|
4847
|
Personal Website by @AHHH | Stardance
|
AHHH
|
0
|
1.04
|
0
|
[]
|
[{"post_id": 852, "ts": "2026- [{"post_id": 852, "ts": "2026-06-02T15:33:59Z", "hours": 1.0408, "text": "Added more experience and projects. Also Changed the domain."}]...
|
Title: Personal Website by @AHHH | Stardance
Devl Title: Personal Website by @AHHH | Stardance
Devlogs:
Added more experience and projects. Also Changed the domain....
|
1792788588.2151058
|
1793393388.2151058
|
|
17629
|
My very own WebOS by @llele | Stardance
|
llele
|
0
|
1.34
|
0
|
[]
|
[{"post_id": 8517, "ts": "2026 [{"post_id": 8517, "ts": "2026-06-14T05:09:04Z", "hours": 1.3439, "text": "I would put a pic but i have nothing but like html right now and it looks super boringš Iāve only done the little pop up welcome screen thatās going to be inspired by the victorious pear phone and the rest of the time iāve just been trying to figure out what iām doing fr. Just imagine the photo fr"}]...
|
Title: My very own WebOS by @llele | Stardance
De Title: My very own WebOS by @llele | Stardance
Devlogs:
I would put a pic but i have nothing but like html right now and it looks super boringš Iāve only done the little pop up welcome screen thatās going to be inspired by the victorious pear phone and the rest of the time iāve just been trying to figure out what iām doing fr. Just imagine the photo fr...
|
1792500936.4682705
|
1793105736.4682705
|
|
14115
|
Clouds website by @shivamgupta_official13 | Starda Clouds website by @shivamgupta_official13 | Stardance...
|
shivamgupta_official13
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T12:27:28Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made an clouds landing page and this is jsut an landing page featuring clouds which are renderd by the three js liblray in my node.js setup.I ahd thoguth of using clouds as it would look better and cool.This was very challenging to make espcially like in the part of in the end where soemtimes it didnt look that good and simple bugs too in before parts and at the end the redner scene was jsut dissapering but it was becuase of the dev mode i was using for preview but when i pushed to my github and conntect it to my vercel it was looking good.", "repo": "https://github.com/Shivam430-stack/Clouds-website", "demo": "https://clouds-website-two.vercel.app/"}]...
|
[{"post_id": 8511, "ts": "2026 [{"post_id": 8511, "ts": "2026-06-14T04:37:36Z", "hours": 0.2683, "text": "I had made the final changes on my website by making the buttons of the left functional and when you click them it will lead you somewhere so go try them and also a ligth weigth definition of clouds is included too and i added a link to my repo by clicking the github logo button.as you can see below in the screenshot the changes made and also see the buttons named as Top nav items now read: Clouds Pricing Menu Sign in .you can test the website in https://clouds-website-two.vercel.app/"}, {"post_id": 6812, "ts": "2026-06-11T13:06:10Z", "hours": 2.2311, "text": "Hi I had completed my project clouds website and it is just a landing page but it has a background of 3d clouds and I used the three.js library too for it. And it is based on next.js which i set up on my vs code folder and i have the github for the full code even though i have just added the file cloudbackground.tsx but it has the all the main things like the clouds rendering and also i put a simple Ui too and when you hover on it the buttons will grow a little and when you hover off it will reduce to its orignal size and you can also see my project in detail and see the demo link too."}]...
|
Title: Clouds website by @shivamgupta_official13 | Title: Clouds website by @shivamgupta_official13 | Stardance
Devlogs:
Hi I had completed my project clouds website and it is just a landing page but it has a background of 3d clouds and I used the three.js library too for it. And it is based on next.js which i set up on my vs code folder and i have the github for the full code even though i have just added the file cloudbackground.tsx but it has the all the main things like the clouds rendering and also i put a simple Ui too and when you hover on it the buttons will grow a little and when you hover off it will reduce to its orignal size and you can also see my project in detail and see the demo link too.
I had made the final changes on my website by making the buttons of the left functional and when you click them it will lead you somewhere so go try them and also a ligth weigth definition of clouds is included too and i added a link to my repo by clicking the github logo button.as you can see below in the screenshot the changes made and also see the buttons named as Top nav items now read: Clouds Pricing Menu Sign in .you can test the website in https://clouds-website-two.vercel.app/
Ships:
I have made an clouds landing page and this is jsut an landing page featuring clouds which are renderd by the three js liblray in my node.js setup.I ahd thoguth of using clouds as it would look better and cool.This was very challenging to make espcially like in the part of in the end where soemtimes it didnt look that good and simple bugs too in before parts and at the end the redner scene was jsut dissapering but it was becuase of the dev mode i was using for preview but when i pushed to my github and conntect it to my vercel it was looking good....
|
1792993887.7543774
|
1793080287.7543774
|
|
16911
|
My awesome macropad! by @aditya_verma | Stardance
|
aditya_verma
|
0
|
0.39
|
0
|
[]
|
[{"post_id": 8510, "ts": "2026 [{"post_id": 8510, "ts": "2026-06-14T04:37:12Z", "hours": 0.3933, "text": "I made my macropad PCB, I plan on adding an OLED and some RGBs, but I have to put my buttons in a matrix first because after using the remaining 2 pins for I2C I wonāt have any left for RGB."}]...
|
Title: My awesome macropad! by @aditya_verma | Sta Title: My awesome macropad! by @aditya_verma | Stardance
Devlogs:
I made my macropad PCB, I plan on adding an OLED and some RGBs, but I have to put my buttons in a matrix first because after using the remaining 2 pins for I2C I wonāt have any left for RGB....
|
1792594217.7166684
|
1793199017.7166684
|
|
17097
|
Pag-Pinoy by @JM | Stardance
|
JM
|
0
|
7.27
|
0
|
[]
|
[{"post_id": 8507, "ts": "2026 [{"post_id": 8507, "ts": "2026-06-14T04:27:32Z", "hours": 1.8417, "text": "Devlog #3 Hello everyone, welcome back to my project Today I learned how to use javascript so I am learning to become a fullstack developer and not just a frontend. I got the entire account system working with the some questions setup, and connecting it to the account with a database. Just a recap of what this project is this is a Filipino/Tagalog learning app that is backed up by real native speakers to be made. I am now working on completing the first section of question being able to make the template so I could make a lot more units, lessons, and questions. So that is all that I have for this devlog! Let me know if you have any suggestions or changes to this project. Thank You, Salamat, and Happy Coding!"}, {"post_id": 7881, "ts": "2026-06-13T04:48:50Z", "hours": 1.3014, "text": "Devlog#2 Hello everyone, welcome back to my project! Today I worked on the account system with a page for login and sign in. It was a lot of struggle of learning javascript and implementing it to this project but try to master it and implement it for lessons. I am now working on the first lesson and the template I have been working on and off on it and hope I can be finished with the first set tomorrow. So this wraps up this devlog! Let me know if I should change anything or have any suggestions. Thank You, Salamat, and happy coding!"}, {"post_id": 7267, "ts": "2026-06-12T03:49:16Z", "hours": 4.1289, "text": "Devlog #1 Hello everyone welcome to my first devlog of this project! Today I focused on the dashboard with a section template that will include a lot of lessons of Filipino! To sum up this app is a Filipino/Tagalog (language) learning app that will help everyone learn this language. I teamed up with one of the best Filipino teachers in the world (in my opinion) to help with the content of this app. The dashboard is basically complete with everything around how I want it to be. Next I will working on the first lessons with hello and goodbye to get people soothed in to the langauge. So stay tuned for that. So this wraps up this devlog. Let me know if I should change anything or you have any suggestions. Thank You, Salamat, and HAPPY CODING!"}]...
|
Title: Pag-Pinoy by @JM | Stardance
Devlogs:
Devl Title: Pag-Pinoy by @JM | Stardance
Devlogs:
Devlog #1 Hello everyone welcome to my first devlog of this project! Today I focused on the dashboard with a section template that will include a lot of lessons of Filipino! To sum up this app is a Filipino/Tagalog (language) learning app that will help everyone learn this language. I teamed up with one of the best Filipino teachers in the world (in my opinion) to help with the content of this app. The dashboard is basically complete with everything around how I want it to be. Next I will working on the first lessons with hello and goodbye to get people soothed in to the langauge. So stay tuned for that. So this wraps up this devlog. Let me know if I should change anything or you have any suggestions. Thank You, Salamat, and HAPPY CODING!
Devlog#2 Hello everyone, welcome back to my project! Today I worked on the account system with a page for login and sign in. It was a lot of struggle of learning javascript and implementing it to this project but try to master it and implement it for lessons. I am now working on the first lesson and the template I have been working on and off on it and hope I can be finished with the first set tomorrow. So this wraps up this devlog! Let me know if I should change anything or have any suggestions. Thank You, Salamat, and happy coding!
Devlog #3 Hello everyone, welcome back to my project Today I learned how to use javascript so I am learning to become a fullstack developer and not just a frontend. I got the entire account system working with the some questions setup, and connecting it to the account with a database. Just a recap of what this project is this is a Filipino/Tagalog learning app that is backed up by real native speakers to be made. I am now working on completing the first section of question being able to make the template so I could make a lot more units, lessons, and questions. So that is all that I have for this devlog! Let me know if you have any suggestions or changes to this project. Thank You, Salamat, and Happy Coding!...
|
1792630383.8634188
|
1793235183.8634188
|
|
18281
|
MI-23 Graphing Calculator by @Miracle | Stardance
|
Miracle
|
0
|
1.53
|
0
|
[]
|
[{"post_id": 8502, "ts": "2026 [{"post_id": 8502, "ts": "2026-06-14T04:13:25Z", "hours": 1.5344, "text": "MI-23 Devlog #1 - Settings App - Boot Screen Development Log ā June 13, 2026 Hey everyone, this project has been long in the making, and I havenāt posted here yet, but today I focused on improving the overall user experience and reliability of the MI-23. New Features Added a Settings app. Added persistent settings so preferences are saved between launches. Added a startup boot screen. Added basic boot diagnostics to check that settings and storage are working correctly. Improvements Settings now automatically load when the calculator starts. Invalid or missing settings are reset to safe defaults. Improved project structure to make future features easier to add. Looking Ahead Next steps include: Building a proper filesystem for apps and user data. Adding themes and more settings options. Expanding boot diagnostics and recovery tools. Continuing work on the graphing application. Thanks for reading, please look out for more updates from me."}]...
|
Title: MI-23 Graphing Calculator by @Miracle | Sta Title: MI-23 Graphing Calculator by @Miracle | Stardance
Devlogs:
MI-23 Devlog #1 - Settings App - Boot Screen Development Log ā June 13, 2026 Hey everyone, this project has been long in the making, and I havenāt posted here yet, but today I focused on improving the overall user experience and reliability of the MI-23. New Features Added a Settings app. Added persistent settings so preferences are saved between launches. Added a startup boot screen. Added basic boot diagnostics to check that settings and storage are working correctly. Improvements Settings now automatically load when the calculator starts. Invalid or missing settings are reset to safe defaults. Improved project structure to make future features easier to add. Looking Ahead Next steps include: Building a proper filesystem for apps and user data. Adding themes and more settings options. Expanding boot diagnostics and recovery tools. Continuing work on the graphing application. Thanks for reading, please look out for more updates from me....
|
1792536613.3375542
|
1793141413.3375542
|
|
4483
|
Gofie by @Lxsh-S | Stardance
|
Lxsh-S
|
1
|
5.0
|
72
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T15:43:38Z", "hours": 5.0, "multiplier": 15.92, "payout": 72, "blessing": "neutral", "text": "Hi, Gofie is my first simple, lighweight and usable project itās custom system information fetcher like fastfetch completely written in Golang. It only works on macOS and linux. The parts I found challenging were using external libraries by just reading the docs Iām found of the thing that I have built somthing without using AI and feel like its completely my own. I didnāt have too high expectations with my first project and the result satisfies me.", "repo": "https://github.com/lxsh-S/gofie", "demo": "https://asciinema.org/a/1228971"}]...
|
[{"post_id": 849, "ts": "2026- [{"post_id": 849, "ts": "2026-06-02T15:30:28Z", "hours": 0.2747, "text": "Hmm Iām done with a basic clean and fast demo Gona use it myself everyday lol looks clean to me :)"}, {"post_id": 828, "ts": "2026-06-02T14:50:30Z", "hours": 1.0747, "text": "I was adding disk and gpu info itās getting harder to not use AI cuz I canāt find a proper way to implement gpu info Thats the only problem for now!"}, {"post_id": 768, "ts": "2026-06-02T13:00:13Z", "hours": 0.8822, "text": "Added cobra I had thought adding it would require me to rewrite some parts of my code but that was not the case. Itās very lightweight and very easy to learn just took 30 mins at cobra.dev to learn to integrate it in my project"}, {"post_id": 699, "ts": "2026-06-02T08:20:35Z", "hours": 2.3128, "text": "Continuing the work on my custom system information tool like fast fetch but written in GO. -I had added Darwin support when I realised Iām also using my hackintosh to code for this project -Itās not flashy and all but does the work itās intended to Iāll now try to rewrite it using Cobra so that it looks and feels like a CLI."}]...
|
Title: Gofie by @Lxsh-S | Stardance
Devlogs:
Cont Title: Gofie by @Lxsh-S | Stardance
Devlogs:
Continuing the work on my custom system information tool like fast fetch but written in GO. -I had added Darwin support when I realised Iām also using my hackintosh to code for this project -Itās not flashy and all but does the work itās intended to Iāll now try to rewrite it using Cobra so that it looks and feels like a CLI.
Added cobra I had thought adding it would require me to rewrite some parts of my code but that was not the case. Itās very lightweight and very easy to learn just took 30 mins at cobra.dev to learn to integrate it in my project
I was adding disk and gpu info itās getting harder to not use AI cuz I canāt find a proper way to implement gpu info Thats the only problem for now!
Hmm Iām done with a basic clean and fast demo Gona use it myself everyday lol looks clean to me :)
Ships:
Hi, Gofie is my first simple, lighweight and usable project itās custom system information fetcher like fastfetch completely written in Golang. It only works on macOS and linux. The parts I found challenging were using external libraries by just reading the docs Iām found of the thing that I have built somthing without using AI and feel like its completely my own. I didnāt have too high expectations with my first project and the result satisfies me....
|
1793083861.5509663
|
1793170261.5509663
|
|
8989
|
Macropad by @JaidenKhosla | Stardance
|
JaidenKhosla
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T03:34:57Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the Stormy-9, a macropad designed for simplicity. It has 16 programmable keys separated out by 2 layers, an adjustable knob for volume and brightness control, and an OLED display showing off your WPM! Interestingly, I found the most challenging part of this project was designing the case. When designing, I took inspiration from my current keyboard, the KBD-75. The project isnāt physically built yet, but I will post on here the second it is. I look forward to seeing this brought to reality! This journey has definitely inspired me to pursue building full-fledged hand-wired keyboards.", "repo": "https://github.com/JaidenKhosla/Stormy-9-Macropad/blob/main/README.md", "demo": ""}]...
|
[{"post_id": 8483, "ts": "2026 [{"post_id": 8483, "ts": "2026-06-14T03:26:06Z", "hours": 0.4194, "text": "(Even though it says 23 minutes, this is supposed to fix the error where 2.5 hours were unaccounted). I spent these 2.5 hours learning QMK and programming the Stormy 9ās firmware. The current features are: 16 programmable keys. 2 Keyboard Layers An adjustable knob for volume and brightness. An OLED display that shows off WPM and a static picture of my cat. Future Features: Display the current key being pressed on the OLED More utility and quality of life features. I need to spend some time researching what people really value in a good macropad. The 23 minutes being logged right now were spent buffing up the README file. I added the resources I utilized during the design and my thought process. I look forward to building the actual thing!"}, {"post_id": 6616, "ts": "2026-06-11T03:06:52Z", "hours": 3.1169, "text": "Finally finished the initial model of the Stormy 9! Because of Fusion refusing to import models (I tried importing a KICAD 3D model of the PCB to utilize the footprint 3D models to simplify case design), I used Blender instead, which was a nightmare of its own. However, everything seems look great! This project has definitely inspired me to start researching hand-wiring full keyboards. PS, I have more like 5-6 hours logged for this, but Hackatime didnāt pick up the time I did in Blender and KICAD."}]...
|
Title: Macropad by @JaidenKhosla | Stardance
Devl Title: Macropad by @JaidenKhosla | Stardance
Devlogs:
Finally finished the initial model of the Stormy 9! Because of Fusion refusing to import models (I tried importing a KICAD 3D model of the PCB to utilize the footprint 3D models to simplify case design), I used Blender instead, which was a nightmare of its own. However, everything seems look great! This project has definitely inspired me to start researching hand-wiring full keyboards. PS, I have more like 5-6 hours logged for this, but Hackatime didnāt pick up the time I did in Blender and KICAD.
(Even though it says 23 minutes, this is supposed to fix the error where 2.5 hours were unaccounted). I spent these 2.5 hours learning QMK and programming the Stormy 9ās firmware. The current features are: 16 programmable keys. 2 Keyboard Layers An adjustable knob for volume and brightness. An OLED display that shows off WPM and a static picture of my cat. Future Features: Display the current key being pressed on the OLED More utility and quality of life features. I need to spend some time researching what people really value in a good macropad. The 23 minutes being logged right now were spent buffing up the README file. I added the resources I utilized during the design and my thought process. I look forward to building the actual thing!
Ships:
I made the Stormy-9, a macropad designed for simplicity. It has 16 programmable keys separated out by 2 layers, an adjustable knob for volume and brightness control, and an OLED display showing off your WPM! Interestingly, I found the most challenging part of this project was designing the case. When designing, I took inspiration from my current keyboard, the KBD-75. The project isnāt physically built yet, but I will post on here the second it is. I look forward to seeing this brought to reality! This journey has definitely inspired me to pursue building full-fledged hand-wired keyboards....
|
1793083842.1215425
|
1793170242.1215425
|
|
17059
|
Earth sci models by @KingBongo | Stardance
|
KingBongo
|
0
|
1.23
|
0
|
[]
|
[{"post_id": 8475, "ts": "2026 [{"post_id": 8475, "ts": "2026-06-14T02:51:26Z", "hours": 0.4853, "text": "continuing learning web dev improved timer and created buttons"}, {"post_id": 8279, "ts": "2026-06-13T19:25:30Z", "hours": 0.7478, "text": "Learning how to make timer for adhd adjusted focus times learning website dev (first time learning)"}]...
|
Title: Earth sci models by @KingBongo | Stardance
Title: Earth sci models by @KingBongo | Stardance
Devlogs:
Learning how to make timer for adhd adjusted focus times learning website dev (first time learning)
continuing learning web dev improved timer and created buttons...
|
1792604918.1635382
|
1793209718.1635382
|
|
13894
|
FlowOS by @axeld | Stardance
|
axeld
|
0
|
0.84
|
0
|
[]
|
[{"post_id": 8474, "ts": "2026 [{"post_id": 8474, "ts": "2026-06-14T02:49:08Z", "hours": 0.4667, "text": "Multiple windows working!"}, {"post_id": 8461, "ts": "2026-06-14T02:13:22Z", "hours": 0.3753, "text": "Window and top bar (kind of) working!"}]...
|
Title: FlowOS by @axeld | Stardance
Devlogs:
Wind Title: FlowOS by @axeld | Stardance
Devlogs:
Window and top bar (kind of) working!
Multiple windows working!...
|
1792723788.8299236
|
1793328588.8299236
|
|
18301
|
BMI Calculator by @7afezzz | Stardance
|
7afezzz
|
1
|
3.0
|
42
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T02:30:30Z", "hours": 3.0, "multiplier": 12.05, "payout": 42, "blessing": "neutral", "text": "The BMI Calculator app does a lot more than tell you if itās okay to eat another cookie; it allows the user to calculate several aspects of health using just height and weight to calculate many health metrics including BMI, Body Fat %, Basal Metabolism Rate (BMR), Total Daily Energy Expenditure (TDEE), Lean Body Mass (LBM) and Ideal Weight. The biggest challenge I faced was ensuring that all of the formulas produced accurate results while maintaining ease of use. Nobody wants to take a math test to figure out their BMI! I am very proud of my ability to provide users with a simple, easy-to-use app that can calculate all these health metrics as accurately as possible, and provides instant feedback to users backed by real science. To use the app simply enter realistic values for height, weight, age and sex. Play around with different height, weight, age and sex inputs and see how the different health metrics change - itās like an experiment you can perform on yourself without needing a lab coat!", "repo": "https://github.com/abdelrahman-mo7amd/BMI", "demo": "https://abdelrahman-mo7amd.github.io/BMI/"}]...
|
[{"post_id": 8468, "ts": "2026 [{"post_id": 8468, "ts": "2026-06-14T02:24:35Z", "hours": 3.4747, "text": "This week I developed a BMI Calculator Web Application designed to provide users with more than just a Body Mass Index score. Instead of showing a single number, the application delivers a comprehensive health overview including: Body Mass Index (BMI) Body Fat Percentage Estimate Basal Metabolic Rate (BMR) Total Daily Energy Expenditure (TDEE) Ideal Body Weight Lean Body Mass Interactive BMI Gauge Visualization Support for Metric and Imperial Units This BMI Calculator is based on internationally recognized health and nutrition formulas used by organizations such as the World Health Organization and Centers for Disease Control and Prevention. The app calculates Body Mass Index (BMI) by comparing a userās weight to the square of their height, providing an indication of whether they are underweight, normal weight, overweight, or obese. To deliver deeper insights, the calculator also estimates Body Fat Percentage, Basal Metabolic Rate (BMR), Total Daily Energy Expenditure (TDEE), Ideal Body Weight, and Lean Body Mass using scientifically validated equations commonly applied in nutrition, fitness, and healthcare."}]...
|
Title: BMI Calculator by @7afezzz | Stardance
Dev Title: BMI Calculator by @7afezzz | Stardance
Devlogs:
This week I developed a BMI Calculator Web Application designed to provide users with more than just a Body Mass Index score. Instead of showing a single number, the application delivers a comprehensive health overview including: Body Mass Index (BMI) Body Fat Percentage Estimate Basal Metabolic Rate (BMR) Total Daily Energy Expenditure (TDEE) Ideal Body Weight Lean Body Mass Interactive BMI Gauge Visualization Support for Metric and Imperial Units This BMI Calculator is based on internationally recognized health and nutrition formulas used by organizations such as the World Health Organization and Centers for Disease Control and Prevention. The app calculates Body Mass Index (BMI) by comparing a userās weight to the square of their height, providing an indication of whether they are underweight, normal weight, overweight, or obese. To deliver deeper insights, the calculator also estimates Body Fat Percentage, Basal Metabolic Rate (BMR), Total Daily Energy Expenditure (TDEE), Ideal Body Weight, and Lean Body Mass using scientifically validated equations commonly applied in nutrition, fitness, and healthcare.
