decreases its health, and therefore players lose their score. The game contains the start screen with the instructions, live health bar and score counter, and the game-over screen with the restart button. What was challenging? HTML layout turned out to be more difficult than I anticipated – every time I ended up with the duplicated or nested divs. Threat movement calculations were a little complicated as well since I had to determine the direction and distance from every threat to Earth in every single frame. From the aesthetic side, my initial attempt looked quite generic/AI-template-ish (white pill buttons, circled emoji icons), which made me spend time redesigning the UI with a custom monospace font. What are you proud of? I am proud that instead of stereotypical aliens, “the enemies” are the actual problems which the environment faces. I also feel proud because now I have managed to implement the full cycle of the game: starting screen > gameplay > game over > restarting without requiring a page refresh. What do people need to know to play it? To start playing this game, one needs to click on the “Start Game” button. Threats will be coming to Earth from the corners of the screen and the player is supposed to click them before they reach Earth. In case a threat reaches Earth, then the health bar on top of the screen starts decreasing....
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1793591781.1262362
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1793678181.1262362
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61321
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Spacy by @ubaid | Stardance
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ubaid
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1
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15.0
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15
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T13:22:30Z", "hours": 15.0, "multiplier": 1.51, "payout": 15, "blessing": "neutral", "text": "I make my first game and make it in python using pygame, im really proud of it and its cool. Because its a space game with dodging the astroids and cool background. The challenge is i never make anything like that and even first coding project so far but it was fun. Locking forward to get the good point so affor an good laptop..", "repo": "https://github.com/ubaid-uan/Spacy", "demo": "https://ubaid-uan.itch.io/spacy"}]...
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[{"post_id": 74450, "ts": "202 [{"post_id": 74450, "ts": "2026-09-27T12:10:11Z", "hours": 15.045, "text": "I built an interactive 2D space arcade game using Python and the PyGame graphic rendering library. The application features customized physics loops, multi-asteroid collision boundaries, and randomized planet asset spawning."}]...
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Title: Spacy by @ubaid | Stardance
Devlogs:
I bui Title: Spacy by @ubaid | Stardance
Devlogs:
I built an interactive 2D space arcade game using Python and the PyGame graphic rendering library. The application features customized physics loops, multi-asteroid collision boundaries, and randomized planet asset spawning.
Ships:
I make my first game and make it in python using pygame, im really proud of it and its cool. Because its a space game with dodging the astroids and cool background. The challenge is i never make anything like that and even first coding project so far but it was fun. Locking forward to get the good point so affor an good laptop.....
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1793591227.4796314
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1793677627.4796314
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16495
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My awesome macropad! by @Noro | Stardance
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Noro
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0
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2.74
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0
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[]
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[{"post_id": 7445, "ts": "2026 [{"post_id": 7445, "ts": "2026-06-12T12:19:02Z", "hours": 1.1408, "text": "And were off making the CAD models for the case and plate. Overall not that difficult. I made the shape of the plate and case, inspiered by the cookie cat from Steven Universe and to stay on theme to the title of the macropad. Added an area for my own lipo and a tp4056 for chargin the lipo and the meowpad and now have do some slight polishing here and there and thats it (+ the work on github but besides that) Anyway, heres the final cad model(i hope):"}, {"post_id": 6899, "ts": "2026-06-11T15:48:14Z", "hours": 1.6, "text": "Heyoo, today I started work on a hackpad (a Meowpad™)following the guide for a hackpad. I started by drawing out the schematic and the rough pcb design which took lot more than expected but, overall was quite fun. The final hackpad, would have 3x3 grid matrix of diode+switches for optimal layout and 2 rotary encoders with 9 SK6812 mini-e RGB-LEDs one on each switch and cant forget the XIAO MCU too. Next up would be to polish the deisgn add some cool silkscreen while im at it and finish the debug the layout!"}]...
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Title: My awesome macropad! by @Noro | Stardance
Title: My awesome macropad! by @Noro | Stardance
Devlogs:
Heyoo, today I started work on a hackpad (a Meowpad™)following the guide for a hackpad. I started by drawing out the schematic and the rough pcb design which took lot more than expected but, overall was quite fun. The final hackpad, would have 3x3 grid matrix of diode+switches for optimal layout and 2 rotary encoders with 9 SK6812 mini-e RGB-LEDs one on each switch and cant forget the XIAO MCU too. Next up would be to polish the deisgn add some cool silkscreen while im at it and finish the debug the layout!
And were off making the CAD models for the case and plate. Overall not that difficult. I made the shape of the plate and case, inspiered by the cookie cat from Steven Universe and to stay on theme to the title of the macropad. Added an area for my own lipo and a tp4056 for chargin the lipo and the meowpad and now have do some slight polishing here and there and thats it (+ the work on github but besides that) Anyway, heres the final cad model(i hope):...
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1793433094.4446166
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1794037894.4446166
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41918
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Ball Pit Sim by @antekj_smalec | Stardance
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antekj_smalec
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1
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11.0
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146
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:34:37Z", "hours": 11.0, "multiplier": 13.32, "payout": 146, "blessing": "neutral", "text": "I made a simple 2d physics collison simulator. I originally intended to have complex polygon collisions but my circumstances didn’t allow me to work on this project for quite some time. Nonetheless I am happy with what I made and I hope you can appreciate it :)", "repo": "https://github.com/antekjsmalec/PySim/", "demo": "https://github.com/antekjsmalec/PySim/releases/tag/1.0"}]...
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[{"post_id": 74449, "ts": "202 [{"post_id": 74449, "ts": "2026-09-27T12:10:08Z", "hours": 2.4414, "text": "I had to change the scope of the project cos im running out of time. It is only gonna have ball collisions now"}, {"post_id": 39474, "ts": "2026-08-02T13:18:58Z", "hours": 1.5694, "text": "Fixed the bug, took a little longer than i originally thought but also fixed some other things. add some usefull debug features. Anyway collisions for circles is done and pretty fun to play around with"}, {"post_id": 39199, "ts": "2026-08-02T00:07:16Z", "hours": 2.2575, "text": "Lot of work done today, and even more headaches. Changed Particle class to a ball class (still called particle tho). Balls have collision with walls and floor AND with eachother. The white board is for actually understanding the maths. There is a bug and I know what it is, but I need to sleep"}, {"post_id": 38505, "ts": "2026-07-31T22:41:53Z", "hours": 1.0119, "text": "Realised I messed up by diving straight into displaying squares, made a new gameplan and basically started from scratch. I added a Vector class to make the math easier to write later, and a particle class to make a single particle bounce off the floor."}, {"post_id": 37624, "ts": "2026-07-30T14:21:11Z", "hours": 3.6664, "text": "Learned the basics of pygame, and started work. Firstly, I found out that the pygame.Rect() function is pretty much only usefull for buttons in my use case, so i made a class to create four points around a centre point, and using some basic trig, got a square showing up that allowed for a lot more freedom that pygame.Rect(). I added gravity and am now working on collisions."}]...
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Title: Ball Pit Sim by @antekj_smalec | Stardance
Title: Ball Pit Sim by @antekj_smalec | Stardance
Devlogs:
Learned the basics of pygame, and started work. Firstly, I found out that the pygame.Rect() function is pretty much only usefull for buttons in my use case, so i made a class to create four points around a centre point, and using some basic trig, got a square showing up that allowed for a lot more freedom that pygame.Rect(). I added gravity and am now working on collisions.
Realised I messed up by diving straight into displaying squares, made a new gameplan and basically started from scratch. I added a Vector class to make the math easier to write later, and a particle class to make a single particle bounce off the floor.
Lot of work done today, and even more headaches. Changed Particle class to a ball class (still called particle tho). Balls have collision with walls and floor AND with eachother. The white board is for actually understanding the maths. There is a bug and I know what it is, but I need to sleep
Fixed the bug, took a little longer than i originally thought but also fixed some other things. add some usefull debug features. Anyway collisions for circles is done and pretty fun to play around with
I had to change the scope of the project cos im running out of time. It is only gonna have ball collisions now
Ships:
I made a simple 2d physics collison simulator. I originally intended to have complex polygon collisions but my circumstances didn’t allow me to work on this project for quite some time. Nonetheless I am happy with what I made and I hope you can appreciate it :)...
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1793577138.1037056
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1793663538.1037056
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2265
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Bean2Space (DIY Rocket) by @TGA25dev | Stardance
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TGA25dev
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0
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44.29
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0
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[]
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[{"post_id": 74447, "ts": "202 [{"post_id": 74447, "ts": "2026-09-27T12:09:07Z", "hours": 1.2717, "text": "Devlog # 15 What’s new ? Parachute ! I’ve worked an hour on the parachute design and I think it came pretty good, I’ve tested it from a very low altitude and it seems to work well so I’m pretty happy with it. It’s made out of a tyvek security suit and I’ve used nylon cables for the lines."}, {"post_id": 74412, "ts": "2026-09-27T10:36:40Z", "hours": 1.1864, "text": "Devlog #14.1 What’s new ? Nothing really important in this devlog tbh, again lot’s of tests in the code, debugging and trying new things (that didn’t worked..) I’ve also replaced the imu temperature value in the live telemetry by the mcu temperature because it’s a more important value to know and monitor. Cool things are coming! (like the parachute design )"}, {"post_id": 73492, "ts": "2026-09-25T07:23:31Z", "hours": 2.6869, "text": "Devlog #14 What’s new ? I’ve been working mainly on software those days, I had a few issues with the program running on battery, once it was started I couldn’t connect it again with the cable. To fix that I’ve added another main script that runs when the chip is powered on and adds a timer to et me interrupt boot sequence if needed. Then, I’ve worked on a collector for the ground station whose role is to grab the data of the other esp32 by serial and save it to a csv file (it can then be readed by the dashboard for example) Due to the collector needing a new telemetry parsing structure I’ve also updated how telemetry sequences are written and printed in the ground station main file Also, I’ve been doing some tests with the state detection algorithm to try if it detected well the different flight states (I literally threw the electronics in the air and almost smashed them on the ground, but it’s ok at least it worked well) See you for the next devlog!"}, {"post_id": 70864, "ts": "2026-09-19T21:49:22Z", "hours": 3.7017, "text": "Devlog #13 What’s new ? A lot of work today as I’ve finished the soldering part!! Now the flight computer is done and mounted into the 3D printed sled, it was my first time soldering like that and I think it came pretty decent (though cable management looks horrible to me). The only thing that didn’t work when I powered it was the led, I spent a long time trying to understand what was wrong to finally realize that I had fried it… I replaced it with a new one and the issue was solved! (also changed the color by the way) Appart from soldering I’ve also added a setting to disable buzzer or led on startup and an internal temperature watchdog to monitor the temperature and prevent the chip from overheating What’s next ? As I said earlier the project is almost finished! Yet I still need to add a few more features, fix some bugs and print the last parts"}, {"post_id": 70602, "ts": "2026-09-19T13:03:41Z", "hours": 3.0914, "text": "Devlog #12 Wow it’s really been a while since last devlog.. so ? What’s new ? Well I’ve been working on a dasboard for the rocket, it uses Streamlit to display data and gathers data from a csv file that is saved on the computer. csv file is written by a local script that uses serial to catch data from the ground station via usb-c I’ve also been improving CAD model a little bit, that includes fillets for the fins and modifications to the instruments rack Also fixed a bug where calibration offsets weren’t applied properly, optimized some code and tried a lot of things in the main script. What’s next ? Last week I’ve started soldering the components to the perfboard so Lapse devlog is coming very soon, I’m planning to finish this in a few days Once soldering is done I will test out the software in “real” conditions and print the missing parts of the rocket Stay tuned ! ✨"}, {"post_id": 55639, "ts": "2026-08-27T16:28:56Z", "hours": 4.0294, "text": "Devlog #11 What’s new? I initially planned on adding an SD Card module but after fighting with it for almost two hours I couldn’t get it to work, it uses SPI but I don’t know why it refused cooperate.. Then I improved the wireless transmission system by adding sequence numbers and the rocket state to the packets. Everything was working fine until it totally stopped working. I spent another hour trying to debug only to finally plug the external antenas into both ESPs which fixed the issue.. Finally I’ve moved the rocket state detection to a separate module so the main file remains clean and is easier to debug What’s next? Now that those issues are solved I’m going to create a nice dashboard I will run on my computer to display live data charts and logs, I don’t know how I’m going to design it but hopefully it will look great On the screenshot you can see on the left logs from the rocket and on the right the live data that is pulled from the ground station by serial connection."}, {"post_id": 53065, "ts": "2026-08-23T13:58:43Z", "hours": 1.4889, "text": "Devlog #10 What’s new ? First of all I now have the missing funds to complete the project, that’s pretty insane and I’m really happy and proud about it Second, I’v been working again on the external pods as the measurements for the camera were wrong and it didn’t fitted at all. I’m going to print that part to test it out but it should now be fixed."}, {"post_id": 47185, "ts": "2026-08-14T22:02:08Z", "hours": 3.4086, "text": "Devlog #9.2 What’s new ? Some tweaks on CAD README ! I’v spent quite a lot of time writing the readme file, hope it’s good! I’v added several sections with a lot of details and renders from Fusion."}, {"post_id": 41273, "ts": "2026-08-05T11:52:29Z", "hours": 0.4667, "text": "Devlog #9.1 What’s new ? I’v added a mount for the shock cord, I will put a screw and attach the cord to it. the screw will go in those holes. Both mounts will be printed separately and then glued with expoxy On the bottom of the engine stage I’v also added 4 holes to attach the cord to"}, {"post_id": 41245, "ts": "2026-08-05T10:25:58Z", "hours": 1.9014, "text": "Devlog #9 What’s new ? CAD: I’v updated the top cover of the trigger system box because the new fire button I’v chose needed a bigger hole Wirings: I’v made two schematics, one for the flight computer on wokwi and another for the trigger station on draw.io. Took me a bit of time to understand how to create both diagrams since it’s the first time I use those websites but I think it came pretty good. What’s nex ? First I’m gonna address some issues I’v seen on the design especially in the engine stage Then when it’s done I’ll double check my BOM file is correct and I will probably submit for funding"}, {"post_id": 40804, "ts": "2026-08-04T15:43:03Z", "hours": 4.6297, "text": "Devlog #8 What’s new ? This time I’v designed the component’s sled/rack: The sled will first slide in the main tube and then be attached using 4 M3 screws as you can see on both sides (I’ll also use 4 other screws to secure the soldering board on the rack itself.) I will then add heat inserts when building. On the other side of the sled the lipo battery will be secured using velcro straps. And on the middle I’v added 2 “windows” for cable management. As you can see I’v also added 3 holes (the triangle pattern) on the main tube, they’r static port holes and will be used to ensure the pressure inside the rocket is the same as outside (for the pressure sensor to get correct data) EDIT: I just realized I forgot to upload the screenshot showing that and now I can’t… What’s next ? I think I might now submit the project for funding as I am missing some critical pieces to build the rocket. I’ll also probably tweak some things in the design and log a few hours more. After than I will continue to code the flight computer. Stay tuned! 🚀"}, {"post_id": 38862, "ts": "2026-08-01T12:57:15Z", "hours": 5.9436, "text": "Devlog #7 What’s new ? I worked a lot on CAD for the past 10h of work, lot’s of headaches because of the pods (and because I forgot to hit record on lapse) but here’s what I made : It took me a lot of time to work on the pods because I couldn’t find a good aerodynamic design. So I designed it, re-designed it and re-re-redisigned it. Finally I have something working though it’s not perfect, I should tweak some things to make it even better. I also worked on designing the ground trigger system, basically it’s a box that will host the batteries to ignite the rocket, a security lock with a key and the fire button. It wasn’t very hard but it also took me a bit of time to find the correct diameters for the components. What’s next ? Well I think I will polish the designs perhaps add new things and fix some others, once thats done I will submit for funding to get the rest of the components I need. Stay tuned!"}, {"post_id": 27079, "ts": "2026-07-12T09:53:23Z", "hours": 1.1592, "text": "Devlog #6 What’s new ? The rocket has now a state tracking system, what this does is that it takes the altitude, calculates the velocity and then deduces the rocket’s state (iddle, in flight, descending etc etc..) It took me some time to understand how velocity could be used and calculated and I also had to implement smpoothing systems to prevent the noise from the sensors to give me weird values I’v also added a “demo mode”, it simulates fake telemetry (altitude) so I can test the status tracking system What’s next ? Well I don’t really know, I’v been strugling with live logs and I don’t really know how I could implement that, I’ll see what’s missing and what I can do to improve the rocket Below is a screenshot of the terminal’s output, because I’m not going to take another picture of the harware as nothing really changed.. I’ll try to do better next devlog!"}, {"post_id": 19365, "ts": "2026-06-30T17:17:45Z", "hours": 1.9311, "text": "Devlog #5 CAD!! Well so today I opened Fusion360 and entirely remodeled all the parts of the rocket. I had mesh files from OpenRocket but I needed to turn them into solid shapes. I will probably have to spend more time on Fusion because I’m not sure the shoulder for the main stage is well designed and will fit properly. Also, I might need to design something to keep the engine inside the tube so it doesn’t move."}, {"post_id": 16833, "ts": "2026-06-27T10:23:39Z", "hours": 1.815, "text": "Devlog #4 What’s new On each run the rocket is now assigned a random flight number for better identification (also added in transmitted packets, you’l see later why) Zombie connections are now killed before starting everything to prevent issues with unclosed sockets Clock chip frequency has been reduced (the esp is heating a lot I need to find why and fix the performances..) I’v added new telemetry packet flags to distinguish between telemetry and messages (I’ll probably forward live logs from the rocket to the ground station using that) What’s coming Well, pretty much everything I said before (performances, live logs, telemetry saving in csv files, charts..) Also going to try to start the CAD in Fusion360"}, {"post_id": 15646, "ts": "2026-06-25T13:22:40Z", "hours": 2.2681, "text": "Devlog #3 What’s new I was looking at the telemetry data and noticed relative pressure mesurement was uncorrect so I fixed it (took me a moment to understand why..) - Also fixed gyro x value calculation that was wrong Now the main chip broadcasts it’s telemetry so it can be read by the other chip on the ground I’v added new buttons to the dashboard to stop Wifi and start ESPNow transmission Anddd last but not least, the rocket has now an internal clock which is for now used as timestamp when packets are sent What’s on the picture The “ground station” (white cable) which is an ESP32 C3 My breadboard with all the components which will be in the rocket (just noticed buzzer cable was disconnected)"}, {"post_id": 15539, "ts": "2026-06-25T08:01:32Z", "hours": 1.2831, "text": "Devlog #2 What’s new I’v started working on live wireless transmission so I could have live data transmission from the rocket to a ground station (another ESP32). I can now broadcast data from the rocket and it’s read by the ground station. I’v added new options on the dashboard, I can now remotely start the calibration process – it will be useful on ground before the launch And now ? Now I am going to improve the dashboard by addind new options and probably telemetry Probably going to cleanup some code and put things in other files for better readability"}, {"post_id": 12518, "ts": "2026-06-20T13:17:26Z", "hours": 2.0281, "text": "1st devlog! Made basic CAD in OpenRocket software to design the rocket’s body and fins. It helped me understanding how aerodynamics will affect the rocket during the flight Started the software part, I use Python paired with a XIAO ESP32 S3 as main flight computer. I also have a BMP280 and an MPU6050 as main flight instruments. I’v added getter functions for telemetry and setters for calibration. Also added the main file with a startup function and wifi manager for wireless ground control."}]...
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Title: Bean2Space (DIY Rocket) by @TGA25dev | Star Title: Bean2Space (DIY Rocket) by @TGA25dev | Stardance
Devlogs:
1st devlog! Made basic CAD in OpenRocket software to design the rocket’s body and fins. It helped me understanding how aerodynamics will affect the rocket during the flight Started the software part, I use Python paired with a XIAO ESP32 S3 as main flight computer. I also have a BMP280 and an MPU6050 as main flight instruments. I’v added getter functions for telemetry and setters for calibration. Also added the main file with a startup function and wifi manager for wireless ground control.
Devlog #2 What’s new I’v started working on live wireless transmission so I could have live data transmission from the rocket to a ground station (another ESP32). I can now broadcast data from the rocket and it’s read by the ground station. I’v added new options on the dashboard, I can now remotely start the calibration process – it will be useful on ground before the launch And now ? Now I am going to improve the dashboard by addind new options and probably telemetry Probably going to cleanup some code and put things in other files for better readability
Devlog #3 What’s new I was looking at the telemetry data and noticed relative pressure mesurement was uncorrect so I fixed it (took me a moment to understand why..) - Also fixed gyro x value calculation that was wrong Now the main chip broadcasts it’s telemetry so it can be read by the other chip on the ground I’v added new buttons to the dashboard to stop Wifi and start ESPNow transmission Anddd last but not least, the rocket has now an internal clock which is for now used as timestamp when packets are sent What’s on the picture The “ground station” (white cable) which is an ESP32 C3 My breadboard with all the components which will be in the rocket (just noticed buzzer cable was disconnected)
Devlog #4 What’s new On each run the rocket is now assigned a random flight number for better identification (also added in transmitted packets, you’l see later why) Zombie connections are now killed before starting everything to prevent issues with unclosed sockets Clock chip frequency has been reduced (the esp is heating a lot I need to find why and fix the performances..) I’v added new telemetry packet flags to distinguish between telemetry and messages (I’ll probably forward live logs from the rocket to the ground station using that) What’s coming Well, pretty much everything I said before (performances, live logs, telemetry saving in csv files, charts..) Also going to try to start the CAD in Fusion360
Devlog #5 CAD!! Well so today I opened Fusion360 and entirely remodeled all the parts of the rocket. I had mesh files from OpenRocket but I needed to turn them into solid shapes. I will probably have to spend more time on Fusion because I’m not sure the shoulder for the main stage is well designed and will fit properly. Also, I might need to design something to keep the engine inside the tube so it doesn’t move.
Devlog #6 What’s new ? The rocket has now a state tracking system, what this does is that it takes the altitude, calculates the velocity and then deduces the rocket’s state (iddle, in flight, descending etc etc..) It took me some time to understand how velocity could be used and calculated and I also had to implement smpoothing systems to prevent the noise from the sensors to give me weird values I’v also added a “demo mode”, it simulates fake telemetry (altitude) so I can test the status tracking system What’s next ? Well I don’t really know, I’v been strugling with live logs and I don’t really know how I could implement that, I’ll see what’s missing and what I can do to improve the rocket Below is a screenshot of the terminal’s output, because I’m not going to take another picture of the harware as nothing really changed.. I’ll try to do better next devlog!
Devlog #7 What’s new ? I worked a lot on CAD for the past 10h of work, lot’s of headaches because of the pods (and because I forgot to hit record on lapse) but here’s what I made : It took me a lot of time to work on the pods because I couldn’t find a good aerodynamic design. So I designed it, re-designed it and re-re-redisigned it. Finally I have something working though it’s not perfect, I should tweak some things to make it even better. I also worked on designing the ground trigger system, basically it’s a box that will host the batteries to ignite the rocket, a security lock with a key and the fire button. It wasn’t very hard but it also took me a bit of time to find the correct diameters for the components. What’s next ? Well I think I will polish the designs perhaps add new things and fix some others, once thats done I will submit for funding to get the rest of the components I need. Stay tuned!
Devlog #8 What’s new ? This time I’v designed the component’s sled/rack: The sled will first slide in the main tube and then be attached using 4 M3 screws as you can see on both sides (I’ll also use 4 other screws to secure the soldering board on the rack itself.) I will then add heat inserts when building. On the other side of the sled the lipo battery will be secured using velcro straps. And on the middle I’v added 2 “windows” for cable management. As you can see I’v also added 3 holes (the triangle pattern) on the main tube, they’r static port holes and will be used to ensure the pressure inside the rocket is the same as outside (for the pressure sensor to get correct data) EDIT: I just realized I forgot to upload the screenshot showing that and now I can’t… What’s next ? I think I might now submit the project for funding as I am missing some critical pieces to build the rocket. I’ll also probably tweak some things in the design and log a few hours more. After than I will continue to code the flight computer. Stay tuned! 🚀
Devlog #9 What’s new ? CAD: I’v updated the top cover of the trigger system box because the new fire button I’v chose needed a bigger hole Wirings: I’v made two schematics, one for the flight computer on wokwi and another for the trigger station on draw.io. Took me a bit of time to understand how to create both diagrams since it’s the first time I use those websites but I think it came pretty good. What’s nex ? First I’m gonna address some issues I’v seen on the design especially in the engine stage Then when it’s done I’ll double check my BOM file is correct and I will probably submit for funding
Devlog #9.1 What’s new ? I’v added a mount for the shock cord, I will put a screw and attach the cord to it. the screw will go in those holes. Both mounts will be printed separately and then glued with expoxy On the bottom of the engine stage I’v also added 4 holes to attach the cord to
Devlog #9.2 What’s new ? Some tweaks on CAD README ! I’v spent quite a lot of time writing the readme file, hope it’s good! I’v added several sections with a lot of details and renders from Fusion.
