|
56342
|
ImtClock by @Imtiaz | Stardance
|
Imtiaz
|
0
|
8.95
|
0
|
[]
|
[{"post_id": 72834, "ts": "202 [{"post_id": 72834, "ts": "2026-09-23T20:43:48Z", "hours": 3.7667, "text": "Done with the CAD stuff"}, {"post_id": 69294, "ts": "2026-09-16T19:13:37Z", "hours": 0.7667, "text": "lots of crashes, and work on school lab PC. added sliding system for the screen so that it stays on place. I made the screw holder small for that so it adjusts itself when screwing. The colors will still be grey and red."}, {"post_id": 63270, "ts": "2026-09-07T00:36:57Z", "hours": 1.3544, "text": "Made some changes on the .step files and the firmware."}, {"post_id": 59877, "ts": "2026-09-01T21:16:54Z", "hours": 1.2922, "text": "All done, CAD Files, firmwares. Now, time to ship."}, {"post_id": 59145, "ts": "2026-08-31T19:27:49Z", "hours": 0.7, "text": "made the pcb lol"}, {"post_id": 59103, "ts": "2026-08-31T18:41:26Z", "hours": 1.0667, "text": "Made the schematics and assigned the footprints"}]...
|
Title: ImtClock by @Imtiaz | Stardance
Devlogs:
M Title: ImtClock by @Imtiaz | Stardance
Devlogs:
Made the schematics and assigned the footprints
made the pcb lol
All done, CAD Files, firmwares. Now, time to ship.
Made some changes on the .step files and the firmware.
lots of crashes, and work on school lab PC. added sliding system for the screen so that it stays on place. I made the screw holder small for that so it adjusts itself when screwing. The colors will still be grey and red.
Done with the CAD stuff...
|
1793378932.0871592
|
1793983732.0871592
|
|
64958
|
Door Alarm (micro:bit) by @logan_springborn | Star Door Alarm (micro:bit) by @logan_springborn | Stardance...
|
logan_springborn
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T16:04:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a door alarm using magnets and a micro bit. Controlling magnet wave reception was hard, but here is how it works. The door alarm sits between a door and a magnet, and when they get closer together (the door opens), an alarm sounds until the door is closed. This is done using magnetic wave frequency and radio waves.", "repo": "https://github.com/WhopAppsLog/dooralrm", "demo": ""}]...
|
[{"post_id": 72833, "ts": "202 [{"post_id": 72833, "ts": "2026-09-23T20:42:16Z", "hours": 0.5608, "text": "Currently coding a java program to set off an alarm when a magnet gets close to my micro:bit to end up using it as a door alarm."}]...
|
Title: Door Alarm (micro:bit) by @logan_springborn Title: Door Alarm (micro:bit) by @logan_springborn | Stardance
Devlogs:
Currently coding a java program to set off an alarm when a magnet gets close to my micro:bit to end up using it as a door alarm.
Ships:
I made a door alarm using magnets and a micro bit. Controlling magnet wave reception was hard, but here is how it works. The door alarm sits between a door and a magnet, and when they get closer together (the door opens), an alarm sounds until the door is closed. This is done using magnetic wave frequency and radio waves....
|
1793829120.7503014
|
1793915520.7503014
|
|
61143
|
Bloch sphere simulation by @Danou | Stardance
|
Danou
|
0
|
2.42
|
0
|
[]
|
[{"post_id": 72830, "ts": "202 [{"post_id": 72830, "ts": "2026-09-23T20:37:46Z", "hours": 1.5161, "text": "Devlog #2 Hello everyone after 1-2 weeks of non-posting, i post he second devlog of my bloch sphere project. i have did nothing speacial because of school,homework,sport, and many other stuff. Soo what i tryed to create ? I started to view how could i represent the bloch sphere since i start i had the idea to do a 3D representations, as you except to amount of time and my restricted knowledge don’t let me to do a great 3D render (complex calculus and even maybe hardware limitation but i try to keep in mind all of my idea. I started to “make” a way of how i could do the bloch could be represented. First i need to make it to be visualized from 360 view, option to view the state of the sphere(by using logical quantum gate) and even animation with how it could be represented as little animation, simple data review etc. Here you will view a simple representations of what i want to do.(yes i know is not little much for 2 weeks of ork but i tryed to do all my possible 🥀)"}, {"post_id": 68271, "ts": "2026-09-14T20:23:52Z", "hours": 0.9056, "text": "Devlog #1 Of my Bloch sphere simulation. Hello everyone here my new project trying to simulate an interactive Bloch Sphere. In a nutshell bloch sphere is the theoretic view of a qubit, we simulate a qubit as a ball to be more simple to understand but i continue to struggle then i hear all of the explanation,soo i want to find a way to understand not fast but more in the depth. This is why i want to createthis project(it will be very complex and i already struggle with the notebook envirronement.I created simple lines of code to start the “fundamentals” i will try to document myself more in the courses of IBM. Oh and i forget to mention all of my devlog will contain at least a little trace from IBM quantum courses. If is anything that you don’t understand or you want to learn more here is where i take all my documentation. https://quantum.cloud.ibm.com/ . Yes i did pretty nothing but is because of school and other activities 😭"}]...
|
Title: Bloch sphere simulation by @Danou | Stardan Title: Bloch sphere simulation by @Danou | Stardance
Devlogs:
Devlog #1 Of my Bloch sphere simulation. Hello everyone here my new project trying to simulate an interactive Bloch Sphere. In a nutshell bloch sphere is the theoretic view of a qubit, we simulate a qubit as a ball to be more simple to understand but i continue to struggle then i hear all of the explanation,soo i want to find a way to understand not fast but more in the depth. This is why i want to createthis project(it will be very complex and i already struggle with the notebook envirronement.I created simple lines of code to start the “fundamentals” i will try to document myself more in the courses of IBM. Oh and i forget to mention all of my devlog will contain at least a little trace from IBM quantum courses. If is anything that you don’t understand or you want to learn more here is where i take all my documentation. https://quantum.cloud.ibm.com/ . Yes i did pretty nothing but is because of school and other activities 😭
Devlog #2 Hello everyone after 1-2 weeks of non-posting, i post he second devlog of my bloch sphere project. i have did nothing speacial because of school,homework,sport, and many other stuff. Soo what i tryed to create ? I started to view how could i represent the bloch sphere since i start i had the idea to do a 3D representations, as you except to amount of time and my restricted knowledge don’t let me to do a great 3D render (complex calculus and even maybe hardware limitation but i try to keep in mind all of my idea. I started to “make” a way of how i could do the bloch could be represented. First i need to make it to be visualized from 360 view, option to view the state of the sphere(by using logical quantum gate) and even animation with how it could be represented as little animation, simple data review etc. Here you will view a simple representations of what i want to do.(yes i know is not little much for 2 weeks of ork but i tryed to do all my possible 🥀)...
|
1793645947.4076447
|
1794250747.4076447
|
|
29817
|
Gleam by @arth_mi | Stardance
|
arth_mi
|
1
|
31.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T22:29:30Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Gleam is a FastAPI backend driving RGBW strips through a generic plugin API, so effects are built on exposed primitives (color, intensity, dim) rather than hardcoded. The tricky part was getting the architecture right first: syncing modules through a shared clock and separating color/intensity/white as distinct render layers. I’m especially proud of the Ambilight module, which captures HDMI output live and mirrors it onto the strip in real time, fully on-device with no cloud dependency.", "repo": "https://github.com/arthmi/gleam", "demo": "https://gleam-virid.vercel.app/docs"}]...
|
[{"post_id": 72828, "ts": "202 [{"post_id": 72828, "ts": "2026-09-23T20:31:06Z", "hours": 10.8583, "text": "Just finished a new module! The module is called audio_reactive and, as its name suggests, it reacts to the audio input provided (system default if parameter = None). It lights up the selected target as the sound gets louder. It also features animations to make sudden transitions feel smoother.Here are the parameters for this module: device: Audio input device name, or a portion of it (empty = system default) color: Color of the light min_intensity: Intensity when the input is silent [0.0 - 1.0] max_intensity: Intensity at maximum volume [0.0 - 1.0] sensitivity: Gain applied to the normalized level [0.1 - 5.0] attack: Rise time in milliseconds (how quickly the light reacts to a louder sound) release: Fall time in milliseconds (how slowly the light fades when the sound drops)"}, {"post_id": 45228, "ts": "2026-08-11T15:51:49Z", "hours": 3.2964, "text": "Rewrite the entirety of the Ambilight module for better functionalities and performances. I wrote an advanced algorithm to get a smoother result in addition to more parameters : device_index edge reversed band_depth_percent weight_exponent sample_overlap_percent saturation_boost -temporal_smoothing_tau The main functionalities added are: Advanced Color Averaging: Improved methods to calculate smarter average colors, such as sampling larger color bands or allowing LEDs to influence adjacent colors. Temporal Smoothing: Introduction of “temporal_smoothing_tau” to ensure smoother, more natural color transitions over time. Enhanced Immersion: Addition of “saturation_boost” and “weight_exponent” parameters to deliver a more vibrant and immersive visual experience. For instance, the colors on the left terminal simulate the final result that would handle the left edge of the screen (using default parameters)."}, {"post_id": 34682, "ts": "2026-07-25T16:23:38Z", "hours": 16.5069, "text": "Just finished the main functionalities of the ambilight module of my LED controller. It takes a stream from the edge of the screen (HDMI to USB, for example), then processes each frame to get the average color of the surrounding area. I’m still working on a blur effect that would give a less detailed result for a better experience. (Sorry for the bad recording quality, this was made on an old laptop.)"}]...
|
Title: Gleam by @arth_mi | Stardance
Devlogs:
Jus Title: Gleam by @arth_mi | Stardance
Devlogs:
Just finished the main functionalities of the ambilight module of my LED controller. It takes a stream from the edge of the screen (HDMI to USB, for example), then processes each frame to get the average color of the surrounding area. I’m still working on a blur effect that would give a less detailed result for a better experience. (Sorry for the bad recording quality, this was made on an old laptop.)
Rewrite the entirety of the Ambilight module for better functionalities and performances. I wrote an advanced algorithm to get a smoother result in addition to more parameters : device_index edge reversed band_depth_percent weight_exponent sample_overlap_percent saturation_boost -temporal_smoothing_tau The main functionalities added are: Advanced Color Averaging: Improved methods to calculate smarter average colors, such as sampling larger color bands or allowing LEDs to influence adjacent colors. Temporal Smoothing: Introduction of “temporal_smoothing_tau” to ensure smoother, more natural color transitions over time. Enhanced Immersion: Addition of “saturation_boost” and “weight_exponent” parameters to deliver a more vibrant and immersive visual experience. For instance, the colors on the left terminal simulate the final result that would handle the left edge of the screen (using default parameters).
Just finished a new module! The module is called audio_reactive and, as its name suggests, it reacts to the audio input provided (system default if parameter = None). It lights up the selected target as the sound gets louder. It also features animations to make sudden transitions feel smoother.Here are the parameters for this module: device: Audio input device name, or a portion of it (empty = system default) color: Color of the light min_intensity: Intensity when the input is silent [0.0 - 1.0] max_intensity: Intensity at maximum volume [0.0 - 1.0] sensitivity: Gain applied to the normalized level [0.1 - 5.0] attack: Rise time in milliseconds (how quickly the light reacts to a louder sound) release: Fall time in milliseconds (how slowly the light fades when the sound drops)
Ships:
Gleam is a FastAPI backend driving RGBW strips through a generic plugin API, so effects are built on exposed primitives (color, intensity, dim) rather than hardcoded. The tricky part was getting the architecture right first: syncing modules through a shared clock and separating color/intensity/white as distinct render layers. I’m especially proud of the Ambilight module, which captures HDMI output live and mirrors it onto the strip in real time, fully on-device with no cloud dependency....
|
1793803663.4360688
|
1793890063.4360688
|
|
33259
|
Reinforcement Learning Camera Preset Generator by Reinforcement Learning Camera Preset Generator by @jdszekeres | Stardance...
|
jdszekeres
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T20:46:13Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a reinforcement Machine Learning model that finds out what photo editing settings best replicate a filter. Photographers: Have you ever seen someone post an amazing before and after photo, but you have no idea what settings they used? Have no fear, just run this program overnight with the photos and find out what settings those gatekeepers used. How to try it: If you don’t want to train a model overnight, you can download cli.exe from releases to try it out with a model I trained on my yellow-tinted sunglasses. If you do want to train a model, gather before/after photos and follow the detailed instructions in the readme.", "repo": "https://github.com/jdszekeres/camera-filter-reinforcment-learning", "demo": "https://github.com/jdszekeres/camera-filter-reinforcment-learning/releases"}]...
|
[{"post_id": 72826, "ts": "202 [{"post_id": 72826, "ts": "2026-09-23T20:24:16Z", "hours": 0.7181, "text": "I fixed the video demo to show in a reasonable amount of time and built a demo cli with the sunglasses filter as an exe."}, {"post_id": 71602, "ts": "2026-09-21T04:13:54Z", "hours": 1.0219, "text": "I built a program that makes a cool animation to show before and after the filter"}, {"post_id": 70821, "ts": "2026-09-19T20:28:52Z", "hours": 2.5133, "text": "A good model run testing with 28 photos with my sunglasses as the filter: it’s finally scoring well ~88% and actually looks like it should. I’ve also worked on a cli tool to work with the ml_model output to apply filters, view histograms, list settings, and score models"}, {"post_id": 68908, "ts": "2026-09-16T00:57:47Z", "hours": 1.4067, "text": "first full model training and it went TERRIBLE. My scoring was based on the histogram for the image, so color is not preserved . These photos have very similar average light values. I’m going to rerun the model with a new scoring algorithm that scores each color channel individually."}, {"post_id": 29536, "ts": "2026-07-16T15:05:30Z", "hours": 0.3864, "text": "Test model done on basic settings (Averaging around 92% accuracy, which is good, but it did it in a completely different way) Next I’m going to train it on a more complex filter"}, {"post_id": 28903, "ts": "2026-07-15T14:38:59Z", "hours": 16.2756, "text": "I’m working on a reinforcement learning photo model that can determine what post-processing settings can be used to make an image look like certain filters (infrared filters, sunglasses, etc) Right now my biggest bottleneck is waiting for training. This test on a simple setting took over 16 hours to train. I am also not very familiar with RL, so I’m learning as I go."}]...
|
Title: Reinforcement Learning Camera Preset Genera Title: Reinforcement Learning Camera Preset Generator by @jdszekeres | Stardance
Devlogs:
I’m working on a reinforcement learning photo model that can determine what post-processing settings can be used to make an image look like certain filters (infrared filters, sunglasses, etc) Right now my biggest bottleneck is waiting for training. This test on a simple setting took over 16 hours to train. I am also not very familiar with RL, so I’m learning as I go.
Test model done on basic settings (Averaging around 92% accuracy, which is good, but it did it in a completely different way) Next I’m going to train it on a more complex filter
first full model training and it went TERRIBLE. My scoring was based on the histogram for the image, so color is not preserved . These photos have very similar average light values. I’m going to rerun the model with a new scoring algorithm that scores each color channel individually.
A good model run testing with 28 photos with my sunglasses as the filter: it’s finally scoring well ~88% and actually looks like it should. I’ve also worked on a cli tool to work with the ml_model output to apply filters, view histograms, list settings, and score models
I built a program that makes a cool animation to show before and after the filter
I fixed the video demo to show in a reasonable amount of time and built a demo cli with the sunglasses filter as an exe.
Ships:
I built a reinforcement Machine Learning model that finds out what photo editing settings best replicate a filter. Photographers: Have you ever seen someone post an amazing before and after photo, but you have no idea what settings they used? Have no fear, just run this program overnight with the photos and find out what settings those gatekeepers used. How to try it: If you don’t want to train a model overnight, you can download cli.exe from releases to try it out with a model I trained on my yellow-tinted sunglasses. If you do want to train a model, gather before/after photos and follow the detailed instructions in the readme....
|
1793796824.834088
|
1793883224.834088
|
|
24990
|
Fortress Fighter by @codingfreak234 | Stardance
|
codingfreak234
|
2
|
12.0
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T01:39:15Z", "hours": 0.0, "multiplier": 3.46, "payout": 2, "blessing": "neutral", "text": "I made some mistakes. Mainly, I wrote a terrible readme(oops), and completely forgot to tell anyone how to play the game. Also, I had it named as a RPG, which it is not. And now, after fixing these, I’m ready to re-release. To avoid a repeat: Use WASD to move Use L to launch a long range blast in the direction of travel Use K to launch a short range blast in the direction of travel I really hope I didn’t miss anything that needed to be fixed. Have Fun!", "repo": "https://github.com/CodingFreak234/Fortress-Fighter-Sprig-game", "demo": "https://sprig.hackclub.com/share/IgY4OhjZCEx4bOdCrc6c"}, {"ship_num": 2, "ts": "2026-09-08T02:26:07Z", "hours": 12.0, "multiplier": 2.33, "payout": 28, "blessing": "neutral", "text": "I made a basic RPG in sprig! It was really hard, especially since, this was my first real JavaScript project. I think the game turned out great, and I hope you enjoy it.", "repo": "https://github.com/CodingFreak234/Fortress-Fighter-Sprig-game", "demo": "https://sprig.hackclub.com/share/IgY4OhjZCEx4bOdCrc6c"}]...
|
[{"post_id": 72821, "ts": "202 [{"post_id": 72821, "ts": "2026-09-23T20:09:39Z", "hours": 0.4758, "text": "Mistakes were made… specifically the one were I forgot to tell anyone how to play my game. So here it is, and I will also include it in the second ship as well. Oh, and I added it to the read me as well. Plus, I changed the name, because it really isn’t an rpg. I updated the placement of the health and score displays as well because I needed time to make a devlog so I can ship again. controls are wasd to move/rotate. Use L to attack the bugs with long range blasts, and K to hit them with short range ones."}, {"post_id": 63981, "ts": "2026-09-08T02:23:44Z", "hours": 1.2344, "text": "I’M DONE!!! I finished the modifications, made a repository for the project, and I’m going to ship it. (This took me way too long…)"}, {"post_id": 56183, "ts": "2026-08-27T20:24:33Z", "hours": 1.89, "text": "Over the past week or so, I reworked the controls. I did this so I could add some sort of long range weapon. the long range weapon would be able to hit more enemies with longer range, but would also do less damage. It was a lot of trial and error, and I’m still not done. I need to add the script where the enemies get damaged, but only part way. I also need to make it so that the long range blasts get removed from the screen after a second."}, {"post_id": 38577, "ts": "2026-08-01T01:51:24Z", "hours": 1.0628, "text": "Today I fixed a bug where the enemies in my game weren’t spawning at the very top of the playing field, they were spawning a little below it. After that I fixed a potential bug about being able to move the character out of bounds, and a very real bug about the program trying to spawn an attack sprite out of bounds. In fixing that, I also restrained the player a little more, making it harder to farm the enemies. Finally, I tried to add a theme song, but either something with the software didn’t work, or I have just failed to see the exit button for three or four days strait. The problem is likely that second option."}, {"post_id": 26324, "ts": "2026-07-11T01:50:56Z", "hours": 2.5386, "text": "I worked a lot on my Sprig RPG today, and got a lot of work done. I also got the project done. For those of you who are familiar with sprig, the game will be released there soon (hopefully tommorrow). However, lets go through what I did today. First off, I updated the player character from a large blue block to a blue circle with an orange outline. second, I added a castle for the player to defend. I also made it fairly difficult for players to puppy gaurd one segment of the castle. Finnally, I made it so that the game gets progressively harder. That’s what I did today. Enjoy!"}, {"post_id": 25588, "ts": "2026-07-09T22:45:30Z", "hours": 0.5617, "text": "Today I did a lot of debugging and solved all known problems with the game. I (finally) fixed the health counter and made the blasts disappear shortly after they are fired. finally, I regulated the numbers of enemies to make them more manageable. Next time I’m going to do the final graphic design and then add some sort of castle for the player to defend. Enjoy!"}, {"post_id": 24469, "ts": "2026-07-08T01:24:56Z", "hours": 1.4217, "text": "I worked on debugging for both yesterday and today. I had one particular problem where the player could attack the enemies in the game, but the attack would do nothing to the enemy. I fixed that, and now I only have a few more bugs to fix. Right now, I still have to fix the health counter, and then I have to figure out how to make the blasts disappear about a half-second after the player brings them into existence. Enjoy!"}, {"post_id": 18862, "ts": "2026-06-30T01:59:26Z", "hours": 0.8964, "text": "I worked on fighting mechanics today for my sprig RPG. I have it so that you can blast the enemy sprites with the IJKL buttons, and then move around with the WASD buttons. There was a lot of tweaking in the code today, but it works. I haven’t fixed the health counter yet, but I think I know what’s wrong, and I plan to fix it soon. Enjoy!"}, {"post_id": 16059, "ts": "2026-06-26T02:54:05Z", "hours": 1.4053, "text": "I continued to work on the Sprig RPG today. Initially, I had planned for there to be some kind of wall building mechanic in the game, but I realized that might be a little over my head, so I put that on the shelf for now. I created an initial game loop today, and it’s working okay. The one problem I’ve run into is the health counter. In the game, you start at 10 health I tried to make it so that after every hit you go down by one, but after the first hit you go up to 90, and then it counts down by ten after that. I’m going to try and figure that out next week. Enjoy!"}, {"post_id": 14812, "ts": "2026-06-24T01:40:09Z", "hours": 0.9139, "text": "I started on a basic RPG in sprig. To start off I did preliminary graphic design, and then I coded the wasd controls."}]...
|
Title: Fortress Fighter by @codingfreak234 | Stard Title: Fortress Fighter by @codingfreak234 | Stardance
Devlogs:
I started on a basic RPG in sprig. To start off I did preliminary graphic design, and then I coded the wasd controls.
I continued to work on the Sprig RPG today. Initially, I had planned for there to be some kind of wall building mechanic in the game, but I realized that might be a little over my head, so I put that on the shelf for now. I created an initial game loop today, and it’s working okay. The one problem I’ve run into is the health counter. In the game, you start at 10 health I tried to make it so that after every hit you go down by one, but after the first hit you go up to 90, and then it counts down by ten after that. I’m going to try and figure that out next week. Enjoy!