Ships:
The BMI Calculator app does a lot more than tell you if itās okay to eat another cookie; it allows the user to calculate several aspects of health using just height and weight to calculate many health metrics including BMI, Body Fat %, Basal Metabolism Rate (BMR), Total Daily Energy Expenditure (TDEE), Lean Body Mass (LBM) and Ideal Weight. The biggest challenge I faced was ensuring that all of the formulas produced accurate results while maintaining ease of use. Nobody wants to take a math test to figure out their BMI! I am very proud of my ability to provide users with a simple, easy-to-use app that can calculate all these health metrics as accurately as possible, and provides instant feedback to users backed by real science. To use the app simply enter realistic values for height, weight, age and sex. Play around with different height, weight, age and sex inputs and see how the different health metrics change - itās like an experiment you can perform on yourself without needing a lab coat!...
|
1792990413.2438605
|
1793076813.2438605
|
|
8915
|
LemonPad by @rehanmughal2008 | Stardance
|
rehanmughal2008
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T02:12:36Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have designed a macropad called āLemonPadā (based off my gaming username and lifelong user) so that I can use it for auto opening apps, games, and registering certain commands I have for VS Code. Navigating the design was challenging due to working in Fusion with the Design History timeline turned off, which locked sketch planes and grayed out standard copy/cut functions. The build, I felt achieved great success, as I was able to design my very own device and hardware product from scratch and I have learnt some skills working on this in the process. To test it users can go to the Onshape website where I imported the step files as an assembled build, although Iām unsure how to fully render it with a screen, rotary encoder, and switches without building it first.", "repo": "https://github.com/rehanmughal2008/LemonPad", "demo": ""}]...
|
[{"post_id": 8466, "ts": "2026 [{"post_id": 8466, "ts": "2026-06-14T02:22:42Z", "hours": 3.3769, "text": "Today I was just continuing to work on the 3D Modeling aspect of the macropad by creating the step files for the Top and bottom of the case. In the top I made cutouts using measurements of the switches, OLED, and rotary encoder specs."}, {"post_id": 7271, "ts": "2026-06-12T03:56:09Z", "hours": 1.7853, "text": "Day 1 - LemonPad: Today I created the schematic which consisted of 4 switches, the microcontroller (xiao), a rotary encoder, and OLED Screen. Then I created a layout that is compact and should be able to fit all the parts. This all took about 4 hours as I was trying to understand what parts connect to which pin on the microcontroller. Finally the last two hours were trying to learn how to do CAD modeling."}]...
|
Title: LemonPad by @rehanmughal2008 | Stardance
D Title: LemonPad by @rehanmughal2008 | Stardance
Devlogs:
Day 1 - LemonPad: Today I created the schematic which consisted of 4 switches, the microcontroller (xiao), a rotary encoder, and OLED Screen. Then I created a layout that is compact and should be able to fit all the parts. This all took about 4 hours as I was trying to understand what parts connect to which pin on the microcontroller. Finally the last two hours were trying to learn how to do CAD modeling.
Today I was just continuing to work on the 3D Modeling aspect of the macropad by creating the step files for the Top and bottom of the case. In the top I made cutouts using measurements of the switches, OLED, and rotary encoder specs.
Ships:
I have designed a macropad called āLemonPadā (based off my gaming username and lifelong user) so that I can use it for auto opening apps, games, and registering certain commands I have for VS Code. Navigating the design was challenging due to working in Fusion with the Design History timeline turned off, which locked sketch planes and grayed out standard copy/cut functions. The build, I felt achieved great success, as I was able to design my very own device and hardware product from scratch and I have learnt some skills working on this in the process. To test it users can go to the Onshape website where I imported the step files as an assembled build, although Iām unsure how to fully render it with a screen, rotary encoder, and switches without building it first....
|
1793084176.3975742
|
1793170576.3975742
|
|
18308
|
servo-like-arduino by @vihaanvp | Stardance
|
vihaanvp
|
0
|
1.14
|
0
|
[]
|
[{"post_id": 8456, "ts": "2026 [{"post_id": 8456, "ts": "2026-06-14T01:58:55Z", "hours": 1.1442, "text": "DevLog #1 ā servo-like-arduino Time Logged: 1h 8m Today I began development of servo-like-arduino, a Python library designed to provide Arduino-style servo control syntax while using PyFirmata2 and StandardFirmata behind the scenes. The project started from a desire to control servos connected to an Arduino Nano from a Raspberry Pi while maintaining a familiar Arduino programming experience. After evaluating both PyFirmata and PyFirmata2, I chose PyFirmata2 due to better compatibility with modern Python versions and because it worked without requiring users to manually modify library source files. The first milestone was creating a simple wrapper around PyFirmata2. This wrapper hides Firmata-specific syntax and instead exposes a cleaner Arduino-inspired API. The goal was to make servo control feel similar to programming directly on an Arduino (which is very simple as compared to the default PyFirmata and PyFirmata2 syntax) while still running Python code on a Raspberry Pi. Once the basic functionality was working, I implemented a global board system so that users would not need to repeatedly pass board objects into every function call. This made the library feel much closer to Arduinoās native Servo library and simplified the user experience. After the initial release (v0.1.0), I expanded the functionality for v0.2.0 by adding several new features: Servo.read() Servo.detach() Servo.move_smooth() Servo.sweep() Improved error handling Servo angle validation and clamping Internal servo position tracking A significant portion of the development process involved testing on real hardware. The library was validated using a Raspberry Pi 4 connected to an Arduino Nano running StandardFirmata, with a servo motor attached for testing. This ensured that the library worked correctly in a practical robotics environment rather than only in theory. Following successful testing, I packaged the project using modern Python packaging standards with pyproject.toml, created a GitHub repository, and configured automated publishing to PyPI using GitHub Actions. The most exciting milestone of the session was successfully publishing the library to PyPI. By creating a GitHub Release, the workflow automatically built and uploaded the package, making it publicly installable through pip. This established a complete development, testing, and deployment pipeline for future releases. This session transformed the project from a simple idea into a functional, publicly available Python package with real hardware validation and automated deployment. Future development will focus on improving the servo control experience by adding more advanced servo-related features, refining the API, improving reliability, and expanding the library while maintaining its simple Arduino-inspired programming style. The goal is to provide the easiest and most intuitive way to control servos from Python using Arduino boards flashed with StandardFirmata program. (The Image shows Servo motor and N20 motors (via the TB6612FNG motor driver) connected to an Arduino Nano, which is then connected to a Raspberry Pi, and this was the setup I used to test this wrapper)"}]...
|
Title: servo-like-arduino by @vihaanvp | Stardance Title: servo-like-arduino by @vihaanvp | Stardance
Devlogs:
DevLog #1 ā servo-like-arduino Time Logged: 1h 8m Today I began development of servo-like-arduino, a Python library designed to provide Arduino-style servo control syntax while using PyFirmata2 and StandardFirmata behind the scenes. The project started from a desire to control servos connected to an Arduino Nano from a Raspberry Pi while maintaining a familiar Arduino programming experience. After evaluating both PyFirmata and PyFirmata2, I chose PyFirmata2 due to better compatibility with modern Python versions and because it worked without requiring users to manually modify library source files. The first milestone was creating a simple wrapper around PyFirmata2. This wrapper hides Firmata-specific syntax and instead exposes a cleaner Arduino-inspired API. The goal was to make servo control feel similar to programming directly on an Arduino (which is very simple as compared to the default PyFirmata and PyFirmata2 syntax) while still running Python code on a Raspberry Pi. Once the basic functionality was working, I implemented a global board system so that users would not need to repeatedly pass board objects into every function call. This made the library feel much closer to Arduinoās native Servo library and simplified the user experience. After the initial release (v0.1.0), I expanded the functionality for v0.2.0 by adding several new features: Servo.read() Servo.detach() Servo.move_smooth() Servo.sweep() Improved error handling Servo angle validation and clamping Internal servo position tracking A significant portion of the development process involved testing on real hardware. The library was validated using a Raspberry Pi 4 connected to an Arduino Nano running StandardFirmata, with a servo motor attached for testing. This ensured that the library worked correctly in a practical robotics environment rather than only in theory. Following successful testing, I packaged the project using modern Python packaging standards with pyproject.toml, created a GitHub repository, and configured automated publishing to PyPI using GitHub Actions. The most exciting milestone of the session was successfully publishing the library to PyPI. By creating a GitHub Release, the workflow automatically built and uploaded the package, making it publicly installable through pip. This established a complete development, testing, and deployment pipeline for future releases. This session transformed the project from a simple idea into a functional, publicly available Python package with real hardware validation and automated deployment. Future development will focus on improving the servo control experience by adding more advanced servo-related features, refining the API, improving reliability, and expanding the library while maintaining its simple Arduino-inspired programming style. The goal is to provide the easiest and most intuitive way to control servos from Python using Arduino boards flashed with StandardFirmata program. (The Image shows Servo motor and N20 motors (via the TB6612FNG motor driver) connected to an Arduino Nano, which is then connected to a Raspberry Pi, and this was the setup I used to test this wrapper)...
|
1792547669.4632652
|
1793152469.4632652
|
|
7589
|
Self-Balancing Robot - Gary by @benMakesStuff | St Self-Balancing Robot - Gary by @benMakesStuff | Stardance...
|
benMakesStuff
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T22:05:51Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a self-balancing robot. That works through a PID control loop. I have not yet finished the design or the code because the IMU sensor does not have a stable connection. Therefore it can stop giving data to the Pico at any time, so it is not working perfectly yet. I think I could solve this either by soldering the IMU sensor to the cables (its not soldered yet) or by getting a custom PCB but I donāt have any soldering iron to do that yet.", "repo": "https://github.com/benvelzul/Balancing-robot", "demo": ""}]...
|
[{"post_id": 8454, "ts": "2026 [{"post_id": 8454, "ts": "2026-06-14T01:48:40Z", "hours": 1.5022, "text": "Building For this phase of the project, the primary goal was to construct a stable chassis for Gary (the robotās name). I designed and fabricated a new, updated base intended to improve structural integrity. However, during the assembly phase, I ran into a clearance issueāthe motors did not fit properly into the new mounts. As a result, I had to pivot and revert back to the previous design iteration. Figure 1: The first version of the base (successful fit). Figure 2: The second version of the base that unfortunately did not work due to motor clearance. Because my immediate goal was to establish a quick Proof of Concept (PoC) and test the self-balancing algorithms, I decided not to let the chassis setback halt my momentum. To secure the electronics, I temporary mounted all the internal components, sensors, and the battery pack directly onto the older chassis using hot glue. While not the final aesthetic design, this kept the center of gravity fixed and robust enough for testing. With the physical structure secured, Gary was officially ready to move on to the wiring stage. Wiring The wiring phase presented several hardware limitations that required creative, temporary solutions, many of which became valuable learning experiences later in the project. Power Supply & Connections Because a dedicated 4xAA battery pack wasnāt available, I engineered a solution by combining two separate smaller battery packs to supply the necessary voltage. Furthermore, because I did not have access to a soldering iron, I had to secure the spliced power wires together using hot glue. While this worked initially to establish a connection, the lack of a proper mechanical bond introduced intermittent power issues down the line. Microcontroller & Motor Protection Before connecting any components, I had to research safe wiring configurations to ensure the high-voltage motor circuits wouldnāt back-feed and destroy the Raspberry Pi Pico. To safely bridge the Pico, the dual battery packs, and the motor outputs without soldering, I mapped the entire circuit out on a standard breadboard. [Battery Packs] ā> [Motor Driver] <ā> [Raspberry Pi Pico] | [DC Motors] The Breadboard & Sensor Bottleneck While the breadboard was essential for a solderless prototype, it quickly became a primary source of instability. The most critical issue occurred with the ADXL345 accelerometer: Because the header pins couldnāt be permanently soldered, I had to rely on friction and physical pressure to keep the jumper wires connected to the sensor. This poor connection meant that as soon as the robotās motors spun up, the physical vibrations shook the loose wires. This resulted in erratic sensor readings, momentary āāāOSErrorāāā crashes, and distorted tilt data, proving that a reliable mechanical connection is vital for self-balancing robotics. Coding Sensor Integration & Debugging The coding phase began by reading raw 6-byte chunks from the ADXL345 register 0x32. These data points were converted into integers and printed out as a tuple āāā(x, y, z)āāā so they could be monitored and visualized inside the Thonny Plotter. Implementing the PID Control Loop A PID framework was written to determine how Gary reacts to falling: K_p (Proportional): Pushes back against the present error based on how far the robot is currently tilting. K_d (Derivative): Counteracts future error by assessing how fast the robot is falling, which dampens shaking. K_i (Integral): Tracks past error over time to eliminate minor, steady leaning issues. Figure 3: Assembled robot"}, {"post_id": 4038, "ts": "2026-06-07T06:51:05Z", "hours": 0.5064, "text": "I have designed the first version of the base for the robot (the thing holder for the motors)"}]...
|
Title: Self-Balancing Robot - Gary by @benMakesStu Title: Self-Balancing Robot - Gary by @benMakesStuff | Stardance
Devlogs:
I have designed the first version of the base for the robot (the thing holder for the motors)
Building For this phase of the project, the primary goal was to construct a stable chassis for Gary (the robotās name). I designed and fabricated a new, updated base intended to improve structural integrity. However, during the assembly phase, I ran into a clearance issueāthe motors did not fit properly into the new mounts. As a result, I had to pivot and revert back to the previous design iteration. Figure 1: The first version of the base (successful fit). Figure 2: The second version of the base that unfortunately did not work due to motor clearance. Because my immediate goal was to establish a quick Proof of Concept (PoC) and test the self-balancing algorithms, I decided not to let the chassis setback halt my momentum. To secure the electronics, I temporary mounted all the internal components, sensors, and the battery pack directly onto the older chassis using hot glue. While not the final aesthetic design, this kept the center of gravity fixed and robust enough for testing. With the physical structure secured, Gary was officially ready to move on to the wiring stage. Wiring The wiring phase presented several hardware limitations that required creative, temporary solutions, many of which became valuable learning experiences later in the project. Power Supply & Connections Because a dedicated 4xAA battery pack wasnāt available, I engineered a solution by combining two separate smaller battery packs to supply the necessary voltage. Furthermore, because I did not have access to a soldering iron, I had to secure the spliced power wires together using hot glue. While this worked initially to establish a connection, the lack of a proper mechanical bond introduced intermittent power issues down the line. Microcontroller & Motor Protection Before connecting any components, I had to research safe wiring configurations to ensure the high-voltage motor circuits wouldnāt back-feed and destroy the Raspberry Pi Pico. To safely bridge the Pico, the dual battery packs, and the motor outputs without soldering, I mapped the entire circuit out on a standard breadboard. [Battery Packs] ā> [Motor Driver] <ā> [Raspberry Pi Pico] | [DC Motors] The Breadboard & Sensor Bottleneck While the breadboard was essential for a solderless prototype, it quickly became a primary source of instability. The most critical issue occurred with the ADXL345 accelerometer: Because the header pins couldnāt be permanently soldered, I had to rely on friction and physical pressure to keep the jumper wires connected to the sensor. This poor connection meant that as soon as the robotās motors spun up, the physical vibrations shook the loose wires. This resulted in erratic sensor readings, momentary āāāOSErrorāāā crashes, and distorted tilt data, proving that a reliable mechanical connection is vital for self-balancing robotics. Coding Sensor Integration & Debugging The coding phase began by reading raw 6-byte chunks from the ADXL345 register 0x32. These data points were converted into integers and printed out as a tuple āāā(x, y, z)āāā so they could be monitored and visualized inside the Thonny Plotter. Implementing the PID Control Loop A PID framework was written to determine how Gary reacts to falling: K_p (Proportional): Pushes back against the present error based on how far the robot is currently tilting. K_d (Derivative): Counteracts future error by assessing how fast the robot is falling, which dampens shaking. K_i (Integral): Tracks past error over time to eliminate minor, steady leaning issues. Figure 3: Assembled robot
Ships:
I made a self-balancing robot. That works through a PID control loop. I have not yet finished the design or the code because the IMU sensor does not have a stable connection. Therefore it can stop giving data to the Pico at any time, so it is not working perfectly yet. I think I could solve this either by soldering the IMU sensor to the cables (its not soldered yet) or by getting a custom PCB but I donāt have any soldering iron to do that yet....
|
1792997735.573969
|
1793084135.573969
|
|
18251
|
3D animated construction video 1 by @PrestonJoel | 3D animated construction video 1 by @PrestonJoel | Stardance...
|
PrestonJoel
|
0
|
1.65
|
0
|
[]
|
[{"post_id": 8448, "ts": "2026 [{"post_id": 8448, "ts": "2026-06-14T01:26:42Z", "hours": 1.6483, "text": "Iām creating a 3D animation of a crash test dummy building a house in Blender. Today I downloaded and imported all the models I found online and got them all setup in the way I wanted them to be in the layout. I also started on a simple storyboard so that way Iām not making up the animation as I go. I was having a bit of trouble getting one of the modelās textures applied, (the coca cola bottle) but I did figure it out in the material tab for that object. After all the setup with the placements and the textures that came with the downloaded models, I found a nice grass texture and applied it to the ground. But I wanted the texture to repeat itself since the ground object was a lot larger then the texture and I didnāt want it to be stretched. So I figured out to do this all I had to do was go to the UV editor and select all the edges of the texture (I mightāve been selecting the object Iām not sure) and just increase its size, then blender automatically repeated it for me. I still do need to figure out how to make the grass not shiny though. After this I started on the walk animation to the lawn chair. (as seen in screenshot) I used a Pivot Animator walking cycle reference to help me figure out the key poses. So far Iāve got down one step, but the good thing is that once I do the next step with the other foot Iāll be able to just duplicate the already existing keyframes, that way I donāt have to animate the same thing multiple times. So for next time I work on this animation Iām going to finish the walk and sitting down into the chair part of the animation and make it look nice and smooth with the graph editor."}]...
|
Title: 3D animated construction video 1 by @Presto Title: 3D animated construction video 1 by @PrestonJoel | Stardance
Devlogs:
Iām creating a 3D animation of a crash test dummy building a house in Blender. Today I downloaded and imported all the models I found online and got them all setup in the way I wanted them to be in the layout. I also started on a simple storyboard so that way Iām not making up the animation as I go. I was having a bit of trouble getting one of the modelās textures applied, (the coca cola bottle) but I did figure it out in the material tab for that object. After all the setup with the placements and the textures that came with the downloaded models, I found a nice grass texture and applied it to the ground. But I wanted the texture to repeat itself since the ground object was a lot larger then the texture and I didnāt want it to be stretched. So I figured out to do this all I had to do was go to the UV editor and select all the edges of the texture (I mightāve been selecting the object Iām not sure) and just increase its size, then blender automatically repeated it for me. I still do need to figure out how to make the grass not shiny though. After this I started on the walk animation to the lawn chair. (as seen in screenshot) I used a Pivot Animator walking cycle reference to help me figure out the key poses. So far Iāve got down one step, but the good thing is that once I do the next step with the other foot Iāll be able to just duplicate the already existing keyframes, that way I donāt have to animate the same thing multiple times. So for next time I work on this animation Iām going to finish the walk and sitting down into the chair part of the animation and make it look nice and smooth with the graph editor....
|
1792691671.2824404
|
1793296471.2824404
|
|
18266
|
FileOrganiser9000 by @lando498 | Stardance
|
lando498
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T01:23:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My File is a simple file organizer that organizes files by file extension, detects new files and organises them and tracks how many files have been organised. This project may be short and simple but with just 2 clicks you can organise a whole directory.", "repo": "https://github.com/Lando498/FileOrganiser", "demo": "https://github.com/Lando498/FileOrganiser/releases"}]...
|
[{"post_id": 8442, "ts": "2026 [{"post_id": 8442, "ts": "2026-06-14T01:21:46Z", "hours": 0.25, "text": "icon added (made by gemini)"}, {"post_id": 8432, "ts": "2026-06-14T00:54:23Z", "hours": 0.3853, "text": "updated UI"}, {"post_id": 8423, "ts": "2026-06-14T00:16:00Z", "hours": 0.8781, "text": "i might add some cool ui no clue how to do it though all my programs look straight from 2008"}]...
|
Title: FileOrganiser9000 by @lando498 | Stardance
Title: FileOrganiser9000 by @lando498 | Stardance
Devlogs:
i might add some cool ui no clue how to do it though all my programs look straight from 2008
updated UI
icon added (made by gemini)
Ships:
My File is a simple file organizer that organizes files by file extension, detects new files and organises them and tracks how many files have been organised. This project may be short and simple but with just 2 clicks you can organise a whole directory....
|
1793000962.186781
|
1793087362.186781
|
|
18227
|
MegaLife by @bad-indentation | Stardance
|
bad-indentation
|
0
|
4.01
|
0
|
[]
|
[{"post_id": 8437, "ts": "2026 [{"post_id": 8437, "ts": "2026-06-14T01:15:36Z", "hours": 1.6214, "text": "Finished the first iteration of the Rust backend, passed some tests, and linked it to the UI. It definitely works, for the signature GoL patterns (blocks, loaves, gliders, etc.) are emerging, but the system is still quite unable to handle the 1000x1000 grid I had hoped for. The bottleneck may simply be the PyO3 interface, or (very likely) there may be much room for optimization in my Rust code."}, {"post_id": 8363, "ts": "2026-06-13T22:06:26Z", "hours": 2.3856, "text": "Wrote most of the Python frontend using Pygame (graphics are neither my forte nor my passion, and I wanted to focus on the internal logic). Also began working on a Rust struct accessible via PyO3 which encapsulates and mutates the GoL grid. This is really my first go at PyO3 and Maturin (or any cross-language project, for that matter), but it seems Python and Rust have been communicating nicely so far."}]...
|
Title: MegaLife by @bad-indentation | Stardance
D Title: MegaLife by @bad-indentation | Stardance
Devlogs:
Wrote most of the Python frontend using Pygame (graphics are neither my forte nor my passion, and I wanted to focus on the internal logic). Also began working on a Rust struct accessible via PyO3 which encapsulates and mutates the GoL grid. This is really my first go at PyO3 and Maturin (or any cross-language project, for that matter), but it seems Python and Rust have been communicating nicely so far.
Finished the first iteration of the Rust backend, passed some tests, and linked it to the UI. It definitely works, for the signature GoL patterns (blocks, loaves, gliders, etc.) are emerging, but the system is still quite unable to handle the 1000x1000 grid I had hoped for. The bottleneck may simply be the PyO3 interface, or (very likely) there may be much room for optimization in my Rust code....
|
1792673480.9579902
|
1793278280.9579902
|
|
17416
|
LaunchPad by @Manenti | Stardance
|
Manenti
|
1
|
7.0
|
124
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T01:33:13Z", "hours": 7.0, "multiplier": 17.25, "payout": 124, "blessing": "neutral", "text": "I built LaunchPad, a quality-of-life web app that helps makers organize their projects and generate useful submission materials faster. The app lets users create a local profile, save project information, add links such as GitHub and demo URLs, select the type of project, and choose which resources they want to generate. From one saved project, LaunchPad can generate materials like a README template, a GitHub description, a DevLog, a submission checklist, an AI usage statement, and a project submission text. Users can also copy or download the generated resources directly from the project page. The most challenging part was connecting the whole front-end flow in a clean way. I had to work with React Router protected routes, localStorage persistence, form actions, dynamic project pages, and reusable generator functions. Another challenge was making the app feel simple and useful instead of overloaded, because the main goal was to remove friction from a repetitive workflow. I am most proud of being able to apply the front-end knowledge I have been studying recently and turn it into a complete, working project with a satisfying final result. This project helped me practice React, Vite, TailwindCSS, routing, local data storage, and UI organization in a real use case. I am also proud that the tool solves a problem I personally have when submitting projects: rewriting the same information across README files, devlogs, descriptions, and checklists. To test the project, open the live demo, create a simple local login, and then create a new project. Add a project name, description, type, technologies, GitHub link, demo link, challenges, and what you learned. After saving it, open the project from the dashboard and try generating, copying, and downloading the selected resources. All data is stored locally in the browser using localStorage, so no real account or backend is required.", "repo": "https://github.com/noname697/LaunchPad", "demo": "https://launch-3lpdjz4l2-arthur-manentis-projects.vercel.app"}]...
|
[{"post_id": 8433, "ts": "2026 [{"post_id": 8433, "ts": "2026-06-14T00:58:54Z", "hours": 1.5808, "text": "This update focused on the project detail flow. I created a dedicated page for each project, updated the routes so users can open a project directly from the dashboard, and added an āOpen projectā action to the project cards. I also polished the styling of the project page to keep the new flow consistent with the rest of the app. I made a few small improvements to the generators utility too, so it can handle project data more reliably when building formatted files like README, DevLog, checklist, and submission text."}, {"post_id": 8324, "ts": "2026-06-13T20:50:28Z", "hours": 1.2792, "text": "Since the last devlog, I focused on the generators layer of the project. I created a utility that turns a projectās data into formatted output files, including README, GitHub description, DevLog, checklist, AI usage statement, and submission text. I also added filename generation for each resource so the exported content is organized and easy to reuse. This gave the app its first real content-generation workflow instead of just storing project information."}, {"post_id": 8266, "ts": "2026-06-13T19:10:15Z", "hours": 2.8603, "text": "Since the last devlog, I moved the project from a basic routed app into a more complete project-management flow. I set up a lightweight MVC structure for projects, added localStorage-backed project persistence, and refactored shared UI into reusable components like Button and InputField. I also started importing a custom font to make the interface feel less generic. On the product side, I built the create-project screen with fields for project metadata, links, technologies, challenges, learnings, and generator selection, plus validation and save/cancel actions. I then expanded the dashboard into a real project overview that reads saved projects, handles the empty state, greets the logged-in user, and links into the new project flow. After that, I polished the styling of both the dashboard and the new project page so the app feels more consistent and usable"}, {"post_id": 7784, "ts": "2026-06-13T00:18:50Z", "hours": 0.66, "text": "Since the last update, I moved the project from a simple login prototype into a small routed app with actual navigation flow. I installed React Router, created public and protected routes, and wired the login so it now sends the user to the dashboard after saving their data locally. I also built a first provisional dashboard with a greeting, logout action, and a placeholder projects section. After that, I refined the dashboard styling and started polishing the overall presentation by importing a font and improving the visual structure."}, {"post_id": 7763, "ts": "2026-06-12T23:39:52Z", "hours": 0.8289, "text": "I started the project with Vite and React and installed Tailwind CSS to speed up the interface. I structured the application to display a login screen as the appās entry point. I created the basis of the authentication flow with simple name and email validation. I added local persistence with localStorage to save user data in this prototype. I adjusted the form fields and then refined the pageās appearance with a more polished and responsive layout."}]...
|
Title: LaunchPad by @Manenti | Stardance
Devlogs: Title: LaunchPad by @Manenti | Stardance
Devlogs:
I started the project with Vite and React and installed Tailwind CSS to speed up the interface. I structured the application to display a login screen as the appās entry point. I created the basis of the authentication flow with simple name and email validation. I added local persistence with localStorage to save user data in this prototype. I adjusted the form fields and then refined the pageās appearance with a more polished and responsive layout.