Devlog #10 What’s new ? First of all I now have the missing funds to complete the project, that’s pretty insane and I’m really happy and proud about it Second, I’v been working again on the external pods as the measurements for the camera were wrong and it didn’t fitted at all. I’m going to print that part to test it out but it should now be fixed.
Devlog #11 What’s new? I initially planned on adding an SD Card module but after fighting with it for almost two hours I couldn’t get it to work, it uses SPI but I don’t know why it refused cooperate.. Then I improved the wireless transmission system by adding sequence numbers and the rocket state to the packets. Everything was working fine until it totally stopped working. I spent another hour trying to debug only to finally plug the external antenas into both ESPs which fixed the issue.. Finally I’ve moved the rocket state detection to a separate module so the main file remains clean and is easier to debug What’s next? Now that those issues are solved I’m going to create a nice dashboard I will run on my computer to display live data charts and logs, I don’t know how I’m going to design it but hopefully it will look great On the screenshot you can see on the left logs from the rocket and on the right the live data that is pulled from the ground station by serial connection.
Devlog #12 Wow it’s really been a while since last devlog.. so ? What’s new ? Well I’ve been working on a dasboard for the rocket, it uses Streamlit to display data and gathers data from a csv file that is saved on the computer. csv file is written by a local script that uses serial to catch data from the ground station via usb-c I’ve also been improving CAD model a little bit, that includes fillets for the fins and modifications to the instruments rack Also fixed a bug where calibration offsets weren’t applied properly, optimized some code and tried a lot of things in the main script. What’s next ? Last week I’ve started soldering the components to the perfboard so Lapse devlog is coming very soon, I’m planning to finish this in a few days Once soldering is done I will test out the software in “real” conditions and print the missing parts of the rocket Stay tuned ! ✨
Devlog #13 What’s new ? A lot of work today as I’ve finished the soldering part!! Now the flight computer is done and mounted into the 3D printed sled, it was my first time soldering like that and I think it came pretty decent (though cable management looks horrible to me). The only thing that didn’t work when I powered it was the led, I spent a long time trying to understand what was wrong to finally realize that I had fried it… I replaced it with a new one and the issue was solved! (also changed the color by the way) Appart from soldering I’ve also added a setting to disable buzzer or led on startup and an internal temperature watchdog to monitor the temperature and prevent the chip from overheating What’s next ? As I said earlier the project is almost finished! Yet I still need to add a few more features, fix some bugs and print the last parts
Devlog #14 What’s new ? I’ve been working mainly on software those days, I had a few issues with the program running on battery, once it was started I couldn’t connect it again with the cable. To fix that I’ve added another main script that runs when the chip is powered on and adds a timer to et me interrupt boot sequence if needed. Then, I’ve worked on a collector for the ground station whose role is to grab the data of the other esp32 by serial and save it to a csv file (it can then be readed by the dashboard for example) Due to the collector needing a new telemetry parsing structure I’ve also updated how telemetry sequences are written and printed in the ground station main file Also, I’ve been doing some tests with the state detection algorithm to try if it detected well the different flight states (I literally threw the electronics in the air and almost smashed them on the ground, but it’s ok at least it worked well) See you for the next devlog!
Devlog #14.1 What’s new ? Nothing really important in this devlog tbh, again lot’s of tests in the code, debugging and trying new things (that didn’t worked..) I’ve also replaced the imu temperature value in the live telemetry by the mcu temperature because it’s a more important value to know and monitor. Cool things are coming! (like the parachute design )
Devlog # 15 What’s new ? Parachute ! I’ve worked an hour on the parachute design and I think it came pretty good, I’ve tested it from a very low altitude and it seems to work well so I’m pretty happy with it. It’s made out of a tyvek security suit and I’ve used nylon cables for the lines....
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1793238859.5300665
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1793843659.5300665
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65291
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MY first first slack bot (obito) by @Obito | Stard MY first first slack bot (obito) by @Obito | Stardance...
|
Obito
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:56:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my slack bot which is very easy to write the code compared to its deployment process which made me to work for more than 18 hours", "repo": "https://github.com/tharunkumarCYSEC/my-first-slack-bot", "demo": "https://app.slack.com/client/T0C3X8PP7K5/D0C4W6DK8PN"}]...
|
[{"post_id": 74441, "ts": "202 [{"post_id": 74441, "ts": "2026-09-27T11:47:32Z", "hours": 0.575, "text": "i finally completed this its a frustraing project that the coding code is very simple but the deployment is so frustrating"}]...
|
Title: MY first first slack bot (obito) by @Obito Title: MY first first slack bot (obito) by @Obito | Stardance
Devlogs:
i finally completed this its a frustraing project that the coding code is very simple but the deployment is so frustrating
Ships:
i made my slack bot which is very easy to write the code compared to its deployment process which made me to work for more than 18 hours...
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1793591705.9127655
|
1793678105.9127655
|
|
62112
|
PDF-Tools by @Dev_L_K | Stardance
|
Dev_L_K
|
3
|
7.0
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T11:46:03Z", "hours": 1.0, "multiplier": 4.24, "payout": 6, "blessing": "neutral", "text": "PDF TOOLS This is a simple web app with useful Pdf tools built with html css and js. it has a home screen where all tools can be accessed. Now it has 3 tools. In later ships more tools will be added. PDF Merger Merge multiple pdfs into a single one directly from browser. Features Select multiple Pdfs at once add more pdfs later remove files if needed PDF Compressor Reduce the size of pdf using rasterization. It has different levels low medium and high to control the file size. Features None of your data never leaves your browser/device There might need a small compromise in the quality. when reducing more size. The pdf pages are converted into jpeg and recombined. IMAGE TO PDF Upload many images and pack them as a single pdf. Using jsPdf library. Split PDF Upload a pdf and split it into chunks. Features You can upload multiple files at once. None of your data never leaves your device. Images are converted to pdf without any compromise in quality. Tech used HTML CSS JS GITHUB PAGES PDF-lib.js PDF worker.js jsPdf.js Live at https://pdf.devlkakkoth.me", "repo": "https://github.com/dev-l-k/pdf-tools", "demo": "https://pdf.devlkakkoth.me"}, {"ship_num": 2, "ts": "2026-09-16T16:34:20Z", "hours": 3.0, "multiplier": 4.32, "payout": 7, "blessing": "neutral", "text": "PDF TOOLS it is a multifunctional pdf tools. That has some sub apps Pdf Merger Merge multiple number of PDFs to a single one Pdf Compressor Reduce the size of a pdf using rasterization Image to PDF Upload Images and convert them into a single PDF. Every tool had its own difficulties and challenges. I am only a beginner to js. So ai helped me to understand and debug my errors. I hasn’t used direct ai in this project. Please read my readme and my GitHub commits too. Hopes this one helps you In future ships more features will be added. Rate this project", "repo": "https://github.com/dev-l-k/pdf-tools", "demo": "https://pdf.devlkakkoth.me"}, {"ship_num": 3, "ts": "2026-09-14T18:10:31Z", "hours": 3.0, "multiplier": 4.35, "payout": 6, "blessing": "neutral", "text": "PDF TOOLS WEB APP This is a collection of web based pdf tools Now it has only 1 tool Pdf merger. More tools will be added in the future. You can upload any file into it and the app will merge them and outputs a single pdf. None of your data never leaves your browser. I have used ai just in pdf merger app’s pdf merging js code only. Other css and html and all are written by me itself. Merging pdf js code was a little challenging.", "repo": "https://github.com/dev-l-k/pdf-tools", "demo": "https://pdf.devlkakkoth.me"}]...
|
[{"post_id": 74438, "ts": "202 [{"post_id": 74438, "ts": "2026-09-27T11:43:17Z", "hours": 1.3678, "text": "Devlog Pdf tools Split PDF Two features split each page of a pdf as PDFs split at certain range Live at https://pdf.devlkakkoth.me/split"}, {"post_id": 69209, "ts": "2026-09-16T16:27:23Z", "hours": 0.315, "text": "Devlog 8 PDF TOOLS README Updated readme.md connected sub apps with home app Going for 2nd ship Live at https://pdf.devlkakkoth.me"}, {"post_id": 69188, "ts": "2026-09-16T15:43:01Z", "hours": 0.7047, "text": "Devlog 7 PDF TOOLS IMAGE TO PDF upload multiple images none of your data leaves the browser Status : completed debugged LIVE AT https://pdf.devlkakkoth.me/imgtopdf"}, {"post_id": 69161, "ts": "2026-09-16T14:30:56Z", "hours": 0.3319, "text": "Devlog 6 PDF TOOLS Image to PDF Added html structure to code it utilizes same css for the home screen. So no css now gonna work for JS to make it functional Live at https://pdf.devlkakkoth.me/imgtopdf"}, {"post_id": 69119, "ts": "2026-09-16T12:45:39Z", "hours": 0.9508, "text": "Devlog 5 PDF TOOLS PDF COMPRESSOR Status: Completed Features Upload a pdf and compress it using rasterization supports both portrait and landscape orientation. you can select needed amount for compression. Live at https://pdf.devlkakkoth.me/pdfcompress"}, {"post_id": 69090, "ts": "2026-09-16T11:00:52Z", "hours": 0.25, "text": "Devlog 4 PDF TOOLS PDF COMPRESS worked on css for the project no seprate css file for it same file of index.html Added additional styling for level buttons Live at https://pdf.devlkakkoth.me/pdfcompress"}, {"post_id": 68919, "ts": "2026-09-16T01:37:30Z", "hours": 0.6539, "text": "Devlog 3 PDF TOOLS PDF Compress completed html structure for pdf compress now gonna work for the css. used common same css so some styles already exist Added buttons to control compression Uses Rasterization method to compress pdf. Live at : https://pdf.devlkakkoth.me/pdfcompress"}, {"post_id": 68187, "ts": "2026-09-14T17:50:16Z", "hours": 1.5014, "text": "Devlog 2 Pdf Tools Added a new sub app pdf merger you can upload more that 1 PDFs and merge it to single one"}, {"post_id": 68122, "ts": "2026-09-14T15:37:28Z", "hours": 1.1467, "text": "Devlog 1 PDFTools Added a home screen for the web app. Also added a new subapp pdf merger currently pdf merger is on work."}]...
|
Title: PDF-Tools by @Dev_L_K | Stardance
Devlogs: Title: PDF-Tools by @Dev_L_K | Stardance
Devlogs:
Devlog 1 PDFTools Added a home screen for the web app. Also added a new subapp pdf merger currently pdf merger is on work.
Devlog 2 Pdf Tools Added a new sub app pdf merger you can upload more that 1 PDFs and merge it to single one
Devlog 3 PDF TOOLS PDF Compress completed html structure for pdf compress now gonna work for the css. used common same css so some styles already exist Added buttons to control compression Uses Rasterization method to compress pdf. Live at : https://pdf.devlkakkoth.me/pdfcompress
Devlog 4 PDF TOOLS PDF COMPRESS worked on css for the project no seprate css file for it same file of index.html Added additional styling for level buttons Live at https://pdf.devlkakkoth.me/pdfcompress
Devlog 5 PDF TOOLS PDF COMPRESSOR Status: Completed Features Upload a pdf and compress it using rasterization supports both portrait and landscape orientation. you can select needed amount for compression. Live at https://pdf.devlkakkoth.me/pdfcompress
Devlog 6 PDF TOOLS Image to PDF Added html structure to code it utilizes same css for the home screen. So no css now gonna work for JS to make it functional Live at https://pdf.devlkakkoth.me/imgtopdf
Devlog 7 PDF TOOLS IMAGE TO PDF upload multiple images none of your data leaves the browser Status : completed debugged LIVE AT https://pdf.devlkakkoth.me/imgtopdf
Devlog 8 PDF TOOLS README Updated readme.md connected sub apps with home app Going for 2nd ship Live at https://pdf.devlkakkoth.me
Devlog Pdf tools Split PDF Two features split each page of a pdf as PDFs split at certain range Live at https://pdf.devlkakkoth.me/split
Ships:
PDF TOOLS WEB APP This is a collection of web based pdf tools Now it has only 1 tool Pdf merger. More tools will be added in the future. You can upload any file into it and the app will merge them and outputs a single pdf. None of your data never leaves your browser. I have used ai just in pdf merger app’s pdf merging js code only. Other css and html and all are written by me itself. Merging pdf js code was a little challenging.
PDF TOOLS it is a multifunctional pdf tools. That has some sub apps Pdf Merger Merge multiple number of PDFs to a single one Pdf Compressor Reduce the size of a pdf using rasterization Image to PDF Upload Images and convert them into a single PDF. Every tool had its own difficulties and challenges. I am only a beginner to js. So ai helped me to understand and debug my errors. I hasn’t used direct ai in this project. Please read my readme and my GitHub commits too. Hopes this one helps you In future ships more features will be added. Rate this project
PDF TOOLS This is a simple web app with useful Pdf tools built with html css and js. it has a home screen where all tools can be accessed. Now it has 3 tools. In later ships more tools will be added. PDF Merger Merge multiple pdfs into a single one directly from browser. Features Select multiple Pdfs at once add more pdfs later remove files if needed PDF Compressor Reduce the size of pdf using rasterization. It has different levels low medium and high to control the file size. Features None of your data never leaves your browser/device There might need a small compromise in the quality. when reducing more size. The pdf pages are converted into jpeg and recombined. IMAGE TO PDF Upload many images and pack them as a single pdf. Using jsPdf library. Split PDF Upload a pdf and split it into chunks. Features You can upload multiple files at once. None of your data never leaves your device. Images are converted to pdf without any compromise in quality. Tech used HTML CSS JS GITHUB PAGES PDF-lib.js PDF worker.js jsPdf.js Live at https://pdf.devlkakkoth.me...
|
1793591341.745156
|
1793677741.745156
|
|
59793
|
KestrelOS by @hien | Stardance
|
hien
|
0
|
1.46
|
0
|
[]
|
[{"post_id": 74437, "ts": "202 [{"post_id": 74437, "ts": "2026-09-27T11:38:40Z", "hours": 0.3069, "text": "Music synthesizer rework Reowkred the music maker to have three tabs: drums, lead and bass and 4 different types of waves(they affect how the beat sounds): saw, square, tri and sin along with other features!"}, {"post_id": 74390, "ts": "2026-09-27T09:31:07Z", "hours": 1.1486, "text": "Terminal and browser rework Updated the terminal to actually be able to run some commands and added a working code editor! Also made the browser actually searchable(but still in progress to load apps like youtube,…) and made a README. To benchmark the capabilities of the code editor, I was about to load kestrelOS inside of kestrelOS!!!"}]...
|
Title: KestrelOS by @hien | Stardance
Devlogs:
Te Title: KestrelOS by @hien | Stardance
Devlogs:
Terminal and browser rework Updated the terminal to actually be able to run some commands and added a working code editor! Also made the browser actually searchable(but still in progress to load apps like youtube,…) and made a README. To benchmark the capabilities of the code editor, I was about to load kestrelOS inside of kestrelOS!!!
Music synthesizer rework Reowkred the music maker to have three tabs: drums, lead and bass and 4 different types of waves(they affect how the beat sounds): saw, square, tri and sin along with other features!...
|
1793029897.8633323
|
1793634697.8633323
|
|
66267
|
FUNNY QUIZ by @LeFi | Stardance
|
LeFi
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:07:58Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a simple quiz based Codesistency’s vido on yt. I had so much fun making it my own. I feel like i have the power to make anything and it feel incredible!!!", "repo": "https://github.com/LeFi2312/quitz", "demo": "https://lefi2312.github.io/quitz/"}]...
|
[{"post_id": 74432, "ts": "202 [{"post_id": 74432, "ts": "2026-09-27T11:26:45Z", "hours": 8.7439, "text": "it’s pretty much done.. idk if i should add smth but i like how it turned out"}]...
|
Title: FUNNY QUIZ by @LeFi | Stardance
Devlogs:
i Title: FUNNY QUIZ by @LeFi | Stardance
Devlogs:
it’s pretty much done.. idk if i should add smth but i like how it turned out
Ships:
It’s a simple quiz based Codesistency’s vido on yt. I had so much fun making it my own. I feel like i have the power to make anything and it feel incredible!!!...
|
1793591803.2902522
|
1793678203.2902522
|
|
64317
|
StreetOS by @GMM | Stardance
|
GMM
|
5
|
11.0
|
27
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T11:45:10Z", "hours": 1.0, "multiplier": 8.56, "payout": 5, "blessing": "neutral", "text": "For this ship, I added a EASTER EGG (kinda, because the photo tells a lot), delete every icon to discover, and I updated the README. I just want to clarify some things that people rated that I didn’t understood: The wallpaper is not AI, just search in google, you’ll find it. The icons have a white background because I like (why would I make it transparent then?), just see the dev log changes. Some people said it don’t look I passed that much hours, I completely understand, but I passed more, if you count when I was learning, keep in mind I’m new. I made it japanese style, because, to me, Tokyo is the representation of street style, but of course there will be others country’s references (see my “bio”, I like pop with letters).", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}, {"ship_num": 2, "ts": "2026-09-26T20:13:35Z", "hours": 0.0, "multiplier": 12.33, "payout": 3, "blessing": "neutral", "text": "For this ship, I focused on organizing the UI and improving usability: Deletion: I implemented a ‘drag to delete’ feature. Now, you can delete icons by simply dragging them to the bottom center of the screen. Standardization: I standardized all the icons for a more consistent look. Window Spawn: I adjusted the exact positions where windows appear when they are opened so they don’t clutter the screen (almost all reviews said that). Also, NEW JOKES. Now I’m working to improve the paint app (trying to put new colors and saving when closing the window).", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}, {"ship_num": 3, "ts": "2026-09-26T03:24:01Z", "hours": 0.0, "multiplier": 3.46, "payout": 1, "blessing": "neutral", "text": "This is my second ship of the web os 2. I just made some quick adjustments that people noticed a lot: I changed the disabled cursor style in the close button and made the windows “spawn” in the right side of the screen. I’m really happy with the ratings, but I want some more suggestions.", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}, {"ship_num": 4, "ts": "2026-09-24T01:45:21Z", "hours": 7.0, "multiplier": 5.23, "payout": 18, "blessing": "neutral", "text": "I’m finally shipping my web os - version 2. I am really proud of the updates. A lot of them. I added a calculator, a game, an awesome loading screen, a search app, paint, the weather now is available for every city, a jokes genarator and my favorite: MUSIC!! It’s my playlist so I would be thankful if you listen (just a bit 🙃). If you’re going to test I really want you to pay attention to the UI details I tried to make. Also, I think this site is the proof of my improvement (my first time coding that was not in c++ was here in stardance),", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}, {"ship_num": 5, "ts": "2026-09-21T21:47:13Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an OS to the web. The challenging part was doing the real time synchronization and the draggeble window. It’s still missing some features that I’d like it to have (spotify, calculator and a game) but I pretend to do on a remastered version. But, overall, I liked the result and I think it looks like me.", "repo": "https://github.com/GuilhermeMartins-GMM/StreetOS", "demo": "https://guilhermemartins-gmm.github.io/StreetOS/"}]...
|
[{"post_id": 74431, "ts": "202 [{"post_id": 74431, "ts": "2026-09-27T11:24:32Z", "hours": 1.0792, "text": "A lot of people said they didn’t like the way the icons are organized. But since that’s how I originally thought of it, I decided to keep it, but I added an ‘easter egg’: delete every icon if you want their organization to change."}, {"post_id": 74147, "ts": "2026-09-26T19:33:05Z", "hours": 0.4822, "text": "I made the windows “spawn” separately (a lot of people recommended that that). And added some jokes (to me, really good ones)."}, {"post_id": 73285, "ts": "2026-09-24T19:18:56Z", "hours": 0.3031, "text": "I fixed the window popping under the icons. I also made the icons delet in the midle of the screen."}, {"post_id": 72922, "ts": "2026-09-24T01:42:12Z", "hours": 2.9817, "text": "I think I just finished the improvements, and I’m very happy with them. In web os 1, I only had: notes and weather(only one city). In this second version I added search, calculator, music, all city’s weather and more. (the code is from the jokes app)"}, {"post_id": 72433, "ts": "2026-09-22T22:51:06Z", "hours": 2.55, "text": "I currently added some new cool features, like the loading screen (matching the japan street theme) and a game (that I exported from my other site)."}, {"post_id": 72029, "ts": "2026-09-22T00:58:23Z", "hours": 1.3539, "text": "I am improving my OS, right now I added: a calculator, a music player and a search the city (on the weather app). I also changed the design a bit."}, {"post_id": 71957, "ts": "2026-09-21T21:07:27Z", "hours": 0.4464, "text": "I actually ended up adding a search “app” and remodeling the window’s design, made it look like glass."}, {"post_id": 71941, "ts": "2026-09-21T20:26:03Z", "hours": 0.3317, "text": "I ended up changing the features, I put a search, notes, and a “welcome” app. I think I’m going to focus on the design before adding new features. The photo is the only one I found that’s beautiful and in 4k, so I prolly won’t make a change the wallpaper feature."}, {"post_id": 71773, "ts": "2026-09-21T14:53:45Z", "hours": 2.3775, "text": "This is just a “checkpoint”, I ended making the base, now I’m going to implement the features, probably a calculator and a notes “app”. I changed the theme 3 times, but now I think I found the one I like the most, the street vibe."}]...
|
Title: StreetOS by @GMM | Stardance
Devlogs:
This Title: StreetOS by @GMM | Stardance
Devlogs:
This is just a “checkpoint”, I ended making the base, now I’m going to implement the features, probably a calculator and a notes “app”. I changed the theme 3 times, but now I think I found the one I like the most, the street vibe.
I ended up changing the features, I put a search, notes, and a “welcome” app. I think I’m going to focus on the design before adding new features. The photo is the only one I found that’s beautiful and in 4k, so I prolly won’t make a change the wallpaper feature.
I actually ended up adding a search “app” and remodeling the window’s design, made it look like glass.
I am improving my OS, right now I added: a calculator, a music player and a search the city (on the weather app). I also changed the design a bit.
I currently added some new cool features, like the loading screen (matching the japan street theme) and a game (that I exported from my other site).
I think I just finished the improvements, and I’m very happy with them. In web os 1, I only had: notes and weather(only one city). In this second version I added search, calculator, music, all city’s weather and more. (the code is from the jokes app)
I fixed the window popping under the icons. I also made the icons delet in the midle of the screen.
I made the windows “spawn” separately (a lot of people recommended that that). And added some jokes (to me, really good ones).
A lot of people said they didn’t like the way the icons are organized. But since that’s how I originally thought of it, I decided to keep it, but I added an ‘easter egg’: delete every icon if you want their organization to change.
Ships:
I made an OS to the web. The challenging part was doing the real time synchronization and the draggeble window. It’s still missing some features that I’d like it to have (spotify, calculator and a game) but I pretend to do on a remastered version. But, overall, I liked the result and I think it looks like me.
I’m finally shipping my web os - version 2. I am really proud of the updates. A lot of them. I added a calculator, a game, an awesome loading screen, a search app, paint, the weather now is available for every city, a jokes genarator and my favorite: MUSIC!! It’s my playlist so I would be thankful if you listen (just a bit 🙃). If you’re going to test I really want you to pay attention to the UI details I tried to make. Also, I think this site is the proof of my improvement (my first time coding that was not in c++ was here in stardance),
This is my second ship of the web os 2. I just made some quick adjustments that people noticed a lot: I changed the disabled cursor style in the close button and made the windows “spawn” in the right side of the screen. I’m really happy with the ratings, but I want some more suggestions.
For this ship, I focused on organizing the UI and improving usability: Deletion: I implemented a ‘drag to delete’ feature. Now, you can delete icons by simply dragging them to the bottom center of the screen. Standardization: I standardized all the icons for a more consistent look. Window Spawn: I adjusted the exact positions where windows appear when they are opened so they don’t clutter the screen (almost all reviews said that). Also, NEW JOKES. Now I’m working to improve the paint app (trying to put new colors and saving when closing the window).