I worked on fighting mechanics today for my sprig RPG. I have it so that you can blast the enemy sprites with the IJKL buttons, and then move around with the WASD buttons. There was a lot of tweaking in the code today, but it works. I haven’t fixed the health counter yet, but I think I know what’s wrong, and I plan to fix it soon. Enjoy!
I worked on debugging for both yesterday and today. I had one particular problem where the player could attack the enemies in the game, but the attack would do nothing to the enemy. I fixed that, and now I only have a few more bugs to fix. Right now, I still have to fix the health counter, and then I have to figure out how to make the blasts disappear about a half-second after the player brings them into existence. Enjoy!
Today I did a lot of debugging and solved all known problems with the game. I (finally) fixed the health counter and made the blasts disappear shortly after they are fired. finally, I regulated the numbers of enemies to make them more manageable. Next time I’m going to do the final graphic design and then add some sort of castle for the player to defend. Enjoy!
I worked a lot on my Sprig RPG today, and got a lot of work done. I also got the project done. For those of you who are familiar with sprig, the game will be released there soon (hopefully tommorrow). However, lets go through what I did today. First off, I updated the player character from a large blue block to a blue circle with an orange outline. second, I added a castle for the player to defend. I also made it fairly difficult for players to puppy gaurd one segment of the castle. Finnally, I made it so that the game gets progressively harder. That’s what I did today. Enjoy!
Today I fixed a bug where the enemies in my game weren’t spawning at the very top of the playing field, they were spawning a little below it. After that I fixed a potential bug about being able to move the character out of bounds, and a very real bug about the program trying to spawn an attack sprite out of bounds. In fixing that, I also restrained the player a little more, making it harder to farm the enemies. Finally, I tried to add a theme song, but either something with the software didn’t work, or I have just failed to see the exit button for three or four days strait. The problem is likely that second option.
Over the past week or so, I reworked the controls. I did this so I could add some sort of long range weapon. the long range weapon would be able to hit more enemies with longer range, but would also do less damage. It was a lot of trial and error, and I’m still not done. I need to add the script where the enemies get damaged, but only part way. I also need to make it so that the long range blasts get removed from the screen after a second.
I’M DONE!!! I finished the modifications, made a repository for the project, and I’m going to ship it. (This took me way too long…)
Mistakes were made… specifically the one were I forgot to tell anyone how to play my game. So here it is, and I will also include it in the second ship as well. Oh, and I added it to the read me as well. Plus, I changed the name, because it really isn’t an rpg. I updated the placement of the health and score displays as well because I needed time to make a devlog so I can ship again. controls are wasd to move/rotate. Use L to attack the bugs with long range blasts, and K to hit them with short range ones.
Ships:
I made a basic RPG in sprig! It was really hard, especially since, this was my first real JavaScript project. I think the game turned out great, and I hope you enjoy it.
I made some mistakes. Mainly, I wrote a terrible readme(oops), and completely forgot to tell anyone how to play the game. Also, I had it named as a RPG, which it is not. And now, after fixing these, I’m ready to re-release. To avoid a repeat: Use WASD to move Use L to launch a long range blast in the direction of travel Use K to launch a short range blast in the direction of travel I really hope I didn’t miss anything that needed to be fixed. Have Fun!...
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1793793124.345624
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1793879524.345624
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63903
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Present for your partener by @Pery | Stardance
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Pery
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0
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0.4
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0
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[]
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[{"post_id": 72812, "ts": "202 [{"post_id": 72812, "ts": "2026-09-23T19:37:21Z", "hours": 0.3997, "text": "devlog 1# Today i will start my last project for this wonderful program (it was my first program and i love it SOOO much.) For my last project here, i chose to create a site that you can create (or choose a template) to send to someone you love! Im doing this because i finally got a gf and this idea came in my mind, i make this for my relationship (of course) BUT also for you guys to send to someone you love!!"}]...
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Title: Present for your partener by @Pery | Starda Title: Present for your partener by @Pery | Stardance
Devlogs:
devlog 1# Today i will start my last project for this wonderful program (it was my first program and i love it SOOO much.) For my last project here, i chose to create a site that you can create (or choose a template) to send to someone you love! Im doing this because i finally got a gf and this idea came in my mind, i make this for my relationship (of course) BUT also for you guys to send to someone you love!!...
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1793666899.0138266
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1794530899.0138266
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64812
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TypeBee by @Divij | Stardance
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Divij
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0
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2.06
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0
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[]
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[{"post_id": 72809, "ts": "202 [{"post_id": 72809, "ts": "2026-09-23T19:34:29Z", "hours": 0.9289, "text": "Fixed bugs and uploaded project to Github pages"}, {"post_id": 72570, "ts": "2026-09-23T08:05:43Z", "hours": 1.1314, "text": "🐝 Type Bee Type Bee is a modern, audio-first desktop spelling application built from scratch using Python and Pygame. Inspired by clean digital learning dashboards (such as assignment platforms like Satchel One), it provides an engaging typing practice tool that fetches vocabulary directly from an online 10,000 headwords PDF source. 🚀 Key Features Audio-First Challenges : Uses the pyttsx3 text-to-speech engine to read words aloud. Accent Customization : Easily switch between available system voice accents right from the menu. Online PDF Parsing : Automatically streams and extracts headwords on-the-fly using requests and pypdf . Satchel One-Inspired UI : Clean dashboard layout complete with dynamic button hover animations and live score tracking. Smooth Performance : Fully multithreaded network requests to eliminate “Not Responding” freezes on startup. 🛠️ Tech Stack Component Technology Purpose Engine Pygame Window rendering, event loop, and UI graphics Audio pyttsx3 Offline text-to-speech pronunciation Network / Parsing requests & pypdf Online PDF stream fetching and text extraction Concurrency threading Non-blocking background data loading 📋 Changelog / Devlog Milestone 1: Core Prototype & Audio Integration Initialized Pygame window loops and basic keyboard text input. Integrated pyttsx3 for automated word pronunciation upon round progression. Milestone 2: Cloud Data Pipeline Added dynamic PDF fetching from online web sources. Implemented background threading ( threading.Thread ) to ensure the application window never locks up or reports “Not Responding” while streaming data. Milestone 3: Dashboard UI/UX Overhaul Redesigned the interface to mirror clean assignment workflows. Added a blinking text input cursor, hover-responsive buttons, and live question/score trackers. Streamlined the user flow to focus purely on rapid audio spelling drills."}]...
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Title: TypeBee by @Divij | Stardance
Devlogs:
🐝 T Title: TypeBee by @Divij | Stardance
Devlogs:
🐝 Type Bee Type Bee is a modern, audio-first desktop spelling application built from scratch using Python and Pygame. Inspired by clean digital learning dashboards (such as assignment platforms like Satchel One), it provides an engaging typing practice tool that fetches vocabulary directly from an online 10,000 headwords PDF source. 🚀 Key Features Audio-First Challenges : Uses the pyttsx3 text-to-speech engine to read words aloud. Accent Customization : Easily switch between available system voice accents right from the menu. Online PDF Parsing : Automatically streams and extracts headwords on-the-fly using requests and pypdf . Satchel One-Inspired UI : Clean dashboard layout complete with dynamic button hover animations and live score tracking. Smooth Performance : Fully multithreaded network requests to eliminate “Not Responding” freezes on startup. 🛠️ Tech Stack Component Technology Purpose Engine Pygame Window rendering, event loop, and UI graphics Audio pyttsx3 Offline text-to-speech pronunciation Network / Parsing requests & pypdf Online PDF stream fetching and text extraction Concurrency threading Non-blocking background data loading 📋 Changelog / Devlog Milestone 1: Core Prototype & Audio Integration Initialized Pygame window loops and basic keyboard text input. Integrated pyttsx3 for automated word pronunciation upon round progression. Milestone 2: Cloud Data Pipeline Added dynamic PDF fetching from online web sources. Implemented background threading ( threading.Thread ) to ensure the application window never locks up or reports “Not Responding” while streaming data. Milestone 3: Dashboard UI/UX Overhaul Redesigned the interface to mirror clean assignment workflows. Added a blinking text input cursor, hover-responsive buttons, and live question/score trackers. Streamlined the user flow to focus purely on rapid audio spelling drills.
Fixed bugs and uploaded project to Github pages...
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1793678111.1554303
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1794282911.1554303
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38756
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Dragonfly Control Software by @dr_aerospace | Star Dragonfly Control Software by @dr_aerospace | Stardance...
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dr_aerospace
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1
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35.0
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515
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T15:04:18Z", "hours": 35.0, "multiplier": 12.24, "payout": 515, "blessing": "neutral", "text": "I made a program, written in the KerboScript language, to autonomously control a replica of NASA’s Dragonfly mission (or any kind of rotorcraft) in Kerbal Space Program. Aside of selecting your target altitude or waypoint, the script is designed to be completely independent of human interaction. To use this program, you will need a ship with rotors that can maneuver in any direction and a kOS-enabled probe core. The script also integrates with the SCANsat mod to show the user telemetry and ETA data in the terminal (you can still use the script if you don’t have the SCANsat mod). The program’s flight profile divides into four main stages Liftoff , Cruise , Approach , and Landing . Each one of these has its own variables, loops, conditionals, and triggers. The script’s flow is designed to move on with each stage in an orderly manner. Each stage also has controls for altitude, pitch, and throttle depending on which stage is the code running. Besides the main control functions, the script also has two safety function to prevent crashes or rolling down slopes. The first one of this functions is Landing Abort . This function activates the exact second the drone lands and checks for five seconds if its pitch or roll exceed dangerous angles. If so happens, the script will take off rapidly, fly in a straight line for 30 seconds, and attempt to land again. If the drone lands in stable ground, it simply understands that it landed in safe ground and that landing abort is not needed. The other safety function is called the Safe Altitude Maintenance . This function executes with every refresh of the Cruise loop, and checks if the drone is within its target altitude margin and the distance to the ground goes below 500 meters. If that occurs, the drone accelerates to climb and maintain a 500 meter distance to the ground. When the drone returns to its target altitude margin and the distance to the ground becomes greater than 500, it returns to its normal Cruise mode. This is especially useful when flying at low altitude and near mountainous regions. After the drone lands and confirms it is safely leveled, it activates the Scientific Analysis Sequence . This sequence is composed by PRINT, action group, and WAIT commands. The main idea of this function is that it is completely customizable; this way, the user can select which instruments activate at what time. Also, there is another function that, in a fraction of a second, activates only one action group just after the Cruise loop’s conditionals are fulfilled and before the Approach loop activates. The objective is to place either telemetry or barometric scans while the drone is airborne. The objective of this script is to make powered flight in KSP rather an autonomous, stress-free experience. Any KSP player, from newbie to experienced can use the script to automate planet exploration.", "repo": "https://github.com/JuanD0409/Dragonfly-Control-Software", "demo": "https://youtu.be/TBGFOX5xo8Q"}]...
|
[{"post_id": 72805, "ts": "202 [{"post_id": 72805, "ts": "2026-09-23T19:27:24Z", "hours": 2.4856, "text": "Devlog 8 (and final) of the Dragonfly Control Software I’m pleased to announce that the Dragonfly Control Software is ready to ship for review! Aside from final touches and adjustments, the last thing I made for the program is a function that triggers an action group set to activate telemetry scans from SCANsat-related parts. The idea for this is to place activation command for these scans in a determined action group triggered by the code itself. This function is called from the Cruise function right after its loop is complete and before the Approach function is called. This way, the telemetry scans are done at Dragonfly’s target altitude. You can see the function in action in the video I left below. Speaking about videos, I should get to editing the Demo video I have to upload. I’m very proud of myself and I hope many KSP players get to use this script since drones are very hard to design and fly in KSP."}, {"post_id": 72072, "ts": "2026-09-22T03:27:39Z", "hours": 3.5306, "text": "Devlog 7 of the Dragonfly Control Software Safety First! This devlog is all about the safety features of Dragonfly’s script. This script has two safety functions that work at certain times of Dragonfly’s flight procedure and for the same idea: NOT CRASHING . The first one is the Landing Abort set of functions (that I have talked about but never shown until today). The main idea of this function is to prevent rolling down a hill or mountain. It works by checking if Dragonfly’s pitch exceeds 45 degrees or if its roll exceeds 30 degrees (each to either side). If so happens, Dragonfly panics, takes off, locks its heading, flies straight for 30 seconds, and attempts to land. Once Dragonfly lands, it re-checks if its pitch or roll exceed the limiters, and takes off again if needed until it finds an adequate landing spot. The second function is a safe altitude maintenance function (something very much like the PULL UP PULL UP or CAUTION, TERRAIN alerts and crash avoidance systems on airplanes). This function constantly executes with every refreshing of the Cruise main UNTIL loop and evaluates the following conditions: if Dragonfly’s altitude over sea level is within a 10-meter margin of error around the target altitude, and if Dragonfly’s altitude over ground level goes below 500 meters. Both conditionals are joined by an AND gate and if both are true, Dragonfly initiates an altitude maintenance mode. It is supposed to maintain a 500 meter distance from the ground until its altitude over ground level is within a 10-meter margin around 500 meters and its altitude over sea level is around the same 10-meter margin around its target altitude. When both conditions are true, Dragonfly understands that it is once again at its target altitude and at a safe distance from the ground, and returns to its normal cruise. This mode is quite useful when flying low to avoid mountains or hills, especially steep ones like the ones in the video. Although this script is very smart are cautious, DO NOT FLY DRAGONFLY TO A MOUNTAIN! During my testing, I have had multiple crashes and errors while attempting to land at the sides or top of mountains. Also, if you fly Dragonfly to a mountain, the landing abort function will go crazy and keep you there for half an hour (or more) trying to land on the mountain. I have given my advice to thee, you shall see if you follow it or reject it."}, {"post_id": 69945, "ts": "2026-09-18T03:29:28Z", "hours": 8.3464, "text": "Devlog 6 of the Dragonfly Control Software I have worked than what should be considered overtime in the project and my effort is giving its fruits! With some help of AI doing a lot of math and calculus, I managed to make an actual approach function. First, Dragonfly calculates the distance to to the target Waypoint as a triangle. This means, in easy words, that the distance to the ground is one side of the triangle, the distance from the current point on the ground that Dragonfly is flying over to the Waypoint is the other side of the triangle, and the distance from the actual craft to the Waypoint is the hypotenuse of the triangle. Therefore, the idea is that Dragonfly follows that hypotenuse (shown in the video) all the way to the waypoint. Then, it levels its nose, activates the landing function, reduces its horizontal velocity to almost 0 by raising its nose (new characteristic), and softly lands. Also, I already wrote the landing abort function I talked about on the last Devlog, however, I had to re-write it since the SCANsat data for slope is apparently not valid or recognized, so, it did not work. What I made instead was a function that evaluates current pitch and roll right at landing, and, if either value crosses a limit, calls another function to make the drone take off, fly in a straight line, and call the landing function to try to land again. If the limit is not crossed, the drone simply activates the scientific analysis sequence. To summarize, this activates a land, check, and abort-or-stay loop of functions. This loop is executed until Dragonfly lands and its limits are not crossed. I will upload a video of it in the next devlog since I need to focus on fine-tuning the main functions first."}, {"post_id": 67002, "ts": "2026-09-13T01:12:05Z", "hours": 5.0267, "text": "Devlog 5 of the Dragonfly Control Software I’m proud to announce that Dragonfly has successfully completed its first trans-oceanic flight! I had previously tested Dragonfly’s cruise altitude range around 5-6 kilometers over sea level, but this time, I decided to go even higher to 10 kilometers. I noticed that, at this altitude, Dragonfly could fly much faster but needed more power to maintain its altitude; just like airplanes do here on Earth. The video below shows Dragonfly exiting one continent and entering another on Tekto. Also, I found out how to make the SCANsat integration work. If you watch the terminal closefully, you can see Dragonfly’s current coordinates changing as it flies, and other telemetry data like current biome, slope, and elevation. Turns out, I had accidentally targeted the side of a mountain as the landing area and Dragonfly almost starts rolling down it, so, that gave me an idea: landing abort. I think the best option to make this work is to use the SCANsat data for slope and, if it is beyond a certain amount, make the drone fly to another area until the slope becomes safe enough to land. I could either make it fly straight until slope decreases to a safe amount, or make the user select an alternative waypoint (preferably flat) to safely land in case Dragonfly cannot. I thought another way to make this work was by detecting if the user presses the abort button on KSP’s UI, but that would ruin the whole point of Dragonfly being completely autonomous. In real space missions there is no abort button (neither is a “revert to assembly” button like in KSP) that works faster than the speed of light, so that is not a viable option. Anyways, I feel this project is getting better and more realistic with every change I make."}, {"post_id": 63974, "ts": "2026-09-08T02:10:41Z", "hours": 4.8742, "text": "Devlog 4 of the Dragonfly Control Software Progress has been made! I have made multiple improvements to the code and its functioning in general. First, I added a telemetry integration function using the SCANsat mod (because what is a drone without telemetry, right?). Second, I wrote the scientific sequence function, but I have not yet integrated it into the drone. I have to assign its scientific devices to the action groups and calibrate their operating times. Third, I upgraded the Approach function and it now makes this butter-smooth leveling maneuver (seen on the video below) while also smoothly controlling its throttle, effectively maintaining its altitude within a 3 meter range. This script still has many improvements to be made, and I will definitely keep working on it."}, {"post_id": 54043, "ts": "2026-08-24T20:05:13Z", "hours": 3.6028, "text": "Devlog 3 of the Dragonfly Control Software After having a break because of medical things, I returned to continue improving my project. I updated the Approach function and now it works better. However, Dragonfly is falling short of its target waypoint so I’ll be fixing that problem. Also, I will leave a video showing the Landing function in action, enjoy it."}, {"post_id": 34974, "ts": "2026-07-26T03:24:59Z", "hours": 4.5442, "text": "Devlog 2 of the Dragonfly Control Software. After a complete code rewrite from scratch , I finally figured out how to make Dragonfly maneuver correctly. However, I need to calibrate a PID controller that makes the drone’s nose wobble up and down, but that is a minor problem now. I will continue to perfect the code to make it behave without any mayor issue. Anyways, here is a video of the drone taking off and cruising to its ideal altitude."}, {"post_id": 33840, "ts": "2026-07-24T02:38:20Z", "hours": 2.6011, "text": "Devlog 1 of the Dragonfly Control Software. I started this new project inspired by NASA’s Dragonfly mission since I wanted a harder challenge than the rover autopilot. However, I was then surprised by how difficult it was to make kOS control a drone’s angles (pitch, yaw, and roll) alongside with throttle, height control, speed, and who knows what more. So, I came up with PID functions that were built into kOS’s libraries that auto-correct the drone’s control variables mentiones before. After 2+ hours of troubleshooting in Kerbal Space Program (that sadly are not registered in Hackatime) I made the drone fly. Now, I need to debug the script even more to make it correct its pitch, and add altitude controls for adequate ascending, descending, and landing. I have the Outer Planets mod installed (quick context: KSP does not have Saturn, Uranus, and Neptune; this planet pack mod adds them and some moons into the game), so I sent Dragonfly to Tekto (recreation of Titan, the target moon for the real mission) where gravity is low and atmospheric pressure is higher than Kerbin (Earth in KSP). This moon is an absolute paradise for rotorcrafts like this. I’ll leave a video of the craft successfully performing its first takeoff below. Also, I totally did NOT almost crash it after assuming control."}]...
|
Title: Dragonfly Control Software by @dr_aerospace Title: Dragonfly Control Software by @dr_aerospace | Stardance
Devlogs:
Devlog 1 of the Dragonfly Control Software. I started this new project inspired by NASA’s Dragonfly mission since I wanted a harder challenge than the rover autopilot. However, I was then surprised by how difficult it was to make kOS control a drone’s angles (pitch, yaw, and roll) alongside with throttle, height control, speed, and who knows what more. So, I came up with PID functions that were built into kOS’s libraries that auto-correct the drone’s control variables mentiones before. After 2+ hours of troubleshooting in Kerbal Space Program (that sadly are not registered in Hackatime) I made the drone fly. Now, I need to debug the script even more to make it correct its pitch, and add altitude controls for adequate ascending, descending, and landing. I have the Outer Planets mod installed (quick context: KSP does not have Saturn, Uranus, and Neptune; this planet pack mod adds them and some moons into the game), so I sent Dragonfly to Tekto (recreation of Titan, the target moon for the real mission) where gravity is low and atmospheric pressure is higher than Kerbin (Earth in KSP). This moon is an absolute paradise for rotorcrafts like this. I’ll leave a video of the craft successfully performing its first takeoff below. Also, I totally did NOT almost crash it after assuming control.
Devlog 2 of the Dragonfly Control Software. After a complete code rewrite from scratch , I finally figured out how to make Dragonfly maneuver correctly. However, I need to calibrate a PID controller that makes the drone’s nose wobble up and down, but that is a minor problem now. I will continue to perfect the code to make it behave without any mayor issue. Anyways, here is a video of the drone taking off and cruising to its ideal altitude.
Devlog 3 of the Dragonfly Control Software After having a break because of medical things, I returned to continue improving my project. I updated the Approach function and now it works better. However, Dragonfly is falling short of its target waypoint so I’ll be fixing that problem. Also, I will leave a video showing the Landing function in action, enjoy it.
Devlog 4 of the Dragonfly Control Software Progress has been made! I have made multiple improvements to the code and its functioning in general. First, I added a telemetry integration function using the SCANsat mod (because what is a drone without telemetry, right?). Second, I wrote the scientific sequence function, but I have not yet integrated it into the drone. I have to assign its scientific devices to the action groups and calibrate their operating times. Third, I upgraded the Approach function and it now makes this butter-smooth leveling maneuver (seen on the video below) while also smoothly controlling its throttle, effectively maintaining its altitude within a 3 meter range. This script still has many improvements to be made, and I will definitely keep working on it.