Since the last update, I moved the project from a simple login prototype into a small routed app with actual navigation flow. I installed React Router, created public and protected routes, and wired the login so it now sends the user to the dashboard after saving their data locally. I also built a first provisional dashboard with a greeting, logout action, and a placeholder projects section. After that, I refined the dashboard styling and started polishing the overall presentation by importing a font and improving the visual structure.
Since the last devlog, I moved the project from a basic routed app into a more complete project-management flow. I set up a lightweight MVC structure for projects, added localStorage-backed project persistence, and refactored shared UI into reusable components like Button and InputField. I also started importing a custom font to make the interface feel less generic. On the product side, I built the create-project screen with fields for project metadata, links, technologies, challenges, learnings, and generator selection, plus validation and save/cancel actions. I then expanded the dashboard into a real project overview that reads saved projects, handles the empty state, greets the logged-in user, and links into the new project flow. After that, I polished the styling of both the dashboard and the new project page so the app feels more consistent and usable
Since the last devlog, I focused on the generators layer of the project. I created a utility that turns a projectās data into formatted output files, including README, GitHub description, DevLog, checklist, AI usage statement, and submission text. I also added filename generation for each resource so the exported content is organized and easy to reuse. This gave the app its first real content-generation workflow instead of just storing project information.
This update focused on the project detail flow. I created a dedicated page for each project, updated the routes so users can open a project directly from the dashboard, and added an āOpen projectā action to the project cards. I also polished the styling of the project page to keep the new flow consistent with the rest of the app. I made a few small improvements to the generators utility too, so it can handle project data more reliably when building formatted files like README, DevLog, checklist, and submission text.
Ships:
I built LaunchPad, a quality-of-life web app that helps makers organize their projects and generate useful submission materials faster. The app lets users create a local profile, save project information, add links such as GitHub and demo URLs, select the type of project, and choose which resources they want to generate. From one saved project, LaunchPad can generate materials like a README template, a GitHub description, a DevLog, a submission checklist, an AI usage statement, and a project submission text. Users can also copy or download the generated resources directly from the project page. The most challenging part was connecting the whole front-end flow in a clean way. I had to work with React Router protected routes, localStorage persistence, form actions, dynamic project pages, and reusable generator functions. Another challenge was making the app feel simple and useful instead of overloaded, because the main goal was to remove friction from a repetitive workflow. I am most proud of being able to apply the front-end knowledge I have been studying recently and turn it into a complete, working project with a satisfying final result. This project helped me practice React, Vite, TailwindCSS, routing, local data storage, and UI organization in a real use case. I am also proud that the tool solves a problem I personally have when submitting projects: rewriting the same information across README files, devlogs, descriptions, and checklists. To test the project, open the live demo, create a simple local login, and then create a new project. Add a project name, description, type, technologies, GitHub link, demo link, challenges, and what you learned. After saving it, open the project from the dashboard and try generating, copying, and downloading the selected resources. All data is stored locally in the browser using localStorage, so no real account or backend is required....
|
1793090949.3900428
|
1793177349.3900428
|
|
1279
|
Hack Club Website by @Bandit | Stardance
|
Bandit
|
1
|
4.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T15:28:23Z", "hours": 4.0, "multiplier": 1.2, "payout": 5, "blessing": "neutral", "text": "I am web developper not pro but learing. I am new with the programminga and coding all these kinda things. I hope I will learn all these things very soon by the helps of the hack clubbers.", "repo": "", "demo": ""}]...
|
[{"post_id": 843, "ts": "2026- [{"post_id": 843, "ts": "2026-06-02T15:19:56Z", "hours": 0.3694, "text": "I added chat service on the website"}, {"post_id": 823, "ts": "2026-06-02T14:42:04Z", "hours": 3.635, "text": "I am adding more info"}]...
|
Title: Hack Club Website by @Bandit | Stardance
D Title: Hack Club Website by @Bandit | Stardance
Devlogs:
I am adding more info
I added chat service on the website
Ships:
I am web developper not pro but learing. I am new with the programminga and coding all these kinda things. I hope I will learn all these things very soon by the helps of the hack clubbers....
|
1793091178.6555114
|
1793177578.6555114
|
|
18272
|
FilEZ by @Rendonut | Stardance
|
Rendonut
|
0
|
0.59
|
0
|
[]
|
[{"post_id": 8425, "ts": "2026 [{"post_id": 8425, "ts": "2026-06-14T00:19:39Z", "hours": 0.5881, "text": "Devlog 1:set up file watching made a program that detects when files are added to the downloads directory, next ill make it so it creates an organized directory with symlinks"}]...
|
Title: FilEZ by @Rendonut | Stardance
Devlogs:
De Title: FilEZ by @Rendonut | Stardance
Devlogs:
Devlog 1:set up file watching made a program that detects when files are added to the downloads directory, next ill make it so it creates an organized directory with symlinks...
|
1792734429.8914146
|
1793339229.8914146
|
|
6840
|
Easy Ecosystem by @domst13 | Stardance
|
domst13
|
1
|
23.0
|
272
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T00:16:36Z", "hours": 23.0, "multiplier": 12.02, "payout": 272, "blessing": "neutral", "text": "I created a simple Python Ecosystem that I am calling Easy Ecosystem. It features two types of creatures, as well as food and water for both. My biggest challenge throughout this project was making the algorithms work correctly, as this is my first fully complete Python project. I not only learned a lot, but I am super proud of what I created. To test my project, you have to download and extract a zip file. I wish I could have web hosted it, but I experienced issues when trying to bundle it and make it accessible on the web. I hope you can check out my project, and enjoy!!", "repo": "https://github.com/dominicstange13/Ecosystem/", "demo": "https://github.com/dominicstange13/Easy-Ecosystem/releases/tag/v1.0.0"}]...
|
[{"post_id": 8420, "ts": "2026 [{"post_id": 8420, "ts": "2026-06-14T00:10:16Z", "hours": 0.3708, "text": "-Final balancing and making sure no bugs slipped past me -Time to ship baby!!"}, {"post_id": 7898, "ts": "2026-06-13T05:44:50Z", "hours": 2.1303, "text": "-Finished ALL sprites and incorporated them into the code meaning that the project is DONE -All thatās left is to finish up the repository and link everything then itās shipping time!!! -Ik 0 people have seen any of these devlogs but lets friggin go guys WE did this"}, {"post_id": 7313, "ts": "2026-06-12T05:55:59Z", "hours": 3.9992, "text": "-FINISHED CODING -Started work on sprite drawings and stuff -Done any day now"}, {"post_id": 6641, "ts": "2026-06-11T04:01:03Z", "hours": 2.2789, "text": "-Worked on carnivore AI and did some bug fixing -I expect to be finished with the coding very soon so I can move on to art"}, {"post_id": 6044, "ts": "2026-06-10T04:49:31Z", "hours": 2.6753, "text": "GUYS WE ARE ALMOST DONE WITH THE CODE!!! -Finished herbivore code for plants and water, as well as all water code -Started creating carnivore and got most of the way through making it as it was relatively bug-free (thank God)"}, {"post_id": 5394, "ts": "2026-06-09T04:34:33Z", "hours": 3.7811, "text": "-(hopefully) finished plant tracking algorithm as well as plant spawning -added water spawning but not thirst (yet) -I probably wonāt upload anything tomorrow because Iām getting my wisdom teeth removed but hopefully Iāll be back by Wednesday -Iām estimating I can finish the programming part of this project in another day or two but depending on bugs that could change"}, {"post_id": 4702, "ts": "2026-06-08T03:59:29Z", "hours": 2.5825, "text": "I started making the logic that would allow the herbivore to seek out plants and remove plants once eaten, then proceeded to battle with bugs for the next couple of hours Hopefully more progress tomorrow, this project is probably going to take a while because it has proven more difficult that I first imagined, but Iām gonna stick with it and persevere"}, {"post_id": 4384, "ts": "2026-06-07T18:18:08Z", "hours": 2.5878, "text": "Not much, worked on plant spawning and the herbivore calculations to find food"}, {"post_id": 2800, "ts": "2026-06-05T16:47:50Z", "hours": 1.5144, "text": "Added hunger display and made the herbivore move to grab plants"}, {"post_id": 1818, "ts": "2026-06-04T01:19:17Z", "hours": 0.7475, "text": "I created a food rect and animal rect and started experimenting with movement"}]...
|
Title: Easy Ecosystem by @domst13 | Stardance
Dev Title: Easy Ecosystem by @domst13 | Stardance
Devlogs:
I created a food rect and animal rect and started experimenting with movement
Added hunger display and made the herbivore move to grab plants
Not much, worked on plant spawning and the herbivore calculations to find food
I started making the logic that would allow the herbivore to seek out plants and remove plants once eaten, then proceeded to battle with bugs for the next couple of hours Hopefully more progress tomorrow, this project is probably going to take a while because it has proven more difficult that I first imagined, but Iām gonna stick with it and persevere
-(hopefully) finished plant tracking algorithm as well as plant spawning -added water spawning but not thirst (yet) -I probably wonāt upload anything tomorrow because Iām getting my wisdom teeth removed but hopefully Iāll be back by Wednesday -Iām estimating I can finish the programming part of this project in another day or two but depending on bugs that could change
GUYS WE ARE ALMOST DONE WITH THE CODE!!! -Finished herbivore code for plants and water, as well as all water code -Started creating carnivore and got most of the way through making it as it was relatively bug-free (thank God)
-Worked on carnivore AI and did some bug fixing -I expect to be finished with the coding very soon so I can move on to art
-FINISHED CODING -Started work on sprite drawings and stuff -Done any day now
-Finished ALL sprites and incorporated them into the code meaning that the project is DONE -All thatās left is to finish up the repository and link everything then itās shipping time!!! -Ik 0 people have seen any of these devlogs but lets friggin go guys WE did this
-Final balancing and making sure no bugs slipped past me -Time to ship baby!!
Ships:
I created a simple Python Ecosystem that I am calling Easy Ecosystem. It features two types of creatures, as well as food and water for both. My biggest challenge throughout this project was making the algorithms work correctly, as this is my first fully complete Python project. I not only learned a lot, but I am super proud of what I created. To test my project, you have to download and extract a zip file. I wish I could have web hosted it, but I experienced issues when trying to bundle it and make it accessible on the web. I hope you can check out my project, and enjoy!!...
|
1792990231.9040608
|
1793076631.9040608
|
|
12895
|
MK4 Rocket FCv1 Esp-32 Altimeter/Data-logger by @A MK4 Rocket FCv1 Esp-32 Altimeter/Data-logger by @Abdulhai | Stardance...
|
Abdulhai
|
0
|
0.53
|
0
|
[]
|
[{"post_id": 8418, "ts": "2026 [{"post_id": 8418, "ts": "2026-06-14T00:04:22Z", "hours": 0.5333, "text": "Adjusting Code for ESP-32 Altimeter (coding for the 2nd iteration, bc the first Altimeter decided to die after literally just sitting)"}]...
|
Title: MK4 Rocket FCv1 Esp-32 Altimeter/Data-logge Title: MK4 Rocket FCv1 Esp-32 Altimeter/Data-logger by @Abdulhai | Stardance
Devlogs:
Adjusting Code for ESP-32 Altimeter (coding for the 2nd iteration, bc the first Altimeter decided to die after literally just sitting)...
|
1792734590.3931394
|
1793339390.3931394
|
|
3615
|
KEYB0ARD by @FrydPotatoe | Stardance
|
FrydPotatoe
|
0
|
0.67
|
0
|
[]
|
[{"post_id": 8404, "ts": "2026 [{"post_id": 8404, "ts": "2026-06-13T23:36:57Z", "hours": 0.6681, "text": "Starting the Keyboard PCB Schematic"}]...
|
Title: KEYB0ARD by @FrydPotatoe | Stardance
Devlo Title: KEYB0ARD by @FrydPotatoe | Stardance
Devlogs:
Starting the Keyboard PCB Schematic...
|
1792648398.2840483
|
1793253198.2840483
|
|
2211
|
Propheus by @tudor | Stardance
|
tudor
|
0
|
3.0
|
0
|
[]
|
[{"post_id": 8401, "ts": "2026 [{"post_id": 8401, "ts": "2026-06-13T23:33:25Z", "hours": 1.0, "text": "Added saving functionality and a testing UI to toggle online mode."}, {"post_id": 8355, "ts": "2026-06-13T21:44:38Z", "hours": 0.0, "text": "For the last hour or so I had realized a big problem with the current implementation, which is that the Stardance app uses Turbo, which apparently in this case acts like a SPA (Single page application). Truth be told, I had to make more use of AI here than I usually would (however I did not copy paste code or add anything which I didnāt first check or understand) as I have not been personally faced with this problem before, however I was aware of this challenge from previous projects or blogs read. The problem was that if I just kept creating a new loop on every navigation to circumvent this, old loops would end up never finishing and would just keep waiting for new posts to load (which never happened), inevitably leading to a memory leak eventually. The fix ended up being using document.documentElement instead of document.body for the mutation because (according to GPT, however I will write a comment in case I come across any documentation) Turbo will replace stuff of the body inside of the whole HTML of the page (so, to ), which triggers a mutation when watching documentElement, however if we watch document.body, and Turbo replaces that all together, MutationObserver stays attached to the old, now removed, node, which means we are basically watching a dead node for new posts (again, take this with a grain of salt). This means I could also scrap the waitForElm function and shorten the code. There are likely many better ways to do this (which are welcome in the comments), but for someone who is still a beginner in extension and web development overall, I am just happy that it works and that AI helped me discover something new that I think is a challenge for many extensions that operate on modern web applications such as Youtube, X etc. Now free of bugs, I will continue working on the UI."}, {"post_id": 8268, "ts": "2026-06-13T19:16:00Z", "hours": 1.0, "text": "I decided to change the location of the button as I spent too much time being unsuccessful in trying to line it up with the others. I also made it such that newly loaded posts are also updated with this button via the MutationObserver API (Thank you StackOverflow). This is how it looks like so far. Next I will focus on making an UI to add actual saving functionality to the buttons and make some kind of server to be able to store bookmarks āin the cloudā."}, {"post_id": 8161, "ts": "2026-06-13T16:37:24Z", "hours": 1.0, "text": "Managed to write it up a bit, now added a favorite button, however I am facing a small problem with alignment relative to the other SVGS. Will focus on debugging this for now, and then continue towards actually making an UI to browse saved posts or even make a small server in Python to allow users save them remotely."}, {"post_id": 8089, "ts": "2026-06-13T14:42:24Z", "hours": 0.0, "text": "I have now started work on this by creating the manifest.json file and some other boilerplate like a very small README.md and added the MIT license. Next I will start to look into how the main home page of Stardance gets posts and how I can add new stuff to it. Will start by doing a bookmarking feature (like adding a favorite button that you usually see on social media). This is my first time making an extension so it will hopefully be fun and interesting."}]...
|
Title: Propheus by @tudor | Stardance
Devlogs:
I Title: Propheus by @tudor | Stardance
Devlogs:
I have now started work on this by creating the manifest.json file and some other boilerplate like a very small README.md and added the MIT license. Next I will start to look into how the main home page of Stardance gets posts and how I can add new stuff to it. Will start by doing a bookmarking feature (like adding a favorite button that you usually see on social media). This is my first time making an extension so it will hopefully be fun and interesting.
Managed to write it up a bit, now added a favorite button, however I am facing a small problem with alignment relative to the other SVGS. Will focus on debugging this for now, and then continue towards actually making an UI to browse saved posts or even make a small server in Python to allow users save them remotely.
I decided to change the location of the button as I spent too much time being unsuccessful in trying to line it up with the others. I also made it such that newly loaded posts are also updated with this button via the MutationObserver API (Thank you StackOverflow). This is how it looks like so far. Next I will focus on making an UI to add actual saving functionality to the buttons and make some kind of server to be able to store bookmarks āin the cloudā.
For the last hour or so I had realized a big problem with the current implementation, which is that the Stardance app uses Turbo, which apparently in this case acts like a SPA (Single page application). Truth be told, I had to make more use of AI here than I usually would (however I did not copy paste code or add anything which I didnāt first check or understand) as I have not been personally faced with this problem before, however I was aware of this challenge from previous projects or blogs read. The problem was that if I just kept creating a new loop on every navigation to circumvent this, old loops would end up never finishing and would just keep waiting for new posts to load (which never happened), inevitably leading to a memory leak eventually. The fix ended up being using document.documentElement instead of document.body for the mutation because (according to GPT, however I will write a comment in case I come across any documentation) Turbo will replace stuff of the body inside of the whole HTML of the page (so, to ), which triggers a mutation when watching documentElement, however if we watch document.body, and Turbo replaces that all together, MutationObserver stays attached to the old, now removed, node, which means we are basically watching a dead node for new posts (again, take this with a grain of salt). This means I could also scrap the waitForElm function and shorten the code. There are likely many better ways to do this (which are welcome in the comments), but for someone who is still a beginner in extension and web development overall, I am just happy that it works and that AI helped me discover something new that I think is a challenge for many extensions that operate on modern web applications such as Youtube, X etc. Now free of bugs, I will continue working on the UI.
Added saving functionality and a testing UI to toggle online mode....
|
1792947297.3127134
|
1793811297.3127134
|
|
2685
|
My first slack bot! by @TimBoBN | Stardance
|
TimBoBN
|
0
|
0.34
|
0
|
[]
|
[{"post_id": 840, "ts": "2026- [{"post_id": 840, "ts": "2026-06-02T15:09:52Z", "hours": 0.3367, "text": "Devlog ā Slack Echo-Bot (Short report, 2026-06-02) Status: Minimal prototype created and prepared for local run. Goal: Simple Python echo bot that responds to messages and @-mentions via Socket Mode. What I did: Created and updated: Code: app.py ā main logic using slack_bolt and SocketModeHandler. Dependencies: requirements.txt (slack_bolt, python-dotenv). Env example: .env.example (placeholders for SLACK_BOT_TOKEN and SLACK_APP_TOKEN). Docs: README.md updated with quickstart. Key design choices: Language: Python. Use Socket Mode to simplify local development without external HTTP endpoints. Echo behavior: handles message events (ignores bot subtypes) and app_mention."}]...
|
Title: My first slack bot! by @TimBoBN | Stardance Title: My first slack bot! by @TimBoBN | Stardance
Devlogs:
Devlog ā Slack Echo-Bot (Short report, 2026-06-02) Status: Minimal prototype created and prepared for local run. Goal: Simple Python echo bot that responds to messages and @-mentions via Socket Mode. What I did: Created and updated: Code: app.py ā main logic using slack_bolt and SocketModeHandler. Dependencies: requirements.txt (slack_bolt, python-dotenv). Env example: .env.example (placeholders for SLACK_BOT_TOKEN and SLACK_APP_TOKEN). Docs: README.md updated with quickstart. Key design choices: Language: Python. Use Socket Mode to simplify local development without external HTTP endpoints. Echo behavior: handles message events (ignores bot subtypes) and app_mention....
|
1792493352.4562845
|
1793098152.4562845
|
|
11636
|
Simple 2D game by @EndLess9 | Stardance
|
EndLess9
|
1
|
5.0
|
22
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T00:35:38Z", "hours": 5.0, "multiplier": 4.04, "payout": 22, "blessing": "neutral", "text": "Iām very proud to present my first ever video game! I made this game on Godot, its a basic platformer game where a knight parkours his way through the map to collect coins and avoids enemyās that can reset the game. Even though this game is very basic, Iām still proud of it since I learned a lot from it and I can use the skills I learned in this for the future.", "repo": "https://github.com/EndLessDude/Simple-2D-Game", "demo": "https://endlessdude.itch.io/simple-2d-game"}]...
|
[{"post_id": 8397, "ts": "2026 [{"post_id": 8397, "ts": "2026-06-13T23:28:06Z", "hours": 0.4389, "text": "New Changes: Added background music to the game Made the background music as a scene so it doesnāt reset if the player dies"}, {"post_id": 8387, "ts": "2026-06-13T22:58:44Z", "hours": 0.8667, "text": "New Changes: Text added to give directions At the end the game tells you how many coins you collected."}, {"post_id": 8300, "ts": "2026-06-13T19:57:38Z", "hours": 0.3536, "text": "New changes: I removed the original default key map Added my own keymap Player can be controlled using WAD and arrow keys. When the player moves left, the spriteās h-axis flips to make it look like itās actually walking left."}, {"post_id": 8219, "ts": "2026-06-13T17:49:57Z", "hours": 0.8106, "text": "Added a Dying Effect: When the player collides with the slime , it falls off the map and dies."}, {"post_id": 7854, "ts": "2026-06-13T03:08:13Z", "hours": 1.2908, "text": "I added an enemy that looks like a slime. It goes right to left in a certain area bouncing off of walls. If the slime collides with the player the playerās dies and their game resets."}, {"post_id": 5163, "ts": "2026-06-08T20:56:39Z", "hours": 0.73, "text": "I expanded the map and made a background"}, {"post_id": 4561, "ts": "2026-06-07T22:06:42Z", "hours": 0.8792, "text": "Now the Player can collect coins!"}]...
|
Title: Simple 2D game by @EndLess9 | Stardance
De Title: Simple 2D game by @EndLess9 | Stardance
Devlogs:
Now the Player can collect coins!
I expanded the map and made a background
I added an enemy that looks like a slime. It goes right to left in a certain area bouncing off of walls. If the slime collides with the player the playerās dies and their game resets.
Added a Dying Effect: When the player collides with the slime , it falls off the map and dies.
New changes: I removed the original default key map Added my own keymap Player can be controlled using WAD and arrow keys. When the player moves left, the spriteās h-axis flips to make it look like itās actually walking left.