For this ship, I added a EASTER EGG (kinda, because the photo tells a lot), delete every icon to discover, and I updated the README. I just want to clarify some things that people rated that I didn’t understood: The wallpaper is not AI, just search in google, you’ll find it. The icons have a white background because I like (why would I make it transparent then?), just see the dev log changes. Some people said it don’t look I passed that much hours, I completely understand, but I passed more, if you count when I was learning, keep in mind I’m new. I made it japanese style, because, to me, Tokyo is the representation of street style, but of course there will be others country’s references (see my “bio”, I like pop with letters)....
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1793591589.3281856
|
1793677989.3281856
|
|
17064
|
Dawned App by @aamir_pa2009 | Stardance
|
aamir_pa2009
|
0
|
0.26
|
0
|
[]
|
[{"post_id": 7443, "ts": "2026 [{"post_id": 7443, "ts": "2026-06-12T12:14:27Z", "hours": 0.255, "text": "Finally Finished The Theme Bugs In Dawned. Still in open Beta Testing. dawned.app"}]...
|
Title: Dawned App by @aamir_pa2009 | Stardance
De Title: Dawned App by @aamir_pa2009 | Stardance
Devlogs:
Finally Finished The Theme Bugs In Dawned. Still in open Beta Testing. dawned.app...
|
1793134334.3433695
|
1793739134.3433695
|
|
66255
|
personal website by @niyattt | Stardance
|
niyattt
|
1
|
6.0
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T11:14:32Z", "hours": 6.0, "multiplier": 2.84, "payout": 17, "blessing": "neutral", "text": "Finished building a simple, brief personal website built to introduce myself and my interests, and serve as my first coding project and introduction to coding Features About me section Music interests section Hobbies section Currently learning section Simple, visually appealing design Invertible colours for accessibility Built with: HTML, CSS and JavaScript", "repo": "https://github.com/AltereddStudios/personal-website", "demo": "https://altereddstudios.github.io/personal-website/"}]...
|
[{"post_id": 74423, "ts": "202 [{"post_id": 74423, "ts": "2026-09-27T11:12:07Z", "hours": 0.2939, "text": "Finished site, introduced invert colours button for accessibility"}, {"post_id": 74411, "ts": "2026-09-27T10:35:06Z", "hours": 5.6672, "text": "Personal Website - First draft Spent a solid hour trying to figure out how to use html + css, then started building this first draft of the site. Overall very close to completion, plan to introduce an interactive element such as a colour inverter for accessibility and to make the site feel more complete"}]...
|
Title: personal website by @niyattt | Stardance
D Title: personal website by @niyattt | Stardance
Devlogs:
Personal Website - First draft Spent a solid hour trying to figure out how to use html + css, then started building this first draft of the site. Overall very close to completion, plan to introduce an interactive element such as a colour inverter for accessibility and to make the site feel more complete
Finished site, introduced invert colours button for accessibility
Ships:
Finished building a simple, brief personal website built to introduce myself and my interests, and serve as my first coding project and introduction to coding Features About me section Music interests section Hobbies section Currently learning section Simple, visually appealing design Invertible colours for accessibility Built with: HTML, CSS and JavaScript...
|
1793591800.8952246
|
1793678200.8952246
|
|
40300
|
BeerReact by @siemvk | Stardance
|
siemvk
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T14:31:37Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a react wrapper for beercss. The hardest part was making the types work for input fields.", "repo": "https://github.com/siemvk/veryCoolGoogleUiV3", "demo": "https://beerreact-demo.netlify.app/"}]...
|
[{"post_id": 74422, "ts": "202 [{"post_id": 74422, "ts": "2026-09-27T11:09:54Z", "hours": 1.0622, "text": "I made StyledIcon so you don’t have to do much to use the icons displayed on the homepage and fixed tooltips for buttons."}, {"post_id": 74184, "ts": "2026-09-26T21:20:23Z", "hours": 0.9306, "text": "Made a small new homepage and resources page. Images are missing but its better then just having the demo be tests."}, {"post_id": 74161, "ts": "2026-09-26T20:02:58Z", "hours": 4.2781, "text": "Made steppers, added centered to NavRail , added spread to NavBar , fixed a bug where clicking ON a dialog popup made it close, made the wrapper for Steppers , and updated classNames"}, {"post_id": 37736, "ts": "2026-07-30T17:26:36Z", "hours": 1.9006, "text": "I asked gemini to make me a demo site then fixed a few bugs in it and started work on classNames this will contain all classnames you can use in beer css. its for when custom css is overkill but weird to include in the main project"}, {"post_id": 37509, "ts": "2026-07-30T09:42:50Z", "hours": 2.1039, "text": "technically this is v2 bc of how versioning works Nav is now NavRail , NavBar and NavTabs You can now use <Flex> for flexboxes I made <List> <SplitButton> now has better types (I am now extending <Button> instead of <button> ) I remade <Card> so you have more options You can now use no-space under size at <Space> There is still lots of work to do but I am happy with how development is going!"}, {"post_id": 36332, "ts": "2026-07-28T11:47:32Z", "hours": 1.28, "text": "fixed a bug where you could not give form items all of the prams they have and I wrote some docs"}, {"post_id": 35417, "ts": "2026-07-26T20:10:33Z", "hours": 20.7669, "text": "Wow look a project i forgot to add to a YSWS but is like kinda cool and not jet done (it looks done but its not)"}]...
|
Title: BeerReact by @siemvk | Stardance
Devlogs:
Title: BeerReact by @siemvk | Stardance
Devlogs:
Wow look a project i forgot to add to a YSWS but is like kinda cool and not jet done (it looks done but its not)
fixed a bug where you could not give form items all of the prams they have and I wrote some docs
technically this is v2 bc of how versioning works Nav is now NavRail , NavBar and NavTabs You can now use <Flex> for flexboxes I made <List> <SplitButton> now has better types (I am now extending <Button> instead of <button> ) I remade <Card> so you have more options You can now use no-space under size at <Space> There is still lots of work to do but I am happy with how development is going!
I asked gemini to make me a demo site then fixed a few bugs in it and started work on classNames this will contain all classnames you can use in beer css. its for when custom css is overkill but weird to include in the main project
Made steppers, added centered to NavRail , added spread to NavBar , fixed a bug where clicking ON a dialog popup made it close, made the wrapper for Steppers , and updated classNames
Made a small new homepage and resources page. Images are missing but its better then just having the demo be tests.
I made StyledIcon so you don’t have to do much to use the icons displayed on the homepage and fixed tooltips for buttons.
Ships:
I made a react wrapper for beercss. The hardest part was making the types work for input fields....
|
1793616892.9927204
|
1793703292.9927204
|
|
60680
|
Planet Simulator by @valdtaniem | Stardance
|
valdtaniem
|
1
|
12.6
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:40:14Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HELLO! I made a planet simulation in C. the planets merge when they collide and there are some cool spark effects. I think the GUI looks pretty cool, It has a custom font you could change by swapping the .ttf files. This project only compiles for linux so if you are on windows you’ll have to do with the demo video ):", "repo": "https://git.tuxworld.nl/valdtaniem/PlanetSimulator", "demo": "https://git.tuxworld.nl/valdtaniem/PlanetSimulator/releases"}]...
|
[{"post_id": 74415, "ts": "202 [{"post_id": 74415, "ts": "2026-09-27T10:46:32Z", "hours": 0.5972, "text": "font files in executable the font files don’t have to be in a folder with the binary, still only linux is supported"}, {"post_id": 71131, "ts": "2026-09-20T10:35:42Z", "hours": 3.1358, "text": "i think it is done the collision system is revamped and now merges the planet with some spark effects. the Readme is now also complete with a demo video and compilation instructions. (i also discovered emogiis lol )"}, {"post_id": 66829, "ts": "2026-09-12T18:55:54Z", "hours": 1.7058, "text": "I added a font (8 bit operator) to all the text. But the path is just hard-coded to ../font.ttf so you have to place the font in the correct folder. I also wrote a little README"}, {"post_id": 66679, "ts": "2026-09-12T15:28:45Z", "hours": 6.815, "text": "I got the raylib library working and the GUI for planets. i am pretty proud of the place planet feature where you can drag to give the planet velocity, as you can see in the screenshot. there is also a list of planets and a planet creaton model. also you can select a planet and follow it. you can also move the camera and zoom in/out by scrolling. i’ll try to log more frequently in the future (: for the next log i’m going to write the read-me. I also want to improve the planet collisions, cuz now they just bounce of each other or in a spiral of death and accelerate to mach 1 million."}]...
|
Title: Planet Simulator by @valdtaniem | Stardance Title: Planet Simulator by @valdtaniem | Stardance
Devlogs:
I got the raylib library working and the GUI for planets. i am pretty proud of the place planet feature where you can drag to give the planet velocity, as you can see in the screenshot. there is also a list of planets and a planet creaton model. also you can select a planet and follow it. you can also move the camera and zoom in/out by scrolling. i’ll try to log more frequently in the future (: for the next log i’m going to write the read-me. I also want to improve the planet collisions, cuz now they just bounce of each other or in a spiral of death and accelerate to mach 1 million.
I added a font (8 bit operator) to all the text. But the path is just hard-coded to ../font.ttf so you have to place the font in the correct folder. I also wrote a little README
i think it is done the collision system is revamped and now merges the planet with some spark effects. the Readme is now also complete with a demo video and compilation instructions. (i also discovered emogiis lol )
font files in executable the font files don’t have to be in a folder with the binary, still only linux is supported
Ships:
HELLO! I made a planet simulation in C. the planets merge when they collide and there are some cool spark effects. I think the GUI looks pretty cool, It has a custom font you could change by swapping the .ttf files. This project only compiles for linux so if you are on windows you’ll have to do with the demo video ):...
|
1793588193.5720484
|
1793674593.5720484
|
|
11586
|
My awesome macropad! by @nouxinf | Stardance
|
nouxinf
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T13:39:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my submission for the hackpad mission! This is my first time doing hardware design, so I’m not very experienced. Decided to make this because I wanted to speed up some things on my PC and this macropad is configured to use keys F13-F19, which are not present on a normal keyboard but can be used. It features: 7 keys An OLED 0.91” display A bongo cat animation to go with it The BOM is available in the readme or in bom.csv", "repo": "https://github.com/nouxinf/hackpad", "demo": ""}]...
|
[{"post_id": 7441, "ts": "2026 [{"post_id": 7441, "ts": "2026-06-12T12:00:38Z", "hours": 1.1294, "text": "I’ve been working on my hackpad project lately, and I’m finally finished with it now! I’ve never made any PCB or 3D printed project before, so this is a massive leap for me when it comes to skill. First step was designing in KiCad. I kept it simple by adding 7 switches, and an OLED display to show bongo cat. Then made the PCB, which is a pretty fun part of the process, as its basically just wiring stuff together as it tells you to. Third step was designing the case which was probably the hardest, getting everything aligned and all. Fourth step was writing the firmware, this part was fairly easy, and I put some code into that which I found on github to add a bongo cat animation, that makes the cat use the bongo drums when pressing a key on it. The keys are set to F13-F19, keys that are unbound by default."}]...
|
Title: My awesome macropad! by @nouxinf | Stardanc Title: My awesome macropad! by @nouxinf | Stardance
Devlogs:
I’ve been working on my hackpad project lately, and I’m finally finished with it now! I’ve never made any PCB or 3D printed project before, so this is a massive leap for me when it comes to skill. First step was designing in KiCad. I kept it simple by adding 7 switches, and an OLED display to show bongo cat. Then made the PCB, which is a pretty fun part of the process, as its basically just wiring stuff together as it tells you to. Third step was designing the case which was probably the hardest, getting everything aligned and all. Fourth step was writing the firmware, this part was fairly easy, and I put some code into that which I found on github to add a bongo cat animation, that makes the cat use the bongo drums when pressing a key on it. The keys are set to F13-F19, keys that are unbound by default.
Ships:
This is my submission for the hackpad mission! This is my first time doing hardware design, so I’m not very experienced. Decided to make this because I wanted to speed up some things on my PC and this macropad is configured to use keys F13-F19, which are not present on a normal keyboard but can be used. It features: 7 keys An OLED 0.91” display A bongo cat animation to go with it The BOM is available in the readme or in bom.csv...
|
1793613434.5375965
|
1793699834.5375965
|
|
66254
|
Instagram Blocker by @louisevincent289 | Stardance
|
louisevincent289
|
0
|
2.76
|
0
|
[]
|
[{"post_id": 74408, "ts": "202 [{"post_id": 74408, "ts": "2026-09-27T10:25:14Z", "hours": 2.7633, "text": "I have successfully updated all the XPATH’s so that the program works with instagram’s current html setup, unfortunatley they regularly change it so I had to seperate the variables so that it can easily be changed in the future."}]...
|
Title: Instagram Blocker by @louisevincent289 | St Title: Instagram Blocker by @louisevincent289 | Stardance
Devlogs:
I have successfully updated all the XPATH’s so that the program works with instagram’s current html setup, unfortunatley they regularly change it so I had to seperate the variables so that it can easily be changed in the future....
|
1793098111.631897
|
1793702911.631897
|
|
57525
|
DIY JOYSTICK by @Pirajin | Stardance
|
Pirajin
|
0
|
6.96
|
0
|
[]
|
[{"post_id": 74404, "ts": "202 [{"post_id": 74404, "ts": "2026-09-27T10:16:01Z", "hours": 0.3814, "text": "Finally Completed the project, check the github url…… Go and try it…."}, {"post_id": 74061, "ts": "2026-09-26T16:42:45Z", "hours": 0.83, "text": "#Devlog 5 I think - Today, i finally made the controller work with my own game created for it. So, the only step remaining is to update the game to perfection and ship it. STAY TUNED in my GitHub to get the game and controller instructions and code for free…."}, {"post_id": 73951, "ts": "2026-09-26T12:03:48Z", "hours": 1.5894, "text": "#Devlog - 4 I guess - Today i made it connect through wifi because bluetooth was not comfortable and I realised that cannot make it universal for all games, so i created my own game for this, and it will be open source soon… Stay tuned…"}, {"post_id": 73567, "ts": "2026-09-25T12:35:13Z", "hours": 1.1492, "text": "#Devlog 3 - Today i added bluetooth to it and now android powered devices can read it as a controller. And im going to test it with the game TRAFFIC RIDER. So stay tuned!"}, {"post_id": 73144, "ts": "2026-09-24T14:12:49Z", "hours": 2.0572, "text": "Devlog 2 - Im working on making a joystick that can sense the tilt and has a normal joystick controls, and can be connected via bluetooth."}, {"post_id": 60385, "ts": "2026-09-02T17:56:45Z", "hours": 0.9483, "text": "#Devlog 1 - I am working on a joystick model which can be connected wirelessly to any device to play video games… This is the first devlog for this and today i connected the joystick module to an ESP32 and tried to calculate the x and y axis and got many errors, some were corrected and didnt."}]...
|
Title: DIY JOYSTICK by @Pirajin | Stardance
Devlo Title: DIY JOYSTICK by @Pirajin | Stardance
Devlogs:
#Devlog 1 - I am working on a joystick model which can be connected wirelessly to any device to play video games… This is the first devlog for this and today i connected the joystick module to an ESP32 and tried to calculate the x and y axis and got many errors, some were corrected and didnt.
Devlog 2 - Im working on making a joystick that can sense the tilt and has a normal joystick controls, and can be connected via bluetooth.
#Devlog 3 - Today i added bluetooth to it and now android powered devices can read it as a controller. And im going to test it with the game TRAFFIC RIDER. So stay tuned!
#Devlog - 4 I guess - Today i made it connect through wifi because bluetooth was not comfortable and I realised that cannot make it universal for all games, so i created my own game for this, and it will be open source soon… Stay tuned…
#Devlog 5 I think - Today, i finally made the controller work with my own game created for it. So, the only step remaining is to update the game to perfection and ship it. STAY TUNED in my GitHub to get the game and controller instructions and code for free….
Finally Completed the project, check the github url…… Go and try it…....
|
1793443835.1087768
|
1794048635.1087768
|
|
64003
|
my-alarm-clock by @antek042 | Stardance
|
antek042
|
0
|
1.42
|
0
|
[]
|
[{"post_id": 74402, "ts": "202 [{"post_id": 74402, "ts": "2026-09-27T10:10:53Z", "hours": 0.5469, "text": "I’ve added whole code structure to my ino file and it compiles without any errors."}, {"post_id": 72872, "ts": "2026-09-23T22:09:28Z", "hours": 0.6175, "text": "I’ve done some basic classes structure, i must to add bodies to methods so basic alarm staff will work soon."}, {"post_id": 71986, "ts": "2026-09-21T22:22:23Z", "hours": 0.2564, "text": "I’ve created pcb and cad model for my blare. Now i will create some basic firmware and write some future plans for it."}]...
|
Title: my-alarm-clock by @antek042 | Stardance
De Title: my-alarm-clock by @antek042 | Stardance
Devlogs:
I’ve created pcb and cad model for my blare. Now i will create some basic firmware and write some future plans for it.
I’ve done some basic classes structure, i must to add bodies to methods so basic alarm staff will work soon.
I’ve added whole code structure to my ino file and it compiles without any errors....
|
1793058479.4015083
|
1793663279.4015083
|
|
32423
|
Hackpad for GD by @Jacube1234 | Stardance
|
Jacube1234
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T10:07:23Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I made the GD Hackpad—a custom 4-key macro pad with a rotary encoder designed specifically for playing Geometry Dash Platformer levels (basically a DIY Sayo Device). It features a 3-piece 3D-printed angled case designed in Fusion 360, a custom PCB featuring a skull silkscreen created in KiCad, and is powered by a Seeed XIAO RP2040 running KMK firmware. What was challenging? Learning KiCad from scratch since I was originally much more comfortable with Fusion 360. Learning the stardance process and this general hackclub stuff. What are you proud of? How well the 3D-printed case fits together using M3 bolts and heat-set inserts, adding a custom skull emoji silkscreen to the PCB, and getting everything running smoothly with 100% tested code. What should people know so they can test your project? Everything you need to replicate it is in the repository, including the 3D print production files, Gerber files for ordering the PCB, the BOM, and a full guide on setting up CircuitPython and KMK firmware. Note: The photos of my physical build ldon’t have the RGB LEDs due to an early board error, but the updated KiCad and Gerber files in the repo feature the corrected LED routing!", "repo": "https://github.com/Jacube1234/GD-Hackpad", "demo": ""}]...
|
[{"post_id": 74394, "ts": "202 [{"post_id": 74394, "ts": "2026-09-27T09:56:29Z", "hours": 0.3356, "text": "Fixed up some other small readme stuff. I changed the kicanvas link, and added the yt video I posted in the last log. I’m only allowed one demo video so I changed it to me actually using the hackpad. The other link is https://youtu.be/eFOGvQzMtF8 if you want to see me explaining the project. I will hopefully promise to myself to not make anymore changes and just finish the project. Ima ship it. idk how this works. bye now."}, {"post_id": 73482, "ts": "2026-09-25T06:53:54Z", "hours": 0.5617, "text": "Realised I used the wrong footprint for the leds. SO I abandoned them :/ I fixed the kicad files and updated the gerbers, in different respective folders. https://youtu.be/FZbB-Cm0QQ0 video of me playing a level"}, {"post_id": 64086, "ts": "2026-09-08T08:15:43Z", "hours": 4.5919, "text": "Finally finished (I guess). I redesigned the case because I made some silly errors. In reality, my pcb sat lower than my CAD model so I fixed that. CAD model also used surface mounted SEEED XIAO RP2040 so there was a height change. Moved the port down twice. No longer silly circles on the lid because I made the top part way to thin in the first place. My knob was too tall so I sanded it down (I just wanted to get this project done 🫠) You can check my soldering process and stuff here if you really want. Idk how these images will order themselves but here are what they are. Me putting in a heatset insert (so satifying) the top plate underside with a notch for the rotary encoder weird bit Assembled thing Me playing GD Slicer Random completion photos"}, {"post_id": 54331, "ts": "2026-08-25T09:09:18Z", "hours": 2.5036, "text": "Got my parts. Quick fit and sanity check. Did I make my top plate to thin? I will look at the Orphues pad real quick. Please tell me if you get any info about normal heights or something."}, {"post_id": 26808, "ts": "2026-07-11T20:17:59Z", "hours": 0.6908, "text": "Added little bump at the top so a heatset insert can fit because the top shell is not thick enough. Added Gerber files."}, {"post_id": 26286, "ts": "2026-07-11T00:09:51Z", "hours": 1.9836, "text": "Added all 3d models to Kicad, and exported it into Fusion. (idk why gif is so cooked). Flipped the microcontroller so the usb port wasn’t inside the plate. Moved usb outlet on base to match the new location. Comment what I should do to let the led’s to shine through"}, {"post_id": 26219, "ts": "2026-07-10T21:40:34Z", "hours": 0.6361, "text": "Adding 3d models to Kicad"}, {"post_id": 25624, "ts": "2026-07-10T00:46:38Z", "hours": 1.3475, "text": "Added rotary knob. Made silkscreen art smaller"}, {"post_id": 25222, "ts": "2026-07-09T10:41:48Z", "hours": 1.0642, "text": "Sorted Github files and realised my LED’s were the wrong way lol"}, {"post_id": 25054, "ts": "2026-07-09T00:33:07Z", "hours": 2.0003, "text": "Built the case. Added a bunch of fillets and a chamfer to edges. Hole at the back for the USB port. About to code it and make the Github Repo. (This will probbaly take me ages because the tutorial doesn’t show how to program it)"}, {"post_id": 24632, "ts": "2026-07-08T11:02:27Z", "hours": 2.8, "text": "Building the case. Tutorial kinda sucks though so I am referencing qcoral’s “Orpheuspad” fusion model."}, {"post_id": 24546, "ts": "2026-07-08T05:22:14Z", "hours": 2.0336, "text": "Looked at qcorals 3d model to look at the pcb. Started connecting components together."}, {"post_id": 24504, "ts": "2026-07-08T03:02:46Z", "hours": 1.6833, "text": "Placing keys in the arrow key layout. about to wire them up. Also trying to add rgb lighting"}]...
|
Title: Hackpad for GD by @Jacube1234 | Stardance
Title: Hackpad for GD by @Jacube1234 | Stardance
Devlogs:
Placing keys in the arrow key layout. about to wire them up. Also trying to add rgb lighting
Looked at qcorals 3d model to look at the pcb. Started connecting components together.
Building the case. Tutorial kinda sucks though so I am referencing qcoral’s “Orpheuspad” fusion model.
Built the case. Added a bunch of fillets and a chamfer to edges. Hole at the back for the USB port. About to code it and make the Github Repo. (This will probbaly take me ages because the tutorial doesn’t show how to program it)
Sorted Github files and realised my LED’s were the wrong way lol
Added rotary knob. Made silkscreen art smaller
Adding 3d models to Kicad
Added all 3d models to Kicad, and exported it into Fusion. (idk why gif is so cooked). Flipped the microcontroller so the usb port wasn’t inside the plate. Moved usb outlet on base to match the new location. Comment what I should do to let the led’s to shine through
Added little bump at the top so a heatset insert can fit because the top shell is not thick enough. Added Gerber files.
Got my parts. Quick fit and sanity check. Did I make my top plate to thin? I will look at the Orphues pad real quick. Please tell me if you get any info about normal heights or something.
Finally finished (I guess). I redesigned the case because I made some silly errors. In reality, my pcb sat lower than my CAD model so I fixed that. CAD model also used surface mounted SEEED XIAO RP2040 so there was a height change. Moved the port down twice. No longer silly circles on the lid because I made the top part way to thin in the first place. My knob was too tall so I sanded it down (I just wanted to get this project done 🫠) You can check my soldering process and stuff here if you really want. Idk how these images will order themselves but here are what they are. Me putting in a heatset insert (so satifying) the top plate underside with a notch for the rotary encoder weird bit Assembled thing Me playing GD Slicer Random completion photos
Realised I used the wrong footprint for the leds. SO I abandoned them :/ I fixed the kicad files and updated the gerbers, in different respective folders. https://youtu.be/FZbB-Cm0QQ0 video of me playing a level
Fixed up some other small readme stuff. I changed the kicanvas link, and added the yt video I posted in the last log. I’m only allowed one demo video so I changed it to me actually using the hackpad. The other link is https://youtu.be/eFOGvQzMtF8 if you want to see me explaining the project. I will hopefully promise to myself to not make anymore changes and just finish the project. Ima ship it. idk how this works. bye now.