Devlog 5 of the Dragonfly Control Software I’m proud to announce that Dragonfly has successfully completed its first trans-oceanic flight! I had previously tested Dragonfly’s cruise altitude range around 5-6 kilometers over sea level, but this time, I decided to go even higher to 10 kilometers. I noticed that, at this altitude, Dragonfly could fly much faster but needed more power to maintain its altitude; just like airplanes do here on Earth. The video below shows Dragonfly exiting one continent and entering another on Tekto. Also, I found out how to make the SCANsat integration work. If you watch the terminal closefully, you can see Dragonfly’s current coordinates changing as it flies, and other telemetry data like current biome, slope, and elevation. Turns out, I had accidentally targeted the side of a mountain as the landing area and Dragonfly almost starts rolling down it, so, that gave me an idea: landing abort. I think the best option to make this work is to use the SCANsat data for slope and, if it is beyond a certain amount, make the drone fly to another area until the slope becomes safe enough to land. I could either make it fly straight until slope decreases to a safe amount, or make the user select an alternative waypoint (preferably flat) to safely land in case Dragonfly cannot. I thought another way to make this work was by detecting if the user presses the abort button on KSP’s UI, but that would ruin the whole point of Dragonfly being completely autonomous. In real space missions there is no abort button (neither is a “revert to assembly” button like in KSP) that works faster than the speed of light, so that is not a viable option. Anyways, I feel this project is getting better and more realistic with every change I make.
Devlog 6 of the Dragonfly Control Software I have worked than what should be considered overtime in the project and my effort is giving its fruits! With some help of AI doing a lot of math and calculus, I managed to make an actual approach function. First, Dragonfly calculates the distance to to the target Waypoint as a triangle. This means, in easy words, that the distance to the ground is one side of the triangle, the distance from the current point on the ground that Dragonfly is flying over to the Waypoint is the other side of the triangle, and the distance from the actual craft to the Waypoint is the hypotenuse of the triangle. Therefore, the idea is that Dragonfly follows that hypotenuse (shown in the video) all the way to the waypoint. Then, it levels its nose, activates the landing function, reduces its horizontal velocity to almost 0 by raising its nose (new characteristic), and softly lands. Also, I already wrote the landing abort function I talked about on the last Devlog, however, I had to re-write it since the SCANsat data for slope is apparently not valid or recognized, so, it did not work. What I made instead was a function that evaluates current pitch and roll right at landing, and, if either value crosses a limit, calls another function to make the drone take off, fly in a straight line, and call the landing function to try to land again. If the limit is not crossed, the drone simply activates the scientific analysis sequence. To summarize, this activates a land, check, and abort-or-stay loop of functions. This loop is executed until Dragonfly lands and its limits are not crossed. I will upload a video of it in the next devlog since I need to focus on fine-tuning the main functions first.
Devlog 7 of the Dragonfly Control Software Safety First! This devlog is all about the safety features of Dragonfly’s script. This script has two safety functions that work at certain times of Dragonfly’s flight procedure and for the same idea: NOT CRASHING . The first one is the Landing Abort set of functions (that I have talked about but never shown until today). The main idea of this function is to prevent rolling down a hill or mountain. It works by checking if Dragonfly’s pitch exceeds 45 degrees or if its roll exceeds 30 degrees (each to either side). If so happens, Dragonfly panics, takes off, locks its heading, flies straight for 30 seconds, and attempts to land. Once Dragonfly lands, it re-checks if its pitch or roll exceed the limiters, and takes off again if needed until it finds an adequate landing spot. The second function is a safe altitude maintenance function (something very much like the PULL UP PULL UP or CAUTION, TERRAIN alerts and crash avoidance systems on airplanes). This function constantly executes with every refreshing of the Cruise main UNTIL loop and evaluates the following conditions: if Dragonfly’s altitude over sea level is within a 10-meter margin of error around the target altitude, and if Dragonfly’s altitude over ground level goes below 500 meters. Both conditionals are joined by an AND gate and if both are true, Dragonfly initiates an altitude maintenance mode. It is supposed to maintain a 500 meter distance from the ground until its altitude over ground level is within a 10-meter margin around 500 meters and its altitude over sea level is around the same 10-meter margin around its target altitude. When both conditions are true, Dragonfly understands that it is once again at its target altitude and at a safe distance from the ground, and returns to its normal cruise. This mode is quite useful when flying low to avoid mountains or hills, especially steep ones like the ones in the video. Although this script is very smart are cautious, DO NOT FLY DRAGONFLY TO A MOUNTAIN! During my testing, I have had multiple crashes and errors while attempting to land at the sides or top of mountains. Also, if you fly Dragonfly to a mountain, the landing abort function will go crazy and keep you there for half an hour (or more) trying to land on the mountain. I have given my advice to thee, you shall see if you follow it or reject it.
Devlog 8 (and final) of the Dragonfly Control Software I’m pleased to announce that the Dragonfly Control Software is ready to ship for review! Aside from final touches and adjustments, the last thing I made for the program is a function that triggers an action group set to activate telemetry scans from SCANsat-related parts. The idea for this is to place activation command for these scans in a determined action group triggered by the code itself. This function is called from the Cruise function right after its loop is complete and before the Approach function is called. This way, the telemetry scans are done at Dragonfly’s target altitude. You can see the function in action in the video I left below. Speaking about videos, I should get to editing the Demo video I have to upload. I’m very proud of myself and I hope many KSP players get to use this script since drones are very hard to design and fly in KSP.
Ships:
I made a program, written in the KerboScript language, to autonomously control a replica of NASA’s Dragonfly mission (or any kind of rotorcraft) in Kerbal Space Program. Aside of selecting your target altitude or waypoint, the script is designed to be completely independent of human interaction. To use this program, you will need a ship with rotors that can maneuver in any direction and a kOS-enabled probe core. The script also integrates with the SCANsat mod to show the user telemetry and ETA data in the terminal (you can still use the script if you don’t have the SCANsat mod). The program’s flight profile divides into four main stages Liftoff , Cruise , Approach , and Landing . Each one of these has its own variables, loops, conditionals, and triggers. The script’s flow is designed to move on with each stage in an orderly manner. Each stage also has controls for altitude, pitch, and throttle depending on which stage is the code running. Besides the main control functions, the script also has two safety function to prevent crashes or rolling down slopes. The first one of this functions is Landing Abort . This function activates the exact second the drone lands and checks for five seconds if its pitch or roll exceed dangerous angles. If so happens, the script will take off rapidly, fly in a straight line for 30 seconds, and attempt to land again. If the drone lands in stable ground, it simply understands that it landed in safe ground and that landing abort is not needed. The other safety function is called the Safe Altitude Maintenance . This function executes with every refresh of the Cruise loop, and checks if the drone is within its target altitude margin and the distance to the ground goes below 500 meters. If that occurs, the drone accelerates to climb and maintain a 500 meter distance to the ground. When the drone returns to its target altitude margin and the distance to the ground becomes greater than 500, it returns to its normal Cruise mode. This is especially useful when flying at low altitude and near mountainous regions. After the drone lands and confirms it is safely leveled, it activates the Scientific Analysis Sequence . This sequence is composed by PRINT, action group, and WAIT commands. The main idea of this function is that it is completely customizable; this way, the user can select which instruments activate at what time. Also, there is another function that, in a fraction of a second, activates only one action group just after the Cruise loop’s conditionals are fulfilled and before the Approach loop activates. The objective is to place either telemetry or barometric scans while the drone is airborne. The objective of this script is to make powered flight in KSP rather an autonomous, stress-free experience. Any KSP player, from newbie to experienced can use the script to automate planet exploration....
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1793793315.690154
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1793879715.690154
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65170
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Camera Light by @Best_Jaro | Stardance
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Best_Jaro
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0
|
1.13
|
0
|
[]
|
[{"post_id": 72800, "ts": "202 [{"post_id": 72800, "ts": "2026-09-23T19:16:33Z", "hours": 1.1333, "text": "First dev-vlog of this project! For the first dev-vlog i just disassembled the lamp into parts to use later to build a camera light in a 3d-printed case with a hot shoe mount."}]...
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Title: Camera Light by @Best_Jaro | Stardance
Dev Title: Camera Light by @Best_Jaro | Stardance
Devlogs:
First dev-vlog of this project! For the first dev-vlog i just disassembled the lamp into parts to use later to build a camera light in a 3d-printed case with a hot shoe mount....
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1793696142.371044
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1794300942.371044
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12055
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VOCA by @baoxkhanh781 | Stardance
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baoxkhanh781
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0
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3.33
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0
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[]
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[{"post_id": 7280, "ts": "2026 [{"post_id": 7280, "ts": "2026-06-12T04:13:55Z", "hours": 1.1783, "text": "Not really used to designing on .svg but after several fixes and support from Copilot, I finally made the logos and banners for the app. It’s no longer speech_coach, welcome to VOCA!"}, {"post_id": 6049, "ts": "2026-06-10T05:07:47Z", "hours": 0.9342, "text": "continue the no front-end development streak. For now I’ve just utilized the openAI client with temporary prompt to receive the context and help analyze speech with the exact format. This wasn’t what I expecting from the final app right now, but just a test to see if it’s working. Again, I’ll have to find the logic for more effective coaching. One thing I learned was how Flask couldn’t work and would continuously restart the server if it detected changes in the OpenAI library files."}, {"post_id": 5392, "ts": "2026-06-09T04:33:05Z", "hours": 0.6097, "text": "I added a feature where the user will upload a file that will be saved in /upload and then call an OpenAI’s whisper transcription API to do the task of speech-to-text. Since the app only shows text in mere html, I’ll have to improve its look later on. It’s also important that I have to figure out the coaching logic to evaluate the user’s speech (pace, tone, filler words, audience, or what purpose?). Next step is to focus on AI’s recommendation for users’ speech improvement."}, {"post_id": 5183, "ts": "2026-06-08T21:37:13Z", "hours": 0.6103, "text": "I started foundation with Flask, a basic audio upload form, and several Python code. After several debugging, the project is currently working with a Flask web server with upload endpoint using basic HTML for audio upload. The web is also able to store audio files."}]...
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Title: VOCA by @baoxkhanh781 | Stardance
Devlogs: Title: VOCA by @baoxkhanh781 | Stardance
Devlogs:
I started foundation with Flask, a basic audio upload form, and several Python code. After several debugging, the project is currently working with a Flask web server with upload endpoint using basic HTML for audio upload. The web is also able to store audio files.
I added a feature where the user will upload a file that will be saved in /upload and then call an OpenAI’s whisper transcription API to do the task of speech-to-text. Since the app only shows text in mere html, I’ll have to improve its look later on. It’s also important that I have to figure out the coaching logic to evaluate the user’s speech (pace, tone, filler words, audience, or what purpose?). Next step is to focus on AI’s recommendation for users’ speech improvement.
continue the no front-end development streak. For now I’ve just utilized the openAI client with temporary prompt to receive the context and help analyze speech with the exact format. This wasn’t what I expecting from the final app right now, but just a test to see if it’s working. Again, I’ll have to find the logic for more effective coaching. One thing I learned was how Flask couldn’t work and would continuously restart the server if it detected changes in the OpenAI library files.
Not really used to designing on .svg but after several fixes and support from Copilot, I finally made the logos and banners for the app. It’s no longer speech_coach, welcome to VOCA!...
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1793249408.8500085
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1793854208.8500085
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4625
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IDK by @shkolar007 | Stardance
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shkolar007
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0
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0.0
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0
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[]
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[{"post_id": 728, "ts": "2026- [{"post_id": 728, "ts": "2026-06-02T10:15:38Z", "hours": 0.0, "text": "I learned how o use diferent tools in fuion 360 to use it for y future projects"}]...
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Title: IDK by @shkolar007 | Stardance
Devlogs:
I Title: IDK by @shkolar007 | Stardance
Devlogs:
I learned how o use diferent tools in fuion 360 to use it for y future projects...
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1793738921.6832788
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1794602921.6832788
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56694
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[MOVED] Discord User Apps Bot by @stefdp | Stardan [MOVED] Discord User Apps Bot by @stefdp | Stardance...
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stefdp
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1
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85.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T13:33:42Z", "hours": 85.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I rewrote my userApps Discord bot from TypeScript to Kotlin just because I prefer kotlin now that i’ve been using it for about a while, and in the meanwhile i also added new commands to it", "repo": "https://git.stefdp.com/Stef/userApps", "demo": "https://discord.com/oauth2/authorize?client_id=1223221223685886032"}]...
|
[{"post_id": 72794, "ts": "202 [{"post_id": 72794, "ts": "2026-09-23T19:06:22Z", "hours": 0.3492, "text": "Added environment check in the API endpoint like /status enable command Emoji envs are now correctly formatted in the error message Marked /status command as owner only"}, {"post_id": 72707, "ts": "2026-09-23T15:29:45Z", "hours": 3.7897, "text": "Rewrote the web dashboard to look better (by orangc) Added the API endpoints to manage commands on the dash side Added support for docker compose"}, {"post_id": 70873, "ts": "2026-09-19T22:10:42Z", "hours": 5.3797, "text": "Created the /help command: list all the commands of get info about a specific one Temporarily took the old dashboard and adapted it to the new framework (the html side is gonna get remade by a friend, orangc) Removed some unused envs Added TailwindCSS compiling at startup soit can be used in the dashboard"}, {"post_id": 70257, "ts": "2026-09-18T20:20:48Z", "hours": 5.9111, "text": "Created the /uptime command: display how long the bot has been online for Created the /lyrics command: get the lyrics of a song (uses lrclib.net, lrcmux and lyricsOVH as sources) Fixed /define command failing when there were too many definitions (was going over the 40 components limit) Created the main README file Added ownerOnly property to commands, so when they’re first added to the db, it sets the list of owners in the OWNERS env as allowed users Added attachment options to the /embed command (for some reasons they’re added correctly but image and thumbnail don’t display while footer and author do)"}, {"post_id": 69649, "ts": "2026-09-17T14:30:09Z", "hours": 4.295, "text": "Created the /ubdict command: get the definition of a term from the urban dictionary Created the /wikipedia command: get an article from wikipedia Created the /fact command: get a random fact Created the /joke command: get a random joke Added a util function to split strings in group of approximately X character, but instead of cutting the text at exactly X characters, it cuts at the next end of a sentence after X characters, this way a sentence is never cut in half during pagination (currently only place where it’s used, aka /wikipedia command) Added the User-Agent header to all the HTTP requests Updated HttpLoggingInterceptor to use the correct logger class"}, {"post_id": 68211, "ts": "2026-09-14T18:17:54Z", "hours": 2.95, "text": "Created the /define command: get the definition of a word Updated the /steam game command to use components v2, and also a button to show the full game description if the detailed mode is too long to fit Switched some places from if (xxx) { ... } else { null } to xxx?.let { ... }"}, {"post_id": 67479, "ts": "2026-09-13T16:26:49Z", "hours": 7.7817, "text": "Created the Get User Banner command (user): …what the name says Created the /github command (slash): get info about a GH user, repo or issue/PR Created the /weather command (slash): get the current weather of a specific place /steam game now uses buildString {} instead of adding to a array, then joining and merging it with another string"}, {"post_id": 66516, "ts": "2026-09-12T11:06:55Z", "hours": 6.5256, "text": "Created the /steam command (slash): get info about a Steam game (optional detailed mode) or user Created the /translate command (slash): convert any text from a language to another (about 131 languages available) Installed the MS Azure SDK for the /translate (slash) & Translate Message (message) commands Updated file layout for the dashboard so it looks better Updated API services file layout too Updated Kotlin from 2.4.10 to 2.4.20 and other libs"}, {"post_id": 65657, "ts": "2026-09-10T22:56:19Z", "hours": 4.5164, "text": "Running a command now increases its uses value is the anonymous analytics table Added new env variables and improved the system used to throw errors so it always kills all the processes when calling require Created the dashboard ratelimits, sessions, auth middlewares/systems Created the Discord OAuth2 login Moved kord into a Bot object so it can be used in the dashboard too if needed Created a listener for the discord webhook (stuff like bot authorized, bot deauthorized etc.) [UNTESTED] Created a util function to get the bot’s invite url Created API services for the discord OAuth2 token requesting and apprise API There’s not much frontend / UI change so ima show a pic of the dash module code ig"}, {"post_id": 65422, "ts": "2026-09-10T15:31:24Z", "hours": 5.8289, "text": "Created the /export command (slash): send the file path and export it (as well as give the file’s github url (owner only) Created the Save as Tag command (message): save a message as tag, both embeds & content Created the Convert to QR Code command (message): convert a message’s content to a QR code (either as image or text) Created the Download Voice Message command (message): as the name says, download as MP3 a user’s voice message Created the Set as Reminder command (message): set a user’s message (either content or URL) as a reminder Created the Get Message JSON command (message): get the JSON object of the message Created the Get Member Avatar command (user): get the server specific avatar of the user Created the Get User Avatar command (user): get the global avatar of the user Created the Get User Avatar Decoration command (user): get the avatar decoration of the user Created the Get Member JSON command (user): get the JSON object of the member Created the Get User JSON command (user): get the JSON object of the user Environment variables are now loaded at startup via a gradle task Added a LOG_LEVEL env to choose the level of the console output to show Created a util function for plurals Set tag name limit to 255 chars"}, {"post_id": 64121, "ts": "2026-09-08T10:02:03Z", "hours": 7.1333, "text": "Added the /tag command: save preset messages that you can then send later (they can also contain embeds) it has the following subcommands: content : set or remove the content of a tag embed : add or remove an embed from a tag delete : delete a tag export : export all your tags as a JSON file import : import the JSON file obtained from the export subcommand (in case of conflicts, the old and new tag will be previeable in the bot dashboard if enabled) list : Display all your subcommands get : Get the content & embeds of a specific subcommand Fixed/Impoved the /embed command button & modal handlers & added an ID to buttons & modals to avoid 2 diff commands handling the same interaction"}, {"post_id": 62806, "ts": "2026-09-06T10:14:43Z", "hours": 5.5831, "text": "Created the /gary command: get random images of 4 cats: Gary, Goober, Gulliber (Gully) and Garfield Created the /ping command: get the bot’s ping (pic has high ping cuz it’s running on my laptop, in Italy) Created the /botavatar command: change the bot avatar, either from a file, URL, copy from an user or copy from the bot owner Created the /colorpicker command: give an HEX, RGB or HSL color and it displays it as well as showing its HEX, RGB and HSL variants Added the /reminders command: set a reminder and the bot will send you a DM, reminder can either be single-run, multi-run and inifinitely run (the user defines an interval such as 30m , 2d15h etc., then the bot will send a DM with the reminder after this interval and will repeat it how many times the user defined it to, so if an user defines a reminder with 2h interval and 3 repeats, it will send the same reminder in 2h, 4h and 6h) (hope i explained well ) Switched database initialization from SchemaUtils to MigrationUtils this way if i edit a scheme, it’s also applied at startup instead of just creating new tables and never modifying them Made the dashboard disableable"}, {"post_id": 61179, "ts": "2026-09-03T23:53:05Z", "hours": 6.5219, "text": "Created the /minecraft command: allows to fetch Java and Bedrock edition server data (with mcstatus.io API ) Player info (with Starlight API by lunareclipse.studio ) Player skin rendered as a 3D model in different poses (with Starlight API) Created the /embed command: send anything as an embed Created the /qr command: encode some text into a QR Code (output can be an image or an ASCII text) Updated the dashboard to add a static resource /skinModels which is used for the /minecraft skin sub command to fetch custom made models Added a regex for HEX colors (matches #ffffff , #fff , ffffff and fff ) created a Minecraft object to collect all minecraft related functions Created the starlight and mcstatus.io API services & added them in the API client Update main handleRequest function to add an optional error handler"}, {"post_id": 60524, "ts": "2026-09-02T22:26:55Z", "hours": 3.5928, "text": "Added the /8ball command: ask a question and get a random answer Added topic command: get a random topic to start a conversation Added /qalc command: execute calculation using libqalculate Added /console command: run any shell command Added /animal command: get a random animal (cat, dog, fox, duck) Added /ip command: get info about an IPv4 or IPv6 address Installed the retrofit libs required to make HTTP requests Added a regex to check if a IPv4 or IPv6 is valid (took from networkingtoolbox.net ) Created util function to get the country flag & name from its code (took from my Hackatime android app)"}, {"post_id": 60238, "ts": "2026-09-02T14:13:38Z", "hours": 5.9553, "text": "Added /http command: get a HTTP status with the picture of an animal like cat, dog, goat, duck etc. Added /perms command: add/remove/list the users allowed to use a specific command Added /status command: enable/disable specific commands Added /dig : perform a dig query on a domain Added /whois : perform a WHOIS query on a domain/IP/ASN Fixed database upsert function erroring because no column was being passed as keys (primary) Moved command registration to the onReady event Installed a lib for DNS queries and a lib to check other libs updates Added a utility Domain object that contains the function to perform dig and whois queries Added utility functions to convert a ISO string, epoch seconds or Instant to discord time format"}, {"post_id": 59784, "ts": "2026-09-01T18:32:38Z", "hours": 3.5347, "text": "Created the /eval command Added the registration & handling of the commands (also checks if the user can run the command and if the command is enabled, by checking the enabled status and allowedUsers list in the command_permissions table) Installed some libs to run code at runtime (JavaScript, Python and Kotlin (used in /eval )"}, {"post_id": 59212, "ts": "2026-08-31T21:38:20Z", "hours": 4.8561, "text": "Created the base skeleton with the bot (w/ events), web dashboard (rn just shows “WIP” text) and database with the schemes & some helper functions For the Discord bot i’m using the Kord library For the web dashboard i’m using the Ktor library This is the first time i use either of those 2 libs so my usage may not be the best"}]...