New Changes: Text added to give directions At the end the game tells you how many coins you collected.
New Changes: Added background music to the game Made the background music as a scene so it doesnāt reset if the player dies
Ships:
Iām very proud to present my first ever video game! I made this game on Godot, its a basic platformer game where a knight parkours his way through the map to collect coins and avoids enemyās that can reset the game. Even though this game is very basic, Iām still proud of it since I learned a lot from it and I can use the skills I learned in this for the future....
|
1793000927.4553661
|
1793087327.4553661
|
|
10963
|
nix vps config by @moon | Stardance
|
moon
|
0
|
10.12
|
0
|
[]
|
[{"post_id": 8389, "ts": "2026 [{"post_id": 8389, "ts": "2026-06-13T23:07:26Z", "hours": 1.4292, "text": "I added what I always forget to do because I am lazy!!! A readme. Thatās it. Thereās not much to it, like I explain about the secret stuff and services AND how to deploy it. short short commit that make other people than me happy"}, {"post_id": 8348, "ts": "2026-06-13T21:31:09Z", "hours": 1.6553, "text": "okay so today was mostly āpolish and quality of lifeā stuff⦠if you can call it that. i added a proper nix dev shell so when iām working on the config I just do nix develop and boom I have deploy-rs, agenix and nixos-anywhere all ready to go without installing anything globally. pretty neat (thanks you tube). also added nixfmt-tree as the formatter so the nix files are all consistently formatted now, no more weird stuff i guess⦠i mean they ARE already correctly formatted (somehow) so this was useless. fixed a stupid issue with mr home manager where it really wasnt homemanaging mr fish aliases because stupid me didnt know you had to set the fish shell to āenabledā to be able to use the aliases that i set on the home manager thingy when i already have IT enabled on the whole system (right?). anddd added a motd when going into the vps with the name that iāve give to the vps , it just shows disk usage, ram and swap usage, and uptime. now when i am bored i can ssh to my vps and see pretty stats and be again bored for the rest of the day and keep repeating the cycle until i am dust. honestly the vps config feels pretty much done at this point. i think the service factory is working (gotta test it with my auth thingy), caddy with cloudflare is set up (donāt know if it really works yet), agenix for secrets, tailscale, postgres with per service users, deploy-rs for deploying⦠i just gotta deploy something to it so i can have something to actually show, like āoh yeah look at my auth server, its running my vps!11!1 woo⦠(silence)ā. oh right, i also did ānix flake updateā. what a useless devlog"}, {"post_id": 5531, "ts": "2026-06-09T10:42:59Z", "hours": 3.2778, "text": "okay, we got now what I call āthe service factoryā (wooo). Instead of C&P the same systemd boilerplate and caddy config, postgres user and database setup and agenix env loading every single time i want to slap a new service on the server. Sooo, I just call makeService (thatās the name I gave it) with a name, a flake, and then whatever config like domain or postgres config and boom works. everything is nested underneath the āmoonixā umbrella, which is neat. I set up options for the typical stuff like enabling or disabling the service and the other things i commented up there. I mean, it is a bit janky with me doing some stupid things but it works! And i even āhardenedā the systemd service of the service , which i didnāt know even existed but okay lol. AH, and i also fixed the stupid interactiveSudo annoying āhey it aint secure using a password, you should use a ssh key correctly setup, dummy.ā by just setting the sudo security to none :D. I am using ssh keys anyway to connect to the vps, might have thrown to the trash the security but i dunno :3. AND one of the cool hings about this factory thingy is that now each service gets its own postgres user and database automagically. Like, it creates its role and databases with the service being the owner without me doing anything⦠so no manual labor muahahahaahhahahahah. I mean, this is pretty short and quick but GOD i take too much time trying to make stuff and then having to search and stuff because it aint working as I wanted lol, but still, I do be eating too much time for simple things like god. Even the commit changes are really tiny like gosh. the only great thing is that I am will no longer touch this hecking thing, I will JUST USE IT and boom deployment made. oh god, nono, I just thought about automated deploys via githubās ci. i actually donāt even hecking know how would that even work agh, hecking hell."}, {"post_id": 4662, "ts": "2026-06-08T02:05:41Z", "hours": 2.3672, "text": "pew pew. I added tailscale, happily learn that home manager and agenix exists and we got caddy with cloudflare dns working!! why tailscale?⦠well, with it i donāt need to expose my machine to the outside world, i can just connect to it via tailscale and do the same stuff i would if i was connecting to it via its public ip. Now i can just firewall it and only let in cloudflare ips :D. home manager to just give me the birb kisses (mwa :3), giving me the same stuff I already have on mah terminal in my arch laptop but on my vps AND it do be using some pretty syntax making me not juggle around config files for each hecking thing I want to add. and also it lets me install stuff for āmy userā instead of the whole system, pretty neat. AGENIX, ah, storing secrets havent been easier. I just have to do āagenix -e name.ageā set the secrets in there and boom, i can use it in my config file without worrying about it being exposed because i somehow committed the .env file. It just decrypts it on the vps, i just followed the tutorial on the agenix repo and it really was straight forward. sadly i have to manually set the āwhere is this secret storedā to be able to really use it (i just use another .nix file to not make my main config file too cluttered with stuffies). and finally, caddy with cloudflare dns. at first i was thinking about using cloudflared (cloudflare tunnels) but i indeed ended up not using it because I AM ALREADY PAYING FOR A ipv4 ADDRESS FOR GODS sake, soooo I just set up caddy with cloudflare dns, had some problemos because it didnāt like having āhttps://ā on the url and that i needed a dummy hash so when building the flake (is that how its called?) it would give me the real hash. The idea is that i make something that lets me make new services, like a pretty template, setting up the caddy config, a systemd service and a user with a group for it. oh and also, i enabled postgresql. thereās not much about, i just set it as an enabled service lol."}, {"post_id": 4285, "ts": "2026-06-07T15:21:39Z", "hours": 1.3928, "text": "wow. thatās nix, first time touching it and god its soo cool but i donāt understand anything. i am serious, i have to watch some tutorials to understand how it works, but its cool nonetheless. The use ill be giving it is to host my apps in my vps because i think its quite a bit wasteful to make a docker container running my already compiled rust binary, plus ill be trying to run stuff baremetal instead of running containers for small things ā¦ā¦ its a tiny vp, not a big one because i am not made out of gold or precious items that a space birb can have (i have none ;3). I mean, i am following the nixos on hetzner guide and from the start it didnāt work because the vps didnt like to use kexec so I tried searching around, and found out about hetznerās rescue system because i saw it on the dashboard, used it and boom it worked. AND for the next minutes you have me hecking around with the stuff to try to learn by uhh touching stuff and then i broke it and it didnt install anymore. At that point i found out about the ānix-starter-configsā and boom it works again without doing much. i guess this will not take too much time to setup BUT it is useful on the long run :D"}]...
|
Title: nix vps config by @moon | Stardance
Devlog Title: nix vps config by @moon | Stardance
Devlogs:
wow. thatās nix, first time touching it and god its soo cool but i donāt understand anything. i am serious, i have to watch some tutorials to understand how it works, but its cool nonetheless. The use ill be giving it is to host my apps in my vps because i think its quite a bit wasteful to make a docker container running my already compiled rust binary, plus ill be trying to run stuff baremetal instead of running containers for small things ā¦ā¦ its a tiny vp, not a big one because i am not made out of gold or precious items that a space birb can have (i have none ;3). I mean, i am following the nixos on hetzner guide and from the start it didnāt work because the vps didnt like to use kexec so I tried searching around, and found out about hetznerās rescue system because i saw it on the dashboard, used it and boom it worked. AND for the next minutes you have me hecking around with the stuff to try to learn by uhh touching stuff and then i broke it and it didnt install anymore. At that point i found out about the ānix-starter-configsā and boom it works again without doing much. i guess this will not take too much time to setup BUT it is useful on the long run :D
pew pew. I added tailscale, happily learn that home manager and agenix exists and we got caddy with cloudflare dns working!! why tailscale?⦠well, with it i donāt need to expose my machine to the outside world, i can just connect to it via tailscale and do the same stuff i would if i was connecting to it via its public ip. Now i can just firewall it and only let in cloudflare ips :D. home manager to just give me the birb kisses (mwa :3), giving me the same stuff I already have on mah terminal in my arch laptop but on my vps AND it do be using some pretty syntax making me not juggle around config files for each hecking thing I want to add. and also it lets me install stuff for āmy userā instead of the whole system, pretty neat. AGENIX, ah, storing secrets havent been easier. I just have to do āagenix -e name.ageā set the secrets in there and boom, i can use it in my config file without worrying about it being exposed because i somehow committed the .env file. It just decrypts it on the vps, i just followed the tutorial on the agenix repo and it really was straight forward. sadly i have to manually set the āwhere is this secret storedā to be able to really use it (i just use another .nix file to not make my main config file too cluttered with stuffies). and finally, caddy with cloudflare dns. at first i was thinking about using cloudflared (cloudflare tunnels) but i indeed ended up not using it because I AM ALREADY PAYING FOR A ipv4 ADDRESS FOR GODS sake, soooo I just set up caddy with cloudflare dns, had some problemos because it didnāt like having āhttps://ā on the url and that i needed a dummy hash so when building the flake (is that how its called?) it would give me the real hash. The idea is that i make something that lets me make new services, like a pretty template, setting up the caddy config, a systemd service and a user with a group for it. oh and also, i enabled postgresql. thereās not much about, i just set it as an enabled service lol.
okay, we got now what I call āthe service factoryā (wooo). Instead of C&P the same systemd boilerplate and caddy config, postgres user and database setup and agenix env loading every single time i want to slap a new service on the server. Sooo, I just call makeService (thatās the name I gave it) with a name, a flake, and then whatever config like domain or postgres config and boom works. everything is nested underneath the āmoonixā umbrella, which is neat. I set up options for the typical stuff like enabling or disabling the service and the other things i commented up there. I mean, it is a bit janky with me doing some stupid things but it works! And i even āhardenedā the systemd service of the service , which i didnāt know even existed but okay lol. AH, and i also fixed the stupid interactiveSudo annoying āhey it aint secure using a password, you should use a ssh key correctly setup, dummy.ā by just setting the sudo security to none :D. I am using ssh keys anyway to connect to the vps, might have thrown to the trash the security but i dunno :3. AND one of the cool hings about this factory thingy is that now each service gets its own postgres user and database automagically. Like, it creates its role and databases with the service being the owner without me doing anything⦠so no manual labor muahahahaahhahahahah. I mean, this is pretty short and quick but GOD i take too much time trying to make stuff and then having to search and stuff because it aint working as I wanted lol, but still, I do be eating too much time for simple things like god. Even the commit changes are really tiny like gosh. the only great thing is that I am will no longer touch this hecking thing, I will JUST USE IT and boom deployment made. oh god, nono, I just thought about automated deploys via githubās ci. i actually donāt even hecking know how would that even work agh, hecking hell.
okay so today was mostly āpolish and quality of lifeā stuff⦠if you can call it that. i added a proper nix dev shell so when iām working on the config I just do nix develop and boom I have deploy-rs, agenix and nixos-anywhere all ready to go without installing anything globally. pretty neat (thanks you tube). also added nixfmt-tree as the formatter so the nix files are all consistently formatted now, no more weird stuff i guess⦠i mean they ARE already correctly formatted (somehow) so this was useless. fixed a stupid issue with mr home manager where it really wasnt homemanaging mr fish aliases because stupid me didnt know you had to set the fish shell to āenabledā to be able to use the aliases that i set on the home manager thingy when i already have IT enabled on the whole system (right?). anddd added a motd when going into the vps with the name that iāve give to the vps , it just shows disk usage, ram and swap usage, and uptime. now when i am bored i can ssh to my vps and see pretty stats and be again bored for the rest of the day and keep repeating the cycle until i am dust. honestly the vps config feels pretty much done at this point. i think the service factory is working (gotta test it with my auth thingy), caddy with cloudflare is set up (donāt know if it really works yet), agenix for secrets, tailscale, postgres with per service users, deploy-rs for deploying⦠i just gotta deploy something to it so i can have something to actually show, like āoh yeah look at my auth server, its running my vps!11!1 woo⦠(silence)ā. oh right, i also did ānix flake updateā. what a useless devlog
I added what I always forget to do because I am lazy!!! A readme. Thatās it. Thereās not much to it, like I explain about the secret stuff and services AND how to deploy it. short short commit that make other people than me happy...
|
1792529646.266998
|
1793134446.266998
|
|
7894
|
Building a drone by @Amelie | Stardance
|
Amelie
|
0
|
9.13
|
0
|
[]
|
[{"post_id": 8383, "ts": "2026 [{"post_id": 8383, "ts": "2026-06-13T22:54:27Z", "hours": 4.21, "text": "I got my st-link and changed the .ini file to flash and debug with it. Also added interrupt for the icm so i can run the main loop with 1kHz (might change in the future). And i added a usb connection so i get the sensordata to my pc and a phyton script visualises the drones orientation."}, {"post_id": 4613, "ts": "2026-06-08T00:05:15Z", "hours": 2.6206, "text": "Added files for the icm20602 sensor used for acceleration and angle speed messurement. Also added files for bmp280 with function to get height above ocean level and absolute height from the starting position. I used the equations from the data sheet for compensation an a simple low-pass. Since i donāt have a st-link yet i used a oled display to show the values for height, accelaeration and angle speed. I added the files for that as well. The ICM uses SPI. The display and BMP280 share the same I2C pins. I had some problems with getting started because the pins werenāt soldered on yet and some pins didnāt have a stable connection. Everything instantly worked after soldering them on."}, {"post_id": 3399, "ts": "2026-06-06T09:47:05Z", "hours": 2.295, "text": "Got the STM32CubeMX project set up, configured the pinout & clock tree, and initialized our Git repo. Also started writing the first bits of firmware for reading raw accel & gyro data from the IMU over SPI."}]...
|
Title: Building a drone by @Amelie | Stardance
De Title: Building a drone by @Amelie | Stardance
Devlogs:
Got the STM32CubeMX project set up, configured the pinout & clock tree, and initialized our Git repo. Also started writing the first bits of firmware for reading raw accel & gyro data from the IMU over SPI.
Added files for the icm20602 sensor used for acceleration and angle speed messurement. Also added files for bmp280 with function to get height above ocean level and absolute height from the starting position. I used the equations from the data sheet for compensation an a simple low-pass. Since i donāt have a st-link yet i used a oled display to show the values for height, accelaeration and angle speed. I added the files for that as well. The ICM uses SPI. The display and BMP280 share the same I2C pins. I had some problems with getting started because the pins werenāt soldered on yet and some pins didnāt have a stable connection. Everything instantly worked after soldering them on.
I got my st-link and changed the .ini file to flash and debug with it. Also added interrupt for the icm so i can run the main loop with 1kHz (might change in the future). And i added a usb connection so i get the sensordata to my pc and a phyton script visualises the drones orientation....
|
1792716567.6374855
|
1793321367.6374855
|
|
17965
|
smartwatch by @jacobjuneau | Stardance
|
jacobjuneau
|
0
|
3.53
|
0
|
[]
|
[{"post_id": 8373, "ts": "2026 [{"post_id": 8373, "ts": "2026-06-13T22:32:10Z", "hours": 3.5278, "text": "Schematic decided on the nrf52840 for the main chip and just started adding things that i need."}]...
|
Title: smartwatch by @jacobjuneau | Stardance
Dev Title: smartwatch by @jacobjuneau | Stardance
Devlogs:
Schematic decided on the nrf52840 for the main chip and just started adding things that i need....
|
1792918128.8638148
|
1793782128.8638148
|
|
17985
|
Air Gesture Windows Control by @Isha7390 | Stardan Air Gesture Windows Control by @Isha7390 | Stardance...
|
Isha7390
|
0
|
14.99
|
0
|
[]
|
[{"post_id": 8370, "ts": "2026 [{"post_id": 8370, "ts": "2026-06-13T22:25:18Z", "hours": 14.9858, "text": "I added UI and the ability for users to map a custom combination of gestures to certain actions."}]...
|
Title: Air Gesture Windows Control by @Isha7390 | Title: Air Gesture Windows Control by @Isha7390 | Stardance
Devlogs:
I added UI and the ability for users to map a custom combination of gestures to certain actions....
|
1792709620.389777
|
1793314420.389777
|
|
17403
|
Profile Website by @101zh | Stardance
|
101zh
|
0
|
3.95
|
0
|
[]
|
[{"post_id": 8367, "ts": "2026 [{"post_id": 8367, "ts": "2026-06-13T22:16:13Z", "hours": 1.4028, "text": "Things done: Made the cursor a āpointerā cursor when hovering over clickable items Added networking certifications section to homepage Used .webp on lab thumbnails for faster loading of those images Changed tagline title from āhigh school seniorā to āincoming college freshmanā refactored some ids and classes (doesnāt change anything functionally) PR Link"}, {"post_id": 7660, "ts": "2026-06-12T20:04:16Z", "hours": 2.5442, "text": "Things Done: Added a āNextā and āPreviousā button for the modal window Added lab modal popup to the homepage Made section redirect link ā(see all labs)ā to be bold and underlined PR link"}]...
|
Title: Profile Website by @101zh | Stardance
Devl Title: Profile Website by @101zh | Stardance
Devlogs:
Things Done: Added a āNextā and āPreviousā button for the modal window Added lab modal popup to the homepage Made section redirect link ā(see all labs)ā to be bold and underlined PR link
Things done: Made the cursor a āpointerā cursor when hovering over clickable items Added networking certifications section to homepage Used .webp on lab thumbnails for faster loading of those images Changed tagline title from āhigh school seniorā to āincoming college freshmanā refactored some ids and classes (doesnāt change anything functionally) PR Link...
|
1792734436.274436
|
1793339236.274436
|
|
491
|
hermes (OLD) by @Carbophile | Stardance
|
Carbophile
|
0
|
6.19
|
0
|
[]
|
[{"post_id": 8358, "ts": "2026 [{"post_id": 8358, "ts": "2026-06-13T21:55:46Z", "hours": 2.2383, "text": "I just implemented my own localization system. Instead of relying on bulky libraries, I just made a simple one which uses JSON dictionaries. The hardest part was figuring out how to get translations into client components without bundling every single languageās dictionary. Anyways, since the app looks the same after this (just translatable), I am attaching this unholy behemoth of a one liner I made. Donāt know if I should be proud or scared."}, {"post_id": 8116, "ts": "2026-06-13T15:31:04Z", "hours": 1.0869, "text": "Welp, I have re-created the repository five times already due to me being an idiot and constantly messing up tiny things and wanting to have a clean history (at least at the start). Stupid OCD"}, {"post_id": 6832, "ts": "2026-06-11T13:45:52Z", "hours": 1.7956, "text": "2 and half hours just to get the framework working?! To be frank, it was mostly the side stuff that slowed me down like configuring Renovate and doing the legal stuff like the license. At least now I have a monorepo statically compiled Next.js frontend that can fetch data from a Hono backend running on Cloudflare Workers. Now comes the hard time: Design gulp"}, {"post_id": 5662, "ts": "2026-06-09T15:16:47Z", "hours": 1.0672, "text": "āMake it a monorepoā they said; āit will be funā they said. All I have done for the last hour was fight with config files to make the frontend and backend know about each otherās types."}]...
|
Title: hermes (OLD) by @Carbophile | Stardance
De Title: hermes (OLD) by @Carbophile | Stardance
Devlogs:
āMake it a monorepoā they said; āit will be funā they said. All I have done for the last hour was fight with config files to make the frontend and backend know about each otherās types.
2 and half hours just to get the framework working?! To be frank, it was mostly the side stuff that slowed me down like configuring Renovate and doing the legal stuff like the license. At least now I have a monorepo statically compiled Next.js frontend that can fetch data from a Hono backend running on Cloudflare Workers. Now comes the hard time: Design gulp
Welp, I have re-created the repository five times already due to me being an idiot and constantly messing up tiny things and wanting to have a clean history (at least at the start). Stupid OCD
I just implemented my own localization system. Instead of relying on bulky libraries, I just made a simple one which uses JSON dictionaries. The hardest part was figuring out how to get translations into client components without bundling every single languageās dictionary. Anyways, since the app looks the same after this (just translatable), I am attaching this unholy behemoth of a one liner I made. Donāt know if I should be proud or scared....
|
1792713240.2058518
|
1793318040.2058518
|
|
6916
|
Potatpheus by @SunnyBoiX | Stardance
|
SunnyBoiX
|
0
|
2.76
|
0
|
[]
|
[{"post_id": 8345, "ts": "2026 [{"post_id": 8345, "ts": "2026-06-13T21:26:23Z", "hours": 0.7156, "text": "I spent this session going through lots of trouble. I did get my bot working on nest 24/7 but, since I was not complete the bot, I had to continue working on it. I donāt know how but, I completely had forgotten how Nest had worked and spent my time testing the bot locally. When I first tested the bot, running the /pass command gave a frustrating error saying the app did not respond. Looking at the code, I found out the biggest mistake was on the very first line of the /pass block. I wrote await ack; instead of calling it as a function with parentheses like await ack(); . Because of this, the bot never sent that quick acknowledgement back to slack, Slack waited for three seconds and gave up. Right after that, I fixed a bug where the code tried to clean up the command text without checking if a user actually tagged anyone. When someone typed just /pass by itself, the text was blank, causing a fatal crash that broke the whole game loop. I added a safety check to use an empty string if no text is found. I also noticed my success message used regular quotes instead of backticks, which broke the user tag formatting, and fixed a simple typo in my error handling that was causing secondary crashes. I finally remembered to log in to my SSH, pull the code from Github, and update .env file with MY SECRET TOKENS >:) and setup a systemd file to keep the script running in the background. Soon, I will go back to in to completely finish and polish the /pass command in order to get rid of the timeout errors once and for all. After doing that, I will make it 24/7 and test if the game works. In the end, I will make a leaderboard system to track everyoneās stats on slack!!!"}, {"post_id": 2443, "ts": "2026-06-04T22:50:04Z", "hours": 1.2639, "text": "Bot Purpose & Code I finally got an idea on what to make my custom Slack bot based on. I decided to make a hot potato slack bot called Potatpheus. Hot potato + Orpheus = Potatopheus. I set up global variables like gameState and friedLeaderboard to track the game data. I built a function called getRandomSeconds to handle the fuse timing, which works directly into my main explodePotato function to reset the game and log the loss when someone blows up. I added the slash command on the Slack APi called /drop-potato to begin the game. During testing, I encountered a problem which was if someone decided to start a new game while one is already going on. In order to resolve this issue, I used a conditional if statement to check a boolean flag inside my global gameState dictionary and then exited early using a return statement. Specifically, inside the /drop-potato command handler, I set up a restriction that checks if (gameState.isActive). If that boolean evaluates to true, the code uses Slackās respond function to send a message back to the user (āA game is already active!ā), and then directs itself to the return statement to stop itself. This stops the rest of the execution from reaching the setTimeout, ensuring no duplicate timers get created. I will work on the leaderboards and the pass function now."}, {"post_id": 1843, "ts": "2026-06-04T01:49:04Z", "hours": 0.7772, "text": "Setup & Code - Slack Bot I followed the tutorial where it teaches you how to make a Slack Bot. I completed the setup and prerequisites before completing the code which were to create the application on Slack. Following all the instructions that were given such as generating tokens. Then, moved onto the code. I copied the code that was provided and replaced the parts I was supposed to. Made a github repository as well and track this with hackatime. This bot currently has no theme and has the same exact commands given in the tutorial. I will give it a specific theme and more commands to make it more fun!"}]...
|
Title: Potatpheus by @SunnyBoiX | Stardance
Devlo Title: Potatpheus by @SunnyBoiX | Stardance
Devlogs:
Setup & Code - Slack Bot I followed the tutorial where it teaches you how to make a Slack Bot. I completed the setup and prerequisites before completing the code which were to create the application on Slack. Following all the instructions that were given such as generating tokens. Then, moved onto the code. I copied the code that was provided and replaced the parts I was supposed to. Made a github repository as well and track this with hackatime. This bot currently has no theme and has the same exact commands given in the tutorial. I will give it a specific theme and more commands to make it more fun!