Ships:
What did I make? I made the GD Hackpad—a custom 4-key macro pad with a rotary encoder designed specifically for playing Geometry Dash Platformer levels (basically a DIY Sayo Device). It features a 3-piece 3D-printed angled case designed in Fusion 360, a custom PCB featuring a skull silkscreen created in KiCad, and is powered by a Seeed XIAO RP2040 running KMK firmware. What was challenging? Learning KiCad from scratch since I was originally much more comfortable with Fusion 360. Learning the stardance process and this general hackclub stuff. What are you proud of? How well the 3D-printed case fits together using M3 bolts and heat-set inserts, adding a custom skull emoji silkscreen to the PCB, and getting everything running smoothly with 100% tested code. What should people know so they can test your project? Everything you need to replicate it is in the repository, including the 3D print production files, Gerber files for ordering the PCB, the BOM, and a full guide on setting up CircuitPython and KMK firmware. Note: The photos of my physical build ldon’t have the RGB LEDs due to an early board error, but the updated KiCad and Gerber files in the repo feature the corrected LED routing!...
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1793581022.547183
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1793667422.547183
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9443
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Better Music by @muntean_andrew | Stardance
|
muntean_andrew
|
2
|
33.0
|
323
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T09:14:00Z", "hours": 20.0, "multiplier": 8.54, "payout": 202, "blessing": "neutral", "text": "I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, can read synced/unsynced lyrics tags from the music files and show them like Spotify, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette and even the base border radius to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. This is just an update and the majority of the time spent on the project was used to make improvements in the backend management of the song objects and to make the UI better reflect and update according to the data in the backend. But also I’ve added lyrics support and if your music files have lyrics tags embedded in them the app will take full advantage of them by enabling you to see each verse when it is singed and also skip to that one part you like the most just by clicking on your favorite line in the track. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now.", "repo": "https://github.com/AliendsOG/Better-Music", "demo": "https://github.com/AliendsOG/Better-Music/releases/tag/better-music"}, {"ship_num": 2, "ts": "2026-06-15T15:17:37Z", "hours": 13.0, "multiplier": 9.67, "payout": 121, "blessing": "neutral", "text": "I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. The challenging part was the steep learning curve as I hadn’t done anything on this scale before. I had to learn to connect the 2 Electron processes together seamlessly. Furthermore I had to dive into the world of databases with SQLite 3, which was uncharted territory for me. I had to use AI to help me learn these things and also to brainstorm ideas about hoe to optimize the app. For instance, when the idea of the search-as-you-type feature came up to me I envisioned a kind of tree structure with letters and that for every song, album, playlist name the app would create the branches in the tree so it would be a very fast and efficient search algorithm, and when I talked to the AI about it I found out that this kind of structure is called a trie. I am really proud that I’ve managed to build a clean, responsive and fast music player that tracks the user’s listening activity and stores it on device. Also it was very exciting when I tested the search feature and it worked perfectly. I’m also proud of the engineering journey itself. I utilized Gemini as an active learning collaborator to help me unpack the architectural patterns of Electron and master data persistence with SQLite 3. Turning that complex technical guidance into a functional, polished desktop product was incredibly rewarding. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now.", "repo": "https://github.com/AliendsOG/Better-Music", "demo": "https://github.com/AliendsOG/Better-Music/releases/tag/better-music"}]...
|
[{"post_id": 74382, "ts": "202 [{"post_id": 74382, "ts": "2026-09-27T09:04:01Z", "hours": 1.0467, "text": "This is the last devlog before shipping the project update. This has been an exciting journey and I am very satisfied with the result! I do wish there would be a bit more time left for the event to continue so I could ship even more things but all good things must come to an end, and this one is a happy ending. I’ve made the necessary last minute touches to make sure that everything works as it should."}, {"post_id": 74114, "ts": "2026-09-26T18:26:03Z", "hours": 1.6697, "text": "Added new ways to customize the player to the user’s liking and fixed that prevented the app from reading the user_version of the database which in return made the app “update” the DB everytime it started."}, {"post_id": 73281, "ts": "2026-09-24T18:58:58Z", "hours": 0.4853, "text": "YEEEEEESS, FINALLLYYYYYY, we have synced lyrics in the app. I know it’s not the most glamorous UI at the moment, but it is still something, and the other music players don’t even do this, like at most they show the lyrics with the timestamps and that’s it, no scaling of the verse, nothing. In future updates certainly I’ll make the UI more polished because it need a lot of it. Still I am happy that I’ve made it this far and after a bit of clean up and maybe some optimizations I’ll ship the project."}, {"post_id": 73261, "ts": "2026-09-24T18:10:26Z", "hours": 1.5067, "text": "I’ve finally found the culprit that prevented me from getting the synced lyrics, now the app can read the synced lyrics from music filed. YEEEEEEE Now the “only” thing is to make the UI for them, which I hope would be easy and fast. 😅"}, {"post_id": 73191, "ts": "2026-09-24T15:40:21Z", "hours": 2.4517, "text": "Trying to add lyrics to the app. But it is a bit of a mess cause in the Samsung Music and Apple Music apps these files contain time stamps for each verse and so I was thinking to read those time stamps and to highlight the verse that is played at that time, but my app doesn’t read those things and I don’t know why. An explanation might be that those apps ping free open source databases of lyrics based on the song details, but I am not really sure."}, {"post_id": 69252, "ts": "2026-09-16T17:55:55Z", "hours": 4.7486, "text": "Another day, another restructuring I guess. 😅 I’ve decided to give each album an id instead of relying on it’s name as the identifier as I did previously. Also I’ve changed the Play function to work with song ids and album ids instead of names. This is because if the name of the song or the album had any of these 2 characters: ’ or “ it would mess up with the HTML structure and the song would not play if the user clicked on it. Not gonna lie, I think that my code now is a little spaghetti and for sure someone with more experience and knowledge on how to structure a music player would have done a much better job than me at this, but still. The main caveat that I think could appear in the future is that the Play function can’t take numbered ids for playlists and I have to rely in the playlist’s name because the function would have no way to distinguish between them at the moment and I don’t want to make another spaghetti to fix this. 😅 In other news, I have successfully changed the backend to update the DB version for the user of the older version of the app and to add the new “lyrics” column and also the app can read the embedded lyrics from the music files. Now the “only” thing remaining is to add the lyrics to the UI and to parse the strings and make the verses synchronize with the song and this feature would be fully implemented."}, {"post_id": 57422, "ts": "2026-08-29T15:54:13Z", "hours": 2.9864, "text": "After successfully changing the song objects management under the hood from the previous devlog I now added an indicator for which song is currently playing. For now I’ve just set the background of the song to be the primary color selected by the user. Also I’ve changed the border radius for everything to be based on one variable so that the user could change it in the settings (but didn’t yet implement the UI for that) cause everyone has their own preference for these things. The first screenshot is with the border radius set a bit higher (30px) than my default one (23px), and the second one is with the border radius set to 0. Additionally I am changing the SQLite db in the backend to support lyrics because I want to add them to the app."}, {"post_id": 56489, "ts": "2026-08-28T08:43:54Z", "hours": 4.7514, "text": "I am currently working on optimizing the code so that changes like adding songs to a playlist or liking a song update instantly across all pages because this was a flaw of my old architecture of the app cause I didn’t just have 1 list of song objects that every album and artist referenced to but instead every album and artist had their own song objects and the list of favorite songs was also composed of song object. So it was a mess of duplicate song objects. Now I am changing things so that there is only one list of song object and albums have just a list of song ids in them so they reference the song object list, this way each change is global. This would hopefully fix the current synchronization issues that sometimes occur in the current version. This change would also allow me to add an indicator that a song is playing when the user looks at an album from which a song plays currently. Additionally I want to add a listening history page where the user can see their listening activity on the app and also maybe add some rewards depending on how much time they spent listening to an artist or album to gamify the experience a little."}, {"post_id": 8658, "ts": "2026-06-14T11:47:22Z", "hours": 0.4289, "text": "Solving some App Manifest problems"}, {"post_id": 8040, "ts": "2026-06-13T12:20:46Z", "hours": 1.7347, "text": "Updating the package on the Microsoft Store"}, {"post_id": 7956, "ts": "2026-06-13T08:50:15Z", "hours": 1.2564, "text": "Added some customization options and a settings menu"}, {"post_id": 7328, "ts": "2026-06-12T06:33:15Z", "hours": 1.7297, "text": "Updating the interface a little"}, {"post_id": 4874, "ts": "2026-06-08T13:08:06Z", "hours": 3.1572, "text": "Implemented search functionality"}, {"post_id": 3541, "ts": "2026-06-06T15:01:03Z", "hours": 2.7919, "text": "Adding clear queue button and a Permanent Queue or Temporary Playlist feature that saves the songs that you add to the queue even after you listen to them so you can set it to repeat all and still have the songs that you wanted"}, {"post_id": 3394, "ts": "2026-06-06T09:28:56Z", "hours": 1.4672, "text": "I implemented the function of changing the name and cover of a playlist"}]...
|
Title: Better Music by @muntean_andrew | Stardance Title: Better Music by @muntean_andrew | Stardance
Devlogs:
I implemented the function of changing the name and cover of a playlist
Adding clear queue button and a Permanent Queue or Temporary Playlist feature that saves the songs that you add to the queue even after you listen to them so you can set it to repeat all and still have the songs that you wanted
Implemented search functionality
Updating the interface a little
Added some customization options and a settings menu
Updating the package on the Microsoft Store
Solving some App Manifest problems
I am currently working on optimizing the code so that changes like adding songs to a playlist or liking a song update instantly across all pages because this was a flaw of my old architecture of the app cause I didn’t just have 1 list of song objects that every album and artist referenced to but instead every album and artist had their own song objects and the list of favorite songs was also composed of song object. So it was a mess of duplicate song objects. Now I am changing things so that there is only one list of song object and albums have just a list of song ids in them so they reference the song object list, this way each change is global. This would hopefully fix the current synchronization issues that sometimes occur in the current version. This change would also allow me to add an indicator that a song is playing when the user looks at an album from which a song plays currently. Additionally I want to add a listening history page where the user can see their listening activity on the app and also maybe add some rewards depending on how much time they spent listening to an artist or album to gamify the experience a little.
After successfully changing the song objects management under the hood from the previous devlog I now added an indicator for which song is currently playing. For now I’ve just set the background of the song to be the primary color selected by the user. Also I’ve changed the border radius for everything to be based on one variable so that the user could change it in the settings (but didn’t yet implement the UI for that) cause everyone has their own preference for these things. The first screenshot is with the border radius set a bit higher (30px) than my default one (23px), and the second one is with the border radius set to 0. Additionally I am changing the SQLite db in the backend to support lyrics because I want to add them to the app.
Another day, another restructuring I guess. 😅 I’ve decided to give each album an id instead of relying on it’s name as the identifier as I did previously. Also I’ve changed the Play function to work with song ids and album ids instead of names. This is because if the name of the song or the album had any of these 2 characters: ’ or “ it would mess up with the HTML structure and the song would not play if the user clicked on it. Not gonna lie, I think that my code now is a little spaghetti and for sure someone with more experience and knowledge on how to structure a music player would have done a much better job than me at this, but still. The main caveat that I think could appear in the future is that the Play function can’t take numbered ids for playlists and I have to rely in the playlist’s name because the function would have no way to distinguish between them at the moment and I don’t want to make another spaghetti to fix this. 😅 In other news, I have successfully changed the backend to update the DB version for the user of the older version of the app and to add the new “lyrics” column and also the app can read the embedded lyrics from the music files. Now the “only” thing remaining is to add the lyrics to the UI and to parse the strings and make the verses synchronize with the song and this feature would be fully implemented.
Trying to add lyrics to the app. But it is a bit of a mess cause in the Samsung Music and Apple Music apps these files contain time stamps for each verse and so I was thinking to read those time stamps and to highlight the verse that is played at that time, but my app doesn’t read those things and I don’t know why. An explanation might be that those apps ping free open source databases of lyrics based on the song details, but I am not really sure.
I’ve finally found the culprit that prevented me from getting the synced lyrics, now the app can read the synced lyrics from music filed. YEEEEEEE Now the “only” thing is to make the UI for them, which I hope would be easy and fast. 😅
YEEEEEESS, FINALLLYYYYYY, we have synced lyrics in the app. I know it’s not the most glamorous UI at the moment, but it is still something, and the other music players don’t even do this, like at most they show the lyrics with the timestamps and that’s it, no scaling of the verse, nothing. In future updates certainly I’ll make the UI more polished because it need a lot of it. Still I am happy that I’ve made it this far and after a bit of clean up and maybe some optimizations I’ll ship the project.
Added new ways to customize the player to the user’s liking and fixed that prevented the app from reading the user_version of the database which in return made the app “update” the DB everytime it started.
This is the last devlog before shipping the project update. This has been an exciting journey and I am very satisfied with the result! I do wish there would be a bit more time left for the event to continue so I could ship even more things but all good things must come to an end, and this one is a happy ending. I’ve made the necessary last minute touches to make sure that everything works as it should.
Ships:
I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. The challenging part was the steep learning curve as I hadn’t done anything on this scale before. I had to learn to connect the 2 Electron processes together seamlessly. Furthermore I had to dive into the world of databases with SQLite 3, which was uncharted territory for me. I had to use AI to help me learn these things and also to brainstorm ideas about hoe to optimize the app. For instance, when the idea of the search-as-you-type feature came up to me I envisioned a kind of tree structure with letters and that for every song, album, playlist name the app would create the branches in the tree so it would be a very fast and efficient search algorithm, and when I talked to the AI about it I found out that this kind of structure is called a trie. I am really proud that I’ve managed to build a clean, responsive and fast music player that tracks the user’s listening activity and stores it on device. Also it was very exciting when I tested the search feature and it worked perfectly. I’m also proud of the engineering journey itself. I utilized Gemini as an active learning collaborator to help me unpack the architectural patterns of Electron and master data persistence with SQLite 3. Turning that complex technical guidance into a functional, polished desktop product was incredibly rewarding. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now.
I built Better Music, a lightweight music player designed for seamless audio playback and intuitive library management. It features an instant search-as-you-type engine, interactive queue management, customizable playlist/album details, detailed listening activity tracking, can read synced/unsynced lyrics tags from the music files and show them like Spotify, a “Permanent Queue” (PQ) feature for when you want listen to a list of particular songs for just that one moment and don’t want to create a whole new playlist for it and you can customize it’s color palette and even the base border radius to your liking in the settings. To bring this to life, I combined the desktop application capabilities of Electron with a robust local relational database powered by SQLite 3, all wrapped in a sleek, responsive frontend built using HTML5, CSS, SCSS and JavaScript. This is just an update and the majority of the time spent on the project was used to make improvements in the backend management of the song objects and to make the UI better reflect and update according to the data in the backend. But also I’ve added lyrics support and if your music files have lyrics tags embedded in them the app will take full advantage of them by enabling you to see each verse when it is singed and also skip to that one part you like the most just by clicking on your favorite line in the track. Testing the app is incredibly simple—there is no need to clone deep source code dependencies or set up a complex development build environment. Where to get it: Head straight over to the Releases section of this repository. How to run it: Download the compiled .zip file for your platform, extract its contents into any folder on your computer, and double-click the main application executable (e.g., Better-Music.exe). Note on Updates: If you are testing store-packaged builds or encountered deployment errors (like MSIX package revision conflicts in the Partner Center), utilizing the raw ZIP release is the fastest, cleanest way to experience the app right now....
|
1793595132.8771157
|
1793681532.8771157
|
|
66228
|
memorizor by @baibhavrajacharya | Stardance
|
baibhavrajacharya
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 74365, "ts": "202 [{"post_id": 74365, "ts": "2026-09-27T07:46:18Z", "hours": 1.0767, "text": "memorizor"}]...
|
Title: memorizor by @baibhavrajacharya | Stardance Title: memorizor by @baibhavrajacharya | Stardance
Devlogs:
memorizor...
|
1793094889.5507188
|
1793699689.5507188
|
|
66174
|
Solar-Electric Auto stabilized Glider by @Madhanra Solar-Electric Auto stabilized Glider by @Madhanraj | Stardance...
|
Madhanraj
|
0
|
1.98
|
0
|
[]
|
[{"post_id": 74364, "ts": "202 [{"post_id": 74364, "ts": "2026-09-27T07:44:35Z", "hours": 1.375, "text": "Starting with the wing, we created a 2.4 m main wing, subdivided it into sections, shaped it into a swept and tapered planform, added 3D thickness using a Solidify modifier, corrected the sweep direction toward the tail, and positioned it through the fuselage. We then created and sized a smaller rear horizontal tail plane for stability."}, {"post_id": 74333, "ts": "2026-09-27T05:54:23Z", "hours": 0.6044, "text": "I started developing a custom solar-electric glider focused on efficient, stable, and long-endurance flight. The aircraft is being designed from the ground up rather than directly copying an existing aircraft."}]...
|
Title: Solar-Electric Auto stabilized Glider by @M Title: Solar-Electric Auto stabilized Glider by @Madhanraj | Stardance
Devlogs:
I started developing a custom solar-electric glider focused on efficient, stable, and long-endurance flight. The aircraft is being designed from the ground up rather than directly copying an existing aircraft.
Starting with the wing, we created a 2.4 m main wing, subdivided it into sections, shaped it into a swept and tapered planform, added 3D thickness using a Solidify modifier, corrected the sweep direction toward the tail, and positioned it through the fuselage. We then created and sized a smaller rear horizontal tail plane for stability....
|
1793094795.9445686
|
1793699595.9445686
|
|
12674
|
Nata - Nano by taisan11 by @taisan11 | Stardance
|
taisan11
|
0
|
4.23
|
0
|
[]
|
[{"post_id": 7436, "ts": "2026 [{"post_id": 7436, "ts": "2026-06-12T11:46:04Z", "hours": 0.8936, "text": "I added more fine-grained key bindings and improved the UX. However, when I tried enabling the setting to make Mac’s Ctrl key behave like Command, it conflicted with terminal shortcuts and ended up being more annoying than helpful :) Tomorrow, I plan to focus on performance optimization and code refactoring."}, {"post_id": 6182, "ts": "2026-06-10T11:58:38Z", "hours": 0.5564, "text": "The Config system is complete!! It’s highly extensible and lightweight thanks to Zero Deps libraries!!"}, {"post_id": 5478, "ts": "2026-06-09T08:46:54Z", "hours": 1.9428, "text": "Features like string highlighting and Japanese input support proved particularly challenging to implement for input processing."}, {"post_id": 4848, "ts": "2026-06-08T11:46:42Z", "hours": 0.8344, "text": "I’ve got the initial stages working, but it’s tricky. Next, I’ll need to implement support for loading configurations and such."}]...
|
Title: Nata - Nano by taisan11 by @taisan11 | Star Title: Nata - Nano by taisan11 by @taisan11 | Stardance
Devlogs:
I’ve got the initial stages working, but it’s tricky. Next, I’ll need to implement support for loading configurations and such.
Features like string highlighting and Japanese input support proved particularly challenging to implement for input processing.
The Config system is complete!! It’s highly extensible and lightweight thanks to Zero Deps libraries!!
I added more fine-grained key bindings and improved the UX. However, when I tried enabling the setting to make Mac’s Ctrl key behave like Command, it conflicted with terminal shortcuts and ended up being more annoying than helpful :) Tomorrow, I plan to focus on performance optimization and code refactoring....
|
1793267269.6787457
|
1793872069.6787457
|
|
49808
|
My own site! by @tawsif | Stardance
|
tawsif
|
0
|
1.15
|
0
|
[]
|
[{"post_id": 74356, "ts": "202 [{"post_id": 74356, "ts": "2026-09-27T07:18:48Z", "hours": 0.2569, "text": "Working on the fromt end and annimations"}, {"post_id": 73953, "ts": "2026-09-26T12:06:43Z", "hours": 0.6228, "text": "Figuring out the backend of my portfolio"}, {"post_id": 73013, "ts": "2026-09-24T06:55:42Z", "hours": 0.2733, "text": "I am working on building myself a portfolio website"}]...
|
Title: My own site! by @tawsif | Stardance
Devlog Title: My own site! by @tawsif | Stardance
Devlogs:
I am working on building myself a portfolio website
Figuring out the backend of my portfolio
Working on the fromt end and annimations...
|
1793584554.3784332
|
1794448554.3784332
|
|
65773
|
//Kua_vr||OS|| by @K_muistaa501 | Stardance
|
K_muistaa501
|
0
|
0.58
|
0
|
[]
|
[{"post_id": 74350, "ts": "202 [{"post_id": 74350, "ts": "2026-09-27T06:52:26Z", "hours": 0.5803, "text": "Part 1: Just Started!! Just started. builded a sick welcome screen."}]...
|
Title: //Kua_vr||OS|| by @K_muistaa501 | Stardance Title: //Kua_vr||OS|| by @K_muistaa501 | Stardance
Devlogs:
Part 1: Just Started!! Just started. builded a sick welcome screen....
|
1793091090.259093
|
1793695890.259093
|
|
42916
|
willie and lue :D by @lueyun | Stardance
|
lueyun
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T06:50:31Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hello guys! i present to you my personal website!! this project introduced me to many things, and some of them include how much variety there is to the world of coding. there is so much you can do, and also many places to start. i hope you like this (boring-ish) personal website about my characters and me!!", "repo": "https://github.com/lueyun0110/willie-and-lue-website", "demo": "https://lueyun0110.github.io/willie-and-lue-website/website/"}]...
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[{"post_id": 74347, "ts": "202 [{"post_id": 74347, "ts": "2026-09-27T06:47:02Z", "hours": 0.6217, "text": "day 6? HIII i finally figured out my dilemma with my shipping issue!! even though this personalized website isn’t that extraordinary, i hope you get to understand my ocs (+ me)!"}, {"post_id": 72103, "ts": "2026-09-22T05:28:08Z", "hours": 0.7317, "text": "day 5 haha short update- i just added the final touch-ups: new page to show you guys their latest adventures new button to direct you to it now i need to figure out how to ship this 🥲🥲"}, {"post_id": 72081, "ts": "2026-09-22T04:06:24Z", "hours": 2.6869, "text": "day 4 hello!! im back 😎😎 ive been very off lately due to school but its alright. i really wanted to keep on doing this, so here i am! heres what i did: added CSS (color, font, sizing, etc) added gifs to make this website have personality lol changed the instagram link to just instagram username i’m planning on making final touches as this is close to being finished (imo lol)"}, {"post_id": 65225, "ts": "2026-09-10T06:35:56Z", "hours": 1.1033, "text": "day 3 hi guys!! long time no see…. ive been recently busy with many things. i have no clue what to do so this project will take longer than expected. 😓😓 anyways, i added: -more for their backstory -added a NEW page about myself since this website is a personal one to introduce the world to yourself hahaa…. -finally using css to format this website i hope to continue more on the format because rn, this looks so bright 😭"}, {"post_id": 39892, "ts": "2026-08-03T05:31:21Z", "hours": 0.8778, "text": "day 2 heh this is where i wanted to add more, but i truly didn’t know how, so i decided to go with some lore/background info about them. i added a new page with buttons to go back and forth with so everything can be kept organized. the lore is currently incomplete as i made them all in the spot (💀) so im planning on updating them soon (not very soon though). as for the visuals, i plan on doing them later since i want to get the main stuff done :D"}, {"post_id": 39838, "ts": "2026-08-03T02:57:15Z", "hours": 0.4386, "text": "starting a personal website for willie and lue! its my first time coding html btw ahah but heres a simple introduction of my two adventurous ocs!! i want to expand on this by documenting more about their adventures than posting on insta 😅 as for right now, i added a title, brief introduction, image to see who they are, and outside links if you want to check out some of their adventures im planning on (well attempting to) create something interactive that will bring both characters alive… idk when that will be so we shall seee 👀✨"}]...