|
Title: [MOVED] Discord User Apps Bot by @stefdp | Title: [MOVED] Discord User Apps Bot by @stefdp | Stardance
Devlogs:
Created the base skeleton with the bot (w/ events), web dashboard (rn just shows “WIP” text) and database with the schemes & some helper functions For the Discord bot i’m using the Kord library For the web dashboard i’m using the Ktor library This is the first time i use either of those 2 libs so my usage may not be the best
Created the /eval command Added the registration & handling of the commands (also checks if the user can run the command and if the command is enabled, by checking the enabled status and allowedUsers list in the command_permissions table) Installed some libs to run code at runtime (JavaScript, Python and Kotlin (used in /eval )
Added /http command: get a HTTP status with the picture of an animal like cat, dog, goat, duck etc. Added /perms command: add/remove/list the users allowed to use a specific command Added /status command: enable/disable specific commands Added /dig : perform a dig query on a domain Added /whois : perform a WHOIS query on a domain/IP/ASN Fixed database upsert function erroring because no column was being passed as keys (primary) Moved command registration to the onReady event Installed a lib for DNS queries and a lib to check other libs updates Added a utility Domain object that contains the function to perform dig and whois queries Added utility functions to convert a ISO string, epoch seconds or Instant to discord time format
Added the /8ball command: ask a question and get a random answer Added topic command: get a random topic to start a conversation Added /qalc command: execute calculation using libqalculate Added /console command: run any shell command Added /animal command: get a random animal (cat, dog, fox, duck) Added /ip command: get info about an IPv4 or IPv6 address Installed the retrofit libs required to make HTTP requests Added a regex to check if a IPv4 or IPv6 is valid (took from networkingtoolbox.net ) Created util function to get the country flag & name from its code (took from my Hackatime android app)
Created the /minecraft command: allows to fetch Java and Bedrock edition server data (with mcstatus.io API ) Player info (with Starlight API by lunareclipse.studio ) Player skin rendered as a 3D model in different poses (with Starlight API) Created the /embed command: send anything as an embed Created the /qr command: encode some text into a QR Code (output can be an image or an ASCII text) Updated the dashboard to add a static resource /skinModels which is used for the /minecraft skin sub command to fetch custom made models Added a regex for HEX colors (matches #ffffff , #fff , ffffff and fff ) created a Minecraft object to collect all minecraft related functions Created the starlight and mcstatus.io API services & added them in the API client Update main handleRequest function to add an optional error handler
Created the /gary command: get random images of 4 cats: Gary, Goober, Gulliber (Gully) and Garfield Created the /ping command: get the bot’s ping (pic has high ping cuz it’s running on my laptop, in Italy) Created the /botavatar command: change the bot avatar, either from a file, URL, copy from an user or copy from the bot owner Created the /colorpicker command: give an HEX, RGB or HSL color and it displays it as well as showing its HEX, RGB and HSL variants Added the /reminders command: set a reminder and the bot will send you a DM, reminder can either be single-run, multi-run and inifinitely run (the user defines an interval such as 30m , 2d15h etc., then the bot will send a DM with the reminder after this interval and will repeat it how many times the user defined it to, so if an user defines a reminder with 2h interval and 3 repeats, it will send the same reminder in 2h, 4h and 6h) (hope i explained well ) Switched database initialization from SchemaUtils to MigrationUtils this way if i edit a scheme, it’s also applied at startup instead of just creating new tables and never modifying them Made the dashboard disableable
Added the /tag command: save preset messages that you can then send later (they can also contain embeds) it has the following subcommands: content : set or remove the content of a tag embed : add or remove an embed from a tag delete : delete a tag export : export all your tags as a JSON file import : import the JSON file obtained from the export subcommand (in case of conflicts, the old and new tag will be previeable in the bot dashboard if enabled) list : Display all your subcommands get : Get the content & embeds of a specific subcommand Fixed/Impoved the /embed command button & modal handlers & added an ID to buttons & modals to avoid 2 diff commands handling the same interaction
Created the /export command (slash): send the file path and export it (as well as give the file’s github url (owner only) Created the Save as Tag command (message): save a message as tag, both embeds & content Created the Convert to QR Code command (message): convert a message’s content to a QR code (either as image or text) Created the Download Voice Message command (message): as the name says, download as MP3 a user’s voice message Created the Set as Reminder command (message): set a user’s message (either content or URL) as a reminder Created the Get Message JSON command (message): get the JSON object of the message Created the Get Member Avatar command (user): get the server specific avatar of the user Created the Get User Avatar command (user): get the global avatar of the user Created the Get User Avatar Decoration command (user): get the avatar decoration of the user Created the Get Member JSON command (user): get the JSON object of the member Created the Get User JSON command (user): get the JSON object of the user Environment variables are now loaded at startup via a gradle task Added a LOG_LEVEL env to choose the level of the console output to show Created a util function for plurals Set tag name limit to 255 chars
Running a command now increases its uses value is the anonymous analytics table Added new env variables and improved the system used to throw errors so it always kills all the processes when calling require Created the dashboard ratelimits, sessions, auth middlewares/systems Created the Discord OAuth2 login Moved kord into a Bot object so it can be used in the dashboard too if needed Created a listener for the discord webhook (stuff like bot authorized, bot deauthorized etc.) [UNTESTED] Created a util function to get the bot’s invite url Created API services for the discord OAuth2 token requesting and apprise API There’s not much frontend / UI change so ima show a pic of the dash module code ig
Created the /steam command (slash): get info about a Steam game (optional detailed mode) or user Created the /translate command (slash): convert any text from a language to another (about 131 languages available) Installed the MS Azure SDK for the /translate (slash) & Translate Message (message) commands Updated file layout for the dashboard so it looks better Updated API services file layout too Updated Kotlin from 2.4.10 to 2.4.20 and other libs
Created the Get User Banner command (user): …what the name says Created the /github command (slash): get info about a GH user, repo or issue/PR Created the /weather command (slash): get the current weather of a specific place /steam game now uses buildString {} instead of adding to a array, then joining and merging it with another string
Created the /define command: get the definition of a word Updated the /steam game command to use components v2, and also a button to show the full game description if the detailed mode is too long to fit Switched some places from if (xxx) { ... } else { null } to xxx?.let { ... }
Created the /ubdict command: get the definition of a term from the urban dictionary Created the /wikipedia command: get an article from wikipedia Created the /fact command: get a random fact Created the /joke command: get a random joke Added a util function to split strings in group of approximately X character, but instead of cutting the text at exactly X characters, it cuts at the next end of a sentence after X characters, this way a sentence is never cut in half during pagination (currently only place where it’s used, aka /wikipedia command) Added the User-Agent header to all the HTTP requests Updated HttpLoggingInterceptor to use the correct logger class
Created the /uptime command: display how long the bot has been online for Created the /lyrics command: get the lyrics of a song (uses lrclib.net, lrcmux and lyricsOVH as sources) Fixed /define command failing when there were too many definitions (was going over the 40 components limit) Created the main README file Added ownerOnly property to commands, so when they’re first added to the db, it sets the list of owners in the OWNERS env as allowed users Added attachment options to the /embed command (for some reasons they’re added correctly but image and thumbnail don’t display while footer and author do)
Created the /help command: list all the commands of get info about a specific one Temporarily took the old dashboard and adapted it to the new framework (the html side is gonna get remade by a friend, orangc) Removed some unused envs Added TailwindCSS compiling at startup soit can be used in the dashboard
Rewrote the web dashboard to look better (by orangc) Added the API endpoints to manage commands on the dash side Added support for docker compose
Added environment check in the API endpoint like /status enable command Emoji envs are now correctly formatted in the error message Marked /status command as owner only
Ships:
I rewrote my userApps Discord bot from TypeScript to Kotlin just because I prefer kotlin now that i’ve been using it for about a while, and in the meanwhile i also added new commands to it...
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1793800465.353085
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1793886865.353085
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33779
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Odyssey by @bluecorexux | Stardance
|
bluecorexux
|
1
|
14.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T19:11:20Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a minigame based on the Story of odysseus - there are three levels where each represents the challenges faced by him ( not exact a game ishhh analogy ) Navigativing throught the buttons and options of godot was challenging but pretty easy once I started making the third minigame ,as i got used to the method of using the common stuffs for making a scene in Godot I learnt how game dev works in a beginner level with a base project that is prety awesome", "repo": "https://github.com/bluecore7/GameOfOdyssey", "demo": "https://bluecore7.itch.io/the-game-of-odyssey"}]...
|
[{"post_id": 72792, "ts": "202 [{"post_id": 72792, "ts": "2026-09-23T19:03:51Z", "hours": 5.355, "text": "Devlog - 4 ITS’ OVER GUYZZZ…… THE GAME IS READY!!!!! Finally finished the game and completed the entire journey from those first pixelated screens to an actual playable game T_TDeveloped three mini games based on stories from Odyssey — not a direct adaptation or anything, just taking inspiration from the stories and turning them into games. Guys come onnn, it’s a game >_< The frustrating all-nighters, debugging, breaking things, fixing them, breaking them again…… somehow I loved all of it. I learned wayyyy more by actually building the game than I expected. Every bug was painful at that moment, but finally it felt soooo good. 2D games are good……BUT 3D IS AWESOME. NEXT ONTO ITTTTTT."}, {"post_id": 71752, "ts": "2026-09-21T13:33:30Z", "hours": 6.1611, "text": "Devlog 3 Finally I am into the real game GUYZZZ….. The minigame -2 took a lot of time there was much to learn - caz i got stuck in a bug where my button click signals are not captured. But the mission stuffs are done for now! I have started to create the real game. Added some animations - made the title wavy just by turning on BBCode and using the [wave] tag in RichTextLabel, which is dope . For the subtitle I wanted a typewriter effect . At first I tried doing it with a quick Tween on visible_characters, but it can’t trigger a sound for each single letter . So I changed it to a loop with visible_characters and a tiny timer delay, and added a proper mechanical typewriter key sound that clicks on every single letter as it types out. And that blip sound - wired it up to play whenever you hit Start, Settings, or Quit buttons so the menu click feelzzz . The same refactor has to be done for other scenes as well. I am onto that journey to Ithica………"}, {"post_id": 71398, "ts": "2026-09-20T19:09:59Z", "hours": 1.1572, "text": "Devlog-2 Developed a mini game according to the guide but i am placing only placeholders for now . As i have a plan to develop a game based on Odyssey but the the guide is about garlics >_< ."}, {"post_id": 70804, "ts": "2026-09-19T19:48:21Z", "hours": 1.36, "text": "Devlog - 1 Yupppp, finally started my game dev journey on the last laps of Stardance Done the routine stuffs → watched some intro and basic game dev videos from YouTube (still the pixelated Art stuffs are remaining ) and started the mission following the guide provided . Designed the Title Screen and Level Screen. Development took around 1/4th of the entire time spent, and the rest was spent debugging . Finally found out it was just a name mismatch in the button press function. Happy that I found it, but also frustrated that I couldn’t figure it out earlier than this ;_; A good start, I guess……"}]...
|
Title: Odyssey by @bluecorexux | Stardance
Devlog Title: Odyssey by @bluecorexux | Stardance
Devlogs:
Devlog - 1 Yupppp, finally started my game dev journey on the last laps of Stardance Done the routine stuffs → watched some intro and basic game dev videos from YouTube (still the pixelated Art stuffs are remaining ) and started the mission following the guide provided . Designed the Title Screen and Level Screen. Development took around 1/4th of the entire time spent, and the rest was spent debugging . Finally found out it was just a name mismatch in the button press function. Happy that I found it, but also frustrated that I couldn’t figure it out earlier than this ;_; A good start, I guess……
Devlog-2 Developed a mini game according to the guide but i am placing only placeholders for now . As i have a plan to develop a game based on Odyssey but the the guide is about garlics >_< .
Devlog 3 Finally I am into the real game GUYZZZ….. The minigame -2 took a lot of time there was much to learn - caz i got stuck in a bug where my button click signals are not captured. But the mission stuffs are done for now! I have started to create the real game. Added some animations - made the title wavy just by turning on BBCode and using the [wave] tag in RichTextLabel, which is dope . For the subtitle I wanted a typewriter effect . At first I tried doing it with a quick Tween on visible_characters, but it can’t trigger a sound for each single letter . So I changed it to a loop with visible_characters and a tiny timer delay, and added a proper mechanical typewriter key sound that clicks on every single letter as it types out. And that blip sound - wired it up to play whenever you hit Start, Settings, or Quit buttons so the menu click feelzzz . The same refactor has to be done for other scenes as well. I am onto that journey to Ithica………
Devlog - 4 ITS’ OVER GUYZZZ…… THE GAME IS READY!!!!! Finally finished the game and completed the entire journey from those first pixelated screens to an actual playable game T_TDeveloped three mini games based on stories from Odyssey — not a direct adaptation or anything, just taking inspiration from the stories and turning them into games. Guys come onnn, it’s a game >_< The frustrating all-nighters, debugging, breaking things, fixing them, breaking them again…… somehow I loved all of it. I learned wayyyy more by actually building the game than I expected. Every bug was painful at that moment, but finally it felt soooo good. 2D games are good……BUT 3D IS AWESOME. NEXT ONTO ITTTTTT.
Ships:
I made a minigame based on the Story of odysseus - there are three levels where each represents the challenges faced by him ( not exact a game ishhh analogy ) Navigativing throught the buttons and options of godot was challenging but pretty easy once I started making the third minigame ,as i got used to the method of using the common stuffs for making a scene in Godot I learnt how game dev works in a beginner level with a base project that is prety awesome...
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1793797011.0767822
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1793883411.0767822
|
|
10110
|
Vencord Autoinstall by @snows_alt | Stardance
|
snows_alt
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T04:23:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a script that later turned into an executable to solve the issue of vencord randomly uninstalling when discord would update. To achieve this I first made a simple script to interact with the vencord installer CLI using subprocess. After this was done I made another script to automatically download a verify the integrity of the vencord installer CLI. After this I made another script that scheduled the running of the update script so it gets ran automatically on login. And then I packaged it all into a zip and EXE using pyinstaller and set that as a release! To try out the script you must have discord and vencord installed and to build it you need UV. Best of luck to anyone trying this out feel free to report any issues to me on GitHub!", "repo": "https://github.com/snqwq/Vencord-Autoinstall", "demo": "https://github.com/snqwq/Vencord-Autoinstall/releases/latest"}]...
|
[{"post_id": 7279, "ts": "2026 [{"post_id": 7279, "ts": "2026-06-12T04:13:05Z", "hours": 0.3656, "text": "Made a cool logo and updated readme :) All credit for the original vencord logo goes to the vencord team i literally just added autoinstall to the bottom trying to keep with the style and stuff, and it turned out pretty well I think."}, {"post_id": 7188, "ts": "2026-06-12T00:17:23Z", "hours": 3.0678, "text": "Made 0.1.0 of my script to automate vencord installation. The goal of this script is to prevent the occasional uninstallation of vencord whenever discord updates. All interaction with discord is through vencords own cli installer the script is just to automate its usage. Its currently only available for windows but linux support is hopefully going to happen soon :)"}]...
|
Title: Vencord Autoinstall by @snows_alt | Stardan Title: Vencord Autoinstall by @snows_alt | Stardance
Devlogs:
Made 0.1.0 of my script to automate vencord installation. The goal of this script is to prevent the occasional uninstallation of vencord whenever discord updates. All interaction with discord is through vencords own cli installer the script is just to automate its usage. Its currently only available for windows but linux support is hopefully going to happen soon :)
Made a cool logo and updated readme :) All credit for the original vencord logo goes to the vencord team i literally just added autoinstall to the bottom trying to keep with the style and stuff, and it turned out pretty well I think.
Ships:
I made a script that later turned into an executable to solve the issue of vencord randomly uninstalling when discord would update. To achieve this I first made a simple script to interact with the vencord installer CLI using subprocess. After this was done I made another script to automatically download a verify the integrity of the vencord installer CLI. After this I made another script that scheduled the running of the update script so it gets ran automatically on login. And then I packaged it all into a zip and EXE using pyinstaller and set that as a release! To try out the script you must have discord and vencord installed and to build it you need UV. Best of luck to anyone trying this out feel free to report any issues to me on GitHub!...
|
1793785774.115431
|
1793872174.115431
|
|
59548
|
Cyber deck buddy by @solmavo | Stardance
|
solmavo
|
0
|
12.55
|
0
|
[]
|
[{"post_id": 72789, "ts": "202 [{"post_id": 72789, "ts": "2026-09-23T18:56:11Z", "hours": 4.5336, "text": "Case for electronics"}, {"post_id": 66902, "ts": "2026-09-12T21:08:06Z", "hours": 4.2169, "text": "Tried different cad variants"}, {"post_id": 66199, "ts": "2026-09-11T21:24:00Z", "hours": 2.8503, "text": "Made an eye cad model and decided which parts to use"}, {"post_id": 63826, "ts": "2026-09-07T19:59:26Z", "hours": 0.945, "text": "made a plan for desktop robot"}]...
|
Title: Cyber deck buddy by @solmavo | Stardance
D Title: Cyber deck buddy by @solmavo | Stardance
Devlogs:
made a plan for desktop robot
Made an eye cad model and decided which parts to use
Tried different cad variants
Case for electronics...
|
1793566092.650133
|
1794170892.650133
|
|
49412
|
The Gregory Project by @Alaxtor | Stardance
|
Alaxtor
|
0
|
33.65
|
0
|
[]
|
[{"post_id": 72781, "ts": "202 [{"post_id": 72781, "ts": "2026-09-23T18:48:36Z", "hours": 1.6167, "text": "Organized my repos ,added BOM and summited my project."}, {"post_id": 72352, "ts": "2026-09-22T18:51:27Z", "hours": 1.5536, "text": "Wrote the firmware and started organizing my github repos"}, {"post_id": 71968, "ts": "2026-09-21T21:37:58Z", "hours": 2.4333, "text": "Did some work off record and finished the holes aligned everything and now i just need to write the kmk and ship it :)"}, {"post_id": 71842, "ts": "2026-09-21T17:04:49Z", "hours": 1.1833, "text": "fixed some issues and now need to fix the tolerance and add the cutouts"}, {"post_id": 70846, "ts": "2026-09-19T21:14:24Z", "hours": 2.95, "text": "Screw HOLESSSS,Having trouble with the holes for screws"}, {"post_id": 70212, "ts": "2026-09-18T18:30:54Z", "hours": 1.3667, "text": "Hehe now usb c and led and knob left"}, {"post_id": 69822, "ts": "2026-09-17T21:00:01Z", "hours": 2.45, "text": "Phew finnaly built my case for hack pad now i need to add holes for usb c led display and knob Gregory shall be beautiful"}, {"post_id": 69277, "ts": "2026-09-16T18:36:08Z", "hours": 1.5167, "text": "AHHHHHHHHH"}, {"post_id": 68781, "ts": "2026-09-15T18:54:57Z", "hours": 1.0167, "text": "Stuck"}, {"post_id": 68277, "ts": "2026-09-14T20:38:14Z", "hours": 1.4167, "text": "Built Plate for my HackPad and is design the case for bottom mount"}, {"post_id": 68235, "ts": "2026-09-14T19:07:15Z", "hours": 1.8833, "text": "Was desgining Case and realised that my Keys and placement for display and knob was inverted so fixed that"}, {"post_id": 67576, "ts": "2026-09-13T18:32:01Z", "hours": 3.1167, "text": "Pcb optimisation and circuit management"}, {"post_id": 67169, "ts": "2026-09-13T07:34:04Z", "hours": 1.2667, "text": "PCB READY"}, {"post_id": 66953, "ts": "2026-09-12T22:51:40Z", "hours": 6.2167, "text": "The gregory"}, {"post_id": 54369, "ts": "2026-08-25T10:34:03Z", "hours": 0.7167, "text": "Complete with top and usb port"}, {"post_id": 53054, "ts": "2026-08-23T13:29:13Z", "hours": 2.1336, "text": "Hackpad Case"}, {"post_id": 50973, "ts": "2026-08-20T13:28:39Z", "hours": 0.8114, "text": "HACKPAD"}]...
|
Title: The Gregory Project by @Alaxtor | Stardance Title: The Gregory Project by @Alaxtor | Stardance
Devlogs:
HACKPAD
Hackpad Case
Complete with top and usb port
The gregory
PCB READY
Pcb optimisation and circuit management
Was desgining Case and realised that my Keys and placement for display and knob was inverted so fixed that
Built Plate for my HackPad and is design the case for bottom mount
Stuck
AHHHHHHHHH
Phew finnaly built my case for hack pad now i need to add holes for usb c led display and knob Gregory shall be beautiful
Hehe now usb c and led and knob left
Screw HOLESSSS,Having trouble with the holes for screws
fixed some issues and now need to fix the tolerance and add the cutouts
Did some work off record and finished the holes aligned everything and now i just need to write the kmk and ship it :)
Wrote the firmware and started organizing my github repos
Organized my repos ,added BOM and summited my project....
|
1793282076.4895394
|
1793886876.4895394
|
|
65042
|
rubber-rubber-bot by @Red0x | Stardance
|
Red0x
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T10:27:11Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally got rubber-rubber-bot running 24/7 on Hack Club Nest. I built it as a Slack bot with multiple commands and tested everything myself. The biggest part for me was getting it deployed properly instead of only having it work on my device. Now it’s running on Nest with systemd, so it keeps running even when I close everything on my side.", "repo": "https://github.com/Red0x-106/rubber-rubbber-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 72760, "ts": "202 [{"post_id": 72760, "ts": "2026-09-23T17:57:27Z", "hours": 2.3222, "text": "I’m working on my Slack bot, Rubber-Rubber Bot.I added a few commands like ping, help, hello, about, 8-ball, and random facts. I also finished the README and pushed the project to GitHub.Next I’m trying to get it running 24/7 on Hack Club Nest."}]...
|
Title: rubber-rubber-bot by @Red0x | Stardance
De Title: rubber-rubber-bot by @Red0x | Stardance
Devlogs:
I’m working on my Slack bot, Rubber-Rubber Bot.I added a few commands like ping, help, hello, about, 8-ball, and random facts. I also finished the README and pushed the project to GitHub.Next I’m trying to get it running 24/7 on Hack Club Nest.