Bot Purpose & Code I finally got an idea on what to make my custom Slack bot based on. I decided to make a hot potato slack bot called Potatpheus. Hot potato + Orpheus = Potatopheus. I set up global variables like gameState and friedLeaderboard to track the game data. I built a function called getRandomSeconds to handle the fuse timing, which works directly into my main explodePotato function to reset the game and log the loss when someone blows up. I added the slash command on the Slack APi called /drop-potato to begin the game. During testing, I encountered a problem which was if someone decided to start a new game while one is already going on. In order to resolve this issue, I used a conditional if statement to check a boolean flag inside my global gameState dictionary and then exited early using a return statement. Specifically, inside the /drop-potato command handler, I set up a restriction that checks if (gameState.isActive). If that boolean evaluates to true, the code uses Slackās respond function to send a message back to the user (āA game is already active!ā), and then directs itself to the return statement to stop itself. This stops the rest of the execution from reaching the setTimeout, ensuring no duplicate timers get created. I will work on the leaderboards and the pass function now.
I spent this session going through lots of trouble. I did get my bot working on nest 24/7 but, since I was not complete the bot, I had to continue working on it. I donāt know how but, I completely had forgotten how Nest had worked and spent my time testing the bot locally. When I first tested the bot, running the /pass command gave a frustrating error saying the app did not respond. Looking at the code, I found out the biggest mistake was on the very first line of the /pass block. I wrote await ack; instead of calling it as a function with parentheses like await ack(); . Because of this, the bot never sent that quick acknowledgement back to slack, Slack waited for three seconds and gave up. Right after that, I fixed a bug where the code tried to clean up the command text without checking if a user actually tagged anyone. When someone typed just /pass by itself, the text was blank, causing a fatal crash that broke the whole game loop. I added a safety check to use an empty string if no text is found. I also noticed my success message used regular quotes instead of backticks, which broke the user tag formatting, and fixed a simple typo in my error handling that was causing secondary crashes. I finally remembered to log in to my SSH, pull the code from Github, and update .env file with MY SECRET TOKENS >:) and setup a systemd file to keep the script running in the background. Soon, I will go back to in to completely finish and polish the /pass command in order to get rid of the timeout errors once and for all. After doing that, I will make it 24/7 and test if the game works. In the end, I will make a leaderboard system to track everyoneās stats on slack!!!...
|
1792745450.0607212
|
1793350250.0607212
|
|
10764
|
My awesome macropad! by @velocity | Stardance
|
velocity
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 8342, "ts": "2026 [{"post_id": 8342, "ts": "2026-06-13T21:18:51Z", "hours": 0.2928, "text": "Created the schematics and did some basic pcb routing to complete the pcb (hopefully it works)"}]...
|
Title: My awesome macropad! by @velocity | Stardan Title: My awesome macropad! by @velocity | Stardance
Devlogs:
Created the schematics and did some basic pcb routing to complete the pcb (hopefully it works)...
|
1792586966.3055663
|
1793191766.3055663
|
|
17955
|
Nexi Bot by @Kian_Sequeira | Stardance
|
Kian_Sequeira
|
0
|
1.17
|
0
|
[]
|
[{"post_id": 8339, "ts": "2026 [{"post_id": 8339, "ts": "2026-06-13T21:12:04Z", "hours": 1.1697, "text": "Nexi Devlog ā 13/06/2026 Progress Update Began moving from concept into actual schematic and system design Focused on turning the idea of Nexi into something physically buildable Whatās Been Done Defined Nexi as a rover-style companion bot Confirmed use of a 4 wheel independent drive system Each wheel will have its own motor for precise control Started building and wiring internal modules within the schematic Established basic signal flow between components Design Decisions Chose independent wheel drive instead of traditional steering This allows: Turning on the spot Better movement in tight spaces Easier recovery from difficult positions This approach makes Nexi more flexible for exploration Current State Core modules are now placed and wired in the schematic Overall system structure is beginning to take shape Ready to move into control and logic implementation Next Steps Add control signals such as clock and enable Implement output handling and selection logic Begin integrating sensors for environmental scanning Start designing the display system for Nexiās face Test basic movement logic Notes The project is becoming more complex than originally planned, but this is intentional Nexi is designed to be both functional and expressive, not just a simple robot Long term goals still include interaction with the environment and basic object manipulation https://github.com/TheDevKing6/Nexi/blob/87b86cd2bc1cd5a623889c02fab7e5258aeb7dab/README.md"}]...
|
Title: Nexi Bot by @Kian_Sequeira | Stardance
Dev Title: Nexi Bot by @Kian_Sequeira | Stardance
Devlogs:
Nexi Devlog ā 13/06/2026 Progress Update Began moving from concept into actual schematic and system design Focused on turning the idea of Nexi into something physically buildable Whatās Been Done Defined Nexi as a rover-style companion bot Confirmed use of a 4 wheel independent drive system Each wheel will have its own motor for precise control Started building and wiring internal modules within the schematic Established basic signal flow between components Design Decisions Chose independent wheel drive instead of traditional steering This allows: Turning on the spot Better movement in tight spaces Easier recovery from difficult positions This approach makes Nexi more flexible for exploration Current State Core modules are now placed and wired in the schematic Overall system structure is beginning to take shape Ready to move into control and logic implementation Next Steps Add control signals such as clock and enable Implement output handling and selection logic Begin integrating sensors for environmental scanning Start designing the display system for Nexiās face Test basic movement logic Notes The project is becoming more complex than originally planned, but this is intentional Nexi is designed to be both functional and expressive, not just a simple robot Long term goals still include interaction with the environment and basic object manipulation https://github.com/TheDevKing6/Nexi/blob/87b86cd2bc1cd5a623889c02fab7e5258aeb7dab/README.md...
|
1792547295.8943868
|
1793152095.8943868
|
|
10975
|
Project Scouter by @Nader | Stardance
|
Nader
|
0
|
0.36
|
0
|
[]
|
[{"post_id": 8335, "ts": "2026 [{"post_id": 8335, "ts": "2026-06-13T21:06:24Z", "hours": 0.3556, "text": "Project Status Report: SCOUTER Hardware Failure & Timeline Revision āExecutive Summary āDuring the final preparations for the field testing phase of the SCOUTER platform, the primary flight control unit suffered a catastrophic hardware failure. The system was undergoing pre-flight bench validation when the main microcontroller experienced an unrecoverable electrical short. Consequently, the operational field-testing phase has been temporarily suspended, introducing an anticipated project delay of approximately two to three weeks. āIncident Analysis & Technical Diagnosis āThe failure localized entirely within the core computational unitāspecifically impacting the high-performance STM32H743 processor architecture. āSymptom Logic: Upon supplying power to the logic board via either the VBUS (USB) interface or the primary battery bus (VBAT), the flight controller fails to initiate its bootloader sequence or execute firmware instructions. āThermal Behavior: Instead of nominal operation, the board exhibits severe thermal runaway. The processor draws excessive current, rapidly generating high-temperature dissipation across the IC packageāeffectively acting as a thermal sink rather than a processing unit. āTroubleshooting Steps Taken: Preliminary diagnostic tracing, continuity testing, and localized resistance checks were performed across the power distribution networks (PDN) and decoupling capacitors. Unfortunately, due to the complexity of the multi-layer PCB routing and internal catastrophic degradation within the silicon itself, the exact root-cause short circuit could not be isolated. āImpact on Project Timeline āThe loss of the H743 flight controller represents a critical path failure. Because this component serves as the central hub for sensor fusion, telemetry, and motor actuation, further integration testing is completely halted. āThe baseline schedule is now adjusted as follows: āHardware Procurement & Rework: 7ā10 business days to source a replacement high-reliability flight controller or equivalent silicon, followed by board-level soldering and validation. āFirmware Deployment & Bench Testing: 3ā5 days to re-flash the custom firmware stack, calibrate peripheral sensors, and verify I/O interfaces. āField Testing Realignment: The operational field trials are officially deferred by a minimum of a few weeks, pending stable bench milestones. āThe original hardware unit is officially written off as a total loss. Moving forward, additional overcurrent protection and diagnostic test points will be evaluated for the next hardware iteration to mitigate similar catastrophic vulnerabilities."}]...
|
Title: Project Scouter by @Nader | Stardance
Devl Title: Project Scouter by @Nader | Stardance
Devlogs:
Project Status Report: SCOUTER Hardware Failure & Timeline Revision āExecutive Summary āDuring the final preparations for the field testing phase of the SCOUTER platform, the primary flight control unit suffered a catastrophic hardware failure. The system was undergoing pre-flight bench validation when the main microcontroller experienced an unrecoverable electrical short. Consequently, the operational field-testing phase has been temporarily suspended, introducing an anticipated project delay of approximately two to three weeks. āIncident Analysis & Technical Diagnosis āThe failure localized entirely within the core computational unitāspecifically impacting the high-performance STM32H743 processor architecture. āSymptom Logic: Upon supplying power to the logic board via either the VBUS (USB) interface or the primary battery bus (VBAT), the flight controller fails to initiate its bootloader sequence or execute firmware instructions. āThermal Behavior: Instead of nominal operation, the board exhibits severe thermal runaway. The processor draws excessive current, rapidly generating high-temperature dissipation across the IC packageāeffectively acting as a thermal sink rather than a processing unit. āTroubleshooting Steps Taken: Preliminary diagnostic tracing, continuity testing, and localized resistance checks were performed across the power distribution networks (PDN) and decoupling capacitors. Unfortunately, due to the complexity of the multi-layer PCB routing and internal catastrophic degradation within the silicon itself, the exact root-cause short circuit could not be isolated. āImpact on Project Timeline āThe loss of the H743 flight controller represents a critical path failure. Because this component serves as the central hub for sensor fusion, telemetry, and motor actuation, further integration testing is completely halted. āThe baseline schedule is now adjusted as follows: āHardware Procurement & Rework: 7ā10 business days to source a replacement high-reliability flight controller or equivalent silicon, followed by board-level soldering and validation. āFirmware Deployment & Bench Testing: 3ā5 days to re-flash the custom firmware stack, calibrate peripheral sensors, and verify I/O interfaces. āField Testing Realignment: The operational field trials are officially deferred by a minimum of a few weeks, pending stable bench milestones. āThe original hardware unit is officially written off as a total loss. Moving forward, additional overcurrent protection and diagnostic test points will be evaluated for the next hardware iteration to mitigate similar catastrophic vulnerabilities....
|
1792565397.7926376
|
1793170197.7926376
|
|
17645
|
Draw Your Planet by @pujita_sunkara | Stardance
|
pujita_sunkara
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T03:11:40Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Draw Your Planet is a small space-themed drawing game where users can create their own planet. You can draw freely on the canvas, clear your drawing, and use a glow effect to make the planet look cooler. The project was built with HTML, CSS, JavaScript, and Python. One challenge was getting the drawing feature to work smoothly and making sure the glow effect looked good. I learned more about working with user input and designing interactive projects. In the future, I would like to add more colors, brush options, and a way to save drawings.", "repo": "https://github.com/pujitasunkara-jpg/web-os", "demo": "https://pujitasunkara-jpg.github.io/web-os/"}]...
|
[{"post_id": 8332, "ts": "2026 [{"post_id": 8332, "ts": "2026-06-13T21:01:34Z", "hours": 0.5981, "text": "I made a small interactive game where you can draw your own planet. You can sketch freely, clear the screen, and use a glow effect. Itās a fun space-project built using HTML and Python."}]...
|
Title: Draw Your Planet by @pujita_sunkara | Stard Title: Draw Your Planet by @pujita_sunkara | Stardance
Devlogs:
I made a small interactive game where you can draw your own planet. You can sketch freely, clear the screen, and use a glow effect. Itās a fun space-project built using HTML and Python.
Ships:
Draw Your Planet is a small space-themed drawing game where users can create their own planet. You can draw freely on the canvas, clear your drawing, and use a glow effect to make the planet look cooler. The project was built with HTML, CSS, JavaScript, and Python. One challenge was getting the drawing feature to work smoothly and making sure the glow effect looked good. I learned more about working with user input and designing interactive projects. In the future, I would like to add more colors, brush options, and a way to save drawings....
|
1793084130.1332138
|
1793170530.1332138
|
|
6409
|
OmniSchool by @fra | Stardance
|
fra
|
0
|
15.48
|
0
|
[]
|
[{"post_id": 8323, "ts": "2026 [{"post_id": 8323, "ts": "2026-06-13T20:48:58Z", "hours": 12.6261, "text": "Devlog #2: The Engine & The Studio š ļøšØ Captainās log. The OmniSchool architecture is expanding fast. After securing the database and the grade registry, it was time to tackle the most complex interactive features of the app: the Calendar AI and the Studio workspace. Here is what I shipped in this massive sprint (Phases 3 & 4): šļø The Calendar & Planning Engine: Built a custom Day/Week timeline grid from scratch using date-fns for strict timezone safety. Implemented dynamic TaskBlocks that visually adapt their height based on the duration of the study session. Wrote the first iteration of the local Planning Algorithm: it analyzes my pending tasks, checks my maximum daily study limit, and auto-suggests how to reschedule blocks based on difficulty stars! š» The Studio (Skia Canvas & Code IDE): Integrated @shopify /react-native-skia to build an A4 digital canvas. I can now draw smooth freehand paths directly inside the app. Embedded a fully working Monaco Editor via WebView for mobile coding (C++ and Python). Created a custom āDeveloper Keyboard Accessoryā that sits above the native keyboard, giving me instant access to essential coding chars like {, }, [, ]. The app is officially turning into a pocket powerhouse. Next mission: the Python backend. Over and out! š°ļø"}, {"post_id": 5006, "ts": "2026-06-08T17:32:03Z", "hours": 2.8539, "text": "Devlog #1: Day Zero & Foundations š Captainās log. Today marks the official start of OmniSchool. The first boss I had to defeat wasnāt a bug, but the environment setup. After a long battle with the Hackatime CLI on Windows, I finally got my tracker working perfectly! Here is what went down in the codebase during these first ~3 hours: Bootstrapped a clean React Native & Expo app with TypeScript. Configured the Babel plugins. Successfully integrated WatermelonDB for the local database. Built the bare-bones routing and navigation architecture. The scaffolding is officially up and running. Next time, we start building the actual UI. Over and out! š°ļø"}]...
|
Title: OmniSchool by @fra | Stardance
Devlogs:
De Title: OmniSchool by @fra | Stardance
Devlogs:
Devlog #1: Day Zero & Foundations š Captainās log. Today marks the official start of OmniSchool. The first boss I had to defeat wasnāt a bug, but the environment setup. After a long battle with the Hackatime CLI on Windows, I finally got my tracker working perfectly! Here is what went down in the codebase during these first ~3 hours: Bootstrapped a clean React Native & Expo app with TypeScript. Configured the Babel plugins. Successfully integrated WatermelonDB for the local database. Built the bare-bones routing and navigation architecture. The scaffolding is officially up and running. Next time, we start building the actual UI. Over and out! š°ļø
Devlog #2: The Engine & The Studio š ļøšØ Captainās log. The OmniSchool architecture is expanding fast. After securing the database and the grade registry, it was time to tackle the most complex interactive features of the app: the Calendar AI and the Studio workspace. Here is what I shipped in this massive sprint (Phases 3 & 4): šļø The Calendar & Planning Engine: Built a custom Day/Week timeline grid from scratch using date-fns for strict timezone safety. Implemented dynamic TaskBlocks that visually adapt their height based on the duration of the study session. Wrote the first iteration of the local Planning Algorithm: it analyzes my pending tasks, checks my maximum daily study limit, and auto-suggests how to reschedule blocks based on difficulty stars! š» The Studio (Skia Canvas & Code IDE): Integrated @shopify /react-native-skia to build an A4 digital canvas. I can now draw smooth freehand paths directly inside the app. Embedded a fully working Monaco Editor via WebView for mobile coding (C++ and Python). Created a custom āDeveloper Keyboard Accessoryā that sits above the native keyboard, giving me instant access to essential coding chars like {, }, [, ]. The app is officially turning into a pocket powerhouse. Next mission: the Python backend. Over and out! š°ļø...
|
1792770768.3275673
|
1793375568.3275673
|
|
71559
|
My own site! by @Kimbo0 | Stardance
|
Kimbo0
|
0
|
1.22
|
0
|
[]
|
[{"post_id": 83180, "ts": "202 [{"post_id": 83180, "ts": "2026-10-27T04:55:27Z", "hours": 1.2175, "text": "im workin on my german webpage where imma track my works throughout learning german"}]...
|
Title: My own site! by @Kimbo0 | Stardance
Devlog Title: My own site! by @Kimbo0 | Stardance
Devlogs:
im workin on my german webpage where imma track my works throughout learning german...
|
1793080043.509895
|
1793684843.509895
|
|
54649
|
Vid Transcribe by @rnabilaltamis14 | Stardance
|
rnabilaltamis14
|
1
|
41.05
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:01:17Z", "hours": 39.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an AI video transcriber, the most chalangging part is , making new UI and connecting electron foor the apps, also about the AI call model, what am i proud of? The results!, this is my first dekstop apps with my storage at the edge (128 gb), what should people know?, if you are confused with the problem, same with me :V", "repo": "https://github.com/Rahmat-Altamis/vid-transcriber", "demo": "https://github.com/Rahmat-Altamis/vid-transcriber/releases/tag/v1.1.1"}]...
|
[{"post_id": 83173, "ts": "202 [{"post_id": 83173, "ts": "2026-10-27T04:09:05Z", "hours": 0.6692, "text": "last devlog? helllo its probably my last devlog post, what i changed? uhh from.exe to .appimage and now its full local and no yt dlp after many issues with it"}, {"post_id": 73078, "ts": "2026-09-24T10:22:43Z", "hours": 1.3842, "text": "dunno"}, {"post_id": 58905, "ts": "2026-08-31T13:57:33Z", "hours": 1.0389, "text": "finished finnaly i come at this place everything is done and running, wish me luck at shipping XD"}, {"post_id": 58698, "ts": "2026-08-31T07:00:20Z", "hours": 8.9872, "text": "WRONG UI WRONG UI šš quick update - currently making into electron and js thankyou LOL"}, {"post_id": 57195, "ts": "2026-08-29T09:36:32Z", "hours": 9.4803, "text": "recycling old UI day 4 of building this, currently the progress been good, probably tomrrow shipping. quick update: -UI in progress -backend 80% done planning to change provider and i will make it into an app (yes real .exe app) via electron"}, {"post_id": 56453, "ts": "2026-08-28T06:56:59Z", "hours": 9.8128, "text": "some files are done hello!, after some crazy prototyping and experiment with my little captioner.py about the structure currently im moving to divide the files for more cleaner view not a hundred lines of code in 1 file"}, {"post_id": 55070, "ts": "2026-08-26T14:37:19Z", "hours": 9.8978, "text": "making the base, also some code layout design : -groq client for groq client of course -fireworks client for fw client -server.py for web -dashboard.html for dashboard -captioner.py for main pipeline some chaos in pipeline here XD"}]...
|
Title: Vid Transcribe by @rnabilaltamis14 | Starda Title: Vid Transcribe by @rnabilaltamis14 | Stardance
Devlogs:
making the base, also some code layout design : -groq client for groq client of course -fireworks client for fw client -server.py for web -dashboard.html for dashboard -captioner.py for main pipeline some chaos in pipeline here XD
some files are done hello!, after some crazy prototyping and experiment with my little captioner.py about the structure currently im moving to divide the files for more cleaner view not a hundred lines of code in 1 file
recycling old UI day 4 of building this, currently the progress been good, probably tomrrow shipping. quick update: -UI in progress -backend 80% done planning to change provider and i will make it into an app (yes real .exe app) via electron
WRONG UI WRONG UI šš quick update - currently making into electron and js thankyou LOL
finished finnaly i come at this place everything is done and running, wish me luck at shipping XD
dunno
last devlog? helllo its probably my last devlog post, what i changed? uhh from.exe to .appimage and now its full local and no yt dlp after many issues with it
Ships:
i made an AI video transcriber, the most chalangging part is , making new UI and connecting electron foor the apps, also about the AI call model, what am i proud of? The results!, this is my first dekstop apps with my storage at the edge (128 gb), what should people know?, if you are confused with the problem, same with me :V...
|
1793090905.9138594
|
1793177305.9138594
|
|
71555
|
AP Study App by @Veeraj | Stardance
|
Veeraj
|
0
|
22.84
|
0
|
[]
|
[{"post_id": 83168, "ts": "202 [{"post_id": 83168, "ts": "2026-10-27T03:33:59Z", "hours": 22.8417, "text": "Devlog for kinda everything since I hadnt been logging it up until now. This is AP Study app some random idea I had because I wanted a place where I could study for my AP classes but also get feedback and refreshers while also competing against my friends. (Think of it like duolingo but for studying). Some features it has are: Streaks Friends list Friend Leaderboard Teacher created classes Countdown to AP Test Levels Current Courses offered: AP World History AP Computer Science A AP Physics 1 AP Calculus AB AP Calculus BC AP Biology AP US History Disclaimer: I have not taken all these classes and am always looking for feedback if you think questions should be harder / easier."}]...
|
Title: AP Study App by @Veeraj | Stardance
Devlog Title: AP Study App by @Veeraj | Stardance
Devlogs:
Devlog for kinda everything since I hadnt been logging it up until now. This is AP Study app some random idea I had because I wanted a place where I could study for my AP classes but also get feedback and refreshers while also competing against my friends. (Think of it like duolingo but for studying). Some features it has are: Streaks Friends list Friend Leaderboard Teacher created classes Countdown to AP Test Levels Current Courses offered: AP World History AP Computer Science A AP Physics 1 AP Calculus AB AP Calculus BC AP Biology AP US History Disclaimer: I have not taken all these classes and am always looking for feedback if you think questions should be harder / easier....