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Title: willie and lue :D by @lueyun | Stardance
D Title: willie and lue :D by @lueyun | Stardance
Devlogs:
starting a personal website for willie and lue! its my first time coding html btw ahah but heres a simple introduction of my two adventurous ocs!! i want to expand on this by documenting more about their adventures than posting on insta 😅 as for right now, i added a title, brief introduction, image to see who they are, and outside links if you want to check out some of their adventures im planning on (well attempting to) create something interactive that will bring both characters alive… idk when that will be so we shall seee 👀✨
day 2 heh this is where i wanted to add more, but i truly didn’t know how, so i decided to go with some lore/background info about them. i added a new page with buttons to go back and forth with so everything can be kept organized. the lore is currently incomplete as i made them all in the spot (💀) so im planning on updating them soon (not very soon though). as for the visuals, i plan on doing them later since i want to get the main stuff done :D
day 3 hi guys!! long time no see…. ive been recently busy with many things. i have no clue what to do so this project will take longer than expected. 😓😓 anyways, i added: -more for their backstory -added a NEW page about myself since this website is a personal one to introduce the world to yourself hahaa…. -finally using css to format this website i hope to continue more on the format because rn, this looks so bright 😭
day 4 hello!! im back 😎😎 ive been very off lately due to school but its alright. i really wanted to keep on doing this, so here i am! heres what i did: added CSS (color, font, sizing, etc) added gifs to make this website have personality lol changed the instagram link to just instagram username i’m planning on making final touches as this is close to being finished (imo lol)
day 5 haha short update- i just added the final touch-ups: new page to show you guys their latest adventures new button to direct you to it now i need to figure out how to ship this 🥲🥲
day 6? HIII i finally figured out my dilemma with my shipping issue!! even though this personalized website isn’t that extraordinary, i hope you get to understand my ocs (+ me)!
Ships:
hello guys! i present to you my personal website!! this project introduced me to many things, and some of them include how much variety there is to the world of coding. there is so much you can do, and also many places to start. i hope you like this (boring-ish) personal website about my characters and me!!...
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1793577259.634267
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1793663659.634267
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64512
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simple slackyy botty by @Ahad_Ghanchi | Stardance
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Ahad_Ghanchi
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T06:30:09Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a slack bot that helps you to talk and command what ever you want,It has six features weather lookup by city 2.Birthday tracking data base 3.Jokes 4.Cat fact 5.It take quizzes 6.It shows ping", "repo": "https://github.com/codewith876/simple-slackyyy-botty", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 74341, "ts": "202 [{"post_id": 74341, "ts": "2026-09-27T06:19:32Z", "hours": 0.3153, "text": "Devlog #1: Building Simple Slackyyy Botty Hey everyone! I’ve been working on a Slack bot for the Hack Club workspace, and I wanted to share how it’s coming along. Meet Simple Slackyyy Botty — a bot that started as a basic ping-check and has grown into a little assistant with six commands. THE COMMANDS SO FAR /simple-slackyyy-botty-ping — the simplest one. Just checks how fast the bot responds, useful for making sure everything’s alive and working. /simple-slackyyy-botty-catfact — pulls a random cat fact from a public API (catfact.ninja) and posts it. Small, silly, but a good first “real” feature since it taught me how to fetch data from outside APIs. /simple-slackyyy-botty-joke — same idea, but for jokes, pulling from the official-joke-api. This one needed a different HTTP library (axios) than the cat facts did, which was a good lesson in how there’s more than one way to make a web request in Node.js. /simple-slackyyy-botty-weather [city name] — this one leveled up a lot. It started as a fixed-location weather check, but now you can type any city and it’ll geocode the name into coordinates, then fetch live weather for it — including things like temperature, air quality, and UV index. It also posts publicly in the channel instead of just to me, so everyone can see it. /simple-slackyyy-botty-birthday [MM-DD] — probably the feature I’m proudest of. You save your birthday, and the bot remembers it — not in a temporary file, but in an actual SQLite database using better-sqlite3. Every day at 9 AM, it checks the database and posts a birthday shoutout for anyone whose day it is, tagging them directly in the channel. /simple-slackyyy-botty-quiz — the newest addition, letting people pick a subject, difficulty, and number of questions to test their knowledge. WHAT I LEARNED How to call external APIs and handle their responses The difference between file-based storage (JSON) and a real database (SQLite), and why the database is more reliable How scheduled tasks work (cron jobs) to make the bot do things automatically, not just respond to commands A lot of patience debugging — copy-pasting code in the wrong spot, duplicate lines, and other small mistakes that taught me to read my code more carefully before running it WHAT’S NEXT Get the bot running 24/7 instead of just on my own machine Push the whole project to GitHub Keep polishing the help command and maybe add a few more fun commands That’s it for devlog #1 — more updates soon as I keep building!"}]...
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Title: simple slackyy botty by @Ahad_Ghanchi | Sta Title: simple slackyy botty by @Ahad_Ghanchi | Stardance
Devlogs:
Devlog #1: Building Simple Slackyyy Botty Hey everyone! I’ve been working on a Slack bot for the Hack Club workspace, and I wanted to share how it’s coming along. Meet Simple Slackyyy Botty — a bot that started as a basic ping-check and has grown into a little assistant with six commands. THE COMMANDS SO FAR /simple-slackyyy-botty-ping — the simplest one. Just checks how fast the bot responds, useful for making sure everything’s alive and working. /simple-slackyyy-botty-catfact — pulls a random cat fact from a public API (catfact.ninja) and posts it. Small, silly, but a good first “real” feature since it taught me how to fetch data from outside APIs. /simple-slackyyy-botty-joke — same idea, but for jokes, pulling from the official-joke-api. This one needed a different HTTP library (axios) than the cat facts did, which was a good lesson in how there’s more than one way to make a web request in Node.js. /simple-slackyyy-botty-weather [city name] — this one leveled up a lot. It started as a fixed-location weather check, but now you can type any city and it’ll geocode the name into coordinates, then fetch live weather for it — including things like temperature, air quality, and UV index. It also posts publicly in the channel instead of just to me, so everyone can see it. /simple-slackyyy-botty-birthday [MM-DD] — probably the feature I’m proudest of. You save your birthday, and the bot remembers it — not in a temporary file, but in an actual SQLite database using better-sqlite3. Every day at 9 AM, it checks the database and posts a birthday shoutout for anyone whose day it is, tagging them directly in the channel. /simple-slackyyy-botty-quiz — the newest addition, letting people pick a subject, difficulty, and number of questions to test their knowledge. WHAT I LEARNED How to call external APIs and handle their responses The difference between file-based storage (JSON) and a real database (SQLite), and why the database is more reliable How scheduled tasks work (cron jobs) to make the bot do things automatically, not just respond to commands A lot of patience debugging — copy-pasting code in the wrong spot, duplicate lines, and other small mistakes that taught me to read my code more carefully before running it WHAT’S NEXT Get the bot running 24/7 instead of just on my own machine Push the whole project to GitHub Keep polishing the help command and maybe add a few more fun commands That’s it for devlog #1 — more updates soon as I keep building!
Ships:
I make a slack bot that helps you to talk and command what ever you want,It has six features weather lookup by city 2.Birthday tracking data base 3.Jokes 4.Cat fact 5.It take quizzes 6.It shows ping...
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1793591620.460741
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1793678020.460741
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65621
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nova by @thejasvik2 | Stardance
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thejasvik2
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0
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1.46
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0
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[]
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[{"post_id": 74332, "ts": "202 [{"post_id": 74332, "ts": "2026-09-27T05:49:41Z", "hours": 1.4633, "text": "NOVA AI Assistant + MemoryAdded a Gemini-powered AI assistant to NOVA. The assistant can now have conversations and maintain conversation history. I also integrated SQLite storage to save chat messages so NOVA can eventually retain conversations between sessions."}]...
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Title: nova by @thejasvik2 | Stardance
Devlogs:
N Title: nova by @thejasvik2 | Stardance
Devlogs:
NOVA AI Assistant + MemoryAdded a Gemini-powered AI assistant to NOVA. The assistant can now have conversations and maintain conversation history. I also integrated SQLite storage to save chat messages so NOVA can eventually retain conversations between sessions....
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1793090875.647091
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1793695675.647091
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65379
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Voxel Four by @o5oul | Stardance
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o5oul
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0
|
3.95
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0
|
[]
|
[{"post_id": 74314, "ts": "202 [{"post_id": 74314, "ts": "2026-09-27T05:17:50Z", "hours": 0.4489, "text": "Finished the project, edited the case slightly and finished off with writing some simple code."}, {"post_id": 73598, "ts": "2026-09-25T13:22:25Z", "hours": 1.9589, "text": "Worked and improved on the case design. Standoffs were annoying to work with, but I was able to resolve the issues with tolerances eventually by finding workarounds and editing the KiCad PCB."}, {"post_id": 73512, "ts": "2026-09-25T08:44:07Z", "hours": 1.5378, "text": "Voxel FOUR KiCad schematic"}]...
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Title: Voxel Four by @o5oul | Stardance
Devlogs:
Title: Voxel Four by @o5oul | Stardance
Devlogs:
Voxel FOUR KiCad schematic
Worked and improved on the case design. Standoffs were annoying to work with, but I was able to resolve the issues with tolerances eventually by finding workarounds and editing the KiCad PCB.
Finished the project, edited the case slightly and finished off with writing some simple code....
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1793087355.3064601
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1793692155.3064601
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66164
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animeos by @shauz | Stardance
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shauz
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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": "2026-09-27T05:35:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, here i have finnaly completed the anime webOS which is obviously a web os but anime themed, i made ive added wallpaper, added apps such as paint, notepad, watch list and a really cool chakra animation app. ive made a taskbar with real time clock and a start menu with the ability to pin apps to taskbar(just click it in the start menu) ive used some japanese to for the icons and the taskbar since this was anime themed and it looks cool so thats about it. css was bit challenging so ive used some ai help for css part and debugging. Thanks", "repo": "https://github.com/wowaidummy/animeos", "demo": "https://animeos-rust.vercel.app/"}]...
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[{"post_id": 74313, "ts": "202 [{"post_id": 74313, "ts": "2026-09-27T05:15:22Z", "hours": 0.4189, "text": "so i revamped the css, ive added more apps, paint, notepad, watch history, a cool chakra app (it doesnt have a big funtion but has a cool animation) ive also implemented taskbar, clock , start menue and pin to taskbar feature. since the app is anime theme i decided to use my japanese skills and made the logos in japanese i think this is cool and complete"}, {"post_id": 74283, "ts": "2026-09-27T03:49:29Z", "hours": 0.3342, "text": "so i succesfully made this completly anime themes i hope you like it"}, {"post_id": 74268, "ts": "2026-09-27T03:15:49Z", "hours": 0.2803, "text": "so i have started this anime os project today and created a basic os now were gonna add elements to it PS: (i realised in the editor i was making it didnt have hackatime linked :( so only 16 mins it says)"}]...
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Title: animeos by @shauz | Stardance
Devlogs:
so Title: animeos by @shauz | Stardance
Devlogs:
so i have started this anime os project today and created a basic os now were gonna add elements to it PS: (i realised in the editor i was making it didnt have hackatime linked :( so only 16 mins it says)
so i succesfully made this completly anime themes i hope you like it
so i revamped the css, ive added more apps, paint, notepad, watch history, a cool chakra app (it doesnt have a big funtion but has a cool animation) ive also implemented taskbar, clock , start menue and pin to taskbar feature. since the app is anime theme i decided to use my japanese skills and made the logos in japanese i think this is cool and complete
Ships:
So, here i have finnaly completed the anime webOS which is obviously a web os but anime themed, i made ive added wallpaper, added apps such as paint, notepad, watch list and a really cool chakra animation app. ive made a taskbar with real time clock and a start menu with the ability to pin apps to taskbar(just click it in the start menu) ive used some japanese to for the icons and the taskbar since this was anime themed and it looks cool so thats about it. css was bit challenging so ive used some ai help for css part and debugging. Thanks...
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1793591795.863038
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1793678195.863038
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58819
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Tab Rot VS Code by @madushankarajapaksha999 | Star Tab Rot VS Code by @madushankarajapaksha999 | Stardance...
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madushankarajapaksha999
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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": "2026-09-27T05:23:53Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Tab Rot, a VS Code extension that makes your files visually decay if you ignore them. The most annoying part was mocking the VS Code API to write unit tests, plus fixing a random Node js crash when I tried to publish. Im super proud of the actual visual rot effect and that the state save even if you restart VS Code. If you wanna test it, just drop the decay timer in the setting to like 1 minute, otherwise you’ll be waiting an hour to see it work.", "repo": "https://github.com/MadushankaRajapaksha/Tab-Rot-VS-Code", "demo": "https://github.com/MadushankaRajapaksha/Tab-Rot-VS-Code/releases/tag/v1.0.1"}]...
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[{"post_id": 74312, "ts": "202 [{"post_id": 74312, "ts": "2026-09-27T05:12:52Z", "hours": 1.1833, "text": "deployed manually with vsce publish instead. Wrote a full README with install guide, all settings, presets, and troubleshooting. Extension is live on the Repo Releases.."}, {"post_id": 73902, "ts": "2026-09-26T09:16:51Z", "hours": 0.7158, "text": "Fixedd command registration, compilation paths, settings panel display, and database state persistence acrosssrc/extension.ts`, src/settingsPanel.ts, and src/tabTracker.ts"}, {"post_id": 73863, "ts": "2026-09-26T06:49:16Z", "hours": 2.0989, "text": "I built a proper settings webview panel for Tab Rot because asking users to edit raw JSON for threhold values felt hostile. Made a settingsPanel.ts that opens a dedicated webview tab with a clean form — three number inputs for the decay thresholds (stage 1, 2, 3 in minute), three toggle switches for decorations, status bar, and notifications. The whole thing uses VS Code’s CSS variables so it automatically matches the user’s theme — dark mode, light mode, high contrast, whatever. It looks native.The panel is a singleton — if you already have it open, running the command again just focuses the existing panel instead of spawning duplicates. The HTML is inline because it’s small enough that a separate file feels like overkill, but it’s structured with proper labels, hints explaining what each value means, and a little visual preview of the three decay stages as colored badges. The toggles are custom CSS switches that feels nicer than raw checkboxes."}, {"post_id": 73539, "ts": "2026-09-25T10:57:58Z", "hours": 1.6992, "text": "Testing today I finally sat down to write unit tests for tabTracker.ts. I’ve been putting this off becaus, honestly, testing feels like homework when you just want to see the thing work. But I knew if I didn’t write tests now, Id never catch the bug s hiding in the decay logic."}, {"post_id": 72968, "ts": "2026-09-24T04:05:08Z", "hours": 2.2619, "text": "built the sidebar tree view for Tab Rot. Made a decayView.ts with a DecayTreeProvider that implements VS Code s TreeDataProvider interface. It pulls all decayed tabs from the tracker, sorts them by stage with the worst rot first, and renders each one as a DecayItem with the filename as the label, a stage emoji + name as the description (like “🍂 Faded” or “💀 Cracked”), and a tooltip showing how long it’s been since the file was last visited. Each item gets a stage-specific SVG icon and clicking it’s opens the file in the editor.I also created four littl SVG leaf icons in resources/icons/ — a green one for fresh tabs, orange-yellow for faded, brown with dots for grainy, and a dark cracked one for stage 3. They’re just simple leaf shapes but the color coding makes the sidebar immediately scannable.Wired the tree provider into extension.ts and registered it under the view ID tabRot.decayedTabs in package.json. The view lives in the Explorer sidebar and only shows up when there are actually decayed tabs, thanks to a context key tabRot.hasDecayedTabs that I set on every refresh. So if all your tabs are fresh, the sidebar section disappears completely instead of sitting there empty and sad.Added a tabRot.openDecayedTab command that the tree items use to open files when clicked. Since opening the file triggers onDidChangeActiveTextEditor, the tab gets touched and restored automatically, complete with the green flash animation from Phase 5. So the flow is: see rotting tab in sidebar → click it → file opens → green flash → tab is fresh again. Very satisfying.I also updated all the refresh calls so the sidebar stays in sync — it refreshes after every tab touch, close, restore command, and interval tick. And the showDecayedTabs command from Phase 4 now actually works because the view is registered, so that unhandled rejection error is gone."}, {"post_id": 69019, "ts": "2026-09-16T07:07:50Z", "hours": 0.6325, "text": "I builts the restoration flash animation today because instantly snapping from cracked stage-3 to pristine stage-0 felt robotic. I wanted a little “healing” moment — like the file is literally coming back to life. Added a flashRestore() method to tabDecorator.ts that chains two temporary decoration flashes: a bright green pulse at 0ms, a softer second pulse at 300ms, then clear at 600ms. The tab breathes green for a second and then settles into its clean state. I also added a “✨ Tab restored!” info message because I’m a sucker for positive feedback.I wired the flash into two places: when you actively switch to a decayed tab (it detects the old stage was > 0, touches it, then flashes), and when you run the restoreTab comand manually. So whether you click into a rotting file or hit the command palette, you get the dopamine hit.I also added an optional decay notification system. Every 60 seconds during the interval tick, it checks if any tab crossed into a higher decay stage. If tabRot.showNotifications is enabled, it pops a toast like “📉 utils.ts reached stage 2 (unvisited for 1440 minutes)”. I defaulted it to false because getting spammed every minute that your tabs are dying would make people uninstall immediatey. But for accountability masochists, its there."}, {"post_id": 68591, "ts": "2026-09-15T11:16:32Z", "hours": 1.4983, "text": "I built the status bar and command layer for Tab Rot. Made a statusBar.ts that creates a StatusBarItem shoved over to the right side of the bar at priority 100. It shows a little 🍂 leaf emoji followed by how many tabs are rotting — like “🍂 3 rotting” — but only when there’s actually something decaying. When the count hits zero it hides itself completely so it’s not sitting there being useless and cluttering the bar. Clicking it is supposed to focus the sidebar view later, but since I haven’t built the sidebar yet, it’s basically a button that promises something it can’t deliver. I also gated it behind the tabRot.enableStatusBar config so people can kill it if they want.Registered three commands in package.json — tabRot.restoreTab to freshen up whatever file I’m currently staring at, tabRot.restoreAllTabs to reset every tracked tab back to stage 0, and tabRot.showDecayedTabs which is supposed to focus the sidebar. I wired all the handlers in extension.ts. restoreTab grabs the active editor URI, calls tracker.restoreTab(), then immediately refreshes the decorations and status bar so the rot vanishes right away. restoreAllTabs does the same thing but for everything and pops up a little info message saying “✨ All tabs restored!” because I wanted it to feel satisfying. showDecayedTabs tries to execute tabRot.decayedTabs.focus which is a VS Code auto-generated command for tree views.I also added a context menu to contributes.menus.editor/title/context so when you right-click in the editor area you get “Restore Tab” and “Restore All Tabs” right there without having to open the Command Palette. I grouped them under 9_tabRot so they sit in their own little section instead of getting drowned in the giant VS Code right-click menu."}, {"post_id": 65256, "ts": "2026-09-10T08:09:52Z", "hours": 1.3453, "text": "Implimented Visual Decay Decorations I built the entire visual decay layer for Tab Rot over the past two days. Created tabDecorator.ts with three TextEditorDecorationTyp instances one for each decay stage. Stage 1 is a slight washout with opacity: 0.75 and a warm background tint. Stage 2 gets heavier with opacity: 0.55, a dashed brown border, and a darker background. Stage 3 is the nasty one — opacity: 0.4, solid border, wavy strikethrough, and a dark background that makes the code genuinely look abandoned. The updateDecorations() method loops through all visibleTextEditors, grabs the decay stage from the tracker, clears any previous decorations (super important so they dont stack), and applies a full-document Range if the stage is above zero. I register all decoration types in context.subscriptions so VS Code cleans them up on deactivate. I also registered custom theme colors in package.json under contributes.colors — background tints and overview ruler colors for all three stages, with separate defaults for dark, light, and high-contrast themes. Then I swapped out all the hardcoded rgba() values in the decorator for new vscode.ThemeColor(…) so user can customize the palette in their settings.json if they want. Wired everything into extension.ts — updateDecorations() gets called after activation, after every onDidChangeActiveTextEditor (so visiting a tab instantly removes the rot), after onDidCloseTextDocument (cleanup), inside the 60-second interval (so decay progresses live), and on onDidChangeVisibleTextEditors (for split views)."}, {"post_id": 64655, "ts": "2026-09-09T07:04:21Z", "hours": 0.8492, "text": "Wiring the Engine + Config Schema I wired up the TabTracker into the actual extension entry point today. Made an extension.ts that instantiates the trackr when VS Code activates the extension, then immediately scans all already-open text documents and registers them with touchTab() so nothing gets lost if the user already has files open. I hooked into onDidChangeActiveTextEditr to call touchTab() every time the user switches tabs, and onDidCloseTextDocument to remove tabs when files close. I also set up a setInterval that fires every 60 second to call updateAllStages() so the decay actually progresses in real time without waiting for someone to interact.I also completely redid the configuration schem in package.json. Instead of the array-based thresholds I had before, I switched to individual keys : tabRot.stage1Threshold, stage2Threshold, and stage3Threshold with defaults of 60, 1440, and 10080 minutes respectively. That maps to 1 hour, 1 day, and 1 week which feels way more intuitive than the old array. I also added two boolean flags — enableDecorations and enableStatusBar — so users can toggle the UI features later without digging through code.I updated tabTracker.ts to read from the individual config key instead of the array, and kept the hot-reload listener so if someone edits their settings the thresholds update live. I peppered console.log everywhere for debugging — activation messages, tab touch events, removals, and a periodic log of how many decayed tabs exist."}, {"post_id": 63613, "ts": "2026-09-07T15:18:58Z", "hours": 1.4383, "text": "Core State Engine — tabTracker.ts I finally started the actual VS Code extension part of Tab Rot after planning everything out. Today’s goal was just the core state engine — basically tracking when each file was last visited and making sure it survives if you close and reopen VS Code. I made a tabTracker.ts file that has a TabState interface and a TabTracker class. The interface is super strict with the decay stages locked to 0 | 1 | 2 | 3 which felt like good TypeScript practice but also kind of a pain later.The tracker uses a Map to hold everything in memory, but it loads from and saves to context.workspaceState so the data persists across restarts. I added all the main methods — touchTab() to mark something as visited right now, removeTab() when a file closes, getDecayStage() to figure out how rotten a tab is based on the time thresholds, and getDecayedTabs() to spit out everything that’s stage 1 or higher sorted by how dead it is. I also threw in restoreTab() and restoreAllTabs() for when you want to pretend you never abandoned that file.I set it up to read the decay thresholds from VS Code settings (tabRot.decayThresholds) and even made it hot-reload when you change the config without restarting the whole editor. Oh and I added a debounced save because I realized it would be stupid to write to disk every single time you switch tab"}, {"post_id": 63394, "ts": "2026-09-07T06:24:47Z", "hours": 0.5092, "text": "Planned the Tab Root Project Today, I planned the development roadmap for my Tab Root VS Code extension. After finishing the initial project setup, I broke the project into smaller tasks and subtasks so I can develop the extenssion step by step.I created a task list covering the main parts of the project, including tab tracking, the decay system, tab activity detection, visual tab changes, restore functionality, user configuration, testing, documentation, and the final release.Breaking the project into small tasks should make it easier to track my progress and understand what I need to work on next. I also organized the tasks into diffarent phase so I can focus on building the core functionality before moving on to the UI and release."}, {"post_id": 62927, "ts": "2026-09-06T13:53:50Z", "hours": 0.7317, "text": "Implemented Project Structure What I worked on:Today, I started working on my first VS Code extension, called Tab Root. I initialized the project and set up Git for version control. I also created the basic file and folder structure for the extension and configured the project to use TypeScript.After setting everything up, I created my first working VS Code extension. I added a basic VS Code command and tested it successfully inside VS Code. This was my first time creating and running an extension, so getting the basic setup working was an important first step for the project."}]...
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Title: Tab Rot VS Code by @madushankarajapaksha999 Title: Tab Rot VS Code by @madushankarajapaksha999 | Stardance
Devlogs:
Implemented Project Structure What I worked on:Today, I started working on my first VS Code extension, called Tab Root. I initialized the project and set up Git for version control. I also created the basic file and folder structure for the extension and configured the project to use TypeScript.After setting everything up, I created my first working VS Code extension. I added a basic VS Code command and tested it successfully inside VS Code. This was my first time creating and running an extension, so getting the basic setup working was an important first step for the project.
Planned the Tab Root Project Today, I planned the development roadmap for my Tab Root VS Code extension. After finishing the initial project setup, I broke the project into smaller tasks and subtasks so I can develop the extenssion step by step.I created a task list covering the main parts of the project, including tab tracking, the decay system, tab activity detection, visual tab changes, restore functionality, user configuration, testing, documentation, and the final release.Breaking the project into small tasks should make it easier to track my progress and understand what I need to work on next. I also organized the tasks into diffarent phase so I can focus on building the core functionality before moving on to the UI and release.