Ships:
I finally got rubber-rubber-bot running 24/7 on Hack Club Nest. I built it as a Slack bot with multiple commands and tested everything myself. The biggest part for me was getting it deployed properly instead of only having it work on my device. Now it’s running on Nest with systemd, so it keeps running even when I close everything on my side....
|
1793836238.4378078
|
1793922638.4378078
|
|
17096
|
Hackatime Aseprite Documentation by @Saatvik_K | S Hackatime Aseprite Documentation by @Saatvik_K | Stardance...
|
Saatvik_K
|
0
|
0.95
|
0
|
[]
|
[{"post_id": 7276, "ts": "2026 [{"post_id": 7276, "ts": "2026-06-12T04:06:12Z", "hours": 0.9483, "text": "Aseprite Hackatime Documentation TL;DR Found Aseprite plugin for hackatime Waketime-Aseprite made by espcaa Added Aseprite documentation to Hackatime repo on how to setup this plugin Submitted pull request and currently under review Long Version I noticed on #stardance-help that there were many people asking how to track time for using Aseprite, which is a fairly large editor for art/drawing. Although lapse could be used for this, I also found an Aseprite plugin creating by espcaa that tracks time in the Hackatime Dashboard. There was no mention of this in the official Hackatime website Docs so I decided to add it myself. I added the aseprite.md file which contains all the setup instructions, the aseprite-128.png which contains the Aseprite Logo, and added the aseprite entry to the list of editors in app/controllers/docs_controller.rb . After testing using docker, it does appear to work and I have created the PR request and it is under review. There were some fixes to be made by Greptile involving my steps for API configuration, wakatime vs hackatime, and spacing, but they have all been resolved. I’m hoping it gets accepted and would love to help more people learn about how to set up Aseprite with Hackatime. Special thanks to espcaa for creating the original plugin!"}]...
|
Title: Hackatime Aseprite Documentation by @Saatvi Title: Hackatime Aseprite Documentation by @Saatvik_K | Stardance
Devlogs:
Aseprite Hackatime Documentation TL;DR Found Aseprite plugin for hackatime Waketime-Aseprite made by espcaa Added Aseprite documentation to Hackatime repo on how to setup this plugin Submitted pull request and currently under review Long Version I noticed on #stardance-help that there were many people asking how to track time for using Aseprite, which is a fairly large editor for art/drawing. Although lapse could be used for this, I also found an Aseprite plugin creating by espcaa that tracks time in the Hackatime Dashboard. There was no mention of this in the official Hackatime website Docs so I decided to add it myself. I added the aseprite.md file which contains all the setup instructions, the aseprite-128.png which contains the Aseprite Logo, and added the aseprite entry to the list of editors in app/controllers/docs_controller.rb . After testing using docker, it does appear to work and I have created the PR request and it is under review. There were some fixes to be made by Greptile involving my steps for API configuration, wakatime vs hackatime, and spacing, but they have all been resolved. I’m hoping it gets accepted and would love to help more people learn about how to set up Aseprite with Hackatime. Special thanks to espcaa for creating the original plugin!...
|
1793544554.7195644
|
1794149354.7195644
|
|
21938
|
lockrs by @confused-ace-noises | Stardance
|
confused-ace-noises
|
2
|
49.0
|
865
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T18:19:09Z", "hours": 16.0, "multiplier": 15.58, "payout": 249, "blessing": "neutral", "text": "This ship adds some new functionality! Namely, the ability to take a screenshot of the lockscreen (if you dont want this, it can be disabled through the disabling of the default screenshot feature), new builtin widgets, and some stuff buried a bit more deeply in the logic, such as adding a worker thread for slow operations, fixing some bad output-dependant handling and adding support for more keyboard keys. The most challenging thing about this ship was trying to understand how to make vulkan play nice with ext_session_lock_v1 when setting the buffer scaling, it took me a long time for like- no reason TuT. Anyways, here’s two screenshots of lockscreens i made while developing lockrs:", "repo": "https://github.com/confused-ace-noises/lockrs/", "demo": "https://crates.io/crates/lockrs"}, {"ship_num": 2, "ts": "2026-06-30T14:45:51Z", "hours": 33.0, "multiplier": 18.69, "payout": 616, "blessing": "neutral", "text": "Lockrs is a library that aims to make Wayland screen lockers as customizable as possible. First of all, it’s written in the Rust language, and it’s essentially an implementation of the egui crate for lock screen surfaces; This means it can be truly used for anything (or well, anything egui can possibly do). This project was born out of frustration of the little customizability that other projects offer, relying at most on a simple config file to define everything. It is based on the wayland-client, wgpu and egui crates, which make it compatible with practically any modern Wayland compositor (to be specific, all compositors implementing the ext-session-lock-v1 protocol); using wayland-client was quite hard, as it was really my first time making something that supports graphics and juggling communications with an outside application in the meantime. I think this project was very successful in helping me learn about how Wayland works, and a little bit of how rendering works too. Overall, I’m quite proud of how it turned out, and i have already made my own lock screen (see picture below).", "repo": "https://github.com/confused-ace-noises/lockrs/", "demo": "https://crates.io/crates/lockrs"}]...
|
[{"post_id": 72759, "ts": "202 [{"post_id": 72759, "ts": "2026-09-23T17:56:49Z", "hours": 0.5272, "text": "Reviewed the code before the ship! noting much to report, i’ll just put the new lockscreen again"}, {"post_id": 71234, "ts": "2026-09-20T14:25:17Z", "hours": 10.2025, "text": "A lot of big changes! these 10 hours of coding felt like a constant rabbit hole, but i finally fixed all the things i found TuT. First of all, i made some new widgets: namely, a text input for the password that reserves space for the “login failed” failure text, an uptime widget and widget that fetches the default network interface. While making an example lock screen using these new widgets, i noticed that taking a screenshot was just a huge pain; One had to go do gpu texture copying magic and it was just A Bad Time in general. So, i decided to bake that functionality into lockrs itself, so now there’s a screenshot feature (enabled by default) which makes it able to save screenshots. But while implementing the screenshot feature, i noticed that there were some inconsistencies in the multiple output logic and in the buffer scaling logic, so i fixed those (this took surprisingly long :p). After implementing that, i went to take that screenshot, and noticed that the UI would freeze for a bit while the disk I/O of saving the image was running. This was quite annoying, so i also decided to make a whole ass worker thread that handles password checking (which also used to hang the UI thread, albeit for a short time) and to save the screenshot. Anyways, after this journey of a few days of coding, here’s the example screenshot, finally: P.S.: while trying to put an image here, firefox crashed and i had to rewrite this whole thing… to anyone seeing this, save your devlogs somewhere before adding pics :p"}, {"post_id": 61515, "ts": "2026-09-04T13:55:26Z", "hours": 5.4758, "text": "Well, im at it again with this project. I took quite a long break to make another project, and now have had the time to come back to this. I’ve finally written some in-depth docs, and will review them later today with a fresh mind to be sure that they’re as right as possible. I also fixed a design flaw, but im not very sure if how i did it really fixed it. Before, this is the old way it’s doing it: app .ui (| _ , ui | { // put stuff inside some ui levels egui :: CentralPanel :: default () .frame ( egui :: Frame :: NONE ) .show ( ui , | ui | { // maybe make new ui levels // inside the levels, return TryExit TryExit :: Force }) .inner.inner.inner //as many .inner as ui levels // TryExit is in, because you need to return the inner TryExit }) this felt extremely clunky. So, i solved it like this: // mutable reference to a TryExit app .ui (| _ , ui , exit : & mut TryExit | { // as many levels as you want egui :: CentralPanel :: default () .frame ( egui :: Frame :: NONE ) .show ( ui , | ui | { // instead of returning it, mutate the passed-in reference * exit = TryExit :: Force ; }); // no need to return anything, so no .inner }) this feels a bit better, but idrk still. For the time being, the API will be the latter. Anyways, have a look at the new docs:"}, {"post_id": 19151, "ts": "2026-06-30T12:13:07Z", "hours": 5.495, "text": "After taking a small break, i finally finished this project. I decided to turn it into a library instead of a really customizable lockscreen, because what would be the purpose in making something that could very well work in any number of ways and then limiting it to a few widgets? I’m quite satisfied with how it turned out, even if there are a few rough spots. Also, i decided to license it under MIT or Apache 2.0, as per convention for rust libraries. In the end, i’ll be definitely using lockrs, and i hope some other people will too."}, {"post_id": 15087, "ts": "2026-06-24T14:53:06Z", "hours": 3.2564, "text": "I managed to add PAM authentication. I also tried to add support for shaders and in general gpu work, and discovering i bit off way more than i can chew, i just decided not to. So, i tried to add a background, but i stumbled upon an obstacle which sent me diving into egui’s source code, because it kept claiming that it couldn’t load images with side bigger than 2048px; turns out this is only a limitation of the WebGPU API, that, as the name suggests, runs on browsers, not on desktops. Anyways, after a lot of fiddling with egui’s components, i managed to make it use images with sides up to 8000px. Now i’ll probably customize the bar a little, and maybe make a few egui widgets for it."}, {"post_id": 14354, "ts": "2026-06-23T13:37:48Z", "hours": 9.2189, "text": "After wrecking my mind unnecessarily over how to handle pointer events for a ridiculous amount of time, I finally got something that somehow works; now i also have a working text input! It just prints the input to the terminal for now, but I’ll be messing with PAM a bit to do authentication now. wish me luck!"}, {"post_id": 12838, "ts": "2026-06-21T00:42:13Z", "hours": 8.1453, "text": "I finally got the keyboard to work! for now, it just exits as soon as a key is pressed, but i’m working on implementing full functionality. also, now the code is much much cleaner, properly divided in functions instead of being all chucked into main. I don’t really have a way to display this with a screenshot, so i’ll just reuse an old one unfortunately :p"}, {"post_id": 11926, "ts": "2026-06-19T13:25:36Z", "hours": 2.0419, "text": "Well, i managed to render to the lock screen with egui instead of using the raw buffer; for now, it’s still a mess of spaghetti code that barely works and will turn into a footgun very quickly if i don’t get working on the lower level part of it instead of throwing stuff at the wall and seeing if it sticks. The next step is tidying the code up instead of throwing everything into main, so that i can get some customization going. Also, i should probably add the authentication part of the lock screen instead of having it unlock after a few seconds."}, {"post_id": 11649, "ts": "2026-06-19T00:01:07Z", "hours": 4.8064, "text": "I finished a first proof of concept for wl-lock; right now, it locks the user out for two seconds while displaying a mauve screen. For now, it’s still fully cpu rendered, but i plan on adding gpu-accelerated background blur and general effects. The next step is hooking egui into it!"}]...
|
Title: lockrs by @confused-ace-noises | Stardance
Title: lockrs by @confused-ace-noises | Stardance
Devlogs:
I finished a first proof of concept for wl-lock; right now, it locks the user out for two seconds while displaying a mauve screen. For now, it’s still fully cpu rendered, but i plan on adding gpu-accelerated background blur and general effects. The next step is hooking egui into it!
Well, i managed to render to the lock screen with egui instead of using the raw buffer; for now, it’s still a mess of spaghetti code that barely works and will turn into a footgun very quickly if i don’t get working on the lower level part of it instead of throwing stuff at the wall and seeing if it sticks. The next step is tidying the code up instead of throwing everything into main, so that i can get some customization going. Also, i should probably add the authentication part of the lock screen instead of having it unlock after a few seconds.
I finally got the keyboard to work! for now, it just exits as soon as a key is pressed, but i’m working on implementing full functionality. also, now the code is much much cleaner, properly divided in functions instead of being all chucked into main. I don’t really have a way to display this with a screenshot, so i’ll just reuse an old one unfortunately :p
After wrecking my mind unnecessarily over how to handle pointer events for a ridiculous amount of time, I finally got something that somehow works; now i also have a working text input! It just prints the input to the terminal for now, but I’ll be messing with PAM a bit to do authentication now. wish me luck!
I managed to add PAM authentication. I also tried to add support for shaders and in general gpu work, and discovering i bit off way more than i can chew, i just decided not to. So, i tried to add a background, but i stumbled upon an obstacle which sent me diving into egui’s source code, because it kept claiming that it couldn’t load images with side bigger than 2048px; turns out this is only a limitation of the WebGPU API, that, as the name suggests, runs on browsers, not on desktops. Anyways, after a lot of fiddling with egui’s components, i managed to make it use images with sides up to 8000px. Now i’ll probably customize the bar a little, and maybe make a few egui widgets for it.
After taking a small break, i finally finished this project. I decided to turn it into a library instead of a really customizable lockscreen, because what would be the purpose in making something that could very well work in any number of ways and then limiting it to a few widgets? I’m quite satisfied with how it turned out, even if there are a few rough spots. Also, i decided to license it under MIT or Apache 2.0, as per convention for rust libraries. In the end, i’ll be definitely using lockrs, and i hope some other people will too.
Well, im at it again with this project. I took quite a long break to make another project, and now have had the time to come back to this. I’ve finally written some in-depth docs, and will review them later today with a fresh mind to be sure that they’re as right as possible. I also fixed a design flaw, but im not very sure if how i did it really fixed it. Before, this is the old way it’s doing it: app .ui (| _ , ui | { // put stuff inside some ui levels egui :: CentralPanel :: default () .frame ( egui :: Frame :: NONE ) .show ( ui , | ui | { // maybe make new ui levels // inside the levels, return TryExit TryExit :: Force }) .inner.inner.inner //as many .inner as ui levels // TryExit is in, because you need to return the inner TryExit }) this felt extremely clunky. So, i solved it like this: // mutable reference to a TryExit app .ui (| _ , ui , exit : & mut TryExit | { // as many levels as you want egui :: CentralPanel :: default () .frame ( egui :: Frame :: NONE ) .show ( ui , | ui | { // instead of returning it, mutate the passed-in reference * exit = TryExit :: Force ; }); // no need to return anything, so no .inner }) this feels a bit better, but idrk still. For the time being, the API will be the latter. Anyways, have a look at the new docs:
A lot of big changes! these 10 hours of coding felt like a constant rabbit hole, but i finally fixed all the things i found TuT. First of all, i made some new widgets: namely, a text input for the password that reserves space for the “login failed” failure text, an uptime widget and widget that fetches the default network interface. While making an example lock screen using these new widgets, i noticed that taking a screenshot was just a huge pain; One had to go do gpu texture copying magic and it was just A Bad Time in general. So, i decided to bake that functionality into lockrs itself, so now there’s a screenshot feature (enabled by default) which makes it able to save screenshots. But while implementing the screenshot feature, i noticed that there were some inconsistencies in the multiple output logic and in the buffer scaling logic, so i fixed those (this took surprisingly long :p). After implementing that, i went to take that screenshot, and noticed that the UI would freeze for a bit while the disk I/O of saving the image was running. This was quite annoying, so i also decided to make a whole ass worker thread that handles password checking (which also used to hang the UI thread, albeit for a short time) and to save the screenshot. Anyways, after this journey of a few days of coding, here’s the example screenshot, finally: P.S.: while trying to put an image here, firefox crashed and i had to rewrite this whole thing… to anyone seeing this, save your devlogs somewhere before adding pics :p
Reviewed the code before the ship! noting much to report, i’ll just put the new lockscreen again
Ships:
Lockrs is a library that aims to make Wayland screen lockers as customizable as possible. First of all, it’s written in the Rust language, and it’s essentially an implementation of the egui crate for lock screen surfaces; This means it can be truly used for anything (or well, anything egui can possibly do). This project was born out of frustration of the little customizability that other projects offer, relying at most on a simple config file to define everything. It is based on the wayland-client, wgpu and egui crates, which make it compatible with practically any modern Wayland compositor (to be specific, all compositors implementing the ext-session-lock-v1 protocol); using wayland-client was quite hard, as it was really my first time making something that supports graphics and juggling communications with an outside application in the meantime. I think this project was very successful in helping me learn about how Wayland works, and a little bit of how rendering works too. Overall, I’m quite proud of how it turned out, and i have already made my own lock screen (see picture below).
This ship adds some new functionality! Namely, the ability to take a screenshot of the lockscreen (if you dont want this, it can be disabled through the disabling of the default screenshot feature), new builtin widgets, and some stuff buried a bit more deeply in the logic, such as adding a worker thread for slow operations, fixing some bad output-dependant handling and adding support for more keyboard keys. The most challenging thing about this ship was trying to understand how to make vulkan play nice with ext_session_lock_v1 when setting the buffer scaling, it took me a long time for like- no reason TuT. Anyways, here’s two screenshots of lockscreens i made while developing lockrs:...
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1793937313.8044453
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61826
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Self Car by @troksaroberts | Stardance
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troksaroberts
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1
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14.0
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191
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T17:55:23Z", "hours": 14.0, "multiplier": 13.38, "payout": 191, "blessing": "neutral", "text": "I made a neural network where cars try to ride fast The goal is to tech AI to ride this track as fast aspossible using only three sensors as a data. Challenging part was optimization and simulation. In a matter of fact making neural network was easy, making a correct point system and simulation was hard. I am proud of graph and saving system, it looks so slick, it add up ‘spice’ to the project. By pressing Try project there will be a short video guide on how to run this project locally. Its really simple - only takes 4 commands to run if you have python installed.", "repo": "https://github.com/RobertsRob/SelfCar", "demo": "https://github.com/RobertsRob/SelfCar/releases/tag/1.0"}]...
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[{"post_id": 72755, "ts": "202 [{"post_id": 72755, "ts": "2026-09-23T17:50:34Z", "hours": 3.8636, "text": "SAVE BEST ONE Now you can save models and choose from the 14 best ones. They are saved in models folder and you can even send them to your friends (send whole folder). You can also load saved models with “L” and save with “S”, to choose between different models use arrow keys. Now DIF_MODE - if you would turn on this option two segments on inner circle will stick out so now its harder to ride a car."}, {"post_id": 70755, "ts": "2026-09-19T18:20:14Z", "hours": 2.4044, "text": "They are smart now Neural network is really good now. It is a race car. Changes: I added graph to visualize best score I removed deltaTime - time between frames, so simulations doesnt depends on it Improved vizualisation In neural network I removed direction as parametr so now car learns how to drive instead of remembering track"}, {"post_id": 70162, "ts": "2026-09-18T16:31:43Z", "hours": 3.6506, "text": "ITS ALIVE A lot of changes has been made - firs of all is reward system - all these dim green lines are checkpoints, for crossing them neural network get a reward. Then of course I implementer AI itself. Now it spawn a 100 cars and chooses the best each generation. Also cars receive a benefit when they ride each lap faster. So riding faster is also a plus. I increased size of cars to make them a bit more realistic. There is a video of already trained generations which shows what a generation looks like. They all disappear because I set so max amount of laps they can go is three, so new generation is created, because old one wouldnt crash. There are a lot of thing to add still, like better physics, model saving and training for variety of tracks not only for one."}, {"post_id": 68724, "ts": "2026-09-15T17:00:57Z", "hours": 4.3342, "text": "Base for machine learnign In this devlog I prepared everything to start teaching machines how to ride a car - the car was prepared for them. What has been done: Track generation - trach is 4 mathematic functions that create 1000 line segments in total to serve as walls. Optimized ray logic - car will have only 3 sensors (green) that will tell distance till wall Car class itself - for optimization i wont have 1000s of car object but in the class there will be stored vectorized information about all cars operating with numpy Visual part - I will render only one car, but under the hood there will be much more cars training."}]...
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Title: Self Car by @troksaroberts | Stardance
Dev Title: Self Car by @troksaroberts | Stardance
Devlogs:
Base for machine learnign In this devlog I prepared everything to start teaching machines how to ride a car - the car was prepared for them. What has been done: Track generation - trach is 4 mathematic functions that create 1000 line segments in total to serve as walls. Optimized ray logic - car will have only 3 sensors (green) that will tell distance till wall Car class itself - for optimization i wont have 1000s of car object but in the class there will be stored vectorized information about all cars operating with numpy Visual part - I will render only one car, but under the hood there will be much more cars training.
ITS ALIVE A lot of changes has been made - firs of all is reward system - all these dim green lines are checkpoints, for crossing them neural network get a reward. Then of course I implementer AI itself. Now it spawn a 100 cars and chooses the best each generation. Also cars receive a benefit when they ride each lap faster. So riding faster is also a plus. I increased size of cars to make them a bit more realistic. There is a video of already trained generations which shows what a generation looks like. They all disappear because I set so max amount of laps they can go is three, so new generation is created, because old one wouldnt crash. There are a lot of thing to add still, like better physics, model saving and training for variety of tracks not only for one.
They are smart now Neural network is really good now. It is a race car. Changes: I added graph to visualize best score I removed deltaTime - time between frames, so simulations doesnt depends on it Improved vizualisation In neural network I removed direction as parametr so now car learns how to drive instead of remembering track
SAVE BEST ONE Now you can save models and choose from the 14 best ones. They are saved in models folder and you can even send them to your friends (send whole folder). You can also load saved models with “L” and save with “S”, to choose between different models use arrow keys. Now DIF_MODE - if you would turn on this option two segments on inner circle will stick out so now its harder to ride a car.
Ships:
I made a neural network where cars try to ride fast The goal is to tech AI to ride this track as fast aspossible using only three sensors as a data. Challenging part was optimization and simulation. In a matter of fact making neural network was easy, making a correct point system and simulation was hard. I am proud of graph and saving system, it looks so slick, it add up ‘spice’ to the project. By pressing Try project there will be a short video guide on how to run this project locally. Its really simple - only takes 4 commands to run if you have python installed....
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1793829087.003503
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1793915487.003503
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65155
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snowglobe by @willowmovit | Stardance
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willowmovit
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T17:05:25Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a website, it was really hard because I tried to add a feature that didn’t end up working, so I had to start over.", "repo": "", "demo": ""}]...
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[{"post_id": 72744, "ts": "202 [{"post_id": 72744, "ts": "2026-09-23T17:09:59Z", "hours": 5.1292, "text": "I got it working finally"}]...
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Title: snowglobe by @willowmovit | Stardance
Devl Title: snowglobe by @willowmovit | Stardance
Devlogs:
I got it working finally
Ships:
It’s a website, it was really hard because I tried to add a feature that didn’t end up working, so I had to start over....
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1793836266.0931904
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1793922666.0931904
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27788
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Self balancing robot- QuadCat by @MaxMadeGG | Star Self balancing robot- QuadCat by @MaxMadeGG | Stardance...
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MaxMadeGG
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1
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0.32
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T08:57:47Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The project is now shipped due that the event ends soon and that my ESP32 is dead and the new one arrives too late so i decided to submit what i have, which is the main thing…the working PCB with the FOC loop i created so you can still build the robot because there is basically everything in the repo just the code isn’t done and tuned. Have fun! Made :)", "repo": "https://github.com/MaxMadeGG/Self-balancing-robot--QuadCat", "demo": ""}]...