|
1793072839.5864556
|
1793677639.5864556
|
|
65891
|
STARDUST PLZ by @inoty | Stardance
|
inoty
|
0
|
90.24
|
0
|
[]
|
[{"post_id": 83115, "ts": "202 [{"post_id": 83115, "ts": "2026-10-26T22:33:10Z", "hours": 7.2414, "text": "Save it! Save points have been added! This is a very exciting revelation indeed. I also polished up some story aspects, and come with a very sad announcement, which Iāll be making right now. The Buku Campaign Will Not Be Coming In The Demo Why? Time. This is the last week of Stardance, and I barely started work on the Campaign Yesterday, and I donāt wanna deliver some half-assed story campaign, so Iād rather just release with one than with 2 unfinished and clunky versions. Save Points?! Yes Indeed! You can save and load between 3 Save Files, This demo isnāt very long. But the full game will be, so I figured Iād add this. Secret Things Thereās something you donāt know about in the caves, and letās just say its very shiny"}, {"post_id": 82839, "ts": "2026-10-26T00:11:16Z", "hours": 11.2992, "text": "Dusty in here aināt it? Thatās right! A new Devlog after so long! And you can tell how much progress Iāve done by the hour count. So letās waste no more time and dive in. Death. The player is now capable of dying. I added this because theyre werenāt any real stakes inside of the game, so the best solution was to add the ability to lose some of your progress. Dusty This is a preview from the actual story of the game, these arenāt test levels anymore! Main Menu I have an early beta version of the main menu, its not done at all but its getting there."}, {"post_id": 81388, "ts": "2026-10-21T03:08:37Z", "hours": 1.5489, "text": "Dialogue System Finished! A really quick update, since I wont have as much time, I have decided to git commit the current build so I can work from school, but before that. I finished the dialogue system!"}, {"post_id": 81140, "ts": "2026-10-20T01:46:13Z", "hours": 3.3508, "text": "I LOVE STONING Hey! Another short devlog, havenāt had much motivation or energy to work on this project today. BUT I have made some new spritework. Iāve made art for cave areas inside of the Bean campaign, you can see a background tile and a regular tile."}, {"post_id": 80836, "ts": "2026-10-18T23:24:55Z", "hours": 7.4903, "text": "DONāT DROP IT! Hello again! This is gonna be a short Devlog, since Iāve been mostly working on story areas or writing, so heres a really nice looking area I designed, itāll be used for both campaigns, because I didnāt spend all that time drawing and coding for nothing!"}, {"post_id": 80278, "ts": "2026-10-17T02:40:30Z", "hours": 8.8114, "text": "HOW DO YOU WANNA PLAY?! Yes indeed, another devlog, you are NOT dreaming! Packed with content aswell, I am so excited to get into everything Iāve been working on, so letās get cracking and dive in. Before anything, scroll to the right for a cool video! What have I been up to? Well Iāve got a working version of the dialogue system, along with some other goodies! These being, a lot of character designs! I took the time to design some more NPCs in order to make the game feel less dead, aswell as the main story being written. I only need to complete the basic cutscene system, both the campaigns, and the game will finally be completed! Will you get any spoilers? NO Whatās with the 3D Model? Donāt worry about it. (Spoiler Reasons) On a serious note After this point, I wonāt be going into much detail of what Iāve been doing, since Iām wrapping up production on the more technical aspects of the game, and starting to get into the main story. So Devlogs will be short and concise from now one. Conclusion Actually making progress YAY"}, {"post_id": 78871, "ts": "2026-10-11T20:44:44Z", "hours": 2.3522, "text": "Aye Mate, whatcha doinā? Itās time for a new Devlog! (Yes so soon!) This time I will be touching on the characters I have made, and why the dialogue portraits look like that. WHY ARE THEY MADE UP OF STOCK IMAGES LMAO I thought it would be really funny if the characters dialogue portraits were all just sock images stuck together and pixelated, this will certainly lead to some funny stuff going down. New Props?! I have added lots of new props, I didnāt include all of them in order to not spoil everything, but I think the ones I am showing turned out pretty cool if you ask me! Whoās āThe Butcherā And why is he Russian with an Australian Accent? Augh! You know I feel about Stereotypes, I might just send you to the lab again if you pull that one again mate."}, {"post_id": 78522, "ts": "2026-10-11T02:41:30Z", "hours": 4.8483, "text": "They made us. Hello! I have decided to make devlogs more frequently, of course, at the cost of lower content amounts, no video this time sadly, but I do have something more⦠interesting⦠New Tiles 2 New Tiles have been added, I added a brick variant for the āBuku Rocksā, aswell as very shiny stone. This will be the tileset for the deeper parts of the Buku Areas. Props! I have added 2 prop examples, one normal prop, and another background prop. A pile of junk and a painting to, āLook at the world through theyāre eyesā, whatever that means. Conclusion Yeah thatās really it, Iāll now sprinkle in smaller Devlogs with the big boys."}, {"post_id": 77999, "ts": "2026-10-09T04:22:29Z", "hours": 10.5611, "text": "YOU DID Whāā⦠Ouh im so sleepy today⦠https://youtu.be/zQO8u43ADBw Devlog 4! This one jam packed actually, this is actually starting to look like a game, which is VERY amazing!!! I have implemented a half-done version of the lighting system! Which you can check out in the video above! Whatās new?! Well, a lot is new actually, first of, this is the first preview from the Buku Side of the game, I thought it was long overdue, so here it is! I hope you really like the vibe Iāve made for their areas! I have also added a VERY early versions of NPCs, as you can see from the sleepy little Buku you can find! Along with Particles! all of this makes the game feel REALLY nice and polished, though thereās still much to do. Whatās next for lighting? I want to add Terraria-Like lighting to the tiles, as I think I said before, because I simply think it would look better, and it can hide hidden paths⦠You may have noticed the shadows are now pixelated!!! It helps keep the style consistent. I tried to make the lighting pixelated too, but it looked pretty bad⦠So it was ultimately scrapped! [I did have AI do a bunch of the debugging because I suck at writing shaders] (Yeah I suffered a lot with lighting, by default it looked pale and honestly really bad, so I vibe coded a shader⦠yeah I know boo hoo, I still modified the script to fit my needs, but at its core it was vibe coded sadly.) NPCS?! LOOK AT THE LITTLE GUY! I havenāt really implemented the dialogue yet, but I have figured out animations! This is great for bringing life into the game, and I think itāll add a lot of character to all the different starlings youāll encounter through the game. Particles The particles in the preview are pretty minimal, ironically, Geometry Dash was the greatest help, I love messing around in the editor, so I had already learned the particle system from that game, which was surprisingly similar to Godotās, so I didnāt really need any tutorials! Conclusion The project is actually starting to look like a game, and Iām starting to love working on this even more actually, I love seeing the progress from the first preview, all the way to now, Iāve learned so much in such a short amount of time."}, {"post_id": 76949, "ts": "2026-10-05T05:11:12Z", "hours": 11.3319, "text": "Please⦠I need it⦠:( Hey! Didnāt expect to see you so soon, but I have come with updates! Itās not much, but this game is slowly starting to come to life! Iāve put a lot more effort into the video this time, so make sure to watch it! https://youtu.be/TutXHCyREEI What are the new features? You know how I added an actual Camera last devlog? Yeah thatās all gone, it has been completely rewritten, to make way for CAMERA CONTROLS!!!, this will allow me to add so much more character to the levels, and lays the groundwork for cutscenes! I have also implemented a very early version of lighting! Itās still super early, but you can slowly start to see the vision of this games art direction, which I find very exciting! Camera Controls Yes this is gonna be itās own section, I didnāt recode everything immediately after coding it for nothing. So the camera controls work by having a CollisionObject2D act as a hitbox to detect when your inside it, which will activate certain options the camera controls have. Which I will get into, right now..? So, as you can see from the video, I can control both zoom, and the focus point of the camera, for the zoom itās super simple, just change one value, but the static camera is a little bit more interesting⦠I added a Marker2D attached to a script, which I can just place anywhere in the level, which has an assigned ID, so if the collision box has an ID of 3, and the static camera is enabled, itāll look for the Markdown2D with the same ID, to anchor the camera to it (I know itās super simple, but Iām still a beginner and Iām proud of it, also sorry if I suck at explaining) Whatās next for the lighting system? I want to add shadows inside of the tiles, kind of like Terraria mainly to hide my horrible tiling skills, and to hide stuff like secret tunnels, I also want to make the shadows pixelated, and be able to add pretty bright lights all around (yeah that dosenāt work yetā¦) NPCs?! I have designed a few NPCs in advance, I have no idea how Iāll use the police officer, so feel free to leave ideas in the comments, BUT I do know how Iāll just the 2 other guys, they are scientist, who both created the cursor characters to steal stardust from the opposite team! How amazing Cutscenes?! This will be the last thing I need to implement (Not really Iām lying) before I start working on the actual levels and main story of the game, I just realised while writing this I still need to make the Stardust Stealing work, add bombs, and add levers and backgrounds, so maybe we arenāt fully there yet. Conclusion I still have SO MUCH left to do, in such a short amount of time, this week I will have more time, so I hope to have the lighting system done by tomorrow! Yippee!"}, {"post_id": 76245, "ts": "2026-10-02T20:52:53Z", "hours": 14.2336, "text": "GIVE IT TO ME, NOW!!!! | Devlog 2 Hello, itās me again, I donāt have much to post this time, Iāve been very busy (and tired), so I havenāt actually implemented much into this game, on top of multiple issues I will talk about during this devlog. https://youtu.be/S8Qy3RnZ0OE Cusual Game Music 07 by Ivan Fomin Insane Mess I Made I have a mess in my Hackatime Dashboard, this project is split into like 3, and it detected a long Opencode Debugging Session (I turned of Wackatime (I think) for it to not track this, but it still did, 2 separate times, so now it says my code is 30% AI generated, when like all it touched was Hyprland Config Files, and other stuff relating to my system, so thatās fun I guess. I have been struggling to keep this up, mainly because I donāt always have time to code, but since I joined so late Iāve gotta put in the time and effort, which is fair I guess. (I honestly have no idea how to fix this please help me) Progress Report Not much has been done, I implemented new tile types, (they connect now!) and implemented a new category of interactable objects within the game Items!, seems basic, but for a beginner like me it was pretty hard to implement, keep in mind this is like my 2nd Godot Game, so I am NOT skilled at all, the plan is to eventually get dialogue and fully working levels ready, but its gonna be a huge crunch, especially with one month left (I would have never made it with the original time we had) Plans for the future I hope I can actually finish both this project and Riftbook in time, so I can finally rest and go to sleep or something I donāt know. Though I must admit, I am more excited for this project since I enjoy the level making process, making sprites, writing the dialogue etc. The only real hard part for me is actually coding (Because I donāt know the syntax very well) Conclusion I need to finish this project incredibly fast, promote it, make a 3rd project for that certificate, finish Riftbook, write all the dialogue, make all the levels, and figure out all the syntax in 30 days (While being super busy) Itās gonna be on hell of a ride, so I hope I donāt lose my mind while working on this. I am very tired, and things are not going my way, but Iāll keep pushing on, please feel free to help if you can PLEASE. Additional Video Notes Oh my god, I tried to act Text to Kdenlive, I have been āusing itā for a while now (I havenāt been doing much other than dragging and dropping clips) I come from DaVinci Resolve, so Iām used to that workflow but holy hell is it different, I decided not to do much because the video is better off without my terrible Kdenlive skills OH YEAH, and I lost my Stardance Streak >:( (Only reason I uploaded a devlog today, I wanted to do more)"}, {"post_id": 74292, "ts": "2026-09-27T04:11:53Z", "hours": 7.1697, "text": "GIVE ME STARTDUST PLEASE | Devlog 1 https://youtu.be/C4Bo1hGNqnY Hello! Itās me, your personal helper friend! Today I want to talk about my new GAME! In this game, you play as a cursor who wants to steal stardust, the games story will change depending on if your a Bean, or a Buku, but the mean premise is the same. Today I coded the movement, added some physics objects, and made some debug tiles! Asset Drawing Asset drawing was pretty fun, I loved making the little star beans, I havent done much art for the Bukus, but I will do some stuff some Thing that made me consider castration I was trying to make a simple system where if you ran into a tile too fast, you would bounce, turns out, this made me rewrite the ENTIRE movement code, so now instead of tracking your mouse like a normal person would do, it creates a virtual mouse for you, why? Because I thought the issue was that the player was trying to head for the mouse while it was bouncing, so it wouldnāt work, turns out, this wasnāt really the issue, and I wasted my time. HAHHAHAHAHHA Conclusion I want to die (No but really this was a really fun prototype to make, and I look foward to completing this game! Check out the video too!)"}]...
|
Title: STARDUST PLZ by @inoty | Stardance
Devlogs Title: STARDUST PLZ by @inoty | Stardance
Devlogs:
GIVE ME STARTDUST PLEASE | Devlog 1 https://youtu.be/C4Bo1hGNqnY Hello! Itās me, your personal helper friend! Today I want to talk about my new GAME! In this game, you play as a cursor who wants to steal stardust, the games story will change depending on if your a Bean, or a Buku, but the mean premise is the same. Today I coded the movement, added some physics objects, and made some debug tiles! Asset Drawing Asset drawing was pretty fun, I loved making the little star beans, I havent done much art for the Bukus, but I will do some stuff some Thing that made me consider castration I was trying to make a simple system where if you ran into a tile too fast, you would bounce, turns out, this made me rewrite the ENTIRE movement code, so now instead of tracking your mouse like a normal person would do, it creates a virtual mouse for you, why? Because I thought the issue was that the player was trying to head for the mouse while it was bouncing, so it wouldnāt work, turns out, this wasnāt really the issue, and I wasted my time. HAHHAHAHAHHA Conclusion I want to die (No but really this was a really fun prototype to make, and I look foward to completing this game! Check out the video too!)
GIVE IT TO ME, NOW!!!! | Devlog 2 Hello, itās me again, I donāt have much to post this time, Iāve been very busy (and tired), so I havenāt actually implemented much into this game, on top of multiple issues I will talk about during this devlog. https://youtu.be/S8Qy3RnZ0OE Cusual Game Music 07 by Ivan Fomin Insane Mess I Made I have a mess in my Hackatime Dashboard, this project is split into like 3, and it detected a long Opencode Debugging Session (I turned of Wackatime (I think) for it to not track this, but it still did, 2 separate times, so now it says my code is 30% AI generated, when like all it touched was Hyprland Config Files, and other stuff relating to my system, so thatās fun I guess. I have been struggling to keep this up, mainly because I donāt always have time to code, but since I joined so late Iāve gotta put in the time and effort, which is fair I guess. (I honestly have no idea how to fix this please help me) Progress Report Not much has been done, I implemented new tile types, (they connect now!) and implemented a new category of interactable objects within the game Items!, seems basic, but for a beginner like me it was pretty hard to implement, keep in mind this is like my 2nd Godot Game, so I am NOT skilled at all, the plan is to eventually get dialogue and fully working levels ready, but its gonna be a huge crunch, especially with one month left (I would have never made it with the original time we had) Plans for the future I hope I can actually finish both this project and Riftbook in time, so I can finally rest and go to sleep or something I donāt know. Though I must admit, I am more excited for this project since I enjoy the level making process, making sprites, writing the dialogue etc. The only real hard part for me is actually coding (Because I donāt know the syntax very well) Conclusion I need to finish this project incredibly fast, promote it, make a 3rd project for that certificate, finish Riftbook, write all the dialogue, make all the levels, and figure out all the syntax in 30 days (While being super busy) Itās gonna be on hell of a ride, so I hope I donāt lose my mind while working on this. I am very tired, and things are not going my way, but Iāll keep pushing on, please feel free to help if you can PLEASE. Additional Video Notes Oh my god, I tried to act Text to Kdenlive, I have been āusing itā for a while now (I havenāt been doing much other than dragging and dropping clips) I come from DaVinci Resolve, so Iām used to that workflow but holy hell is it different, I decided not to do much because the video is better off without my terrible Kdenlive skills OH YEAH, and I lost my Stardance Streak >:( (Only reason I uploaded a devlog today, I wanted to do more)
Please⦠I need it⦠:( Hey! Didnāt expect to see you so soon, but I have come with updates! Itās not much, but this game is slowly starting to come to life! Iāve put a lot more effort into the video this time, so make sure to watch it! https://youtu.be/TutXHCyREEI What are the new features? You know how I added an actual Camera last devlog? Yeah thatās all gone, it has been completely rewritten, to make way for CAMERA CONTROLS!!!, this will allow me to add so much more character to the levels, and lays the groundwork for cutscenes! I have also implemented a very early version of lighting! Itās still super early, but you can slowly start to see the vision of this games art direction, which I find very exciting! Camera Controls Yes this is gonna be itās own section, I didnāt recode everything immediately after coding it for nothing. So the camera controls work by having a CollisionObject2D act as a hitbox to detect when your inside it, which will activate certain options the camera controls have. Which I will get into, right now..? So, as you can see from the video, I can control both zoom, and the focus point of the camera, for the zoom itās super simple, just change one value, but the static camera is a little bit more interesting⦠I added a Marker2D attached to a script, which I can just place anywhere in the level, which has an assigned ID, so if the collision box has an ID of 3, and the static camera is enabled, itāll look for the Markdown2D with the same ID, to anchor the camera to it (I know itās super simple, but Iām still a beginner and Iām proud of it, also sorry if I suck at explaining) Whatās next for the lighting system? I want to add shadows inside of the tiles, kind of like Terraria mainly to hide my horrible tiling skills, and to hide stuff like secret tunnels, I also want to make the shadows pixelated, and be able to add pretty bright lights all around (yeah that dosenāt work yetā¦) NPCs?! I have designed a few NPCs in advance, I have no idea how Iāll use the police officer, so feel free to leave ideas in the comments, BUT I do know how Iāll just the 2 other guys, they are scientist, who both created the cursor characters to steal stardust from the opposite team! How amazing Cutscenes?! This will be the last thing I need to implement (Not really Iām lying) before I start working on the actual levels and main story of the game, I just realised while writing this I still need to make the Stardust Stealing work, add bombs, and add levers and backgrounds, so maybe we arenāt fully there yet. Conclusion I still have SO MUCH left to do, in such a short amount of time, this week I will have more time, so I hope to have the lighting system done by tomorrow! Yippee!
YOU DID Whāā⦠Ouh im so sleepy today⦠https://youtu.be/zQO8u43ADBw Devlog 4! This one jam packed actually, this is actually starting to look like a game, which is VERY amazing!!! I have implemented a half-done version of the lighting system! Which you can check out in the video above! Whatās new?! Well, a lot is new actually, first of, this is the first preview from the Buku Side of the game, I thought it was long overdue, so here it is! I hope you really like the vibe Iāve made for their areas! I have also added a VERY early versions of NPCs, as you can see from the sleepy little Buku you can find! Along with Particles! all of this makes the game feel REALLY nice and polished, though thereās still much to do. Whatās next for lighting? I want to add Terraria-Like lighting to the tiles, as I think I said before, because I simply think it would look better, and it can hide hidden paths⦠You may have noticed the shadows are now pixelated!!! It helps keep the style consistent. I tried to make the lighting pixelated too, but it looked pretty bad⦠So it was ultimately scrapped! [I did have AI do a bunch of the debugging because I suck at writing shaders] (Yeah I suffered a lot with lighting, by default it looked pale and honestly really bad, so I vibe coded a shader⦠yeah I know boo hoo, I still modified the script to fit my needs, but at its core it was vibe coded sadly.) NPCS?! LOOK AT THE LITTLE GUY! I havenāt really implemented the dialogue yet, but I have figured out animations! This is great for bringing life into the game, and I think itāll add a lot of character to all the different starlings youāll encounter through the game. Particles The particles in the preview are pretty minimal, ironically, Geometry Dash was the greatest help, I love messing around in the editor, so I had already learned the particle system from that game, which was surprisingly similar to Godotās, so I didnāt really need any tutorials! Conclusion The project is actually starting to look like a game, and Iām starting to love working on this even more actually, I love seeing the progress from the first preview, all the way to now, Iāve learned so much in such a short amount of time.
They made us. Hello! I have decided to make devlogs more frequently, of course, at the cost of lower content amounts, no video this time sadly, but I do have something more⦠interesting⦠New Tiles 2 New Tiles have been added, I added a brick variant for the āBuku Rocksā, aswell as very shiny stone. This will be the tileset for the deeper parts of the Buku Areas. Props! I have added 2 prop examples, one normal prop, and another background prop. A pile of junk and a painting to, āLook at the world through theyāre eyesā, whatever that means. Conclusion Yeah thatās really it, Iāll now sprinkle in smaller Devlogs with the big boys.
Aye Mate, whatcha doinā? Itās time for a new Devlog! (Yes so soon!) This time I will be touching on the characters I have made, and why the dialogue portraits look like that. WHY ARE THEY MADE UP OF STOCK IMAGES LMAO I thought it would be really funny if the characters dialogue portraits were all just sock images stuck together and pixelated, this will certainly lead to some funny stuff going down. New Props?! I have added lots of new props, I didnāt include all of them in order to not spoil everything, but I think the ones I am showing turned out pretty cool if you ask me! Whoās āThe Butcherā And why is he Russian with an Australian Accent? Augh! You know I feel about Stereotypes, I might just send you to the lab again if you pull that one again mate.
HOW DO YOU WANNA PLAY?! Yes indeed, another devlog, you are NOT dreaming! Packed with content aswell, I am so excited to get into everything Iāve been working on, so letās get cracking and dive in. Before anything, scroll to the right for a cool video! What have I been up to? Well Iāve got a working version of the dialogue system, along with some other goodies! These being, a lot of character designs! I took the time to design some more NPCs in order to make the game feel less dead, aswell as the main story being written. I only need to complete the basic cutscene system, both the campaigns, and the game will finally be completed! Will you get any spoilers? NO Whatās with the 3D Model? Donāt worry about it. (Spoiler Reasons) On a serious note After this point, I wonāt be going into much detail of what Iāve been doing, since Iām wrapping up production on the more technical aspects of the game, and starting to get into the main story. So Devlogs will be short and concise from now one. Conclusion Actually making progress YAY
DONāT DROP IT! Hello again! This is gonna be a short Devlog, since Iāve been mostly working on story areas or writing, so heres a really nice looking area I designed, itāll be used for both campaigns, because I didnāt spend all that time drawing and coding for nothing!
I LOVE STONING Hey! Another short devlog, havenāt had much motivation or energy to work on this project today. BUT I have made some new spritework. Iāve made art for cave areas inside of the Bean campaign, you can see a background tile and a regular tile.
Dialogue System Finished! A really quick update, since I wont have as much time, I have decided to git commit the current build so I can work from school, but before that. I finished the dialogue system!
Dusty in here aināt it? Thatās right! A new Devlog after so long! And you can tell how much progress Iāve done by the hour count. So letās waste no more time and dive in. Death. The player is now capable of dying. I added this because theyre werenāt any real stakes inside of the game, so the best solution was to add the ability to lose some of your progress. Dusty This is a preview from the actual story of the game, these arenāt test levels anymore! Main Menu I have an early beta version of the main menu, its not done at all but its getting there.