Core State Engine — tabTracker.ts I finally started the actual VS Code extension part of Tab Rot after planning everything out. Today’s goal was just the core state engine — basically tracking when each file was last visited and making sure it survives if you close and reopen VS Code. I made a tabTracker.ts file that has a TabState interface and a TabTracker class. The interface is super strict with the decay stages locked to 0 | 1 | 2 | 3 which felt like good TypeScript practice but also kind of a pain later.The tracker uses a Map to hold everything in memory, but it loads from and saves to context.workspaceState so the data persists across restarts. I added all the main methods — touchTab() to mark something as visited right now, removeTab() when a file closes, getDecayStage() to figure out how rotten a tab is based on the time thresholds, and getDecayedTabs() to spit out everything that’s stage 1 or higher sorted by how dead it is. I also threw in restoreTab() and restoreAllTabs() for when you want to pretend you never abandoned that file.I set it up to read the decay thresholds from VS Code settings (tabRot.decayThresholds) and even made it hot-reload when you change the config without restarting the whole editor. Oh and I added a debounced save because I realized it would be stupid to write to disk every single time you switch tab
Wiring the Engine + Config Schema I wired up the TabTracker into the actual extension entry point today. Made an extension.ts that instantiates the trackr when VS Code activates the extension, then immediately scans all already-open text documents and registers them with touchTab() so nothing gets lost if the user already has files open. I hooked into onDidChangeActiveTextEditr to call touchTab() every time the user switches tabs, and onDidCloseTextDocument to remove tabs when files close. I also set up a setInterval that fires every 60 second to call updateAllStages() so the decay actually progresses in real time without waiting for someone to interact.I also completely redid the configuration schem in package.json. Instead of the array-based thresholds I had before, I switched to individual keys : tabRot.stage1Threshold, stage2Threshold, and stage3Threshold with defaults of 60, 1440, and 10080 minutes respectively. That maps to 1 hour, 1 day, and 1 week which feels way more intuitive than the old array. I also added two boolean flags — enableDecorations and enableStatusBar — so users can toggle the UI features later without digging through code.I updated tabTracker.ts to read from the individual config key instead of the array, and kept the hot-reload listener so if someone edits their settings the thresholds update live. I peppered console.log everywhere for debugging — activation messages, tab touch events, removals, and a periodic log of how many decayed tabs exist.
Implimented Visual Decay Decorations I built the entire visual decay layer for Tab Rot over the past two days. Created tabDecorator.ts with three TextEditorDecorationTyp instances one for each decay stage. Stage 1 is a slight washout with opacity: 0.75 and a warm background tint. Stage 2 gets heavier with opacity: 0.55, a dashed brown border, and a darker background. Stage 3 is the nasty one — opacity: 0.4, solid border, wavy strikethrough, and a dark background that makes the code genuinely look abandoned. The updateDecorations() method loops through all visibleTextEditors, grabs the decay stage from the tracker, clears any previous decorations (super important so they dont stack), and applies a full-document Range if the stage is above zero. I register all decoration types in context.subscriptions so VS Code cleans them up on deactivate. I also registered custom theme colors in package.json under contributes.colors — background tints and overview ruler colors for all three stages, with separate defaults for dark, light, and high-contrast themes. Then I swapped out all the hardcoded rgba() values in the decorator for new vscode.ThemeColor(…) so user can customize the palette in their settings.json if they want. Wired everything into extension.ts — updateDecorations() gets called after activation, after every onDidChangeActiveTextEditor (so visiting a tab instantly removes the rot), after onDidCloseTextDocument (cleanup), inside the 60-second interval (so decay progresses live), and on onDidChangeVisibleTextEditors (for split views).
I built the status bar and command layer for Tab Rot. Made a statusBar.ts that creates a StatusBarItem shoved over to the right side of the bar at priority 100. It shows a little 🍂 leaf emoji followed by how many tabs are rotting — like “🍂 3 rotting” — but only when there’s actually something decaying. When the count hits zero it hides itself completely so it’s not sitting there being useless and cluttering the bar. Clicking it is supposed to focus the sidebar view later, but since I haven’t built the sidebar yet, it’s basically a button that promises something it can’t deliver. I also gated it behind the tabRot.enableStatusBar config so people can kill it if they want.Registered three commands in package.json — tabRot.restoreTab to freshen up whatever file I’m currently staring at, tabRot.restoreAllTabs to reset every tracked tab back to stage 0, and tabRot.showDecayedTabs which is supposed to focus the sidebar. I wired all the handlers in extension.ts. restoreTab grabs the active editor URI, calls tracker.restoreTab(), then immediately refreshes the decorations and status bar so the rot vanishes right away. restoreAllTabs does the same thing but for everything and pops up a little info message saying “✨ All tabs restored!” because I wanted it to feel satisfying. showDecayedTabs tries to execute tabRot.decayedTabs.focus which is a VS Code auto-generated command for tree views.I also added a context menu to contributes.menus.editor/title/context so when you right-click in the editor area you get “Restore Tab” and “Restore All Tabs” right there without having to open the Command Palette. I grouped them under 9_tabRot so they sit in their own little section instead of getting drowned in the giant VS Code right-click menu.
I builts the restoration flash animation today because instantly snapping from cracked stage-3 to pristine stage-0 felt robotic. I wanted a little “healing” moment — like the file is literally coming back to life. Added a flashRestore() method to tabDecorator.ts that chains two temporary decoration flashes: a bright green pulse at 0ms, a softer second pulse at 300ms, then clear at 600ms. The tab breathes green for a second and then settles into its clean state. I also added a “✨ Tab restored!” info message because I’m a sucker for positive feedback.I wired the flash into two places: when you actively switch to a decayed tab (it detects the old stage was > 0, touches it, then flashes), and when you run the restoreTab comand manually. So whether you click into a rotting file or hit the command palette, you get the dopamine hit.I also added an optional decay notification system. Every 60 seconds during the interval tick, it checks if any tab crossed into a higher decay stage. If tabRot.showNotifications is enabled, it pops a toast like “📉 utils.ts reached stage 2 (unvisited for 1440 minutes)”. I defaulted it to false because getting spammed every minute that your tabs are dying would make people uninstall immediatey. But for accountability masochists, its there.
built the sidebar tree view for Tab Rot. Made a decayView.ts with a DecayTreeProvider that implements VS Code s TreeDataProvider interface. It pulls all decayed tabs from the tracker, sorts them by stage with the worst rot first, and renders each one as a DecayItem with the filename as the label, a stage emoji + name as the description (like “🍂 Faded” or “💀 Cracked”), and a tooltip showing how long it’s been since the file was last visited. Each item gets a stage-specific SVG icon and clicking it’s opens the file in the editor.I also created four littl SVG leaf icons in resources/icons/ — a green one for fresh tabs, orange-yellow for faded, brown with dots for grainy, and a dark cracked one for stage 3. They’re just simple leaf shapes but the color coding makes the sidebar immediately scannable.Wired the tree provider into extension.ts and registered it under the view ID tabRot.decayedTabs in package.json. The view lives in the Explorer sidebar and only shows up when there are actually decayed tabs, thanks to a context key tabRot.hasDecayedTabs that I set on every refresh. So if all your tabs are fresh, the sidebar section disappears completely instead of sitting there empty and sad.Added a tabRot.openDecayedTab command that the tree items use to open files when clicked. Since opening the file triggers onDidChangeActiveTextEditor, the tab gets touched and restored automatically, complete with the green flash animation from Phase 5. So the flow is: see rotting tab in sidebar → click it → file opens → green flash → tab is fresh again. Very satisfying.I also updated all the refresh calls so the sidebar stays in sync — it refreshes after every tab touch, close, restore command, and interval tick. And the showDecayedTabs command from Phase 4 now actually works because the view is registered, so that unhandled rejection error is gone.
Testing today I finally sat down to write unit tests for tabTracker.ts. I’ve been putting this off becaus, honestly, testing feels like homework when you just want to see the thing work. But I knew if I didn’t write tests now, Id never catch the bug s hiding in the decay logic.
I built a proper settings webview panel for Tab Rot because asking users to edit raw JSON for threhold values felt hostile. Made a settingsPanel.ts that opens a dedicated webview tab with a clean form — three number inputs for the decay thresholds (stage 1, 2, 3 in minute), three toggle switches for decorations, status bar, and notifications. The whole thing uses VS Code’s CSS variables so it automatically matches the user’s theme — dark mode, light mode, high contrast, whatever. It looks native.The panel is a singleton — if you already have it open, running the command again just focuses the existing panel instead of spawning duplicates. The HTML is inline because it’s small enough that a separate file feels like overkill, but it’s structured with proper labels, hints explaining what each value means, and a little visual preview of the three decay stages as colored badges. The toggles are custom CSS switches that feels nicer than raw checkboxes.
Fixedd command registration, compilation paths, settings panel display, and database state persistence acrosssrc/extension.ts`, src/settingsPanel.ts, and src/tabTracker.ts
deployed manually with vsce publish instead. Wrote a full README with install guide, all settings, presets, and troubleshooting. Extension is live on the Repo Releases..
Ships:
I built Tab Rot, a VS Code extension that makes your files visually decay if you ignore them. The most annoying part was mocking the VS Code API to write unit tests, plus fixing a random Node js crash when I tried to publish. Im super proud of the actual visual rot effect and that the state save even if you restart VS Code. If you wanna test it, just drop the decay timer in the setting to like 1 minute, otherwise you’ll be waiting an hour to see it work....
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UNSW Antweight Battle Bot by @Haiiitsme | Stardanc UNSW Antweight Battle Bot by @Haiiitsme | Stardance...
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Haiiitsme
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:59:32Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Competition Day Overview Cat-Aclysm was an amazing bot to fight, and I thoroughly enjoyed the build process, so thank you to everyone for your support, whether you helped me buid it, liked or viewed my devlogs, or just wanted to see some custom RC cars destroy each other. It did not place as well in the competition as I would have liked, but I do have lots of good feedback and stuff to improve. Placement Cat-Aclysm placed 12th out of 18 robots in the plastic ant class, winning 1 battle and losing 3. On the first day, the bot’s weapon unfortunately blew up in every single battle due to a structural issue, which was promptly fixed through lotsa overnight work and no sleep, and then Cataclysm won its first battle on the second day! TIME TO SHIP! The battle bot is finally complete, and I will be shipping the project after this final devlog! Attached below is one of the fights with my bot, as unfortunately the rest of them are too heavy to attach. If you would like them, as well as some much more explosive fights, DM me on slack for the full videos! Enjoy! New Bots Are Coming I will be continuing the hobby of combat robotics, so look out for some of my new robot designs that will be coming soon! A video of my bot fighting is attached on my last video, so if you want to check that out, go to my profile or click on the project! Thank you!", "repo": "https://github.com/CoolMetalClaws/UNSW-Ant-Weight-Battle-Bot", "demo": ""}]...
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[{"post_id": 74304, "ts": "202 [{"post_id": 74304, "ts": "2026-09-27T04:55:30Z", "hours": 0.3339, "text": "Competition Day Overview Cat-Aclysm was an amazing bot to fight, and I thoroughly enjoyed the build process, so thank you to everyone for your support, whether you helped me buid it, liked or viewed my devlogs, or just wanted to see some custom RC cars destroy each other. It did not place as well in the competition as I would have liked, but I do have lots of good feedback and stuff to improve. Placement Cat-Aclysm placed 12th out of 18 robots in the plastic ant class, winning 1 battle and losing 3. On the first day, the bot’s weapon unfortunately blew up in every single battle due to a structural issue, which was promptly fixed through lotsa overnight work and no sleep, and then Cataclysm won its first battle on the second day! TIME TO SHIP! The battle bot is finally complete, and I will be shipping the project after this final devlog! Attached below is one of the fights with my bot, as unfortunately the rest of them are too heavy to attach. If you would like them, as well as some much more explosive fights, DM me on slack for the full videos! Enjoy! New Bots Are Coming I will be continuing the hobby of combat robotics, so look out for some of my new robot designs that will be coming soon!"}, {"post_id": 69579, "ts": "2026-09-17T10:52:00Z", "hours": 3.7086, "text": "Most likely final Log Thank you! Firstly, before i keep going on about what i did to finalise my bot, i want to thank everyone who followed along for the journey, liked my devlogs, gave me a comment, or took the time to read the nonsnse i type. Thanks for all of the support and im so excited for this bot to fight this weekend! I will upload videos for anyone whos interested! Wheels dont FITT! The wheels that i purchased unfortunately did not fit on the motor, so i had to design my own, with rubber grips. It was a pretty quick process, and i got the sizes perfect first try, and solved that problem pretty quick! Battery doesn’t FITT! Unfortunately for me, i forgot to account for the space the wiring would require, so there wasn’t enough space left for the battery to fit. To accomodate for this, i did a pretty makeshift solution, and slightly raised the section above the battery to allow it to fit! SLIGHT miscalculations I have suprisingly made a mistake when calculating the weight, as the bot is severely underweight, weighing in at 130.98g! This is nothing to worry about, the weight is well below the 150g limit, and provides me with a bit of buffer in case something happens. Soldering I soldered together all the components of the bot at UNSW, and unfortunately did not lapse my lead fume filled hours spent attaching wires to more wires. I suprisingly got the circuit right the first time, and it funtions perfectly! Thank you again! Thanks for reading this log if you made it this far, and hope you will be supporting my bot for this competetion! Ty! An image of the bot is attached below!"}, {"post_id": 64652, "ts": "2026-09-09T06:51:51Z", "hours": 3.9603, "text": "Final Tweaks Maths is over! My maths test is finally done, so now i have some extra time to work on this! Sorry i havent posted a devlog in a while. 4hrs of tweaks Im logging 4hrs of tweaking the design, making tiny changes to make it ready for printing with ABS! Some of the things i changed were; Different type of N20 motor mounts Added weapon motor mounts Made the weapon struts removable and replaceable Added routing for the weapon motor’s wires Added screw holes DECIDED UPON A NAME!!! This bot is officially registered into the competetion in 2 weeks as… drumroll…..Cat Aclysm! This name was chosen since the bot looks kinda like a cat from the top profile. Soldering I began to solder together the parts of the bot, involving very intricate wire splicing because i thought it would be fun to add 2 LEDs instead of the required 1. :/ Thats It! Thats it for this devlog! Thank you for reading if you made it this far!"}, {"post_id": 57220, "ts": "2026-08-29T10:07:17Z", "hours": 2.6781, "text": "Partss! Funding Approved Thank you soo much @RR for approving funding for my project! Sorry I haven’t posted a devlog in a while, I was ordering parts and doing the final tweaks to the design. All the parts have been ordered, and I’m currently waiting for delivery. Lower Chassis I lowered the chassis by making the wheels closer to the floor, and sloped the front armour to restrict my bot from getting picked up from the front or outmanoeuvred. This also allows my bot to scoop up other bots and guide them into my weapon blade. Mouting the BE1806 motor I split the chassis struts into seperate parts so they can be printed flat, which makes them stronger vertically. Then I added mounting holes for M2 screws, which directly screw into the motor. Then a channel was extruded to route the motor wires back through the chassis and to the ESC and the Malenki. Break This project will be taking a back seat for the next week as I wait for parts to deliver and due to upcoming exams! I’ll finish the build pretty soon after though, as the event I’m competing in is on 20th September! Controller I also purchased the controller for the bot, and will need to set it up myself soon! It is a Jumper T16 with replaced ribbons. An annoying thing is that i have to charge the batteries using a specific LiPo charger that I don’t have, so I’ll need to get that. Thank you! Thanks for reading this devlog if u made it this far! Hope you’re as excited for this bot as I am! P.S: I still need a name, so please suggest me some names in the comments below! Thank you!"}, {"post_id": 49476, "ts": "2026-08-18T10:38:35Z", "hours": 0.3056, "text": "Test Rig CAD I quickly CADed up a test rig adaptor for the weapon, to allow me to test the weapon’s centre of gravity and damage using a small 3V motor i had lying around while i wait for the approval of funding so i can buy the brushless motor it was designed for. The 3V motor only reaches around 8000 RPM, which is much lower than the 20,000 RPM the BLDC can provide. Making the Rig I 3D printed the adaptor with some PLA, and assembled the rig with a stable base. I used the motor mount that came with the 3V motor to secure it to a wooden block (and yes, your eyes do not deceive you, it’s a massive domino peice), so it doesn’t move around while testing. An Image of the rig is attached below. Now we wait… I have everything ready to test, now i just need to wait for my funding to be approved so i can purchase the required fillament for the Robot! As soon as i get the fillament and print the part, i will be releasing a devlog showing the testing of the weapon on the rig!!! Thank you for reading this far lol! I hope i get the funding soon so i can begin building!"}, {"post_id": 48621, "ts": "2026-08-17T02:48:19Z", "hours": 0.7328, "text": "Problems have arisen Switch Cover design While I was waiting for the project to get approved for funding, I decided to add a small cover for the screw switch, and generally touch up the design. I countersunk the screw holes for M3 screws I bought (hopefully I can get re-imbursed for these as well) and designed 2 types of covers for the screw switch on the robot that turns it on. The two designs are attached in the image below, so please tell me which one I should keep on the bot! (Spikes or the flat, boring, plain cover) Weight Issues My bot is slightly overweight, around 5 grams over, and I need to drop dead weight, especially from the chassis. I tried hollowing out the front prongs, but this actually increased the weight as it added more walls, meaning a denser design. I then adjusted some slicer settings and thinned the walls of my bot, which got the weight back under the limit. Unfortunately, I would prefer to have some margin as I still need to add hot glue to stick in the motors and the PCB, and my bot is currently 149.8 grams (the limit is 150g). To solve this issue, I plan to make the blade thinner, which does mean it will have a lesser reach. If anyone has better suggestions to drop weight, pls let me know in the comments since I really would prefer to keep a wider blade."}, {"post_id": 45612, "ts": "2026-08-12T06:54:18Z", "hours": 0.4417, "text": "Just a lil extra thing i was working on that i wanted to share! Below is the image for my robot team’s (just me so far) logo; Robo Sapiens! Lol I found this so amusing I had to make a devlog about it! P.s if anyone has name suggestions for my bot, pls tell me down in the comments, i currently have no idea what in going to name it"}, {"post_id": 45048, "ts": "2026-08-11T09:18:26Z", "hours": 0.4786, "text": "Chosen Design After careful consideration, I chose the aggressive vertical front spinner as my final design. I have moderate to extensive experience in Onshape, so i used that to begin designing. Before beginning to design, i found STEP files for N20 motors and used the dimensions from my planning stage to place in the electronic components. Then i began with a roughly shaped sketch of the design, which i extruded to the desired length. Then I shelled it out with a 2mm wall to allow space for the electronics. Weapon design My weapon blade design is based off James KIrby’s D.E.S blade. The weapon support struts are extremely thick as many bots have lost their weapons due to broken struts. The weapon uses a BE1806 motor and a 20Ah ESC to drive it. The weapon unfortunately was not big enough to house the motor, so adjustments had to be made to allow a larger weapon. Feedback and Re-iteration An extremely helpful individual from the university provided me extensive feedback upon the design, which significantly improved my design and allowed my robot to remain under the weight category. Thank you! Specific Design modifications through feedback; Changed Malenki nano orientation to vertical just behind weapon Allowed the wheels to protrude slighly from the back so the bot doesnt get stuck on its back Smaller chassis for lesser weight (Removed unecessary space) Added Mounts for screw switch and LED If you made it this far, thank you for reading! If you have any suggestions for my bot, I’m always willing to improve, so please tell me in the comments below. Thanks! Final Design is attached below along with a wiring diagram (It should be unless theres something else to fix) P.s there’s a cover on the bot, i just dont have it visible in the renders"}, {"post_id": 44479, "ts": "2026-08-10T08:21:47Z", "hours": 13.5217, "text": "Sketching Robot Designs and Parts with Dimensions Inspiration I’ve always been intrigued by battle robots, and when I discovered that there is a competition near by that hosts mini battle bots, I was immediately drawn to it. I did lots of research into it and discovered there were many categories and classes. I decided to make a bot for the Antweight plastic class category, and one that would easily be upgraded to the open class category. An example battle bot is shown below (not mine). Overview The Antweight Battle Bot competition is a miniature combat robotics event where custom-built remote-controlled machines face off in a bulletproof, enclosed arena. This weight class serves as the ultimate entry point for engineering hobbyists due to its low cost, minimal space requirements, and strict design constraints. Weapon and drive motor sketches with dimensions I first sketched out the motors and electronic components used for the battle bot at a 1:1 scale with dimensions, to give me a better sense of the sizing of the parts and to start thinking of the arrangements. Bot concept sketches After planning a base robot in my mind, I finalised 3 main robot designs I liked. I sketched these 3 out and asked for input from a few people who have experience in this field, including Angus from makers muse (the YouTuber). I decided upon the vertical spinner design with aggressive front forks. My 3 bot sketches are attached below. Version 1: Viper Version 2: (Unamed) Version 3: Skull Krusher"}]...
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Title: UNSW Antweight Battle Bot by @Haiiitsme | S Title: UNSW Antweight Battle Bot by @Haiiitsme | Stardance
Devlogs:
Sketching Robot Designs and Parts with Dimensions Inspiration I’ve always been intrigued by battle robots, and when I discovered that there is a competition near by that hosts mini battle bots, I was immediately drawn to it. I did lots of research into it and discovered there were many categories and classes. I decided to make a bot for the Antweight plastic class category, and one that would easily be upgraded to the open class category. An example battle bot is shown below (not mine). Overview The Antweight Battle Bot competition is a miniature combat robotics event where custom-built remote-controlled machines face off in a bulletproof, enclosed arena. This weight class serves as the ultimate entry point for engineering hobbyists due to its low cost, minimal space requirements, and strict design constraints. Weapon and drive motor sketches with dimensions I first sketched out the motors and electronic components used for the battle bot at a 1:1 scale with dimensions, to give me a better sense of the sizing of the parts and to start thinking of the arrangements. Bot concept sketches After planning a base robot in my mind, I finalised 3 main robot designs I liked. I sketched these 3 out and asked for input from a few people who have experience in this field, including Angus from makers muse (the YouTuber). I decided upon the vertical spinner design with aggressive front forks. My 3 bot sketches are attached below. Version 1: Viper Version 2: (Unamed) Version 3: Skull Krusher
Chosen Design After careful consideration, I chose the aggressive vertical front spinner as my final design. I have moderate to extensive experience in Onshape, so i used that to begin designing. Before beginning to design, i found STEP files for N20 motors and used the dimensions from my planning stage to place in the electronic components. Then i began with a roughly shaped sketch of the design, which i extruded to the desired length. Then I shelled it out with a 2mm wall to allow space for the electronics. Weapon design My weapon blade design is based off James KIrby’s D.E.S blade. The weapon support struts are extremely thick as many bots have lost their weapons due to broken struts. The weapon uses a BE1806 motor and a 20Ah ESC to drive it. The weapon unfortunately was not big enough to house the motor, so adjustments had to be made to allow a larger weapon. Feedback and Re-iteration An extremely helpful individual from the university provided me extensive feedback upon the design, which significantly improved my design and allowed my robot to remain under the weight category. Thank you! Specific Design modifications through feedback; Changed Malenki nano orientation to vertical just behind weapon Allowed the wheels to protrude slighly from the back so the bot doesnt get stuck on its back Smaller chassis for lesser weight (Removed unecessary space) Added Mounts for screw switch and LED If you made it this far, thank you for reading! If you have any suggestions for my bot, I’m always willing to improve, so please tell me in the comments below. Thanks! Final Design is attached below along with a wiring diagram (It should be unless theres something else to fix) P.s there’s a cover on the bot, i just dont have it visible in the renders
Just a lil extra thing i was working on that i wanted to share! Below is the image for my robot team’s (just me so far) logo; Robo Sapiens! Lol I found this so amusing I had to make a devlog about it! P.s if anyone has name suggestions for my bot, pls tell me down in the comments, i currently have no idea what in going to name it
Problems have arisen Switch Cover design While I was waiting for the project to get approved for funding, I decided to add a small cover for the screw switch, and generally touch up the design. I countersunk the screw holes for M3 screws I bought (hopefully I can get re-imbursed for these as well) and designed 2 types of covers for the screw switch on the robot that turns it on. The two designs are attached in the image below, so please tell me which one I should keep on the bot! (Spikes or the flat, boring, plain cover) Weight Issues My bot is slightly overweight, around 5 grams over, and I need to drop dead weight, especially from the chassis. I tried hollowing out the front prongs, but this actually increased the weight as it added more walls, meaning a denser design. I then adjusted some slicer settings and thinned the walls of my bot, which got the weight back under the limit. Unfortunately, I would prefer to have some margin as I still need to add hot glue to stick in the motors and the PCB, and my bot is currently 149.8 grams (the limit is 150g). To solve this issue, I plan to make the blade thinner, which does mean it will have a lesser reach. If anyone has better suggestions to drop weight, pls let me know in the comments since I really would prefer to keep a wider blade.