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[{"post_id": 72741, "ts": "202 [{"post_id": 72741, "ts": "2026-09-23T17:03:51Z", "hours": 0.3189, "text": "Thank you for the great decision of Hack club and if you guys want to continue following my self balancing robot go to> https://stardance.hackclub.com/projects/65148"}, {"post_id": 70581, "ts": "2026-09-19T12:03:35Z", "hours": 1.5503, "text": "fixed the body and sending to the printer to print it again and i will enjoy two hours changing the filament for color T_T i don’t have the AMS lite thingy XD"}, {"post_id": 70096, "ts": "2026-09-18T13:25:27Z", "hours": 1.4169, "text": "finished the body now printing and let’s hope it works :D"}, {"post_id": 69670, "ts": "2026-09-17T15:26:47Z", "hours": 5.1669, "text": "The new PCB arrived so i was soldering for 2hrs then started making the motors work and after 2hrs i finally managed to make work one then after 1hr i found out that in1 was swapped with EN in the code so that’s why it wasn’t working then made work the servos which worked immediately then made run motors and servos at the same time which worked so wonderful! then started finishing the body-shell which i will finish tomorrow and send to the printer and then i will assemble all and solder all permanently :D hyped for tomorrow"}, {"post_id": 68733, "ts": "2026-09-15T17:16:18Z", "hours": 1.1003, "text": "I made a completely new design(why? check out previous posts)…it’s kinda a box which is not what i wanted but it looks good even not finished :D Btw reminds me of a star-wars robot it wasn’t intentional…still waiting for the new PCB fingers crossed that it arrives before the end of Stardance"}, {"post_id": 68050, "ts": "2026-09-14T13:03:29Z", "hours": 0.4669, "text": "So i’m still making the body and still thinking of how to put the laser sensor at the front that it doesn’t look odd…if you have any ideas then please feel free to tell me in comments :D (this design at the base wasn’t thought that there will be a laser sensor)"}, {"post_id": 67460, "ts": "2026-09-13T15:57:30Z", "hours": 0.5836, "text": "Thinking about how to implement the laser sensors into the body-shell design that it isn’t odd and fixing some stuff in Fusion. I also made a small wooden table next to my desk that i can have more place for my projects. Still waiting for the v2.0 PCB and idk if i will have time to finish this robot before the end of stardance but at least i think i will have a working PCB which is the main thing of the robot"}, {"post_id": 65337, "ts": "2026-09-10T12:42:50Z", "hours": 0.2833, "text": "I unsoldered everything and unplugged. Now waiting that the new PCB v2.0 arrives—–––> if you want to know more: https://youtu.be/JHu94_pjOXo"}, {"post_id": 64916, "ts": "2026-09-09T17:09:01Z", "hours": 0.8167, "text": "After too much problems making the motor want to spin and finding other problems i decided to make a new PCB with all the stuff fixed and reviewed hundreds of times —––> if you want to know more: https://youtu.be/JHu94_pjOXo"}, {"post_id": 63618, "ts": "2026-09-07T15:22:32Z", "hours": 1.5503, "text": "Ok this is funny…i’ve been trying to make work my motors with the custom PCB for 3days and now i found out that the motor i was testing was using the encoder of the other motor that i wasn’t using so yeah pretty stupid lol…and look at the video what i can do with it, i can make spin the other motor by turning one by hand. Anyway i did manage to make work one motor perfectly but the other one is another story and now the battery is dead so i’m charging 😭"}, {"post_id": 60929, "ts": "2026-09-03T16:31:38Z", "hours": 3.6669, "text": "Ok so i finished soldering the stuff on the PCB…i basically was soldering and soldering and soldering…for 3hrs almost 4…ehm anyway now i will code the thing and then let’s see if the PCB works…ah you’re lucky i forgot to post this so you will know if the PCB works…and like yes it works but i have to fix some little problems :)"}, {"post_id": 60362, "ts": "2026-09-02T17:29:39Z", "hours": 0.9667, "text": "The PCB has finally arrived so i started soldering the stuff but it’s late rn so i will finsih tomorrow"}, {"post_id": 59641, "ts": "2026-09-01T15:41:52Z", "hours": 0.3503, "text": "Ok so bad and good news…i have the laser sensors but i destroyed one a little like he works but the small chip is a little cooked so it reads stuff at only max 7cm of it which could work anyway…the bad news…uhh the PCB is stuck somewhere due to douane stuff so it will arrive in one week for the best so it could arrive in one month(next time i order a PCB somewhere in EU never again in china…sorry jlcpcb or pcbway if you wanted to sponsor me)….anyway now i made the part for my robot leg and it’s currently printing so we will see :D"}, {"post_id": 59618, "ts": "2026-09-01T15:14:12Z", "hours": 0.9169, "text": "Hi this is a old thing i have made but because it didn’t sync due to some Hackatime problems i’m posting it today after one week…tho i don’t remember what i did so yeah😅 anyway now i’m gonna model a part in Fusion for my leg and you will know more in the next post!🙃"}, {"post_id": 54497, "ts": "2026-08-25T14:49:47Z", "hours": 2.2503, "text": "So as i said i will make my own FOC controller which turned into a blowed up ESP32…jk jk in fact it worked super nicely it actually works! So now just waiting that the PCB arrives and the laser sensors for wall avidance. and the breakdown of today is: i’m happy https://youtu.be/9f9dHl2CsRY?si=nJjeVBc7lghW3pOh"}, {"post_id": 53839, "ts": "2026-08-24T15:10:11Z", "hours": 0.5333, "text": "Hi guys has been a while since, right? But today i’m back with a new idea for my robot which is adding laser sensors!🌟 For wall avoidance…anyway today i upgraded my PCB to the max fixed all small things that could be a problem and then tried to make the motor spin with simple FOC library but didn’t work 😭yeah didn’t :( after trying to make it work for 4hrs no wait 5hrs i decided that i will make my own thing…we will see in next episode if it will work or not…oh wait i forgot that i managed to make the motors spin without the FOC!!! which was wonderful to see🎉 the code that worked was this one: void setup() { ledcAttach(16, 20000, 8); ledcAttach(17, 20000, 8); ledcAttach(18, 20000, 8); pinMode(33, OUTPUT); digitalWrite(33, HIGH); } void loop() { static int a = 0; ledcWrite(16, 128 + 100 * sin(a * 0.01)); ledcWrite(17, 128 + 100 * sin(a * 0.01 + 2.09)); ledcWrite(18, 128 + 100 * sin(a * 0.01 + 4.19)); a++; delayMicroseconds(200); } also i have a YT and a VID will drop soon so please be sure to sub, thx: https://www.youtube.com/@Made-g4u"}, {"post_id": 43147, "ts": "2026-08-08T07:59:02Z", "hours": 0.6333, "text": "ok i plugged all and i also changed the voltage of the boost converter and it didn’t blow up so that’s great…and now i’m gonna write some code(claude) to test the motor…uhh just for the final complete code i will write it myself. Also if you want to support more my 💩 projects https://www.youtube.com/@Made-g4u"}, {"post_id": 41237, "ts": "2026-08-05T10:04:09Z", "hours": 1.4169, "text": "Updated🛠️ my custom PCB that it fits inside the body. Also next i might fix the model of the body because there are some minor faults that i did. I might maybe retry tomorrow the boost converter with a multimeter that i will buy…uhh yea i don’t have a multimeter😅 anyway if it blows up💥 again😤 after changing the Voltage then the board might have another problem than the Voltage that was wrong…🚮"}, {"post_id": 40722, "ts": "2026-08-04T13:15:47Z", "hours": 2.6675, "text": "Made the body, now it will go to the printer lets hope it works. Also i might finish testing the stuff on the bread board next week or in 1-2 weeks. Tomorrow i will make the wheels i think"}, {"post_id": 39962, "ts": "2026-08-03T09:23:45Z", "hours": 1.0167, "text": "uhh ok this is nice…idk why but the boost converter blow up after i finished plugging all together, no polarity reverse or stuff i just plugged and then after 2 secs pshh 💥pow big 💨smoke going off…so yeah interesting🤔, i will try to change the V of the boost to 10V and then if my other boost converter blows up💥 again then it must be a cheap, low quality one that i bought…this project is the most unlucky one i’m working on so far😢…wish me luck🙏. Below photo of almost all plugged(without the boost)."}, {"post_id": 39362, "ts": "2026-08-02T09:17:57Z", "hours": 0.2669, "text": "prepared stuff that i can start making the main body later because now i wont be at home for some time"}, {"post_id": 38710, "ts": "2026-08-01T07:49:11Z", "hours": 0.3503, "text": "I made a part that i forgot to do."}, {"post_id": 38134, "ts": "2026-07-31T11:13:59Z", "hours": 0.7336, "text": "finishing legs for the robot, next have to make the body and other stuff so lets hope the legs work. Btw i blew up my controller 😅 and found out i forgot to buy smth XD"}, {"post_id": 37506, "ts": "2026-07-30T09:34:58Z", "hours": 0.55, "text": "I created my own Dupont wires because yesterday my wiring wasn’t pretty nice and it didn’t work so lets hope it works now! :D btw it’s pretty a mess all these wires"}, {"post_id": 36994, "ts": "2026-07-29T13:25:37Z", "hours": 0.2833, "text": "soldering and cliping all on a breadboard, i also printed a holder for the motor that i can test all next will finish clip all and then program it"}, {"post_id": 36351, "ts": "2026-07-28T12:28:46Z", "hours": 0.4167, "text": "I’ve made a pcb holder stand that i can weld stuff without headaches. Btw all the parts have arrived so i can continue!"}, {"post_id": 29500, "ts": "2026-07-16T14:04:08Z", "hours": 3.1667, "text": "I was making the pcb that i didn’t finish yet i’m taking a little pause of this stupid unresponsive PC and easyEDA. this is the only screenshot i can show you, i have made more but this…PC doesn’t work i can’t do even ctrl+v or take a screenshot"}, {"post_id": 28858, "ts": "2026-07-15T12:31:18Z", "hours": 0.3675, "text": "i started fixing the body but then realized that i don’t have the physical parts yet so i don’t know the size of them and if i fix it now then i will maybe need to fix it again so it would be a waste of time. So i will wait that the parts arrive and then continue making the body"}, {"post_id": 28788, "ts": "2026-07-15T09:05:55Z", "hours": 0.7508, "text": "I’ve been finalizing the legs a little then looking if it all fits and unfortunately i did some calculation fault somewhere because the body is a little too big like maybe too much. Next i will finish the parts and fix the body size and fix that it’s not all at the front because if you noticed the body is too much at the front so too much weight."}, {"post_id": 27553, "ts": "2026-07-13T07:15:45Z", "hours": 0.6342, "text": "again 3D modeling- almost finished the body"}, {"post_id": 21550, "ts": "2026-07-03T15:54:00Z", "hours": 0.5339, "text": "a little of modeling the body"}, {"post_id": 21504, "ts": "2026-07-03T14:29:36Z", "hours": 0.6667, "text": "i have been modeling the leg parts and a little the main body"}, {"post_id": 20768, "ts": "2026-07-02T13:46:14Z", "hours": 1.8325, "text": "Brainstorming, thinking and a lot of 3D modeling mostly fighting with painful Fusion 360 lolll tired"}]...
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Title: Self balancing robot- QuadCat by @MaxMadeGG Title: Self balancing robot- QuadCat by @MaxMadeGG | Stardance
Devlogs:
Brainstorming, thinking and a lot of 3D modeling mostly fighting with painful Fusion 360 lolll tired
i have been modeling the leg parts and a little the main body
a little of modeling the body
again 3D modeling- almost finished the body
I’ve been finalizing the legs a little then looking if it all fits and unfortunately i did some calculation fault somewhere because the body is a little too big like maybe too much. Next i will finish the parts and fix the body size and fix that it’s not all at the front because if you noticed the body is too much at the front so too much weight.
i started fixing the body but then realized that i don’t have the physical parts yet so i don’t know the size of them and if i fix it now then i will maybe need to fix it again so it would be a waste of time. So i will wait that the parts arrive and then continue making the body
I was making the pcb that i didn’t finish yet i’m taking a little pause of this stupid unresponsive PC and easyEDA. this is the only screenshot i can show you, i have made more but this…PC doesn’t work i can’t do even ctrl+v or take a screenshot
I’ve made a pcb holder stand that i can weld stuff without headaches. Btw all the parts have arrived so i can continue!
soldering and cliping all on a breadboard, i also printed a holder for the motor that i can test all next will finish clip all and then program it
I created my own Dupont wires because yesterday my wiring wasn’t pretty nice and it didn’t work so lets hope it works now! :D btw it’s pretty a mess all these wires
finishing legs for the robot, next have to make the body and other stuff so lets hope the legs work. Btw i blew up my controller 😅 and found out i forgot to buy smth XD
I made a part that i forgot to do.
prepared stuff that i can start making the main body later because now i wont be at home for some time
uhh ok this is nice…idk why but the boost converter blow up after i finished plugging all together, no polarity reverse or stuff i just plugged and then after 2 secs pshh 💥pow big 💨smoke going off…so yeah interesting🤔, i will try to change the V of the boost to 10V and then if my other boost converter blows up💥 again then it must be a cheap, low quality one that i bought…this project is the most unlucky one i’m working on so far😢…wish me luck🙏. Below photo of almost all plugged(without the boost).
Made the body, now it will go to the printer lets hope it works. Also i might finish testing the stuff on the bread board next week or in 1-2 weeks. Tomorrow i will make the wheels i think
Updated🛠️ my custom PCB that it fits inside the body. Also next i might fix the model of the body because there are some minor faults that i did. I might maybe retry tomorrow the boost converter with a multimeter that i will buy…uhh yea i don’t have a multimeter😅 anyway if it blows up💥 again😤 after changing the Voltage then the board might have another problem than the Voltage that was wrong…🚮
ok i plugged all and i also changed the voltage of the boost converter and it didn’t blow up so that’s great…and now i’m gonna write some code(claude) to test the motor…uhh just for the final complete code i will write it myself. Also if you want to support more my 💩 projects https://www.youtube.com/@Made-g4u
Hi guys has been a while since, right? But today i’m back with a new idea for my robot which is adding laser sensors!🌟 For wall avoidance…anyway today i upgraded my PCB to the max fixed all small things that could be a problem and then tried to make the motor spin with simple FOC library but didn’t work 😭yeah didn’t :( after trying to make it work for 4hrs no wait 5hrs i decided that i will make my own thing…we will see in next episode if it will work or not…oh wait i forgot that i managed to make the motors spin without the FOC!!! which was wonderful to see🎉 the code that worked was this one: void setup() { ledcAttach(16, 20000, 8); ledcAttach(17, 20000, 8); ledcAttach(18, 20000, 8); pinMode(33, OUTPUT); digitalWrite(33, HIGH); } void loop() { static int a = 0; ledcWrite(16, 128 + 100 * sin(a * 0.01)); ledcWrite(17, 128 + 100 * sin(a * 0.01 + 2.09)); ledcWrite(18, 128 + 100 * sin(a * 0.01 + 4.19)); a++; delayMicroseconds(200); } also i have a YT and a VID will drop soon so please be sure to sub, thx: https://www.youtube.com/@Made-g4u
So as i said i will make my own FOC controller which turned into a blowed up ESP32…jk jk in fact it worked super nicely it actually works! So now just waiting that the PCB arrives and the laser sensors for wall avidance. and the breakdown of today is: i’m happy https://youtu.be/9f9dHl2CsRY?si=nJjeVBc7lghW3pOh
Hi this is a old thing i have made but because it didn’t sync due to some Hackatime problems i’m posting it today after one week…tho i don’t remember what i did so yeah😅 anyway now i’m gonna model a part in Fusion for my leg and you will know more in the next post!🙃
Ok so bad and good news…i have the laser sensors but i destroyed one a little like he works but the small chip is a little cooked so it reads stuff at only max 7cm of it which could work anyway…the bad news…uhh the PCB is stuck somewhere due to douane stuff so it will arrive in one week for the best so it could arrive in one month(next time i order a PCB somewhere in EU never again in china…sorry jlcpcb or pcbway if you wanted to sponsor me)….anyway now i made the part for my robot leg and it’s currently printing so we will see :D
The PCB has finally arrived so i started soldering the stuff but it’s late rn so i will finsih tomorrow
Ok so i finished soldering the stuff on the PCB…i basically was soldering and soldering and soldering…for 3hrs almost 4…ehm anyway now i will code the thing and then let’s see if the PCB works…ah you’re lucky i forgot to post this so you will know if the PCB works…and like yes it works but i have to fix some little problems :)
Ok this is funny…i’ve been trying to make work my motors with the custom PCB for 3days and now i found out that the motor i was testing was using the encoder of the other motor that i wasn’t using so yeah pretty stupid lol…and look at the video what i can do with it, i can make spin the other motor by turning one by hand. Anyway i did manage to make work one motor perfectly but the other one is another story and now the battery is dead so i’m charging 😭
After too much problems making the motor want to spin and finding other problems i decided to make a new PCB with all the stuff fixed and reviewed hundreds of times —––> if you want to know more: https://youtu.be/JHu94_pjOXo
I unsoldered everything and unplugged. Now waiting that the new PCB v2.0 arrives—–––> if you want to know more: https://youtu.be/JHu94_pjOXo
Thinking about how to implement the laser sensors into the body-shell design that it isn’t odd and fixing some stuff in Fusion. I also made a small wooden table next to my desk that i can have more place for my projects. Still waiting for the v2.0 PCB and idk if i will have time to finish this robot before the end of stardance but at least i think i will have a working PCB which is the main thing of the robot
So i’m still making the body and still thinking of how to put the laser sensor at the front that it doesn’t look odd…if you have any ideas then please feel free to tell me in comments :D (this design at the base wasn’t thought that there will be a laser sensor)
I made a completely new design(why? check out previous posts)…it’s kinda a box which is not what i wanted but it looks good even not finished :D Btw reminds me of a star-wars robot it wasn’t intentional…still waiting for the new PCB fingers crossed that it arrives before the end of Stardance
The new PCB arrived so i was soldering for 2hrs then started making the motors work and after 2hrs i finally managed to make work one then after 1hr i found out that in1 was swapped with EN in the code so that’s why it wasn’t working then made work the servos which worked immediately then made run motors and servos at the same time which worked so wonderful! then started finishing the body-shell which i will finish tomorrow and send to the printer and then i will assemble all and solder all permanently :D hyped for tomorrow
finished the body now printing and let’s hope it works :D
fixed the body and sending to the printer to print it again and i will enjoy two hours changing the filament for color T_T i don’t have the AMS lite thingy XD
Thank you for the great decision of Hack club and if you guys want to continue following my self balancing robot go to> https://stardance.hackclub.com/projects/65148
Ships:
The project is now shipped due that the event ends soon and that my ESP32 is dead and the new one arrives too late so i decided to submit what i have, which is the main thing…the working PCB with the FOC loop i created so you can still build the robot because there is basically everything in the repo just the code isn’t done and tuned. Have fun! Made :)...
|
1793804156.1133585
|
1793890556.1133585
|
|
5506
|
Void of Space by @Olorin | Stardance
|
Olorin
|
0
|
6.61
|
0
|
[]
|
[{"post_id": 7274, "ts": "2026 [{"post_id": 7274, "ts": "2026-06-12T04:02:37Z", "hours": 0.8267, "text": "Devlog 4 I added simple enemy AI, and a randomly generated dungeon layout. The AI was simple, I just made it follow the player and shoot at them if they are in range. Later I want to make them sight based. If they see the player in their line of sight, then they’ll shoot. I’d probably use raycasting for that. The dungeon layout, I followed a tutorial from youtube by 16BitDev to understand how it works. Essentially the rooms are generated as rectangles in a certain location, checking if they overlap. Then halls are generated inbetween using a start/stop location. Theres a few issues with this that I’ll revise tomorrow (or whenever I work on it). Rooms can spawn right next to each other, with one or two walls between, but have no connecting path. I’ll likely set the boundaries so rooms have to be further apart, or if they spawn together, the wall is removed. I’ll try to work on this if I can, but I’ve been occupied with a programming internship and other hobbies, so cya!"}, {"post_id": 5272, "ts": "2026-06-08T23:55:20Z", "hours": 1.0844, "text": "Devlog #3 Today I added a tilemap, and gave the enemy a weapon upon spawn. The tilemap was pretty easy to learn how to do collisions with, making maps easy to make. I’m learning about procedural room generation and how other developers have done it for Godot, so I may make my own for randomly assorted ships. Additionally, since I already worked on the guns to be modular, I was easily able to have it adapt for the enemy. Tomorrow, I hope to have the room generation down :3"}, {"post_id": 3944, "ts": "2026-06-07T02:21:07Z", "hours": 2.7308, "text": "Devlog #2 I added basic guns to the game. I made it modular, so I’m able to easily add in new types that have differing damage, attack speed, sprites, ect. Branching from that, I made projectiles, which can be used for enemy attacks in the future. They too, are modular with sprite, speed, damage, ect. I also made the weapon inventory and hotbar work correctly earlier today! All it does, is store what guns the player has, and displays them on screen at the bottom. The equipped gun is just changed using a input from the corresponding number key of the hotbar slot. I had issues with lag, eventually finding out it was just a print statement about ammo capacity, causing me to change it to a UI element. I hope tomorrow, to get an actual enemy done or procedural generation."}, {"post_id": 2538, "ts": "2026-06-05T02:26:28Z", "hours": 1.9717, "text": "Devlog #1! I’m making a dungeon crawler roguelike set in exploring abandoned spaceships! This will be my second project in the Godot engine. I worked on some of the basic aspects of the gameplay, such as movement, item icons, and weapon handling to get some of the easy stuff out of the way. Hopefully by tomorrow, I’ll be able to make projectiles and expand on the inventory system."}]...
|
Title: Void of Space by @Olorin | Stardance
Devlo Title: Void of Space by @Olorin | Stardance
Devlogs:
Devlog #1! I’m making a dungeon crawler roguelike set in exploring abandoned spaceships! This will be my second project in the Godot engine. I worked on some of the basic aspects of the gameplay, such as movement, item icons, and weapon handling to get some of the easy stuff out of the way. Hopefully by tomorrow, I’ll be able to make projectiles and expand on the inventory system.