Save it! Save points have been added! This is a very exciting revelation indeed. I also polished up some story aspects, and come with a very sad announcement, which Iāll be making right now. The Buku Campaign Will Not Be Coming In The Demo Why? Time. This is the last week of Stardance, and I barely started work on the Campaign Yesterday, and I donāt wanna deliver some half-assed story campaign, so Iād rather just release with one than with 2 unfinished and clunky versions. Save Points?! Yes Indeed! You can save and load between 3 Save Files, This demo isnāt very long. But the full game will be, so I figured Iād add this. Secret Things Thereās something you donāt know about in the caves, and letās just say its very shiny...
|
1793091253.4326458
|
1793696053.4326458
|
|
65529
|
platformer by @samriddhjoneja | Stardance
|
samriddhjoneja
|
0
|
6.92
|
0
|
[]
|
[{"post_id": 83114, "ts": "202 [{"post_id": 83114, "ts": "2026-10-26T22:32:34Z", "hours": 1.0464, "text": "Made some level design and added decor. Fixed the bug where the parallax effect would glitch when transitioning. Also imported sign posts assets for decor."}, {"post_id": 83016, "ts": "2026-10-26T15:52:02Z", "hours": 1.5492, "text": "Added Parallax Effect with 3 layers which creates a 3d effect (took me a lot of time) Wiped the level design and starting new bcs it didnt fit with parallax and kept causes bugs bcs of y axis issues Fixed the camera where the player would glitch when running"}, {"post_id": 82619, "ts": "2026-10-25T13:08:15Z", "hours": 1.3753, "text": "Made changes to player mechanics Made the camera smoother and better Added decor to the level Completed making the level with design and added a mechanic where u can go through tunnels for a 2nd pathway Fixed bugs with player movement"}, {"post_id": 77575, "ts": "2026-10-07T14:57:48Z", "hours": 1.2661, "text": "I fixed the animations where the animation was very slow, and also fixed the looping animations for one time animations. Made the tilemap and started working on a basic level for the player Fixed some bugs where the camera was not working properly and also the player would phase through the tiles so i added a collision to it"}, {"post_id": 75003, "ts": "2026-09-28T20:30:50Z", "hours": 1.6819, "text": "Imported assets Made player animations Created input mapping and fixed specific buttons for movement Defined collision to the player and added physics Fixed a bug where the player wouldnāt be affected by gravity"}]...
|
Title: platformer by @samriddhjoneja | Stardance
Title: platformer by @samriddhjoneja | Stardance
Devlogs:
Imported assets Made player animations Created input mapping and fixed specific buttons for movement Defined collision to the player and added physics Fixed a bug where the player wouldnāt be affected by gravity
I fixed the animations where the animation was very slow, and also fixed the looping animations for one time animations. Made the tilemap and started working on a basic level for the player Fixed some bugs where the camera was not working properly and also the player would phase through the tiles so i added a collision to it
Made changes to player mechanics Made the camera smoother and better Added decor to the level Completed making the level with design and added a mechanic where u can go through tunnels for a 2nd pathway Fixed bugs with player movement
Added Parallax Effect with 3 layers which creates a 3d effect (took me a lot of time) Wiped the level design and starting new bcs it didnt fit with parallax and kept causes bugs bcs of y axis issues Fixed the camera where the player would glitch when running
Made some level design and added decor. Fixed the bug where the parallax effect would glitch when transitioning. Also imported sign posts assets for decor....
|
1793087654.3385036
|
1793692454.3385036
|
|
65574
|
Rep Bot by @Eternal | Stardance
|
Eternal
|
0
|
9.78
|
0
|
[]
|
[{"post_id": 83112, "ts": "202 [{"post_id": 83112, "ts": "2026-10-26T22:26:09Z", "hours": 0.7267, "text": "I changed the code so that the name of the bot (and the name of the commands) could be changed via the .env file so that I could create a separate rep bot demo account for the bot so that the people that will be voting on my project wonāt mess up the main db for the rep bot. I also added an explaination/error message when someone tries to thank themselves so that they donāt think the bot is broken."}, {"post_id": 81903, "ts": "2026-10-22T22:28:30Z", "hours": 0.6075, "text": "I fixed a bug that let you thank yourself, fixed the leaderboard going into the negatives, and renamed ārepā to āpointsā because I felt like ārepā was something that signified trust. Answering more questions does not mean youāre more trustworthy. To prevent someone from thanking themselves, I made sure that the person theyāre trying to thank and the person that sent the message in the first place are two different IDs"}, {"post_id": 81361, "ts": "2026-10-20T23:48:27Z", "hours": 0.74, "text": "Heh. I lied. I donāt know where the time went. But I added a register command so that the first initial āhow do I thank peopleā can be printed. The old bot message is also deleted when a new reminder message needs to be printed. The message ID is stored and then stored in the database along with what channel the message was posted in. When a new message is posted, the old message from the channel is looked up and deleted."}, {"post_id": 81338, "ts": "2026-10-20T21:42:02Z", "hours": 1.0231, "text": "Alright, this is the last feature before Iām deploying this bot for testing. Iām adding this feature as an explaination for how the bot works and to remind people that the bot exists. This message is only posted when two conditions are met: it has been a day or more since the last message AND 20 more messages have been posted since the last message. I created a database table that tracks the amount of messages that have been sent in a channel since the last message and I have a while loop that queries the db to check every second."}, {"post_id": 81099, "ts": "2026-10-19T21:20:38Z", "hours": 0.6856, "text": "Okay, maybe I lied a little bit. There are a few more updates I want to make. I talked with Evan about adding it to #code and #hardware, and he agreed HURAYYYY YAY YOPRGLK ERL:G JRLSKJ KRLSHG KJWRHGKJ WEJHK SJ:GJK But he also made a few suggestions which I will be implementing. These changes here, though, are my own ideas. Previously, the format for giving someone thanks/points was very strict. The message has to start with āthanksā or ātyā or āthxā and then has to mention someone and has to be exactly 2 words long (the ping counts as a word). Now, itās more flexible and the requirements for the bot to notice that the user is trying to give thanks is just to have the word āthanksā or āthankā or ātyā or āthxā and then ping the user. There can be other words in the message now. I also added a profile picture to the bot (suggestion by Evan). Itās stolen from Lapseās leaderboard icon"}, {"post_id": 80051, "ts": "2026-10-16T02:32:01Z", "hours": 0.6681, "text": "Eyyyy! Whatcha look at that! Editing the leaderboard works now. so, I had to switch from using respond() to client.chat.update() which makes no sense to me but okay sure whatever it works now. Then, there was an error about duplicate action IDs which I used Gemini to figure out the fix for: Slack wants a unique action to be performed by each button so you need a new event handler. But I donāt want to duplicate code so I hovered over the āapp.actionā function and noticed that it except RegEx so I used the RegEx ā/paginate_(next|prev)/ā Iām so happy it works now though. Time to ship it!"}, {"post_id": 79659, "ts": "2026-10-14T23:21:28Z", "hours": 0.4258, "text": "HEY GUESS WHAT THE ISSUE WAS. GUESS WHAT. IT. WAS. FIXED. WITH. A. REBOOT. WHAT okay, so. Hereās the context, right. The user requests a command to be ran on the bot and the command is sometimes randomly delayed until after the 3 second timeout from Slack is over so Slack thinks the bot didnāt receive it but the bot didnāt even receive the command. I have a video attached. I thought it was my codeās fault, so I was messing around and adding logging and changing random things and googling and whatnot and nothing fixed it. And then I rebooted my computer. AND IT FIXED IT WHAT DO YOU MEAN???? IF IT WAS AN ISSUE WITH THE NETWORK CODE WHY DIDNāT WEBSITES TAKE SECONDS TO LOAD???? THEY LOADED FINE! WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY"}, {"post_id": 79181, "ts": "2026-10-12T22:34:23Z", "hours": 2.6636, "text": "So, I got the leaderboard working..kind of. The leaderboard works and shows the top 10 people, but the āNextā button to show the next 10 people doesnāt work. Why? Who knows? Slack just complains of something being wrong and doesnāt give many details about what exactly is wrong. Thereās also another issue: sometimes the bot wonāt receive a message from Slack that a command was ran until after the timeout period of 3 seconds is over. And I know itās not the code taking more than 3 seconds to run because the request is immediately ackād and the entire code block takes less than 250ms on average (I timed it with console.time). So I have no idea whatās going on. Thatās why this devlog is 2.5 hours. It took me 45 minutes to add the feature, and the rest of the time is trying to fix the feature. Iāll continue debugging it."}, {"post_id": 77693, "ts": "2026-10-07T22:58:00Z", "hours": 0.51, "text": "Added the /rep-bot-profile command which queries the database for your points + the amount of people that have more points than you and then tells you. Next up: a leaderboard command"}, {"post_id": 77156, "ts": "2026-10-05T20:23:25Z", "hours": 1.7267, "text": "I got the bot working! People who say āthanksā or āthankā or āthxā followed by pinging someone will give that person 1 rep point. The idea for this bot comes from an HQ huddle a few weeks ago where Evan was talking about ways to make the community more active. We eventually started talking about the help channels (like #hardware and #code) and I talked about how a Discord server I was in had a bot that gave out points for answering peoples questions, and I wanted to try that out to see if that would increase engagement (answering and asking questions) in these channels. I setup the SQLite database with Drizzle ORM. I had lots of trouble with getting the bot to recognize that messages were even sent, so I went to Stardanceās slack bot guide for help with setting up my bot properly. I donāt know what exactly I changed to fix it, but the bot started recognizing new messages sent in the channel after I added all the permissions the guide said to add."}]...
|
Title: Rep Bot by @Eternal | Stardance
Devlogs:
I Title: Rep Bot by @Eternal | Stardance
Devlogs:
I got the bot working! People who say āthanksā or āthankā or āthxā followed by pinging someone will give that person 1 rep point. The idea for this bot comes from an HQ huddle a few weeks ago where Evan was talking about ways to make the community more active. We eventually started talking about the help channels (like #hardware and #code) and I talked about how a Discord server I was in had a bot that gave out points for answering peoples questions, and I wanted to try that out to see if that would increase engagement (answering and asking questions) in these channels. I setup the SQLite database with Drizzle ORM. I had lots of trouble with getting the bot to recognize that messages were even sent, so I went to Stardanceās slack bot guide for help with setting up my bot properly. I donāt know what exactly I changed to fix it, but the bot started recognizing new messages sent in the channel after I added all the permissions the guide said to add.
Added the /rep-bot-profile command which queries the database for your points + the amount of people that have more points than you and then tells you. Next up: a leaderboard command
So, I got the leaderboard working..kind of. The leaderboard works and shows the top 10 people, but the āNextā button to show the next 10 people doesnāt work. Why? Who knows? Slack just complains of something being wrong and doesnāt give many details about what exactly is wrong. Thereās also another issue: sometimes the bot wonāt receive a message from Slack that a command was ran until after the timeout period of 3 seconds is over. And I know itās not the code taking more than 3 seconds to run because the request is immediately ackād and the entire code block takes less than 250ms on average (I timed it with console.time). So I have no idea whatās going on. Thatās why this devlog is 2.5 hours. It took me 45 minutes to add the feature, and the rest of the time is trying to fix the feature. Iāll continue debugging it.
HEY GUESS WHAT THE ISSUE WAS. GUESS WHAT. IT. WAS. FIXED. WITH. A. REBOOT. WHAT okay, so. Hereās the context, right. The user requests a command to be ran on the bot and the command is sometimes randomly delayed until after the 3 second timeout from Slack is over so Slack thinks the bot didnāt receive it but the bot didnāt even receive the command. I have a video attached. I thought it was my codeās fault, so I was messing around and adding logging and changing random things and googling and whatnot and nothing fixed it. And then I rebooted my computer. AND IT FIXED IT WHAT DO YOU MEAN???? IF IT WAS AN ISSUE WITH THE NETWORK CODE WHY DIDNāT WEBSITES TAKE SECONDS TO LOAD???? THEY LOADED FINE! WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
Eyyyy! Whatcha look at that! Editing the leaderboard works now. so, I had to switch from using respond() to client.chat.update() which makes no sense to me but okay sure whatever it works now. Then, there was an error about duplicate action IDs which I used Gemini to figure out the fix for: Slack wants a unique action to be performed by each button so you need a new event handler. But I donāt want to duplicate code so I hovered over the āapp.actionā function and noticed that it except RegEx so I used the RegEx ā/paginate_(next|prev)/ā Iām so happy it works now though. Time to ship it!
Okay, maybe I lied a little bit. There are a few more updates I want to make. I talked with Evan about adding it to #code and #hardware, and he agreed HURAYYYY YAY YOPRGLK ERL:G JRLSKJ KRLSHG KJWRHGKJ WEJHK SJ:GJK But he also made a few suggestions which I will be implementing. These changes here, though, are my own ideas. Previously, the format for giving someone thanks/points was very strict. The message has to start with āthanksā or ātyā or āthxā and then has to mention someone and has to be exactly 2 words long (the ping counts as a word). Now, itās more flexible and the requirements for the bot to notice that the user is trying to give thanks is just to have the word āthanksā or āthankā or ātyā or āthxā and then ping the user. There can be other words in the message now. I also added a profile picture to the bot (suggestion by Evan). Itās stolen from Lapseās leaderboard icon
Alright, this is the last feature before Iām deploying this bot for testing. Iām adding this feature as an explaination for how the bot works and to remind people that the bot exists. This message is only posted when two conditions are met: it has been a day or more since the last message AND 20 more messages have been posted since the last message. I created a database table that tracks the amount of messages that have been sent in a channel since the last message and I have a while loop that queries the db to check every second.
Heh. I lied. I donāt know where the time went. But I added a register command so that the first initial āhow do I thank peopleā can be printed. The old bot message is also deleted when a new reminder message needs to be printed. The message ID is stored and then stored in the database along with what channel the message was posted in. When a new message is posted, the old message from the channel is looked up and deleted.
I fixed a bug that let you thank yourself, fixed the leaderboard going into the negatives, and renamed ārepā to āpointsā because I felt like ārepā was something that signified trust. Answering more questions does not mean youāre more trustworthy. To prevent someone from thanking themselves, I made sure that the person theyāre trying to thank and the person that sent the message in the first place are two different IDs
I changed the code so that the name of the bot (and the name of the commands) could be changed via the .env file so that I could create a separate rep bot demo account for the bot so that the people that will be voting on my project wonāt mess up the main db for the rep bot. I also added an explaination/error message when someone tries to thank themselves so that they donāt think the bot is broken....
|
1793087735.6977503
|
1793692535.6977503
|
|
41053
|
Fizzy Sea by @Nik0la_278 | Stardance
|
Nik0la_278
|
5
|
37.5
|
355
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T18:26:11Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "New Ship! I have got some feedback on performance of the game by you guys so I updated this Tutorial Level that I am currently making to make the gameplay better! :3 I made a bit of rearrangement of buttons and changed the Open Menu key to ESC instade of P! I added a Button to Resume Game (earlyer you could only quit, now you can resume) I added a button that sets FPS to 60 Max (If you want and the game is lagging). 2 buttons that sets your resolution of your screen (50 or 100% of your full screen) If you fall off and drown (if you fall off you will automatically drown⦠the Fox canāt swim (yet)). Now when you drown, the Drown screen also has a Quit Game Button! The Game is still far from done, but ilI will get to designing main level after the core mechanics, animations and Tutorial map are done so everything goes smoothly! :3", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 2, "ts": "2026-10-11T00:59:03Z", "hours": 8.0, "multiplier": 16.45, "payout": 137, "blessing": "neutral", "text": "The game got a few key functions, changes and optimizations! -The game is more light weight due to water optimization! -The map had some changes with more stuff added to it like Soda barrels and an additional cocoa tree! -Now when you press P, a pause menu appears where you can quit game! -Assets like Rafts and Targets are now re textured! -Lighting optimized for better appearance! Crosshair more accurate! WAY MORE STUFF COMING SOON!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 3, "ts": "2026-10-01T16:23:43Z", "hours": 6.0, "multiplier": 14.51, "payout": 90, "blessing": "neutral", "text": "WHATS NEW IN MY GAME! Shootable Canzzzz and Bottlezzzzz New UI (Crosshair and Health Bar) Tutorial Signs! COCOA PODS!!! That you can shoot off the trees New shooting ability where you shoot a bigger water ball! (It has a 3s cooldown) Trash bags!ā¦.. they just sit there and take up space to fill in the map! Much more coming SOON!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 4, "ts": "2026-09-21T19:47:29Z", "hours": 9.0, "multiplier": 9.86, "payout": 93, "blessing": "neutral", "text": "Fizzy Sea, Ship: 2 I added a WHOLE NEW MAP that include animated water, a tree (That will have a function later on), fences and targets to shoot! I also added the ability to shoot with left click! The blue spheres are projectiles you shoot! The spheres are placeholders for water shot from a water gun! When you change the camera to third person (by pressing C), you can see the main character model is included with a water gun attached to his wrist! Animation for walking, jumping and shooting will be added later on (When I figure out how in the world animation works), but for now he stays in a T-Pose! The game is still in progress but Iām working as best and fast I can! :3", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}, {"ship_num": 5, "ts": "2026-08-16T18:29:42Z", "hours": 10.0, "multiplier": 3.51, "payout": 35, "blessing": "neutral", "text": "I made mechanics for a game I am making in unreal engine! Current mechanics feature WASD movement, Shift for sprint and 2 cameras that switch when pressed C, switching from 1st to 3rd person. The most challenging part (and the part I was most proud of) was figuring out the 3rd person camera movement because the code didnāt let camera move vertically at first but now it does!", "repo": "https://github.com/Nik0la278/Fizzy_Sea", "demo": "https://nik0la278.itch.io/fizzy-sea"}]...
|
[{"post_id": 83111, "ts": "202 [{"post_id": 83111, "ts": "2026-10-26T22:26:07Z", "hours": 1.5003, "text": "TUTORIALS! I have drew some textures for new tutorial signs: One that shows that with mouse you turn your head. One that shows WASD Walking controls. One showing that pressing C changes camera view."}, {"post_id": 82679, "ts": "2026-10-25T16:06:19Z", "hours": 1.1272, "text": "Menu Update I made a few more options to od in menus in game, when you pause game, you have more resolution and frame options and in death menu you can quit game!"}, {"post_id": 81502, "ts": "2026-10-21T14:51:28Z", "hours": 1.6167, "text": "I made a Projectile (Fire Ball) model and texture in blender that will be thrown by a BurninWag (Skeleton on fire) who is one of the main enemys in the maps of my game. It was really painful and took me a while because Red parts are meant to glow on their own and I forgot to save a few times which caused the textures to disappear and black out (Which made me wanna cry a lotā¦) which made me have to redo everything a bunch of times!"}, {"post_id": 78503, "ts": "2026-10-11T00:31:29Z", "hours": 1.7053, "text": "I have made custom textures for the Rafts and Targets in my game, switching from temporary templates. had complications where I had to reimport assets multiple times to get them in the engine properly and I was having a lot of changes of mind when it comes to color shades!"}, {"post_id": 78183, "ts": "2026-10-09T22:00:20Z", "hours": 1.6942, "text": "First I modeled and textured a barrel for my game, then I placed some placeholder textures on the ship I have modeled to see what I want, then I added the barrels to the game and I made a Game Pause Function and an option to quit game! Also I adjusted the crosshair to match the shooting area."}, {"post_id": 76826, "ts": "2026-10-04T18:45:16Z", "hours": 3.0006, "text": "Optimization So first thing I did was optimize the trash bags because they had a ton of polygons, then I optimized the ocean around the rafts because it was lagging the packaged game a lot, then I adjusted the lighting and added shadows which took more time than I wanted! I went through pain to get the shadows working."}, {"post_id": 76541, "ts": "2026-10-03T21:29:11Z", "hours": 1.9328, "text": "New Map I made a base mesh for the ship that will be in the next scene/stage/level of my game, had some trouble recording this lapse due to Blender crashing while I was messing with polygons (My mini pc wasnāt built for this ;-;). I am proud of how it all turned out BUT itās still undone. The plan is that my character will walk around the ship doing chores. The ship will be the first real story related level after tutorial!"}, {"post_id": 75728, "ts": "2026-09-30T21:34:12Z", "hours": 1.1844, "text": "Today I fixed the shooting ability a little bit, I have added tutorial signs, fixed some collisions that didnāt match objects and a few code checks."}, {"post_id": 75356, "ts": "2026-09-29T20:40:22Z", "hours": 1.81, "text": "I have built a few things today! First, I optimized my trash bag models and put them on the map to fill in the empty space. I added armature to my enemy model and tried a little bit of posing with it. Made a new WaterBlast shooting ability (took a lot of time on that), I had problems with it but menaged to code it out. And finally added a few minor fixes to the drowned screen like stoping error messages and updating the drowned screen a tiny bit."}, {"post_id": 74209, "ts": "2026-09-26T22:23:49Z", "hours": 1.3503, "text": "I have cocoa fruits to the trees and gave them physics, making them fall off when shot and I added a āDrowned Screenā that shows when you fall off the platform with a functioning āTry Againā Button! I have tried to animate health to be bubbles that pop but I didnāt finish it."}, {"post_id": 72813, "ts": "2026-09-23T19:39:30Z", "hours": 1.8525, "text": "I HAVE ADDED PHYSICS Mainly I made it so when you shoot the cans and bottles, they actually get physics. On paper it sounds simple and it is, until for some reason theyād just fall on their side before getting shot, so I had to make them not have physics until shot!"}, {"post_id": 62983, "ts": "2026-09-06T15:34:17Z", "hours": 1.4097, "text": "I added a water gun and shooting mechanic to my game."}, {"post_id": 61107, "ts": "2026-09-03T20:37:40Z", "hours": 0.4994, "text": "Texturing and Modeling Clothes! The physics will be added in engine! But for now I like how clothes turned out (Even if I might change them laer) Currently, clothes feature A cap and a shorts!"}, {"post_id": 60482, "ts": "2026-09-02T20:40:21Z", "hours": 0.7333, "text": "I made a shorts for my character to wear. It looks rough around he edges but it will look good in engine!"}, {"post_id": 59838, "ts": "2026-09-01T20:16:02Z", "hours": 1.4639, "text": "I have placed the player character into the game! This is Barnaby! The main character of my RPG game! I him into the game and had a lot of trouble with positioning him to not gloat or walk inside the floor! At the end I managed to get him to the floor and now its time to add animation and functions!"}, {"post_id": 57966, "ts": "2026-08-30T09:32:31Z", "hours": 0.35, "text": "A watter bottle that will be given physics code to be shot at!"}, {"post_id": 57589, "ts": "2026-08-29T19:42:59Z", "hours": 0.4497, "text": "A Fish Can that will have physics so it can be knocked over with a water gun."}, {"post_id": 57170, "ts": "2026-08-29T08:39:41Z", "hours": 0.9356, "text": "I made a few assets for my game! Fence will (try) to keep the player (you) from falling (on accident), The tree will grow Cocoa on it and the cocoa will be shot with water making it fall and when you eat the Cocoa you gain health! as for Lifebuoy, it will just be a decoration on the side."}, {"post_id": 54970, "ts": "2026-08-26T12:23:43Z", "hours": 1.3169, "text": "I made a raft where my games Tutorial testing Map will be happening on!"}, {"post_id": 51938, "ts": "2026-08-21T21:37:51Z", "hours": 2.2314, "text": "BurninWag is a min enemy that will appear throughout the game and this is a 3d model of one of 3+ variants. The idea is that this variant will be in a areas on the map and once it spots the player it throws fireballs on the player. When shot with waer it will turn into a pile of bones but if the player stays in one place for too long, the bones will reignite and reform into a fresh BurninWag that will attack the player again!"}, {"post_id": 48378, "ts": "2026-08-16T18:15:19Z", "hours": 0.3931, "text": "Fixed Some Code! I removed blur and fixed the camera movement in 3rd person! Try out what I did in the demo!"}, {"post_id": 40988, "ts": "2026-08-04T21:19:03Z", "hours": 1.2333, "text": "Prototype Model For The Boss. Materials are allright but the model might be a little rough around the edges but that is fixable in animation part."}, {"post_id": 40941, "ts": "2026-08-04T19:52:32Z", "hours": 2.8442, "text": "Oil Monster Boss Concept Concept Art for Materials, 3D Model and Animation"}, {"post_id": 40341, "ts": "2026-08-03T19:43:33Z", "hours": 2.9683, "text": "Fizzy Sea Concept! One of the parts of the Game and title screen background concept! The guy siting under the palm⦠thing is the main character with a water gun and the big glowing thing on a rocky island is A Beacon with a special purpose!"}, {"post_id": 38948, "ts": "2026-08-01T15:45:17Z", "hours": 1.265, "text": "Water Gun for my game! Textures will come next but I wanna have a few models upfront before texturing!"}, {"post_id": 38760, "ts": "2026-08-01T10:05:09Z", "hours": 1.2392, "text": "Trash Bag Asset for Game Environment"}]...
|
Title: Fizzy Sea by @Nik0la_278 | Stardance
Devlo Title: Fizzy Sea by @Nik0la_278 | Stardance
Devlogs:
Trash Bag Asset for Game Environment
Water Gun for my game! Textures will come next but I wanna have a few models upfront before texturing!
Fizzy Sea Concept! One of the parts of the Game and title screen background concept! The guy siting under the palm⦠thing is the main character with a water gun and the big glowing thing on a rocky island is A Beacon with a special purpose!
Oil Monster Boss Concept Concept Art for Materials, 3D Model and Animation
Prototype Model For The Boss. Materials are allright but the model might be a little rough around the edges but that is fixable in animation part.
Fixed Some Code! I removed blur and fixed the camera movement in 3rd person! Try out what I did in the demo!
BurninWag is a min enemy that will appear throughout the game and this is a 3d model of one of 3+ variants. The idea is that this variant will be in a areas on the map and once it spots the player it throws fireballs on the player. When shot with waer it will turn into a pile of bones but if the player stays in one place for too long, the bones will reignite and reform into a fresh BurninWag that will attack the player again!
I made a raft where my games Tutorial testing Map will be happening on!
I made a few assets for my game! Fence will (try) to keep the player (you) from falling (on accident), The tree will grow Cocoa on it and the cocoa will be shot with water making it fall and when you eat the Cocoa you gain health! as for Lifebuoy, it will just be a decoration on the side.
A Fish Can that will have physics so it can be knocked over with a water gun.
A watter bottle that will be given physics code to be shot at!