Test Rig CAD I quickly CADed up a test rig adaptor for the weapon, to allow me to test the weapon’s centre of gravity and damage using a small 3V motor i had lying around while i wait for the approval of funding so i can buy the brushless motor it was designed for. The 3V motor only reaches around 8000 RPM, which is much lower than the 20,000 RPM the BLDC can provide. Making the Rig I 3D printed the adaptor with some PLA, and assembled the rig with a stable base. I used the motor mount that came with the 3V motor to secure it to a wooden block (and yes, your eyes do not deceive you, it’s a massive domino peice), so it doesn’t move around while testing. An Image of the rig is attached below. Now we wait… I have everything ready to test, now i just need to wait for my funding to be approved so i can purchase the required fillament for the Robot! As soon as i get the fillament and print the part, i will be releasing a devlog showing the testing of the weapon on the rig!!! Thank you for reading this far lol! I hope i get the funding soon so i can begin building!
Partss! Funding Approved Thank you soo much @RR for approving funding for my project! Sorry I haven’t posted a devlog in a while, I was ordering parts and doing the final tweaks to the design. All the parts have been ordered, and I’m currently waiting for delivery. Lower Chassis I lowered the chassis by making the wheels closer to the floor, and sloped the front armour to restrict my bot from getting picked up from the front or outmanoeuvred. This also allows my bot to scoop up other bots and guide them into my weapon blade. Mouting the BE1806 motor I split the chassis struts into seperate parts so they can be printed flat, which makes them stronger vertically. Then I added mounting holes for M2 screws, which directly screw into the motor. Then a channel was extruded to route the motor wires back through the chassis and to the ESC and the Malenki. Break This project will be taking a back seat for the next week as I wait for parts to deliver and due to upcoming exams! I’ll finish the build pretty soon after though, as the event I’m competing in is on 20th September! Controller I also purchased the controller for the bot, and will need to set it up myself soon! It is a Jumper T16 with replaced ribbons. An annoying thing is that i have to charge the batteries using a specific LiPo charger that I don’t have, so I’ll need to get that. Thank you! Thanks for reading this devlog if u made it this far! Hope you’re as excited for this bot as I am! P.S: I still need a name, so please suggest me some names in the comments below! Thank you!
Final Tweaks Maths is over! My maths test is finally done, so now i have some extra time to work on this! Sorry i havent posted a devlog in a while. 4hrs of tweaks Im logging 4hrs of tweaking the design, making tiny changes to make it ready for printing with ABS! Some of the things i changed were; Different type of N20 motor mounts Added weapon motor mounts Made the weapon struts removable and replaceable Added routing for the weapon motor’s wires Added screw holes DECIDED UPON A NAME!!! This bot is officially registered into the competetion in 2 weeks as… drumroll…..Cat Aclysm! This name was chosen since the bot looks kinda like a cat from the top profile. Soldering I began to solder together the parts of the bot, involving very intricate wire splicing because i thought it would be fun to add 2 LEDs instead of the required 1. :/ Thats It! Thats it for this devlog! Thank you for reading if you made it this far!
Most likely final Log Thank you! Firstly, before i keep going on about what i did to finalise my bot, i want to thank everyone who followed along for the journey, liked my devlogs, gave me a comment, or took the time to read the nonsnse i type. Thanks for all of the support and im so excited for this bot to fight this weekend! I will upload videos for anyone whos interested! Wheels dont FITT! The wheels that i purchased unfortunately did not fit on the motor, so i had to design my own, with rubber grips. It was a pretty quick process, and i got the sizes perfect first try, and solved that problem pretty quick! Battery doesn’t FITT! Unfortunately for me, i forgot to account for the space the wiring would require, so there wasn’t enough space left for the battery to fit. To accomodate for this, i did a pretty makeshift solution, and slightly raised the section above the battery to allow it to fit! SLIGHT miscalculations I have suprisingly made a mistake when calculating the weight, as the bot is severely underweight, weighing in at 130.98g! This is nothing to worry about, the weight is well below the 150g limit, and provides me with a bit of buffer in case something happens. Soldering I soldered together all the components of the bot at UNSW, and unfortunately did not lapse my lead fume filled hours spent attaching wires to more wires. I suprisingly got the circuit right the first time, and it funtions perfectly! Thank you again! Thanks for reading this log if you made it this far, and hope you will be supporting my bot for this competetion! Ty! An image of the bot is attached below!
Competition Day Overview Cat-Aclysm was an amazing bot to fight, and I thoroughly enjoyed the build process, so thank you to everyone for your support, whether you helped me buid it, liked or viewed my devlogs, or just wanted to see some custom RC cars destroy each other. It did not place as well in the competition as I would have liked, but I do have lots of good feedback and stuff to improve. Placement Cat-Aclysm placed 12th out of 18 robots in the plastic ant class, winning 1 battle and losing 3. On the first day, the bot’s weapon unfortunately blew up in every single battle due to a structural issue, which was promptly fixed through lotsa overnight work and no sleep, and then Cataclysm won its first battle on the second day! TIME TO SHIP! The battle bot is finally complete, and I will be shipping the project after this final devlog! Attached below is one of the fights with my bot, as unfortunately the rest of them are too heavy to attach. If you would like them, as well as some much more explosive fights, DM me on slack for the full videos! Enjoy! New Bots Are Coming I will be continuing the hobby of combat robotics, so look out for some of my new robot designs that will be coming soon!
Ships:
Competition Day Overview Cat-Aclysm was an amazing bot to fight, and I thoroughly enjoyed the build process, so thank you to everyone for your support, whether you helped me buid it, liked or viewed my devlogs, or just wanted to see some custom RC cars destroy each other. It did not place as well in the competition as I would have liked, but I do have lots of good feedback and stuff to improve. Placement Cat-Aclysm placed 12th out of 18 robots in the plastic ant class, winning 1 battle and losing 3. On the first day, the bot’s weapon unfortunately blew up in every single battle due to a structural issue, which was promptly fixed through lotsa overnight work and no sleep, and then Cataclysm won its first battle on the second day! TIME TO SHIP! The battle bot is finally complete, and I will be shipping the project after this final devlog! Attached below is one of the fights with my bot, as unfortunately the rest of them are too heavy to attach. If you would like them, as well as some much more explosive fights, DM me on slack for the full videos! Enjoy! New Bots Are Coming I will be continuing the hobby of combat robotics, so look out for some of my new robot designs that will be coming soon! A video of my bot fighting is attached on my last video, so if you want to check that out, go to my profile or click on the project! Thank you!...
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1793581194.2709365
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1793667594.2709365
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27377
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AI-Powered Adventure Text Game by @jeremyngai | St AI-Powered Adventure Text Game by @jeremyngai | Stardance...
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jeremyngai
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1
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31.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T08:27:12Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an AI-powered text adventure device using an ESP32, an e-paper display and a rotary encoder. It is powered by Gemini to generate infinite stories and choices. It uses ESP32-C3 microcontroller to connect to WiFi and query the Gemini API. Gemini generates an interactive story segment and choices for the player in JSON format. Then the text is shown on the e-paper display. The user can use the rotary encoder to scroll through the text and select their next action. Each choice is returned to the history buffer on the ESP32 and is sent back to Gemini to generate the next story segment. Personally the most enjoyable part is when the PCB worked after i soldered them, however the coding part is hell cuz i sucks at coding lol. It haven’t got an enclosure yet, i will work on it soon! Now I can play this in my free time!", "repo": "https://github.com/Jeremy-Ngai-Sew-Poh/InkQuest", "demo": ""}]...
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[{"post_id": 74300, "ts": "202 [{"post_id": 74300, "ts": "2026-09-27T04:39:13Z", "hours": 1.6014, "text": "I worked on the game loop system so the story is infinite. after you selected your choice your response will be sent back to gemini api to generate next story! now its actually infinite loop"}, {"post_id": 38642, "ts": "2026-08-01T04:29:45Z", "hours": 4.8872, "text": "Spent the last few days implementing gemini api into the code and formatting json data like text, choice into the e paper display :) I’ll take a break from this project as i have joined other competition. so stay tuned!"}, {"post_id": 31150, "ts": "2026-07-19T10:08:00Z", "hours": 2.8883, "text": "GAH DAMN MY PCB IS WORKING!!! Timelapse below! I spent the last few hours carefully soldering my new PCB. I decided to use 0805 for all smd component cuz in my last project, I used 0603 ones and it was PURE TORTURE to solder them all lol. lessen learnt! Overall, I absolutely love the pcb outcome its nicer than I expected especially the ws2812b led and all those smd resistor (they look so sci-fi xD). However there was one flaw, I forgot about the ESP32 antenna. I’m forced to awkwardly fit the antenna on the pcb back (right beside my Great Wave silkscreen print). Luckily it didn’t block it lol. This is something I needa keep in mind the next time! You might be wondering what’s that tiny pin header I used there. It’s just a pin header, but for the design, I wanted it to be ultra slim, so I designed a PCB sandwich layout. The battery fits perfectly between the e-paper pcb and my pcb. However the problem with normal pin headers is that they are super chunky, they have like 9mm gap. That instantly ruin the whole vibe… So after hours of digging in aliexpress, I found those low profile pin header. They are SUPER PERFECT for my project (6mm gap), which is exactly my battery thickness!!! Anyways the low profile pin header was NOT CHEAP at all… well at least its so worth it. Other than soldering the PCB, I did a few adjustment to the firmware, including: rotary encoder logic improvement - I used interrupt pin logic to read it, they place the rotary encoder at the toppest priority (if theres any changes in pin state, the esp32 instantly ignore everything and focus on the encoder). That’s all for now, stay tuned! its so fun"}, {"post_id": 30648, "ts": "2026-07-18T12:04:16Z", "hours": 1.4833, "text": "Today I worked on a WiFi prompt to let user choose whether they want to connect to a different wifi or existing one, because this device is supposed to be portable, working anywhere, so this is very important. However, I’m still figuring out how to show the WiFi name… wm.getWiFiSSID() didn’t work though. Btw, all my hardware had already arrived just now!! (after slow ahh aliexpress) I can’t wait to solder them, so stay tuned lol XD"}, {"post_id": 30125, "ts": "2026-07-17T13:25:32Z", "hours": 4.3369, "text": "In the last few days, I made a few changes to my project: I decided to switch the idea from the initial quiz game concept into a choice-based adventure text game, it’s basically an infinite “choose your own adventure” concept. I feel like it’s way more fun! I worked with the WiFiManager library to make the wifi setup more accessible and easy. We now don’t need to hardcode wifi password into the code, the device will launch a hotspot captive portal and you can just connect any of your device to setup wifi at anytime anywhere. portable, isn’t it? Since this game concept will need the e-paper display to show a long text, I used a serif font and coded an automatic text wrapping and an adaptive scroll bar at the side so you can know the length of the text I also added a low battery and data parsing error page for the user alongside with an ok button to shutdown the device. What’s next? After the text formatting is stable, i’ll be focusing on text generation and choice logic!! xD"}, {"post_id": 27138, "ts": "2026-07-12T12:49:33Z", "hours": 2.3742, "text": "Added automatic text wrapping, improved code logic and added low battery screen"}, {"post_id": 26595, "ts": "2026-07-11T14:50:08Z", "hours": 0.6044, "text": "Sent PCB design to JLCPCB for manufacturing (the silkscreen boutta look fire!!)"}, {"post_id": 26395, "ts": "2026-07-11T05:00:22Z", "hours": 1.8842, "text": "Finalised PCB schematics and tested with breadboard. PCB is ready to be manufactured!!"}, {"post_id": 24655, "ts": "2026-07-08T11:42:57Z", "hours": 1.2667, "text": "Added WS2812B Neopixel on the PCB and rerouted PCB"}, {"post_id": 22722, "ts": "2026-07-05T09:35:39Z", "hours": 2.0708, "text": "Finalised schematics circuit, now starting PCB layout!!"}, {"post_id": 22147, "ts": "2026-07-04T13:36:10Z", "hours": 0.4381, "text": "Updated UI interface to fit longer question and answer"}, {"post_id": 21968, "ts": "2026-07-04T05:52:14Z", "hours": 1.4556, "text": "Designed first schematics for custom PCB"}, {"post_id": 21501, "ts": "2026-07-03T14:21:54Z", "hours": 0.3519, "text": "Added ADC reading from battery pin to calculate percentage"}, {"post_id": 19185, "ts": "2026-06-30T13:32:47Z", "hours": 0.3486, "text": "I implemented random seed for Gemini and reinforced the prompt because the AI keep generating the same question and answer over and over again"}, {"post_id": 19168, "ts": "2026-06-30T12:51:47Z", "hours": 1.8264, "text": "Finally implemented Gemini 3.1 Flash Lite into my e-paper ai quiz! Took a long long time debugging errors. Next I’m gonna optimise the ui"}, {"post_id": 18247, "ts": "2026-06-29T10:07:48Z", "hours": 0.7272, "text": "Removed variable dummy placeholder to prepare for API implementation. Also fixed navigation bug when switching pages."}, {"post_id": 17501, "ts": "2026-06-28T09:50:58Z", "hours": 0.6828, "text": "Added hourglass loading screen and improved code logic"}, {"post_id": 17459, "ts": "2026-06-28T07:44:51Z", "hours": 0.7906, "text": "Implemented full quiz logic in Arduino IDE (Gemini API yet to do)"}, {"post_id": 17431, "ts": "2026-06-28T06:34:17Z", "hours": 0.5061, "text": "Added logic pages system using partial refresh in Arduino IDE"}, {"post_id": 17370, "ts": "2026-06-28T04:02:32Z", "hours": 0.4453, "text": "Initialise e-paper screen and wifi in Arduino IDE"}, {"post_id": 17359, "ts": "2026-06-28T03:34:17Z", "hours": 0.3494, "text": "UI Design for quiz interface"}]...
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Title: AI-Powered Adventure Text Game by @jeremyng Title: AI-Powered Adventure Text Game by @jeremyngai | Stardance
Devlogs:
UI Design for quiz interface
Initialise e-paper screen and wifi in Arduino IDE
Added logic pages system using partial refresh in Arduino IDE
Implemented full quiz logic in Arduino IDE (Gemini API yet to do)
Added hourglass loading screen and improved code logic
Removed variable dummy placeholder to prepare for API implementation. Also fixed navigation bug when switching pages.
Finally implemented Gemini 3.1 Flash Lite into my e-paper ai quiz! Took a long long time debugging errors. Next I’m gonna optimise the ui
I implemented random seed for Gemini and reinforced the prompt because the AI keep generating the same question and answer over and over again
Added ADC reading from battery pin to calculate percentage
Designed first schematics for custom PCB
Updated UI interface to fit longer question and answer
Finalised schematics circuit, now starting PCB layout!!
Added WS2812B Neopixel on the PCB and rerouted PCB
Finalised PCB schematics and tested with breadboard. PCB is ready to be manufactured!!
Sent PCB design to JLCPCB for manufacturing (the silkscreen boutta look fire!!)
Added automatic text wrapping, improved code logic and added low battery screen
In the last few days, I made a few changes to my project: I decided to switch the idea from the initial quiz game concept into a choice-based adventure text game, it’s basically an infinite “choose your own adventure” concept. I feel like it’s way more fun! I worked with the WiFiManager library to make the wifi setup more accessible and easy. We now don’t need to hardcode wifi password into the code, the device will launch a hotspot captive portal and you can just connect any of your device to setup wifi at anytime anywhere. portable, isn’t it? Since this game concept will need the e-paper display to show a long text, I used a serif font and coded an automatic text wrapping and an adaptive scroll bar at the side so you can know the length of the text I also added a low battery and data parsing error page for the user alongside with an ok button to shutdown the device. What’s next? After the text formatting is stable, i’ll be focusing on text generation and choice logic!! xD
Today I worked on a WiFi prompt to let user choose whether they want to connect to a different wifi or existing one, because this device is supposed to be portable, working anywhere, so this is very important. However, I’m still figuring out how to show the WiFi name… wm.getWiFiSSID() didn’t work though. Btw, all my hardware had already arrived just now!! (after slow ahh aliexpress) I can’t wait to solder them, so stay tuned lol XD
GAH DAMN MY PCB IS WORKING!!! Timelapse below! I spent the last few hours carefully soldering my new PCB. I decided to use 0805 for all smd component cuz in my last project, I used 0603 ones and it was PURE TORTURE to solder them all lol. lessen learnt! Overall, I absolutely love the pcb outcome its nicer than I expected especially the ws2812b led and all those smd resistor (they look so sci-fi xD). However there was one flaw, I forgot about the ESP32 antenna. I’m forced to awkwardly fit the antenna on the pcb back (right beside my Great Wave silkscreen print). Luckily it didn’t block it lol. This is something I needa keep in mind the next time! You might be wondering what’s that tiny pin header I used there. It’s just a pin header, but for the design, I wanted it to be ultra slim, so I designed a PCB sandwich layout. The battery fits perfectly between the e-paper pcb and my pcb. However the problem with normal pin headers is that they are super chunky, they have like 9mm gap. That instantly ruin the whole vibe… So after hours of digging in aliexpress, I found those low profile pin header. They are SUPER PERFECT for my project (6mm gap), which is exactly my battery thickness!!! Anyways the low profile pin header was NOT CHEAP at all… well at least its so worth it. Other than soldering the PCB, I did a few adjustment to the firmware, including: rotary encoder logic improvement - I used interrupt pin logic to read it, they place the rotary encoder at the toppest priority (if theres any changes in pin state, the esp32 instantly ignore everything and focus on the encoder). That’s all for now, stay tuned! its so fun
Spent the last few days implementing gemini api into the code and formatting json data like text, choice into the e paper display :) I’ll take a break from this project as i have joined other competition. so stay tuned!
I worked on the game loop system so the story is infinite. after you selected your choice your response will be sent back to gemini api to generate next story! now its actually infinite loop
Ships:
This is an AI-powered text adventure device using an ESP32, an e-paper display and a rotary encoder. It is powered by Gemini to generate infinite stories and choices. It uses ESP32-C3 microcontroller to connect to WiFi and query the Gemini API. Gemini generates an interactive story segment and choices for the player in JSON format. Then the text is shown on the e-paper display. The user can use the rotary encoder to scroll through the text and select their next action. Each choice is returned to the history buffer on the ESP32 and is sent back to Gemini to generate the next story segment. Personally the most enjoyable part is when the PCB worked after i soldered them, however the coding part is hell cuz i sucks at coding lol. It haven’t got an enclosure yet, i will work on it soon! Now I can play this in my free time!...
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1793580822.159835
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1793667222.159835
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28931
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ploot by @yay | Stardance
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yay
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1
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21.0
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257
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:44:39Z", "hours": 21.0, "multiplier": 12.18, "payout": 257, "blessing": "neutral", "text": "this is ploot, an ai powered planner that helps you allocate time to your tasks. you drag your availability on the calendar, write down your tasks in the rich text editor, then it gives you an editable calendar that you can export to a real calendar app(.ics format)! this was my first time making an app like this, so i used a bit of ai in the debugging process, especially for small things that i didn’t notice. there were a lot of challenges, but some of the especially annoying ones were the models returning errors, having signup errors, and timezone mismatches. what i really like about this is that its actually usable in my daily life :D its not something i make and then leave to rot, and is really useful for my indecisiveness. things to note beforehand: its passwordless and uses magic link login, is very slow in loading events(so pls be patient), and the generated schedules are not saved into a database or anything so once you refresh the page they’re gone. also (this probably wont happen) but you might get ratelimited", "repo": "https://github.com/nxzeh727/ploot", "demo": "https://ploot1.vercel.app"}]...
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[{"post_id": 74296, "ts": "202 [{"post_id": 74296, "ts": "2026-09-27T04:18:39Z", "hours": 4.8806, "text": "ploot devlog #3 :D i added a modifications section so that you can modify your schedule to how you would want it to be. i also changed the ai models so that it would be better and cleaned up remaining bugs. its almost ready to ship! :D"}, {"post_id": 62279, "ts": "2026-09-05T15:58:02Z", "hours": 6.3167, "text": "devlog #2 :D i fixed the ui :D and also got rid of a bunch of bugs related to scheduling and signup/login i also added a dashboard but theres nothing in it so far there are still some problems though, since the ai doesn’t generate schedules half the time. after this, i mostly plan on adding a modification part for the schedule, a place to save the calendar and check it, and some stuff in the dashboard. :D I’m also planning on upgrading the text place into a proper todo-list thanks for reading :D"}, {"post_id": 42754, "ts": "2026-08-07T17:03:52Z", "hours": 9.8656, "text": "ploot devlog #1: so far, I’ve added a lot of things: the basic funciton(a calendar where you select the times available, a somewhat formatted editor where you can put what you need to do for that day, and an AI schedule generated from these pieces of information). i also created authentication(using maigc link only). initially, i stored the events and resulting schedule in a json, but i changed the inputs and put them into a database, and then converted the resulting schedule into .ics format so you can download it. as of right now, its a bit ugly, but that will be fixed in the future!"}]...
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Title: ploot by @yay | Stardance
Devlogs:
ploot d Title: ploot by @yay | Stardance
Devlogs:
ploot devlog #1: so far, I’ve added a lot of things: the basic funciton(a calendar where you select the times available, a somewhat formatted editor where you can put what you need to do for that day, and an AI schedule generated from these pieces of information). i also created authentication(using maigc link only). initially, i stored the events and resulting schedule in a json, but i changed the inputs and put them into a database, and then converted the resulting schedule into .ics format so you can download it. as of right now, its a bit ugly, but that will be fixed in the future!
devlog #2 :D i fixed the ui :D and also got rid of a bunch of bugs related to scheduling and signup/login i also added a dashboard but theres nothing in it so far there are still some problems though, since the ai doesn’t generate schedules half the time. after this, i mostly plan on adding a modification part for the schedule, a place to save the calendar and check it, and some stuff in the dashboard. :D I’m also planning on upgrading the text place into a proper todo-list thanks for reading :D
ploot devlog #3 :D i added a modifications section so that you can modify your schedule to how you would want it to be. i also changed the ai models so that it would be better and cleaned up remaining bugs. its almost ready to ship! :D
Ships:
this is ploot, an ai powered planner that helps you allocate time to your tasks. you drag your availability on the calendar, write down your tasks in the rich text editor, then it gives you an editable calendar that you can export to a real calendar app(.ics format)! this was my first time making an app like this, so i used a bit of ai in the debugging process, especially for small things that i didn’t notice. there were a lot of challenges, but some of the especially annoying ones were the models returning errors, having signup errors, and timezone mismatches. what i really like about this is that its actually usable in my daily life :D its not something i make and then leave to rot, and is really useful for my indecisiveness. things to note beforehand: its passwordless and uses magic link login, is very slow in loading events(so pls be patient), and the generated schedules are not saved into a database or anything so once you refresh the page they’re gone. also (this probably wont happen) but you might get ratelimited...