Devlog #2 I added basic guns to the game. I made it modular, so I’m able to easily add in new types that have differing damage, attack speed, sprites, ect. Branching from that, I made projectiles, which can be used for enemy attacks in the future. They too, are modular with sprite, speed, damage, ect. I also made the weapon inventory and hotbar work correctly earlier today! All it does, is store what guns the player has, and displays them on screen at the bottom. The equipped gun is just changed using a input from the corresponding number key of the hotbar slot. I had issues with lag, eventually finding out it was just a print statement about ammo capacity, causing me to change it to a UI element. I hope tomorrow, to get an actual enemy done or procedural generation.
Devlog #3 Today I added a tilemap, and gave the enemy a weapon upon spawn. The tilemap was pretty easy to learn how to do collisions with, making maps easy to make. I’m learning about procedural room generation and how other developers have done it for Godot, so I may make my own for randomly assorted ships. Additionally, since I already worked on the guns to be modular, I was easily able to have it adapt for the enemy. Tomorrow, I hope to have the room generation down :3
Devlog 4 I added simple enemy AI, and a randomly generated dungeon layout. The AI was simple, I just made it follow the player and shoot at them if they are in range. Later I want to make them sight based. If they see the player in their line of sight, then they’ll shoot. I’d probably use raycasting for that. The dungeon layout, I followed a tutorial from youtube by 16BitDev to understand how it works. Essentially the rooms are generated as rectangles in a certain location, checking if they overlap. Then halls are generated inbetween using a start/stop location. Theres a few issues with this that I’ll revise tomorrow (or whenever I work on it). Rooms can spawn right next to each other, with one or two walls between, but have no connecting path. I’ll likely set the boundaries so rooms have to be further apart, or if they spawn together, the wall is removed. I’ll try to work on this if I can, but I’ve been occupied with a programming internship and other hobbies, so cya!...
|
1793825739.8120527
|
1794430539.8120527
|
|
6850
|
High Speed FPV Drone by @peterprok777 | Stardance
|
peterprok777
|
0
|
2.5
|
0
|
[]
|
[{"post_id": 7273, "ts": "2026 [{"post_id": 7273, "ts": "2026-06-12T04:00:38Z", "hours": 0.5228, "text": "High speed drone log 2: I added a camera hole (no camera selected yet) and cooling exhaust holes in the rear side. Since the nose of the drone will be experiencing higher pressure due to the speed and the shape of the airfoil, the tail will have lower pressure. And as I learned yesterday (I knew before just didn’t know it applies here as well!) the air will naturally want to go out of the holes in the rear because of lower pressure! This effect will give me natural cooling for the internal components."}, {"post_id": 5269, "ts": "2026-06-08T23:53:01Z", "hours": 1.9758, "text": "Made a first rough draft for my high speed drone 355mm in length, 2207 motors, 5 inch props. Will be detailing in the next couple days. Also will be researching what hardware and software to install into this thing."}]...
|
Title: High Speed FPV Drone by @peterprok777 | Sta Title: High Speed FPV Drone by @peterprok777 | Stardance
Devlogs:
Made a first rough draft for my high speed drone 355mm in length, 2207 motors, 5 inch props. Will be detailing in the next couple days. Also will be researching what hardware and software to install into this thing.
High speed drone log 2: I added a camera hole (no camera selected yet) and cooling exhaust holes in the rear side. Since the nose of the drone will be experiencing higher pressure due to the speed and the shape of the airfoil, the tail will have lower pressure. And as I learned yesterday (I knew before just didn’t know it applies here as well!) the air will naturally want to go out of the holes in the rear because of lower pressure! This effect will give me natural cooling for the internal components....
|
1793256525.3069537
|
1793861325.3069537
|
|
65096
|
streaksaver by @raahi | Stardance
|
raahi
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T06:55:59Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a bot to remind you to actually lock in and do 30 min of work everyday. It directly connects to your hackatime account when you run /streaksaver-connect and pulls the number of hours you do. You can use the bot to do other things as well like directly see how many hours you’ve done without actually opening hackatime or view your streak. There is API support as well for this allowing you to access whoevers hackatime data like hours/streaks/goals. I am hosting this project using nest which was fun to learn as well. This was my very first attempt at making a slack bot, coding in JS and actually SSHing into a server and running my programs on it! Hope yall like it and feel free to join the channel #streaksaver-stardance-bot-project to try the bot out :0", "repo": "https://github.com/CreativeDragon1/streakbuddy", "demo": "https://hackclub.enterprise.slack.com/archives/C0C40JKMH7B"}]...
|
[{"post_id": 72725, "ts": "202 [{"post_id": 72725, "ts": "2026-09-23T16:26:24Z", "hours": 10.1311, "text": "Hey there, I made this project initially for thirdsapce and then later moved it here, thirdspace doesn’t have a web log system, so I ended up making a JOURNAL.md with all the journals for each commit. Each journal has an estimate of the time spent, the gh commit, AI disclosure and a summary of stuff I did. github for it: streakbuddy/JOURNAL.md at main · CreativeDragon1/streakbuddy"}]...
|
Title: streaksaver by @raahi | Stardance
Devlogs: Title: streaksaver by @raahi | Stardance
Devlogs:
Hey there, I made this project initially for thirdsapce and then later moved it here, thirdspace doesn’t have a web log system, so I ended up making a JOURNAL.md with all the journals for each commit. Each journal has an estimate of the time spent, the gh commit, AI disclosure and a summary of stuff I did. github for it: streakbuddy/JOURNAL.md at main · CreativeDragon1/streakbuddy
Ships:
I made a bot to remind you to actually lock in and do 30 min of work everyday. It directly connects to your hackatime account when you run /streaksaver-connect and pulls the number of hours you do. You can use the bot to do other things as well like directly see how many hours you’ve done without actually opening hackatime or view your streak. There is API support as well for this allowing you to access whoevers hackatime data like hours/streaks/goals. I am hosting this project using nest which was fun to learn as well. This was my very first attempt at making a slack bot, coding in JS and actually SSHing into a server and running my programs on it! Hope yall like it and feel free to join the channel #streaksaver-stardance-bot-project to try the bot out :0...
|
1793836246.93794
|
1793922646.93794
|
|
15069
|
VKGPGPU by @sergey5588 | Stardance
|
sergey5588
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T16:34:33Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VKGPGPU, this is C11 library that uses vulkan under the hood and provides simpler access to general purpose computing on GPU (something like CUDA but more lightweight) im planning to make simple perceptron neural network with it. Learning vulkan was challenging, i still don’t know majority of things (graphics pipeline), I’m proud that this thing works and i enjoy my code quality. To test my project people need to know basic GPU concepts and some shading language that can compile to SPIRV (GLSL is the easiest)", "repo": "https://github.com/Sergey5588/vkgpgpu", "demo": "https://github.com/Sergey5588/vkgpgpu/releases/tag/v0.0.1-test"}]...
|
[{"post_id": 72722, "ts": "202 [{"post_id": 72722, "ts": "2026-09-23T16:21:26Z", "hours": 0.7611, "text": "Pushed v0.0.1-test, test version, added some macros for debug things and lib release things"}, {"post_id": 66589, "ts": "2026-09-12T13:14:15Z", "hours": 0.7764, "text": "Made github workflow for release automation, very cool, still not tested tho"}, {"post_id": 56789, "ts": "2026-08-28T18:19:19Z", "hours": 0.2728, "text": "Made build.sh to build static and shared libs, now i have 67 commits in my repo"}, {"post_id": 53274, "ts": "2026-08-23T18:44:36Z", "hours": 1.0717, "text": "Just made small fixes, nothing else to say"}, {"post_id": 42551, "ts": "2026-08-07T11:27:36Z", "hours": 4.9567, "text": "I rewrote api so now its recording cmd buffer and in theory multiple dispatches and programs can be in pipeline, its working!!!!!!!"}, {"post_id": 26068, "ts": "2026-07-10T17:31:56Z", "hours": 3.0831, "text": "Implemented push constant, now you can push some int, float and bool types"}, {"post_id": 24867, "ts": "2026-07-08T18:34:02Z", "hours": 0.3053, "text": "did small fixes, now there is no TODO s in the code"}, {"post_id": 16373, "ts": "2026-06-26T17:21:09Z", "hours": 0.8922, "text": "You can actually run compute shader now!!!!! here is the compute shader itself and a code to run it:"}, {"post_id": 15776, "ts": "2026-06-25T17:20:21Z", "hours": 3.2008, "text": "I almost lost my mind, but turned out i forgot to reset file pointer after getting file size so actual file data was never read. Implemented: Kernel loading Example shader that copies data from buffer A to buffer B Here is code for shader (not tested, cmd buffer dispatch not yet implemented) and output:"}, {"post_id": 15249, "ts": "2026-06-24T19:18:47Z", "hours": 1.19, "text": "Implemented buffer map and unmap. And everything is a pointer now"}, {"post_id": 15159, "ts": "2026-06-24T17:01:27Z", "hours": 1.8239, "text": "Added buffer creation and destruction. Public API looks like this:"}, {"post_id": 13875, "ts": "2026-06-22T18:50:51Z", "hours": 0.9347, "text": "implemented queue selection and logical device creation, there is nothing new to show so here is the diff 😔"}, {"post_id": 13702, "ts": "2026-06-22T13:50:40Z", "hours": 3.1225, "text": "Made initial project structure, vulkan instance loading and physical device initialization"}]...
|
Title: VKGPGPU by @sergey5588 | Stardance
Devlogs Title: VKGPGPU by @sergey5588 | Stardance
Devlogs:
Made initial project structure, vulkan instance loading and physical device initialization
implemented queue selection and logical device creation, there is nothing new to show so here is the diff 😔
Added buffer creation and destruction. Public API looks like this:
Implemented buffer map and unmap. And everything is a pointer now
I almost lost my mind, but turned out i forgot to reset file pointer after getting file size so actual file data was never read. Implemented: Kernel loading Example shader that copies data from buffer A to buffer B Here is code for shader (not tested, cmd buffer dispatch not yet implemented) and output:
You can actually run compute shader now!!!!! here is the compute shader itself and a code to run it:
did small fixes, now there is no TODO s in the code
Implemented push constant, now you can push some int, float and bool types
I rewrote api so now its recording cmd buffer and in theory multiple dispatches and programs can be in pipeline, its working!!!!!!!
Just made small fixes, nothing else to say
Made build.sh to build static and shared libs, now i have 67 commits in my repo
Made github workflow for release automation, very cool, still not tested tho
Pushed v0.0.1-test, test version, added some macros for debug things and lib release things
Ships:
I made VKGPGPU, this is C11 library that uses vulkan under the hood and provides simpler access to general purpose computing on GPU (something like CUDA but more lightweight) im planning to make simple perceptron neural network with it. Learning vulkan was challenging, i still don’t know majority of things (graphics pipeline), I’m proud that this thing works and i enjoy my code quality. To test my project people need to know basic GPU concepts and some shading language that can compile to SPIRV (GLSL is the easiest)...
|
1793796997.9981596
|
1793883397.9981596
|
|
63340
|
Rudimentary Switch 2 cloudplay by @azijnwater | St Rudimentary Switch 2 cloudplay by @azijnwater | Stardance...
|
azijnwater
|
0
|
10.55
|
0
|
[]
|
[{"post_id": 72715, "ts": "202 [{"post_id": 72715, "ts": "2026-09-23T16:07:14Z", "hours": 3.3458, "text": "Devlog 4, desktop app close to finished! Sorry it has been a while, I’ve been busy this past week with school and work but I’ve made some small progress here and there. I’m working on the desktop app and I’m almost finished! I just need to make it actually function and then its time (finally) for a v0.1 release!"}, {"post_id": 70587, "ts": "2026-09-19T12:19:21Z", "hours": 0.2994, "text": "Devlog 3, I made a Switch 2 emulator! Sorry for lying to you in the title, I had to get your attention somehow. This is instead my Switch 2 cloudplay project . In the last devlog After hours of debugging I got my Switch 2 to recognize the fake Switch 1 pro Controller, since then I have made quick progress. What i fixed/implemented The A button now works (i had it set to the wrong bit) Home button also now works (Vortice.XInput for some reason doesn’t support the Guide button so i had to implement something else) I setup my capture card via OBS to receive the Switch 2 ouput and I’m sending it via the moonlight streaming network to my Thor. In the Youtube video below there’s a gameplay demo of me playing a round of Mario Kart World entirely from the Thor. (and even winning🎉) What is next? I want to make a desktop application that handles translating all the inputs to the pico and also a built in videostream so you dont need to have visual studio + OBS open all the time. I also have alot more plans in the future like; v0.2 release: Optimizing latency, add rumble support. v0.3 release: Add Gyro support. - v0.4 release: My own streaming protocol so I don’t have to rely on moonlight. (might scrap this) v0.5 release: Add support for more input devices, and different capture cards. See you in the next devlog! https://youtu.be/6PGTXF4xbAI (also I just now while writing found out Hackatime supports Visual Studio so I’m sadly missing a couple hours of tracked time 😫)"}, {"post_id": 70366, "ts": "2026-09-19T01:40:23Z", "hours": 6.3639, "text": "Devlog 2, A breakthrough! Quick introduction I’m working on a very janky Switch 2 cloudplay setup: AYN Thor → Windows → XInput → C# → UART → Raspberry Pi Pico → fake Switch Pro Controller → Switch 2 After around 3 days of work the Switch 2 could; Identify the controller Complete the handshake Send bytes and other useful info to my Pico But it would never actually connect with the Switch 2, I kept messing with the code, debugging, changing bytes I even asked AI but I never got the answer. Then I had an epiphany, What if all this time my code was working just fine and I wasn’t testing it correctly, so I sent a singular button press with right_buttons |= (1 << 3); and suddenly. It connected. Apparently, the Switch was waiting for an actual input report before considering the controller fully connected. All that work and time just to mess up my entire codebase. At least I learned a little more about C and hexes 😓😓 What is next? I think the project is close for a v0.1 release, I’ll need to; Fix the A button input Clean up the codebase from all the testing mess Test Build the application In the future I want to build a special application instead of relying on OBS, reduce latency and add rumble + gyro support. https://youtu.be/oTnj4p9ZfQ8"}, {"post_id": 70089, "ts": "2026-09-18T13:10:33Z", "hours": 0.5444, "text": "First response from the Switch 2! I’ve been working on this for a couple days and I’ve finally gotten to the point where my Switch 2 is sending USB handshake packets to the Pico . Now I just need to match it and hopefully getting the Switch 2 to recognize it. 👀"}]...
|
Title: Rudimentary Switch 2 cloudplay by @azijnwat Title: Rudimentary Switch 2 cloudplay by @azijnwater | Stardance
Devlogs:
First response from the Switch 2! I’ve been working on this for a couple days and I’ve finally gotten to the point where my Switch 2 is sending USB handshake packets to the Pico . Now I just need to match it and hopefully getting the Switch 2 to recognize it. 👀
Devlog 2, A breakthrough! Quick introduction I’m working on a very janky Switch 2 cloudplay setup: AYN Thor → Windows → XInput → C# → UART → Raspberry Pi Pico → fake Switch Pro Controller → Switch 2 After around 3 days of work the Switch 2 could; Identify the controller Complete the handshake Send bytes and other useful info to my Pico But it would never actually connect with the Switch 2, I kept messing with the code, debugging, changing bytes I even asked AI but I never got the answer. Then I had an epiphany, What if all this time my code was working just fine and I wasn’t testing it correctly, so I sent a singular button press with right_buttons |= (1 << 3); and suddenly. It connected. Apparently, the Switch was waiting for an actual input report before considering the controller fully connected. All that work and time just to mess up my entire codebase. At least I learned a little more about C and hexes 😓😓 What is next? I think the project is close for a v0.1 release, I’ll need to; Fix the A button input Clean up the codebase from all the testing mess Test Build the application In the future I want to build a special application instead of relying on OBS, reduce latency and add rumble + gyro support. https://youtu.be/oTnj4p9ZfQ8
Devlog 3, I made a Switch 2 emulator! Sorry for lying to you in the title, I had to get your attention somehow. This is instead my Switch 2 cloudplay project . In the last devlog After hours of debugging I got my Switch 2 to recognize the fake Switch 1 pro Controller, since then I have made quick progress. What i fixed/implemented The A button now works (i had it set to the wrong bit) Home button also now works (Vortice.XInput for some reason doesn’t support the Guide button so i had to implement something else) I setup my capture card via OBS to receive the Switch 2 ouput and I’m sending it via the moonlight streaming network to my Thor. In the Youtube video below there’s a gameplay demo of me playing a round of Mario Kart World entirely from the Thor. (and even winning🎉) What is next? I want to make a desktop application that handles translating all the inputs to the pico and also a built in videostream so you dont need to have visual studio + OBS open all the time. I also have alot more plans in the future like; v0.2 release: Optimizing latency, add rumble support. v0.3 release: Add Gyro support. - v0.4 release: My own streaming protocol so I don’t have to rely on moonlight. (might scrap this) v0.5 release: Add support for more input devices, and different capture cards. See you in the next devlog! https://youtu.be/6PGTXF4xbAI (also I just now while writing found out Hackatime supports Visual Studio so I’m sadly missing a couple hours of tracked time 😫)
Devlog 4, desktop app close to finished! Sorry it has been a while, I’ve been busy this past week with school and work but I’ve made some small progress here and there. I’m working on the desktop app and I’m almost finished! I just need to make it actually function and then its time (finally) for a v0.1 release!...
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1793660162.5593045
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1794264962.5593045
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34987
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Ma-Site by @MuhammadAayanMirza | Stardance
|
MuhammadAayanMirza
|
2
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32.45
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323
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T03:45:02Z", "hours": 18.0, "multiplier": 13.12, "payout": 289, "blessing": "neutral", "text": "This is my First time coding! So like most people I made a Personal Site. The site is made using HTML, CSS and JavaScript, all of which I learned in the making of this website. There is a fun loading screen when you open the site, the arrow in the home section is clickable, and all the project cards and game cards are interactive and lead you to their respective links upon clicking. The “Email me” button in the contact section leads you straight to my email. Hope you like the Site!!", "repo": "https://github.com/MuhammadAayanMirza/Ma-Site", "demo": "https://muhammadaayanmirza.github.io/Ma-Site/"}, {"ship_num": 2, "ts": "2026-07-23T11:12:08Z", "hours": 12.0, "multiplier": 2.78, "payout": 34, "blessing": "neutral", "text": "This Is My First Time Coding, So Like Most People I Made A Personal Site. I Learned A lot From This Journey, Huge Credit Goes To @Irtaza For Teaching Me Most Of The Code And What it Does. This Website Includes 3 Main Sections, Home, About Me, And Projects. The Contact Button On The Nav Bar Will Directly Lead You To My Email. Each Project Is Clickable And Leads To Their Respective Model. The Social Media Images Are Also Intractable. The Text And Image In The Home Section Increase Size When You Hover Over Them.", "repo": "https://github.com/MuhammadAayanMirza/Ma-Site", "demo": "https://muhammadaayanmirza.github.io/Ma-Site/"}]...