I have placed the player character into the game! This is Barnaby! The main character of my RPG game! I him into the game and had a lot of trouble with positioning him to not gloat or walk inside the floor! At the end I managed to get him to the floor and now its time to add animation and functions!
I made a shorts for my character to wear. It looks rough around he edges but it will look good in engine!
Texturing and Modeling Clothes! The physics will be added in engine! But for now I like how clothes turned out (Even if I might change them laer) Currently, clothes feature A cap and a shorts!
I added a water gun and shooting mechanic to my game.
I HAVE ADDED PHYSICS Mainly I made it so when you shoot the cans and bottles, they actually get physics. On paper it sounds simple and it is, until for some reason theyād just fall on their side before getting shot, so I had to make them not have physics until shot!
I have cocoa fruits to the trees and gave them physics, making them fall off when shot and I added a āDrowned Screenā that shows when you fall off the platform with a functioning āTry Againā Button! I have tried to animate health to be bubbles that pop but I didnāt finish it.
I have built a few things today! First, I optimized my trash bag models and put them on the map to fill in the empty space. I added armature to my enemy model and tried a little bit of posing with it. Made a new WaterBlast shooting ability (took a lot of time on that), I had problems with it but menaged to code it out. And finally added a few minor fixes to the drowned screen like stoping error messages and updating the drowned screen a tiny bit.
Today I fixed the shooting ability a little bit, I have added tutorial signs, fixed some collisions that didnāt match objects and a few code checks.
New Map I made a base mesh for the ship that will be in the next scene/stage/level of my game, had some trouble recording this lapse due to Blender crashing while I was messing with polygons (My mini pc wasnāt built for this ;-;). I am proud of how it all turned out BUT itās still undone. The plan is that my character will walk around the ship doing chores. The ship will be the first real story related level after tutorial!
Optimization So first thing I did was optimize the trash bags because they had a ton of polygons, then I optimized the ocean around the rafts because it was lagging the packaged game a lot, then I adjusted the lighting and added shadows which took more time than I wanted! I went through pain to get the shadows working.
First I modeled and textured a barrel for my game, then I placed some placeholder textures on the ship I have modeled to see what I want, then I added the barrels to the game and I made a Game Pause Function and an option to quit game! Also I adjusted the crosshair to match the shooting area.
I have made custom textures for the Rafts and Targets in my game, switching from temporary templates. had complications where I had to reimport assets multiple times to get them in the engine properly and I was having a lot of changes of mind when it comes to color shades!
I made a Projectile (Fire Ball) model and texture in blender that will be thrown by a BurninWag (Skeleton on fire) who is one of the main enemys in the maps of my game. It was really painful and took me a while because Red parts are meant to glow on their own and I forgot to save a few times which caused the textures to disappear and black out (Which made me wanna cry a lotā¦) which made me have to redo everything a bunch of times!
Menu Update I made a few more options to od in menus in game, when you pause game, you have more resolution and frame options and in death menu you can quit game!
TUTORIALS! I have drew some textures for new tutorial signs: One that shows that with mouse you turn your head. One that shows WASD Walking controls. One showing that pressing C changes camera view.
Ships:
I made mechanics for a game I am making in unreal engine! Current mechanics feature WASD movement, Shift for sprint and 2 cameras that switch when pressed C, switching from 1st to 3rd person. The most challenging part (and the part I was most proud of) was figuring out the 3rd person camera movement because the code didnāt let camera move vertically at first but now it does!
Fizzy Sea, Ship: 2 I added a WHOLE NEW MAP that include animated water, a tree (That will have a function later on), fences and targets to shoot! I also added the ability to shoot with left click! The blue spheres are projectiles you shoot! The spheres are placeholders for water shot from a water gun! When you change the camera to third person (by pressing C), you can see the main character model is included with a water gun attached to his wrist! Animation for walking, jumping and shooting will be added later on (When I figure out how in the world animation works), but for now he stays in a T-Pose! The game is still in progress but Iām working as best and fast I can! :3
WHATS NEW IN MY GAME! Shootable Canzzzz and Bottlezzzzz New UI (Crosshair and Health Bar) Tutorial Signs! COCOA PODS!!! That you can shoot off the trees New shooting ability where you shoot a bigger water ball! (It has a 3s cooldown) Trash bags!ā¦.. they just sit there and take up space to fill in the map! Much more coming SOON!
The game got a few key functions, changes and optimizations! -The game is more light weight due to water optimization! -The map had some changes with more stuff added to it like Soda barrels and an additional cocoa tree! -Now when you press P, a pause menu appears where you can quit game! -Assets like Rafts and Targets are now re textured! -Lighting optimized for better appearance! Crosshair more accurate! WAY MORE STUFF COMING SOON!
New Ship! I have got some feedback on performance of the game by you guys so I updated this Tutorial Level that I am currently making to make the gameplay better! :3 I made a bit of rearrangement of buttons and changed the Open Menu key to ESC instade of P! I added a Button to Resume Game (earlyer you could only quit, now you can resume) I added a button that sets FPS to 60 Max (If you want and the game is lagging). 2 buttons that sets your resolution of your screen (50 or 100% of your full screen) If you fall off and drown (if you fall off you will automatically drown⦠the Fox canāt swim (yet)). Now when you drown, the Drown screen also has a Quit Game Button! The Game is still far from done, but ilI will get to designing main level after the core mechanics, animations and Tutorial map are done so everything goes smoothly! :3...
|
1793083835.2400703
|
1793170235.2400703
|
|
18882
|
Anilist Metro by @pbk123461 | Stardance
|
pbk123461
|
1
|
7.77
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T18:40:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an anilist client made to look like the windows 8/zune metro ui. The reason i made this is for learning how to use agentic ai models and also because i love metro ui. There is still work to be done, but its usable now.", "repo": "https://github.com/pbk123461/Anilist-Metro", "demo": "https://anilist-metro.netlify.app/"}]...
|
[{"post_id": 83107, "ts": "202 [{"post_id": 83107, "ts": "2026-10-26T22:06:55Z", "hours": 1.1506, "text": "New codebase revamp and EDITABLE TILES!!!!, color matched scrollbars, accent color more prominent, and finally new better tile layouts!!!"}, {"post_id": 82811, "ts": "2026-10-25T21:56:57Z", "hours": 0.3031, "text": "https://anilist-metro.netlify.app/ Fixed bugs such as search and discover not working, made the airing list more readable, added studio stats, fixed some ux, and added a home button, movable tiles, can take accent color from wallpapers."}, {"post_id": 81933, "ts": "2026-10-23T03:18:13Z", "hours": 0.8164, "text": "new beta is out!!, with an all new ui for animes and NEW UI OPTIONS IN SETTINGS!!!!"}, {"post_id": 81922, "ts": "2026-10-23T02:05:58Z", "hours": 1.4903, "text": "got activity history working + a bunch of backend fixes to make it more stable added a new fluent ui theme as experimental"}, {"post_id": 25002, "ts": "2026-07-08T22:09:45Z", "hours": 1.7664, "text": "Working on a slight ui revamp"}, {"post_id": 14179, "ts": "2026-06-23T05:22:35Z", "hours": 1.2447, "text": "Added mobile support"}, {"post_id": 9043, "ts": "2026-06-15T03:04:01Z", "hours": 0.9469, "text": "discover got fixed"}, {"post_id": 9017, "ts": "2026-06-15T01:12:00Z", "hours": 0.4258, "text": "hello, my first log, just set up this thing"}]...
|
Title: Anilist Metro by @pbk123461 | Stardance
De Title: Anilist Metro by @pbk123461 | Stardance
Devlogs:
hello, my first log, just set up this thing
discover got fixed
Added mobile support
Working on a slight ui revamp
got activity history working + a bunch of backend fixes to make it more stable added a new fluent ui theme as experimental
new beta is out!!, with an all new ui for animes and NEW UI OPTIONS IN SETTINGS!!!!
https://anilist-metro.netlify.app/ Fixed bugs such as search and discover not working, made the airing list more readable, added studio stats, fixed some ux, and added a home button, movable tiles, can take accent color from wallpapers.
New codebase revamp and EDITABLE TILES!!!!, color matched scrollbars, accent color more prominent, and finally new better tile layouts!!!
Ships:
This is an anilist client made to look like the windows 8/zune metro ui. The reason i made this is for learning how to use agentic ai models and also because i love metro ui. There is still work to be done, but its usable now....
|
1793054854.258541
|
1793141254.258541
|
|
64423
|
Roguelite Video Game by @Aevyie | Stardance
|
Aevyie
|
0
|
11.05
|
0
|
[]
|
[{"post_id": 83106, "ts": "202 [{"post_id": 83106, "ts": "2026-10-26T22:02:42Z", "hours": 8.0931, "text": "Roguelite Game - dev log 3 So its been a hot minute since Iāve posted and stuff has happened I promise! tests just suck. Iāve been working on the random selection of the next room a player enters and cleaning up some stuff which is all done now, just need to get the door tile art so the player can actually leave the room⦠looking at you cleoā¦. next steps are creating the enemies so the player actually has something to do, but Iām not sure that will be ready before Stardance is officially over </3"}, {"post_id": 75009, "ts": "2026-09-28T20:58:09Z", "hours": 1.9133, "text": "Dev log #2!! I discovered the joys of coroutines and enumerators in C#, so have re-written some of the death event. Now when the player dies the system waits a moment before changing scenes so the death animation can run, which is lovely! Next up, procedural selection of rooms!! I hope⦠Image source from Unity Documentation: https://docs.unity3d.com/6000.6/Documentation/Manual/Coroutines.html"}, {"post_id": 73316, "ts": "2026-09-24T20:55:02Z", "hours": 1.0422, "text": "Player death event ~ Dev Log #1 This is the first time Iāve tracked on Stardance, however this project is already a couple months into its creation. Iām making a roguelite with the objective of escaping a dungeon without getting knocked out and caught, else they must start their escape again. However as they make more attempts, their character gets stronger and thus is able to progress further through the game. This was me just working on the death condition and what would occur when the player health dipped below zero."}]...
|
Title: Roguelite Video Game by @Aevyie | Stardance Title: Roguelite Video Game by @Aevyie | Stardance
Devlogs:
Player death event ~ Dev Log #1 This is the first time Iāve tracked on Stardance, however this project is already a couple months into its creation. Iām making a roguelite with the objective of escaping a dungeon without getting knocked out and caught, else they must start their escape again. However as they make more attempts, their character gets stronger and thus is able to progress further through the game. This was me just working on the death condition and what would occur when the player health dipped below zero.
Dev log #2!! I discovered the joys of coroutines and enumerators in C#, so have re-written some of the death event. Now when the player dies the system waits a moment before changing scenes so the death animation can run, which is lovely! Next up, procedural selection of rooms!! I hope⦠Image source from Unity Documentation: https://docs.unity3d.com/6000.6/Documentation/Manual/Coroutines.html
Roguelite Game - dev log 3 So its been a hot minute since Iāve posted and stuff has happened I promise! tests just suck. Iāve been working on the random selection of the next room a player enters and cleaning up some stuff which is all done now, just need to get the door tile art so the player can actually leave the room⦠looking at you cleoā¦. next steps are creating the enemies so the player actually has something to do, but Iām not sure that will be ready before Stardance is officially over </3...
|
1793062465.0959911
|
1793667265.0959911
|
|
64942
|
AeroFlow by @RealYoCelestial | Stardance
|
RealYoCelestial
|
0
|
10.85
|
0
|
[]
|
[{"post_id": 83100, "ts": "202 [{"post_id": 83100, "ts": "2026-10-26T21:35:35Z", "hours": 0.7617, "text": "Today was a pretty massive change I removed the honeycomb pattern from the TunnelLeft because It takes too long to print Takes too much filament Is basically useless Instead, I added a flow straightener which does the same job as the honeycomb with less complexity As seen by the cross shape. It will fit into the tubes of vapor before it gets to the flow shape. This is one of the biggest design changes yet, I think. fingers crossed it goes good"}, {"post_id": 82870, "ts": "2026-10-26T03:42:47Z", "hours": 0.6258, "text": "Did chores today; README and BOM rough drafts Pretty much it, waiting on 3d prints now"}, {"post_id": 82540, "ts": "2026-10-25T05:28:56Z", "hours": 1.0336, "text": "Today I added an adapter for the flow shape & I tested the 3d printed humidifier box, lid, and flow shape all together with a fan. item The humidifier box seems to be not giving enough vapor, though this is probably due to the fan intaking air from everywhere else apart from the humidifier box item this will hopefully be remedied with the adapter. all in all its going alright"}, {"post_id": 82116, "ts": "2026-10-23T23:28:30Z", "hours": 2.6375, "text": "Almost done/done with CAD! #, all thats left now is to make sure the rest of the parts are good (tolerances, measurements, etc) then its printing and building time I was trying to finish the CAD last night but it wasnt going well and the Lapse timed out and whatnot and it just wasnt a good time. It should be better today though!"}, {"post_id": 81149, "ts": "2026-10-20T03:09:41Z", "hours": 0.9544, "text": "Read more"}, {"post_id": 80543, "ts": "2026-10-18T04:02:13Z", "hours": 1.0792, "text": "today I did something at least - struggled for an hour on these dang flow shapes. onshape was absolutely NASTY when i tried to make them, had to redo extrudes and booleans and it just wasnt fun . it came out looking like i wanted though sooo"}, {"post_id": 80062, "ts": "2026-10-16T03:47:20Z", "hours": 0.4694, "text": "I attempted to make flow shapes for the mist but it did not go to plan. I really have no idea how to do loft"}, {"post_id": 78941, "ts": "2026-10-12T03:31:31Z", "hours": 0.7403, "text": "This time I made the humidifier box where the water + humidifier will go. I also put all the parts together to visualize how they will look. Something that really annoyed me today was my lack of thinking. I literally CADāed out some parts then deleted them because i realized i didnt need them. Overall, i did a lot :)"}, {"post_id": 78525, "ts": "2026-10-11T03:10:03Z", "hours": 2.5489, "text": "Hi! first devlog of my wind tunnel! I had posted a devlog before but had some time complications so i deleted it. The first image is the first devlog image. So far i have created the left and right tunnels, with the left having a honeycomb matrix for the water vapor to smoothly flow through. What was really annoying was trying to get the honeycomb to work. in the end, it worked"}]...
|
Title: AeroFlow by @RealYoCelestial | Stardance
D Title: AeroFlow by @RealYoCelestial | Stardance
Devlogs:
Hi! first devlog of my wind tunnel! I had posted a devlog before but had some time complications so i deleted it. The first image is the first devlog image. So far i have created the left and right tunnels, with the left having a honeycomb matrix for the water vapor to smoothly flow through. What was really annoying was trying to get the honeycomb to work. in the end, it worked
This time I made the humidifier box where the water + humidifier will go. I also put all the parts together to visualize how they will look. Something that really annoyed me today was my lack of thinking. I literally CADāed out some parts then deleted them because i realized i didnt need them. Overall, i did a lot :)
I attempted to make flow shapes for the mist but it did not go to plan. I really have no idea how to do loft
today I did something at least - struggled for an hour on these dang flow shapes. onshape was absolutely NASTY when i tried to make them, had to redo extrudes and booleans and it just wasnt fun . it came out looking like i wanted though sooo
Read more
Almost done/done with CAD! #, all thats left now is to make sure the rest of the parts are good (tolerances, measurements, etc) then its printing and building time I was trying to finish the CAD last night but it wasnt going well and the Lapse timed out and whatnot and it just wasnt a good time. It should be better today though!
Today I added an adapter for the flow shape & I tested the 3d printed humidifier box, lid, and flow shape all together with a fan. item The humidifier box seems to be not giving enough vapor, though this is probably due to the fan intaking air from everywhere else apart from the humidifier box item this will hopefully be remedied with the adapter. all in all its going alright
Did chores today; README and BOM rough drafts Pretty much it, waiting on 3d prints now
Today was a pretty massive change I removed the honeycomb pattern from the TunnelLeft because It takes too long to print Takes too much filament Is basically useless Instead, I added a flow straightener which does the same job as the honeycomb with less complexity As seen by the cross shape. It will fit into the tubes of vapor before it gets to the flow shape. This is one of the biggest design changes yet, I think. fingers crossed it goes good...
|
1793072848.4977067
|
1793677648.4977067
|
|
13294
|
SteganoHide by @iva33 | Stardance
|
iva33
|
1
|
8.0
|
123
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T21:12:50Z", "hours": 8.0, "multiplier": 15.92, "payout": 123, "blessing": "neutral", "text": "I built SteganoHide, a CLI tool that hides secret text messages inside PNG images using LSB steganography. The image looks completely normal to the human eye, but the hidden data is stored in the Red channel of each pixel. The most challenging part was the decoder, it has to follow the exact same pixel path as the encoder, and getting the stop signal logic right took a few tries. Iām proud that itās fully installable via pip install steganohide and works in under a minute. To test it: install it, grab any PNG image, run the tool, hide a message, then decode it back. Windows users may need to run the full .exe path from the Scripts folder if the command isnāt recognized.", "repo": "https://github.com/ivadebandit/steganography-tool", "demo": "https://pypi.org/project/steganohide/"}]...
|
[{"post_id": 8310, "ts": "2026 [{"post_id": 8310, "ts": "2026-06-13T20:27:48Z", "hours": 1.9347, "text": "Shipping day! Spent the last couple of days on everything around the code, which turned out to be way more work than I expected. Setting up git properly, fixing merge conflicts, getting PyPI to accept the upload, writing a .gitignore, creating a release tag. None of this is hard individually but itās a lot of steps and each one has its own way of going wrong. Also fixed two real bugs I hadnāt noticed: the tool would crash on non-ASCII characters like emoji, and nothing stopped you from saving the output as a .jpg (which would silently destroy the hidden data since JPEG is lossy). Both are one-liners to fix but they matter. The project is now on PyPI at pip install steganohide, fully open source, with a proper README and release. It actually works and anyone can try it."}, {"post_id": 7477, "ts": "2026-06-12T14:01:46Z", "hours": 2.0308, "text": "Devlog 3 ā the decoder! This one took more thinking than I expected. The decoder has to follow the exact same path as the encoder: same starting corner, same row-by-row order, otherwise it reads the wrong pixels and gets messy. The trickiest part was the stop signal logic. The decoder reads Red values one by one and asks āis this a 0?ā at every pixel. If yes, stop and convert everything collected so far back to text. If no, keep going. Sounds simple but getting the edge cases right (what if the image has no message at all? what if it hits the end without finding a stop?) took a few tries. When I finally ran encode ā decode end to end and saw my message come back perfectly that was a relief."}, {"post_id": 7126, "ts": "2026-06-11T22:08:58Z", "hours": 2.5472, "text": "Devlog 2! Ran into my first real problem today, the SimpleImage library I started with wasnāt giving me direct pixel access the way I needed. Switched to Pillow and it made things a lot easier. getpixel() and putpixel() are what I needed. Writing the encoder felt satisfying. You loop through every pixel, overwrite the Red channel with your characterās ASCII value, move to the next pixel, repeat. It sounds almost too simple but it works and the encoded image looks identical to the original. Added a safety check too: if your message is longer than the image has pixels, itāll tell you instead of crashing silently."}, {"post_id": 5075, "ts": "2026-06-08T19:16:52Z", "hours": 1.3611, "text": "First devlog! Iāve been wanting to build something that feels like actual secret agent stuff, and steganography caught my eye, hiding messages inside images that look completely normal. Nobody would ever know. Getting started was harder than I expected. I didnāt know how pixel data actually worked at first, I just knew images were made of pixels. Turns out every pixel has three numbers (R, G, B) and ASCII characters are also just numbers, so you can literally swap one for the other. That clicked for me and I got excited. Built the two core helper functions today: message_to_numbers which converts text to ASCII values, and numbers_to_message which does the reverse. The stop signal (0) idea came from wondering āhow does the decoder know when to stop?ā you need a flag at the end, like a period at the end of a sentence."}]...
|
Title: SteganoHide by @iva33 | Stardance
Devlogs: Title: SteganoHide by @iva33 | Stardance
Devlogs:
First devlog! Iāve been wanting to build something that feels like actual secret agent stuff, and steganography caught my eye, hiding messages inside images that look completely normal. Nobody would ever know. Getting started was harder than I expected. I didnāt know how pixel data actually worked at first, I just knew images were made of pixels. Turns out every pixel has three numbers (R, G, B) and ASCII characters are also just numbers, so you can literally swap one for the other. That clicked for me and I got excited. Built the two core helper functions today: message_to_numbers which converts text to ASCII values, and numbers_to_message which does the reverse. The stop signal (0) idea came from wondering āhow does the decoder know when to stop?ā you need a flag at the end, like a period at the end of a sentence.
Devlog 2! Ran into my first real problem today, the SimpleImage library I started with wasnāt giving me direct pixel access the way I needed. Switched to Pillow and it made things a lot easier. getpixel() and putpixel() are what I needed. Writing the encoder felt satisfying. You loop through every pixel, overwrite the Red channel with your characterās ASCII value, move to the next pixel, repeat. It sounds almost too simple but it works and the encoded image looks identical to the original. Added a safety check too: if your message is longer than the image has pixels, itāll tell you instead of crashing silently.
Devlog 3 ā the decoder! This one took more thinking than I expected. The decoder has to follow the exact same path as the encoder: same starting corner, same row-by-row order, otherwise it reads the wrong pixels and gets messy. The trickiest part was the stop signal logic. The decoder reads Red values one by one and asks āis this a 0?ā at every pixel. If yes, stop and convert everything collected so far back to text. If no, keep going. Sounds simple but getting the edge cases right (what if the image has no message at all? what if it hits the end without finding a stop?) took a few tries. When I finally ran encode ā decode end to end and saw my message come back perfectly that was a relief.
Shipping day! Spent the last couple of days on everything around the code, which turned out to be way more work than I expected. Setting up git properly, fixing merge conflicts, getting PyPI to accept the upload, writing a .gitignore, creating a release tag. None of this is hard individually but itās a lot of steps and each one has its own way of going wrong. Also fixed two real bugs I hadnāt noticed: the tool would crash on non-ASCII characters like emoji, and nothing stopped you from saving the output as a .jpg (which would silently destroy the hidden data since JPEG is lossy). Both are one-liners to fix but they matter. The project is now on PyPI at pip install steganohide, fully open source, with a proper README and release. It actually works and anyone can try it.
Ships:
I built SteganoHide, a CLI tool that hides secret text messages inside PNG images using LSB steganography. The image looks completely normal to the human eye, but the hidden data is stored in the Red channel of each pixel. The most challenging part was the decoder, it has to follow the exact same pixel path as the encoder, and getting the stop signal logic right took a few tries. Iām proud that itās fully installable via pip install steganohide and works in under a minute. To test it: install it, grab any PNG image, run the tool, hide a message, then decode it back. Windows users may need to run the full .exe path from the Scripts folder if the command isnāt recognized....
|
1792994048.7036111
|
1793080448.7036111
|
|
71521
|
StudyNOW! by @george_sameh | Stardance
|
george_sameh
|
0
|
7.42
|
0
|
[]
|
[{"post_id": 83099, "ts": "202 [{"post_id": 83099, "ts": "2026-10-26T21:32:55Z", "hours": 7.4189, "text": "Made main app with sidebar and āSubjectsā section Implement Vite React and Tailwind CSS with Lucide React Added Sidebar for navigation Made āSubjectsā page to make students add their subjects Made āTasksā page to make students add tasks related to their subjects Added gh-pages for deploy to GitHub Pages"}]...
|
Title: StudyNOW! by @george_sameh | Stardance
Dev Title: StudyNOW! by @george_sameh | Stardance
Devlogs:
Made main app with sidebar and āSubjectsā section Implement Vite React and Tailwind CSS with Lucide React Added Sidebar for navigation Made āSubjectsā page to make students add their subjects Made āTasksā page to make students add tasks related to their subjects Added gh-pages for deploy to GitHub Pages...
|
1793051231.0393715
|
1793656031.0393715
|