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1793580452.1848972
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1793666852.1848972
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|
32480
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Pac-Man by @raslanyossif | Stardance
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raslanyossif
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1
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95.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T04:21:15Z", "hours": 95.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Pac-man but with power ups and more ghosts as you proceed to level up. challenging part was making the maze I struggled a lot. I’m proud that I was able to complete such a project. When you get one of the power ups which is Shield your Pac-man becomes blue, so the ghosts can’t eat you and you can’t eat them. It isn’t a bug I made it that way.", "repo": "https://github.com/Yossifraslan/Pac-Man", "demo": "https://yossifraslan.github.io/Pac-Man/"}]...
|
[{"post_id": 74295, "ts": "202 [{"post_id": 74295, "ts": "2026-09-27T04:15:28Z", "hours": 9.2853, "text": "It’s DEVLOG TIME:» Just pushed a much-needed update to the project! First up, I finally tracked down and killed a frustrating maze error in Level 10 that was completely breaking the game right near the finish line—so the final levels are officially working and playable now. While I was at it, I also took the time to write a proper README. It covers everything from setup instructions to gameplay mechanics, making the codebase a lot more welcoming and less of a black box for anyone who wants to test it out or contribute. Next up is getting some feedback and seeing how quickly people can break it! Also, when you are shielded for the power up, you can’t eat the ghosts."}, {"post_id": 49457, "ts": "2026-08-18T09:45:17Z", "hours": 9.5264, "text": "IT’S DEVLOG TIMEE :»> It’s been a tough few days trying to figure out how to fix the MAZE, but I finally figured out how to do it through A* pathfinding. Fixed all the maps. Which took me so longggg. Also, Fixed speed inconsistency bugs and collision detection to eliminate Pac-Man getting stuck at maze tiles - movement now uses tile-based physics that checks every frame with no edge-case stalls, plus input buffering lets players queue moves ahead for responsive controls. Implemented proper ghost freeze behavior where frozen ghosts stop completely for 5 seconds, stay visible, and remain killable while frozen. Made the Extra Life now work on the screen when you get an Extra life it will update in the UI top middle and see a new Pac-man face get added. On the side of the Maps you can see there is no wall blocking, because now I made it a teleport to the other side."}, {"post_id": 46650, "ts": "2026-08-14T01:56:32Z", "hours": 9.1808, "text": "Fixed all six power-up behaviours this session. Speed boost and double points were already working. The main rework was on shield, freeze, and slow. Shield now stays active until a ghost physically touches the player, when that happens, the ghost turns scared/blue instead of the player dying, and the shield remains active for future hits on a 15-second timer. Freeze keeps ghosts in their normal colour but completely stops their movement for 3 seconds - they’re still killable while frozen. Slow keeps ghosts at their normal appearance but skips movement every other frame, effectively halving their speed for 5 seconds. Also implemented proper ghost spawn behavior. Ghosts now spawn at the center of the maze (on or near the ghost house tiles) and release one by one first ghost after 2 seconds, then one every 3 seconds. While waiting to release they bob up and down inside the house. After death, the release sequence resets so ghosts trickle out again rather than all rushing at once. Pac-Man now spawns at a random open tile at least a third of the maze width away from the centre, so every life and every game starts from a different position. Maze connectivity fix was attempted this session but not completed - some maps still have corridors that can trap the player. Carrying this into the next session"}, {"post_id": 43330, "ts": "2026-08-08T15:07:17Z", "hours": 9.7428, "text": "I fixed up my previous issues with lives resetting to 3 for each level completed as well as start Game taking you back to level 1 rather than starting at the highest level you’ve unlocked. The ghost speed has been halved (from 2px to 1px/frame) which makes everything seem much more balanced with me running around at 60fps! I’ve added a proper pause menu overlay along with options to toggle Music & SFX - I had previously run into an issue where if you paused the game then played again the menu music would keep playing. To fix this I’m keeping track of all active WebAudio Oscillators and automatically stop them whenever we begin gameplay. We’ve added some really nice little touches too! For example, when you die Pac-Man will close his mouth, spin twice and slowly shrink away over 80 frames before disappearing completely. You’ll also get a sweet animation when you spawn growing up from 0 to full size over 40 frames. We originally couldn’t get the death animation working because we’d set our global variable gameActive = false during dying which turned off the entire update loop so I’ve updated Pac-Man’s update method to continue updating even when he’s dying / spawning. Finally, I made sure to make Pac-Man disappear once he dies to ensure no weird visuals happen after respawning. We added a yellow flash on finishing a level. Floating score popups show up every time you eat a ghost. Now there’s an animated HUD that shows your current score. Previously, canvas animations were off due to transform translation applied twice (once during animation and once more when drawing). Now we translate to our sprite’s center before applying any additional transformation."}, {"post_id": 40526, "ts": "2026-08-04T03:32:16Z", "hours": 9.2125, "text": "DEVLOG TIME:> During this session, I incorporated complete mobile compatibility. The directional pad appears automatically on touch devices through (pointer:coarse) through CSS thus eliminating the need for any device detection as it will be shown as soon as the browser detects a device with touch input. Each button utilizes touchstart instead of click , so there is no 300ms tap delay that would make the controls slow or laggy. I also introduced swipe detection on the canvas as a substitute for the directional pad. The minimum distance for swipe detection is 30px, filtering unintended touches and also utilizing the main axis (horizontal or vertical) in order to identify the direction even in case of diagonal swipes. I added responsive CSS for screens smaller than 480px thus allowing the fonts, buttons, and HUD to resize, so no overflowing occurs on small screens. I verified this by checking the local network IP through my mobile, as both devices were connected to the same Wi-Fi network. The InputManager is now capable of working with three types of input in one place - keyboard, touch directional pad, and swipe, all of them leading to a single nextDirection property, which is accessed by the main game loop."}, {"post_id": 39312, "ts": "2026-08-02T06:34:55Z", "hours": 9.3164, "text": "Added an audio system using the WebAudio API. No external sound files everything is generated programmatically using oscillators and gain nodes. Each game event has its sound: a short square wave blip for eating dots a sawtooth drop for eating pellets, a triangle tone for eating ghosts a descending three-note jingle for death and a rising three-note fanfare for level complete. The main menu has a looping chiptune melody. 25 Notes scheduled ahead of time using ctx.currentTime, which avoids timing drift that would happen with repeated setTimeout calls. It loops by scheduling the playthrough when the current one ends. The trickiest part was the browser autoplay policy. Browsers block AudioContext from making sound until the user interacts with the page. The fix was checking ctx.state === suspended on the click and calling ctx.resume() before trying to play anything. Finished power-up effects. Freeze and slow work via frame timers (_frozenTimer _slowTimer) set directly on each monster. The monster update method checks these at the top before doing anything effectively pausing or slowing it without touching core movement logic. Known issue: menu music doesn’t stop immediately when the game starts. There’s a 1-2 overlap before it cuts out. Will fix session along with, in-game sound effects not always triggering. Investigating AudioContext state management across the menu-> game transition."}, {"post_id": 33922, "ts": "2026-07-24T07:11:48Z", "hours": 9.5589, "text": "DEVLOG TIME!!! Added ghosts to the game this session. The ghost AI has 4 behavior types - chaser, ambusher, predictor, and patroller, targeting player based on various positions. Also added A* path finding to have the ghosts go around walls instead of choosing adjacent tiles that are closer to them. Majority of time in this session was spent debugging the movement. It turned out to be a floating-point problem where, when the ghost speed is not divisible by the tile size (20 px), the pixelX % tileSize is never equal to 0 and therefore the alignment function is never called resulting in the ghost moving for 2 px per frame. Fixed this by making the ghost speed fixed at an integer value (2) that is divisible by 20. Eating the power pellet causes the ghost to go into the frighten state which makes the ghost turn blue and move randomly. The player receives 200 points and the respawn timer starts when a ghost in the frighten state is eaten."}, {"post_id": 31207, "ts": "2026-07-19T12:53:56Z", "hours": 9.6542, "text": "WHAT’s NEW:> Devlog Time!!! Got Pac-Man actually moving through the maze this session. Built the Player class with grid-based movement - Pac-Man only changes direction when pixel position is exactly aligned to a tile, which prevents clipping through walls. Added direction queuing so if you press a turn slightly early it still registers when the next tile is reached, making controls feel responsive instead of stiff. Also split out InputManager , CollisionSystem , and UIManager into their own modules. Dot collection works - eating a dot removes it from the array, updates the grid, and increments score. Level completes when all dots and pellets are cleared, with a 500 x level bonus. One thing worth noting from Devlog 2 - the maze connectivity issue. After designing all 10 maze layouts, levels 3-10 had isolated sections where dots were completely unreachable. Wrote a flood-fill validator that BFS traverses from the first dot and counts how many dots are reachable. Then wrote an auto-fixer that finds disconnected sections and carves the shortest Manhattan path between them. All 10 levels now pass with 100% dots reachable."}, {"post_id": 29256, "ts": "2026-07-16T01:45:12Z", "hours": 9.4397, "text": "DEVLOG TIME:> !! I have improved the maze system used in my game, Pac-Man. Originally, I thought of not only using one maze and having a full leveling system. In this, I calculated and created 10 mazes with different sizes, difficulties, and complexity levels. In addition, I modified the class MazeManager in such a way that our game automatically changes levels without requiring a manual change of the mazes. In testing new mazes, I introduced a checking mechanism so that we will know whether our mazes have any unreachable dots. For some reason, it turned out that some parts of the maze were blocked. Maze validation: 195/218 dots reachable Blocked sections were identified. Some of the dots can’t be accessed. Interestingly, the maze looked perfectly okay visually, but the navigation test indicated that some of the areas of my maze were not accessible. At the moment, I plan on fixing the blocked paths and test out each level. I might also change some things later once the game is fully playable and I can properly test the difficulty, such as: maze layouts ghost difficulty level progression number of ghosts/speed scaling Right now the goal is getting the core gameplay working first, then balancing everything afterwards."}, {"post_id": 26506, "ts": "2026-07-11T10:41:25Z", "hours": 9.9617, "text": "I’ve been really busy but here is the first DEVLOG for Pac-man:> I’m planning on doing unique things in this Pac-man it won’t be a normal Pac-man. What I did: Built all 5 screens for the game - main menu, level select, how to play, game screen and game over. No gameplay yet, just the full UI shell. Screen switching works by toggling a single. active class, all screens live in the DOM simultaneously. Biggest challenge was the SVG ghosts. Drew them in pure SVG using and so the shape is defined once and reused everywhere with different colors via a CSS variable –gc. Also styled elements in the How to Play screen to look like actual keyboard keys. Ghost bobbing animation on the menu uses staggered animation-delay so they move in a wave instead of all at once."}]...
|
Title: Pac-Man by @raslanyossif | Stardance
Devlo Title: Pac-Man by @raslanyossif | Stardance
Devlogs:
I’ve been really busy but here is the first DEVLOG for Pac-man:> I’m planning on doing unique things in this Pac-man it won’t be a normal Pac-man. What I did: Built all 5 screens for the game - main menu, level select, how to play, game screen and game over. No gameplay yet, just the full UI shell. Screen switching works by toggling a single. active class, all screens live in the DOM simultaneously. Biggest challenge was the SVG ghosts. Drew them in pure SVG using and so the shape is defined once and reused everywhere with different colors via a CSS variable –gc. Also styled elements in the How to Play screen to look like actual keyboard keys. Ghost bobbing animation on the menu uses staggered animation-delay so they move in a wave instead of all at once.
DEVLOG TIME:> !! I have improved the maze system used in my game, Pac-Man. Originally, I thought of not only using one maze and having a full leveling system. In this, I calculated and created 10 mazes with different sizes, difficulties, and complexity levels. In addition, I modified the class MazeManager in such a way that our game automatically changes levels without requiring a manual change of the mazes. In testing new mazes, I introduced a checking mechanism so that we will know whether our mazes have any unreachable dots. For some reason, it turned out that some parts of the maze were blocked. Maze validation: 195/218 dots reachable Blocked sections were identified. Some of the dots can’t be accessed. Interestingly, the maze looked perfectly okay visually, but the navigation test indicated that some of the areas of my maze were not accessible. At the moment, I plan on fixing the blocked paths and test out each level. I might also change some things later once the game is fully playable and I can properly test the difficulty, such as: maze layouts ghost difficulty level progression number of ghosts/speed scaling Right now the goal is getting the core gameplay working first, then balancing everything afterwards.
WHAT’s NEW:> Devlog Time!!! Got Pac-Man actually moving through the maze this session. Built the Player class with grid-based movement - Pac-Man only changes direction when pixel position is exactly aligned to a tile, which prevents clipping through walls. Added direction queuing so if you press a turn slightly early it still registers when the next tile is reached, making controls feel responsive instead of stiff. Also split out InputManager , CollisionSystem , and UIManager into their own modules. Dot collection works - eating a dot removes it from the array, updates the grid, and increments score. Level completes when all dots and pellets are cleared, with a 500 x level bonus. One thing worth noting from Devlog 2 - the maze connectivity issue. After designing all 10 maze layouts, levels 3-10 had isolated sections where dots were completely unreachable. Wrote a flood-fill validator that BFS traverses from the first dot and counts how many dots are reachable. Then wrote an auto-fixer that finds disconnected sections and carves the shortest Manhattan path between them. All 10 levels now pass with 100% dots reachable.
DEVLOG TIME!!! Added ghosts to the game this session. The ghost AI has 4 behavior types - chaser, ambusher, predictor, and patroller, targeting player based on various positions. Also added A* path finding to have the ghosts go around walls instead of choosing adjacent tiles that are closer to them. Majority of time in this session was spent debugging the movement. It turned out to be a floating-point problem where, when the ghost speed is not divisible by the tile size (20 px), the pixelX % tileSize is never equal to 0 and therefore the alignment function is never called resulting in the ghost moving for 2 px per frame. Fixed this by making the ghost speed fixed at an integer value (2) that is divisible by 20. Eating the power pellet causes the ghost to go into the frighten state which makes the ghost turn blue and move randomly. The player receives 200 points and the respawn timer starts when a ghost in the frighten state is eaten.
Added an audio system using the WebAudio API. No external sound files everything is generated programmatically using oscillators and gain nodes. Each game event has its sound: a short square wave blip for eating dots a sawtooth drop for eating pellets, a triangle tone for eating ghosts a descending three-note jingle for death and a rising three-note fanfare for level complete. The main menu has a looping chiptune melody. 25 Notes scheduled ahead of time using ctx.currentTime, which avoids timing drift that would happen with repeated setTimeout calls. It loops by scheduling the playthrough when the current one ends. The trickiest part was the browser autoplay policy. Browsers block AudioContext from making sound until the user interacts with the page. The fix was checking ctx.state === suspended on the click and calling ctx.resume() before trying to play anything. Finished power-up effects. Freeze and slow work via frame timers (_frozenTimer _slowTimer) set directly on each monster. The monster update method checks these at the top before doing anything effectively pausing or slowing it without touching core movement logic. Known issue: menu music doesn’t stop immediately when the game starts. There’s a 1-2 overlap before it cuts out. Will fix session along with, in-game sound effects not always triggering. Investigating AudioContext state management across the menu-> game transition.
DEVLOG TIME:> During this session, I incorporated complete mobile compatibility. The directional pad appears automatically on touch devices through (pointer:coarse) through CSS thus eliminating the need for any device detection as it will be shown as soon as the browser detects a device with touch input. Each button utilizes touchstart instead of click , so there is no 300ms tap delay that would make the controls slow or laggy. I also introduced swipe detection on the canvas as a substitute for the directional pad. The minimum distance for swipe detection is 30px, filtering unintended touches and also utilizing the main axis (horizontal or vertical) in order to identify the direction even in case of diagonal swipes. I added responsive CSS for screens smaller than 480px thus allowing the fonts, buttons, and HUD to resize, so no overflowing occurs on small screens. I verified this by checking the local network IP through my mobile, as both devices were connected to the same Wi-Fi network. The InputManager is now capable of working with three types of input in one place - keyboard, touch directional pad, and swipe, all of them leading to a single nextDirection property, which is accessed by the main game loop.
I fixed up my previous issues with lives resetting to 3 for each level completed as well as start Game taking you back to level 1 rather than starting at the highest level you’ve unlocked. The ghost speed has been halved (from 2px to 1px/frame) which makes everything seem much more balanced with me running around at 60fps! I’ve added a proper pause menu overlay along with options to toggle Music & SFX - I had previously run into an issue where if you paused the game then played again the menu music would keep playing. To fix this I’m keeping track of all active WebAudio Oscillators and automatically stop them whenever we begin gameplay. We’ve added some really nice little touches too! For example, when you die Pac-Man will close his mouth, spin twice and slowly shrink away over 80 frames before disappearing completely. You’ll also get a sweet animation when you spawn growing up from 0 to full size over 40 frames. We originally couldn’t get the death animation working because we’d set our global variable gameActive = false during dying which turned off the entire update loop so I’ve updated Pac-Man’s update method to continue updating even when he’s dying / spawning. Finally, I made sure to make Pac-Man disappear once he dies to ensure no weird visuals happen after respawning. We added a yellow flash on finishing a level. Floating score popups show up every time you eat a ghost. Now there’s an animated HUD that shows your current score. Previously, canvas animations were off due to transform translation applied twice (once during animation and once more when drawing). Now we translate to our sprite’s center before applying any additional transformation.
Fixed all six power-up behaviours this session. Speed boost and double points were already working. The main rework was on shield, freeze, and slow. Shield now stays active until a ghost physically touches the player, when that happens, the ghost turns scared/blue instead of the player dying, and the shield remains active for future hits on a 15-second timer. Freeze keeps ghosts in their normal colour but completely stops their movement for 3 seconds - they’re still killable while frozen. Slow keeps ghosts at their normal appearance but skips movement every other frame, effectively halving their speed for 5 seconds. Also implemented proper ghost spawn behavior. Ghosts now spawn at the center of the maze (on or near the ghost house tiles) and release one by one first ghost after 2 seconds, then one every 3 seconds. While waiting to release they bob up and down inside the house. After death, the release sequence resets so ghosts trickle out again rather than all rushing at once. Pac-Man now spawns at a random open tile at least a third of the maze width away from the centre, so every life and every game starts from a different position. Maze connectivity fix was attempted this session but not completed - some maps still have corridors that can trap the player. Carrying this into the next session
IT’S DEVLOG TIMEE :»> It’s been a tough few days trying to figure out how to fix the MAZE, but I finally figured out how to do it through A* pathfinding. Fixed all the maps. Which took me so longggg. Also, Fixed speed inconsistency bugs and collision detection to eliminate Pac-Man getting stuck at maze tiles - movement now uses tile-based physics that checks every frame with no edge-case stalls, plus input buffering lets players queue moves ahead for responsive controls. Implemented proper ghost freeze behavior where frozen ghosts stop completely for 5 seconds, stay visible, and remain killable while frozen. Made the Extra Life now work on the screen when you get an Extra life it will update in the UI top middle and see a new Pac-man face get added. On the side of the Maps you can see there is no wall blocking, because now I made it a teleport to the other side.
It’s DEVLOG TIME:» Just pushed a much-needed update to the project! First up, I finally tracked down and killed a frustrating maze error in Level 10 that was completely breaking the game right near the finish line—so the final levels are officially working and playable now. While I was at it, I also took the time to write a proper README. It covers everything from setup instructions to gameplay mechanics, making the codebase a lot more welcoming and less of a black box for anyone who wants to test it out or contribute. Next up is getting some feedback and seeing how quickly people can break it! Also, when you are shielded for the power up, you can’t eat the ghosts.
Ships:
I made a Pac-man but with power ups and more ghosts as you proceed to level up. challenging part was making the maze I struggled a lot. I’m proud that I was able to complete such a project. When you get one of the power ups which is Shield your Pac-man becomes blue, so the ghosts can’t eat you and you can’t eat them. It isn’t a bug I made it that way....
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1793581075.703556
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1793667475.703556
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60850
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RC 3d printer filament by @dominict3 | Stardance
|
dominict3
|
0
|
10.92
|
0
|
[]
|
[{"post_id": 74289, "ts": "202 [{"post_id": 74289, "ts": "2026-09-27T03:57:15Z", "hours": 0.7878, "text": "GitHub stuff - I worked on adding more stuff to the GitHub and making it nice and pretty. This was my first time using GitHub and I hope I got everything right. It is also my first time making a somewhat difficult project so I also hope I got everything right with that as well."}, {"post_id": 69603, "ts": "2026-09-17T12:15:54Z", "hours": 0.9903, "text": "Final CAD + drawings. I finished the cad for this project as well as making some pretty looking drawings, and a BOM."}, {"post_id": 69416, "ts": "2026-09-17T00:29:44Z", "hours": 7.3622, "text": "remote control filament, more cad complete. Im building a remote controllable standard roll of filament (basically prophunt). I’m using 2 DC motors being driven by an esp32, most of the parts are suspended in the inner assembly by 2 bearings, allowing them to be free spinning. (basically the gyro balls from Jurassic park)."}, {"post_id": 65717, "ts": "2026-09-11T01:52:22Z", "hours": 1.7786, "text": "remote control 3d printer filament spool"}]...
|
Title: RC 3d printer filament by @dominict3 | Star Title: RC 3d printer filament by @dominict3 | Stardance
Devlogs:
remote control 3d printer filament spool
remote control filament, more cad complete. Im building a remote controllable standard roll of filament (basically prophunt). I’m using 2 DC motors being driven by an esp32, most of the parts are suspended in the inner assembly by 2 bearings, allowing them to be free spinning. (basically the gyro balls from Jurassic park).
Final CAD + drawings. I finished the cad for this project as well as making some pretty looking drawings, and a BOM.
GitHub stuff - I worked on adding more stuff to the GitHub and making it nice and pretty. This was my first time using GitHub and I hope I got everything right. It is also my first time making a somewhat difficult project so I also hope I got everything right with that as well....
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1793037067.2444
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1793641867.2444
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65249
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Fruit OS by @weborbit1980 | Stardance
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weborbit1980
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1
|
4.62
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T15:58:49Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Fruit OS I made fruit OS, a web based desktop environment where you can open and move different windows around. I added a Notes app with multiple notes and session storage, a calculator, and a live clock. The hardest part was getting the draggable windows and state management to work properly without everything breaking. I am most proud of making it feel like an actual desktop rather than just a nomral webpage. I also added features like the Notes app and calculator that were not part of the basic guide", "repo": "https://github.com/vinitkumarsingh632-creator/Fruit-OS", "demo": "https://fruit-os.vercel.app/"}]...
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[{"post_id": 74287, "ts": "202 [{"post_id": 74287, "ts": "2026-09-27T03:54:36Z", "hours": 0.625, "text": "#5 - Made Some Changes in UI My project got rejected due to heavy use of AI in UI. Therefore, i have made some changes in UI of notes and calculator app."}, {"post_id": 73638, "ts": "2026-09-25T15:43:22Z", "hours": 1.3142, "text": "#4 - Successfully Completed the Fruit OS I have built two apps, one is notes and another is calculator. Notes: It uses session storage."}, {"post_id": 73568, "ts": "2026-09-25T12:37:16Z", "hours": 0.8986, "text": "#3 - Completed building Clock Today, I have completed building the clock and background part. It was not much hard. Challenges: Updating time, applying glassmorphism. Next: Building apps."}, {"post_id": 72999, "ts": "2026-09-24T06:00:51Z", "hours": 1.4281, "text": "#2 - Completed Welcome Page Today, I have completed building welcome page. While building welcome page, I have lots of challenges. Challenges: To find alphabets of fruits. I have used photopea and mask the background with alphabets. Learnings: I have learned basics of photo editing on photopea. Next: I will start building the actual web OS."}, {"post_id": 72896, "ts": "2026-09-23T23:45:50Z", "hours": 0.3375, "text": "#1 - Starting Fruit OS Today I have started working on Fruit OS, a small experimental OS project with fruit themed project. Right now I am setting the project structure and building the first UI component Next: Building the welcome page."}]...
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Title: Fruit OS by @weborbit1980 | Stardance
Devl Title: Fruit OS by @weborbit1980 | Stardance
Devlogs:
#1 - Starting Fruit OS Today I have started working on Fruit OS, a small experimental OS project with fruit themed project. Right now I am setting the project structure and building the first UI component Next: Building the welcome page.
#2 - Completed Welcome Page Today, I have completed building welcome page. While building welcome page, I have lots of challenges. Challenges: To find alphabets of fruits. I have used photopea and mask the background with alphabets. Learnings: I have learned basics of photo editing on photopea. Next: I will start building the actual web OS.
#3 - Completed building Clock Today, I have completed building the clock and background part. It was not much hard. Challenges: Updating time, applying glassmorphism. Next: Building apps.
#4 - Successfully Completed the Fruit OS I have built two apps, one is notes and another is calculator. Notes: It uses session storage.
#5 - Made Some Changes in UI My project got rejected due to heavy use of AI in UI. Therefore, i have made some changes in UI of notes and calculator app.
Ships:
Fruit OS I made fruit OS, a web based desktop environment where you can open and move different windows around. I added a Notes app with multiple notes and session storage, a calculator, and a live clock. The hardest part was getting the draggable windows and state management to work properly without everything breaking. I am most proud of making it feel like an actual desktop rather than just a nomral webpage. I also added features like the Notes app and calculator that were not part of the basic guide...
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1793591697.3403177
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1793678097.3403177
|