|
[{"post_id": 72705, "ts": "202 [{"post_id": 72705, "ts": "2026-09-23T15:24:35Z", "hours": 2.4514, "text": "Back to making this site even better!! In this session I dived deep into JavaScript to create this animated moving background for the site which I saw on @Irtaza ’s site and I liked it alot. So I spent all this time trying to figure out how that works because I have no idea how JavaScript works. I also added my new game “The Lat Dig” to the game section aswell with a clickable link."}, {"post_id": 47864, "ts": "2026-08-16T03:33:55Z", "hours": 0.5792, "text": "Added some finishing touches to the site, made the site completely compatible on mobile and created a brand new Readme with pictures of all the sections of Ma-Site. Now I think I’m ready to ship this project and hopefully people of the Stardance community will like it!"}, {"post_id": 47596, "ts": "2026-08-15T16:15:49Z", "hours": 2.9853, "text": "Created the Contact section of the site with an interactive button that if you click will lead you straight to my email and the button glows really cool upon hovering on it. Most of the time in this session was spent on making all the elements on the desktop site also look the same or similar on the mobile site. This took a ton ton of time and I’m still fiddling around with it. Other than that I think the version 2 of Ma-Site is complete and I will soon ship this project and hopefully get a better multiplier than 2.78x ."}, {"post_id": 47401, "ts": "2026-08-15T09:50:29Z", "hours": 1.8664, "text": "Redesigned the Home section a bit and added a brand new Games section with the one game I have made called “Hyper Slide”. Also now when you hover over the project cards and game card a drop shadow appears behind them making it feel like they are lifted above the page a bit which is cool. Now the site actually feels like a proper usable fun site. Now I need to add a proper contact section and maybe add something else that makes the website feel a bit more complete!"}, {"post_id": 47306, "ts": "2026-08-15T05:30:28Z", "hours": 1.7797, "text": "Redesigned the Projects section and added an animated arrow in the home section which is clickable and leads to the about me section in a smooth manner."}, {"post_id": 47059, "ts": "2026-08-14T17:48:42Z", "hours": 3.1622, "text": "Used JavaScript for the first time to animate the loading of the about section. Changed up the whole colour palette again because the last one was feeling a bit too dull and also polished up the about section of the site. I’m still experimenting with the projects section’s colours and layout and I still need to animate that. It tales me alot of time to do this because this is my first ever coding project and learning new things takes a bit of time."}, {"post_id": 46813, "ts": "2026-08-14T10:13:39Z", "hours": 1.7314, "text": "Changed the colours of the project cards, changed font colours, removed a piece of text which wasn’t needed. Redid the whole About me section visually and adjusted all the sizes of elements across thew website. I’m still working on the sections to make em better and a new section is coming soon 👀"}, {"post_id": 46456, "ts": "2026-08-13T17:53:56Z", "hours": 1.0542, "text": "Added a loading screen with the text “Welcome” in some different languages and ending of with “I’m Aayan” because I’m Aayan. Also got rid of the curly arrows and small text as I think the landing page looks cleaner without it. The animation part was very difficult for me because it was very new to me, I started of by using JavaScript but for some reason that didn’t work I had to go back to the trusty old CSS."}, {"post_id": 46411, "ts": "2026-08-13T16:30:52Z", "hours": 2.2386, "text": "Still working on the landing page. I experimented alot with different Profile images, fonts for texts, navigation bar settings and the colour ways of the site. I want to get it right this time and make a strong base for the site!!"}, {"post_id": 45864, "ts": "2026-08-12T16:24:43Z", "hours": 1.5567, "text": "Adjusted all the components of the landing page, shifted the nav bar to the right which somehow removed the background of nav bar from the left side so also fixed that, tweaked what happens when you hover over the nav bar sections and added cool curly arrows to tell my interests in the first page. hope people like the colour scheme and layout now!"}, {"post_id": 45760, "ts": "2026-08-12T13:45:18Z", "hours": 1.4381, "text": "As I didn’t get any good ratings on my last ship, I’m redesigning my whole website. Starting of with colour palettes and the landing page. Let’s see where this goes."}, {"post_id": 33423, "ts": "2026-07-23T10:48:22Z", "hours": 0.7358, "text": "There Were A Ton Of Issues That Popped Up On The Mobile Site. The Big One Was That There Was Overflow-x on the right hand side of the website on mobile. It Took Ages To Only Fix That Issue. When That Issue Was Fixed, Then The Nav Bar Started To Act Weird As It Was Not Following Along The Page Anymore. But Overall I’m Quite Happy With The Site. I Think It Is A Good First Coding Project For Me."}, {"post_id": 33392, "ts": "2026-07-23T09:26:23Z", "hours": 1.5422, "text": "Made The Website Mobile Friendly By Using CSS And The @media screen feature. Also Made All The Social Links In One Container For Better Alignment And Made Their Size Smaller So That They Don’t Feel Odd On The Page."}, {"post_id": 33093, "ts": "2026-07-22T18:08:29Z", "hours": 2.1575, "text": "I Refined The About Me Section. I Added PNGs Of The Social Platforms I Post Content On, I Made The PNGs Interactable So That When You Click Them They Lead You To The Respective Platform With My Profile Opened. I Also Refined The Navigation Bar After A Bit Of Tinkering With The Colour Wheel And Borders. Added Some Borders Around the Home Page And Underlines Under The Section’s Titles."}, {"post_id": 32936, "ts": "2026-07-22T12:40:36Z", "hours": 1.9381, "text": "Finished The Projects Section. Learned A Whole Lot. Tinkered A lot With The Code. Made A Container With Multiple Divs, Added Images, Text And A Link To The Divs, So That When You Hover Over The Projects The Size Increases Slightly And If You Click Anywhere On The Image, text Or Background of The Project, It Will Direct You To The Project Link. Changed The Colour Scheme Of It A lot To See What Looked Best. I’m Quite Happy With This!"}, {"post_id": 32791, "ts": "2026-07-22T05:36:26Z", "hours": 1.2383, "text": "Completed The About Me Section Of The Site. Wrote A Thoughtful Paragraph About Myself And Added An Animated Text So That When You Are Reading The About Me Paragraph The Text Beneath “Loads in”. I Made A Link And Learned How To Make It Separate From The Other Links. I Also Added A Home Tab At The Top, I Felt It Was Needed."}, {"post_id": 32365, "ts": "2026-07-21T14:23:46Z", "hours": 1.9994, "text": "Thanks to my friend @Irtaza . I now know how to make all these cool things like changing the colour of your link, how to make them intractable, how to add a gradient background on to a container and make it animated so that the gradient moves and looks super duper amazing. Speaking of a container, I know how to make it finally and contain the text and image as one, so that it can be used in the css file. Margins were very infuriating but in the end it all worked out!"}, {"post_id": 31689, "ts": "2026-07-20T09:31:10Z", "hours": 0.56, "text": "I Learned How To Create Links, How To Add A Navigation Bar At The Top And How To Add Your Gmail As A Link. I’m Now Further Working On The About Me Section Trying To Refine It And Make It Look A Bit Professional!"}, {"post_id": 31161, "ts": "2026-07-19T10:27:07Z", "hours": 0.5992, "text": "Played Heavily Around With Fonts, Font sizes, Margins, etc. Made The Image a more suitable size and overall just having fun with it!"}, {"post_id": 29603, "ts": "2026-07-16T17:22:20Z", "hours": 1.2956, "text": "Learned CSS from my Friend @Irtaza and I am enjoying coding now. seeing the result of what you code is really cool!! Also the Color command wasn’t working for me because I kept typing “colour” instead of color, I lived in The UK, that’s what it is meant to be ."}, {"post_id": 28455, "ts": "2026-07-14T18:23:40Z", "hours": 0.2506, "text": "First time coding anything, I’m finding the syntax difficult. Im kinda dumb…"}]...
|
Title: Ma-Site by @MuhammadAayanMirza | Stardance
Title: Ma-Site by @MuhammadAayanMirza | Stardance
Devlogs:
First time coding anything, I’m finding the syntax difficult. Im kinda dumb…
Learned CSS from my Friend @Irtaza and I am enjoying coding now. seeing the result of what you code is really cool!! Also the Color command wasn’t working for me because I kept typing “colour” instead of color, I lived in The UK, that’s what it is meant to be .
Played Heavily Around With Fonts, Font sizes, Margins, etc. Made The Image a more suitable size and overall just having fun with it!
I Learned How To Create Links, How To Add A Navigation Bar At The Top And How To Add Your Gmail As A Link. I’m Now Further Working On The About Me Section Trying To Refine It And Make It Look A Bit Professional!
Thanks to my friend @Irtaza . I now know how to make all these cool things like changing the colour of your link, how to make them intractable, how to add a gradient background on to a container and make it animated so that the gradient moves and looks super duper amazing. Speaking of a container, I know how to make it finally and contain the text and image as one, so that it can be used in the css file. Margins were very infuriating but in the end it all worked out!
Completed The About Me Section Of The Site. Wrote A Thoughtful Paragraph About Myself And Added An Animated Text So That When You Are Reading The About Me Paragraph The Text Beneath “Loads in”. I Made A Link And Learned How To Make It Separate From The Other Links. I Also Added A Home Tab At The Top, I Felt It Was Needed.
Finished The Projects Section. Learned A Whole Lot. Tinkered A lot With The Code. Made A Container With Multiple Divs, Added Images, Text And A Link To The Divs, So That When You Hover Over The Projects The Size Increases Slightly And If You Click Anywhere On The Image, text Or Background of The Project, It Will Direct You To The Project Link. Changed The Colour Scheme Of It A lot To See What Looked Best. I’m Quite Happy With This!
I Refined The About Me Section. I Added PNGs Of The Social Platforms I Post Content On, I Made The PNGs Interactable So That When You Click Them They Lead You To The Respective Platform With My Profile Opened. I Also Refined The Navigation Bar After A Bit Of Tinkering With The Colour Wheel And Borders. Added Some Borders Around the Home Page And Underlines Under The Section’s Titles.
Made The Website Mobile Friendly By Using CSS And The @media screen feature. Also Made All The Social Links In One Container For Better Alignment And Made Their Size Smaller So That They Don’t Feel Odd On The Page.
There Were A Ton Of Issues That Popped Up On The Mobile Site. The Big One Was That There Was Overflow-x on the right hand side of the website on mobile. It Took Ages To Only Fix That Issue. When That Issue Was Fixed, Then The Nav Bar Started To Act Weird As It Was Not Following Along The Page Anymore. But Overall I’m Quite Happy With The Site. I Think It Is A Good First Coding Project For Me.
As I didn’t get any good ratings on my last ship, I’m redesigning my whole website. Starting of with colour palettes and the landing page. Let’s see where this goes.
Adjusted all the components of the landing page, shifted the nav bar to the right which somehow removed the background of nav bar from the left side so also fixed that, tweaked what happens when you hover over the nav bar sections and added cool curly arrows to tell my interests in the first page. hope people like the colour scheme and layout now!
Still working on the landing page. I experimented alot with different Profile images, fonts for texts, navigation bar settings and the colour ways of the site. I want to get it right this time and make a strong base for the site!!
Added a loading screen with the text “Welcome” in some different languages and ending of with “I’m Aayan” because I’m Aayan. Also got rid of the curly arrows and small text as I think the landing page looks cleaner without it. The animation part was very difficult for me because it was very new to me, I started of by using JavaScript but for some reason that didn’t work I had to go back to the trusty old CSS.
Changed the colours of the project cards, changed font colours, removed a piece of text which wasn’t needed. Redid the whole About me section visually and adjusted all the sizes of elements across thew website. I’m still working on the sections to make em better and a new section is coming soon 👀
Used JavaScript for the first time to animate the loading of the about section. Changed up the whole colour palette again because the last one was feeling a bit too dull and also polished up the about section of the site. I’m still experimenting with the projects section’s colours and layout and I still need to animate that. It tales me alot of time to do this because this is my first ever coding project and learning new things takes a bit of time.
Redesigned the Projects section and added an animated arrow in the home section which is clickable and leads to the about me section in a smooth manner.
Redesigned the Home section a bit and added a brand new Games section with the one game I have made called “Hyper Slide”. Also now when you hover over the project cards and game card a drop shadow appears behind them making it feel like they are lifted above the page a bit which is cool. Now the site actually feels like a proper usable fun site. Now I need to add a proper contact section and maybe add something else that makes the website feel a bit more complete!
Created the Contact section of the site with an interactive button that if you click will lead you straight to my email and the button glows really cool upon hovering on it. Most of the time in this session was spent on making all the elements on the desktop site also look the same or similar on the mobile site. This took a ton ton of time and I’m still fiddling around with it. Other than that I think the version 2 of Ma-Site is complete and I will soon ship this project and hopefully get a better multiplier than 2.78x .
Added some finishing touches to the site, made the site completely compatible on mobile and created a brand new Readme with pictures of all the sections of Ma-Site. Now I think I’m ready to ship this project and hopefully people of the Stardance community will like it!
Back to making this site even better!! In this session I dived deep into JavaScript to create this animated moving background for the site which I saw on @Irtaza ’s site and I liked it alot. So I spent all this time trying to figure out how that works because I have no idea how JavaScript works. I also added my new game “The Lat Dig” to the game section aswell with a clickable link.
Ships:
This Is My First Time Coding, So Like Most People I Made A Personal Site. I Learned A lot From This Journey, Huge Credit Goes To @Irtaza For Teaching Me Most Of The Code And What it Does. This Website Includes 3 Main Sections, Home, About Me, And Projects. The Contact Button On The Nav Bar Will Directly Lead You To My Email. Each Project Is Clickable And Leads To Their Respective Model. The Social Media Images Are Also Intractable. The Text And Image In The Home Section Increase Size When You Hover Over Them.
This is my First time coding! So like most people I made a Personal Site. The site is made using HTML, CSS and JavaScript, all of which I learned in the making of this website. There is a fun loading screen when you open the site, the arrow in the home section is clickable, and all the project cards and game cards are interactive and lead you to their respective links upon clicking. The “Email me” button in the contact section leads you straight to my email. Hope you like the Site!!...
|
1793847086.2195938
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1793933486.2195938
|
|
56700
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keygen.mp3 by @guille | Stardance
|
guille
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0
|
9.09
|
0
|
[]
|
[{"post_id": 72700, "ts": "202 [{"post_id": 72700, "ts": "2026-09-23T15:07:39Z", "hours": 3.7197, "text": "devlog #2 finally, some good work on the redesign! instead of being on top of the original base again, this is a rewrite AND a redesign, so, uh, yeah! Working now : play/pause, volume, and song selection. The song list comes from scrapping the tracker files in the repo to use https://keygenmusic.tk/kgm/lib.txt instead. Still to do : shuffle, loop, next/previous, seeking, and live volume changes (right now it only applies once you let go of the slider, probably because its a bit sloppily made to be fairly honest). yeah yeah ill get some work done…. jeez….. idrk how to write devlogs good day"}, {"post_id": 63274, "ts": "2026-09-07T00:47:08Z", "hours": 5.3669, "text": "first devlog on this project! kinda nervous….. i got this project moved over from macondo to here!!!! i havent really done too much good progress here, but ive done some experimentation with 7.css for a possible redesign plus some revisions to the base UI! 7.css port is a bit sloppily made tbf (reliance on ai……………… sorry……………) - will be rewriting everything again because everything SUCKS!!!!!!!!!!! thanks"}]...
|
Title: keygen.mp3 by @guille | Stardance
Devlogs: Title: keygen.mp3 by @guille | Stardance
Devlogs:
first devlog on this project! kinda nervous….. i got this project moved over from macondo to here!!!! i havent really done too much good progress here, but ive done some experimentation with 7.css for a possible redesign plus some revisions to the base UI! 7.css port is a bit sloppily made tbf (reliance on ai……………… sorry……………) - will be rewriting everything again because everything SUCKS!!!!!!!!!!! thanks
devlog #2 finally, some good work on the redesign! instead of being on top of the original base again, this is a rewrite AND a redesign, so, uh, yeah! Working now : play/pause, volume, and song selection. The song list comes from scrapping the tracker files in the repo to use https://keygenmusic.tk/kgm/lib.txt instead. Still to do : shuffle, loop, next/previous, seeking, and live volume changes (right now it only applies once you let go of the slider, probably because its a bit sloppily made to be fairly honest). yeah yeah ill get some work done…. jeez….. idrk how to write devlogs good day...
|
1793397076.670822
|
1794001876.670822
|
|
4474
|
personal-site by @woozy | Stardance
|
woozy
|
0
|
1.29
|
0
|
[]
|
[{"post_id": 727, "ts": "2026- [{"post_id": 727, "ts": "2026-06-02T10:14:16Z", "hours": 1.2875, "text": "finished up the konamii easter egg and the microwave effects (brand new sentence?)"}]...
|
Title: personal-site by @woozy | Stardance
Devlog Title: personal-site by @woozy | Stardance
Devlogs:
finished up the konamii easter egg and the microwave effects (brand new sentence?)...
|
1793364926.310644
|
1793969726.310644
|
|
64455
|
RyzenRanker by @NIKE15 | Stardance
|
NIKE15
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T15:15:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So u have made yourself read this file. Well hello nerds it me “The Dev” if ur still wondering what this is then its nothing but a analyzer in simple words. what it does that it takes the given processors from data_manager.py it acts as a (chef) who cooks my backend this is the part which does all the calculations and stuff. it divides each processor with its given performance data and its retail price and then which creates a vector score thts it in simple words. now ai engine.py works on the chat bot self understandable [NOTE] the performance of the ai chatbot completely depends on what ai model ur using and ur pc here im using lowest possible one since i dont have a powerful pc #[NOTE] U have to install and run {“qwen2.5:0.5b”} ollama model. make sure to keep it open when ur running the website in ur cmd if u didnt understand what app.py was its just the foundation of the website the cool ui which u see thts it The most challenging part from this project was obvisously the backend making the data_manager.py file becuz i had to figure a lot on how will it function and great newz i learnt how RAG pipelines work for first time !VAMOS! [python -m streamlit run app.py] DO this to run it with the help of the terminal lOOK DOWN: to see functioning ai chatbot IF U LIKED MY PROJECT PLZ RATE AND LIKE IT THNX LOVE FROM A SINGLE 14YR CHARMING BOI L ❤️ FROM DEV XOXO", "repo": "https://github.com/N1TISHM/Ryzen-Ranker", "demo": "https://4jhj9ww6-8501.inc1.devtunnels.ms/"}]...
|
[{"post_id": 72699, "ts": "202 [{"post_id": 72699, "ts": "2026-09-23T15:05:51Z", "hours": 2.0883, "text": "just showing the progress look down"}, {"post_id": 72218, "ts": "2026-09-22T14:02:06Z", "hours": 0.8492, "text": "hey working on an AMD processor ranker based on the price performance and its hype / demand . i didnt use webscrapers becuz it would just simply complicate it and would have serious errors and so i decided to manually input prexisting 20 amd processor and to choose the best one to u. the code is written manually like how real men do!"}]...
|
Title: RyzenRanker by @NIKE15 | Stardance
Devlogs Title: RyzenRanker by @NIKE15 | Stardance
Devlogs:
hey working on an AMD processor ranker based on the price performance and its hype / demand . i didnt use webscrapers becuz it would just simply complicate it and would have serious errors and so i decided to manually input prexisting 20 amd processor and to choose the best one to u. the code is written manually like how real men do!
just showing the progress look down
Ships:
So u have made yourself read this file. Well hello nerds it me “The Dev” if ur still wondering what this is then its nothing but a analyzer in simple words. what it does that it takes the given processors from data_manager.py it acts as a (chef) who cooks my backend this is the part which does all the calculations and stuff. it divides each processor with its given performance data and its retail price and then which creates a vector score thts it in simple words. now ai engine.py works on the chat bot self understandable [NOTE] the performance of the ai chatbot completely depends on what ai model ur using and ur pc here im using lowest possible one since i dont have a powerful pc #[NOTE] U have to install and run {“qwen2.5:0.5b”} ollama model. make sure to keep it open when ur running the website in ur cmd if u didnt understand what app.py was its just the foundation of the website the cool ui which u see thts it The most challenging part from this project was obvisously the backend making the data_manager.py file becuz i had to figure a lot on how will it function and great newz i learnt how RAG pipelines work for first time !VAMOS! [python -m streamlit run app.py] DO this to run it with the help of the terminal lOOK DOWN: to see functioning ai chatbot IF U LIKED MY PROJECT PLZ RATE AND LIKE IT THNX LOVE FROM A SINGLE 14YR CHARMING BOI L ❤️ FROM DEV XOXO...
|
1793836061.7167816
|
1793922461.7167816
|
|
54669
|
BLACKBOX (complain filing application) by @Fabulou BLACKBOX (complain filing application) by @FabulousHippoOfOrangeLake | Stardance...
|
FabulousHippoOfOrangeLake
|
1
|
22.5
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T16:28:54Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a python desktop app for student feedback, issue and complain management. The main idea was to provide students with one core place to report problems. Students use their roll number for logins, they can upvote issues to show its urgency, they can change their own password. There is also a separate admin dashboard with issues organised cleanly according to priority. I am proud of using Custom Tkinter for the first time but not proud of having 1200 lines of code in one file! I hope u find this project worthy and fun to use!", "repo": "https://github.com/sharmashashwat27-source/BLACKBOX", "demo": "https://github.com/sharmashashwat27-source/BLACKBOX/releases/tag/custom-Tkinter"}]...
|
[{"post_id": 72698, "ts": "202 [{"post_id": 72698, "ts": "2026-09-23T15:05:48Z", "hours": 7.5047, "text": "DEVLOG #9 idk SO i added so may features and it was such a pain in the ass to retain feature when adding new ones i kept messing up here and there and even forgot to call the simplest of functions. But now i’m here and this is what I added: Different types of admin (headmaster, housemaster senior master etc.) feature to chose who u want to submit the report too feature to forward the issue (as an admin) - if the particular admin finds its not for him logging in if ur in guest mode and logging out if ur in student mode my reports and all reports button added a view issue button which lets u view the full issue instead of the dot expanding thing i had before lastly the stupidest but most needed asterisk while entering passwords."}, {"post_id": 64289, "ts": "2026-09-08T15:59:34Z", "hours": 0.8783, "text": "DEVLOG#9 So today I finished the new gui design it isn’t as good and as clean as my refernce but I am still happ with it i even added the code from where the gui redesign started. by the way i had to change this exact code numerous timessssss. This devlog includes the most time i spent vibe coding , and regretted………….. So i hope to add 2-3 more features like allowing admins to change the password(maybe) and I hope to ship this project by day after tommorow :)"}, {"post_id": 63630, "ts": "2026-09-07T15:37:46Z", "hours": 1.7175, "text": "DEVLOG#8 Today I fixed ALL of the mistakes like when u get the admin passowrd wrong whilst changing the status of a Issue report shitt was working great i hope to ship this before the 10th buutttttttttttttt….. Life isn’t so easy, I wanted to UPGRADE the GUI one last time to make it look like a decent application and I am still in the middle of that but i will definitely update u according to my progress. Here my inspiration ( not where i am rn ) I am aiming for smthing like this for my app"}, {"post_id": 60904, "ts": "2026-09-03T15:40:22Z", "hours": 1.0444, "text": "DEVLOG #8 So today I gave the same functions i gave to student view yesterday to admin view but better I added a priority calculator, a show more show less thing from yesterday and the filter thingy"}, {"post_id": 60289, "ts": "2026-09-02T15:47:16Z", "hours": 1.0939, "text": "DEVOG#7 This took way more time than it should have, so when i ran the program today I realized that the filter function wasn’t working properly and to fix i ended up removing the show show less option which i got working after loads of struggles due to some of the STUPIDEST mistakes…"}, {"post_id": 59638, "ts": "2026-09-01T15:38:45Z", "hours": 2.1444, "text": "DEVLOG #6 SO today consisted of me correcting my stupid mistakes again…. But this time I actually fixed everything and I also added a show more, show less option/button because too much text was ending up pushing the upvote button off the screen, making it IMPOSSIBLE to upvote. I also add a feature that lets the users sort and classify the problems so its easier to manage rather than having like 20+ problems on your page and having to read through ALL of themm.. Along with that I even took the concept of taking urgency as input out of the equation as I didn’t want people to be writing “The urgency is 9999 bro trust me”; to deal with such larpers I added basic yet effective limiters…"}, {"post_id": 59536, "ts": "2026-09-01T12:40:57Z", "hours": 0.8722, "text": "DEVLOG#5 So I basically worked on adding a function to chage the status of a problem, something only admins can access. Liittle did I know I would mess up half of the code smhw, even Chatgpt wasn’t helping but after fixing some of the stupidest mistakes I got the code running, but yes there are still some problemss…"}, {"post_id": 57405, "ts": "2026-08-29T15:28:54Z", "hours": 1.0681, "text": "DEVLOG#4 so today included touching up and finessing because i forgot to add features, i also added a change password function messed around with customtkinter but failed miserably hope to do some absolute legendary progress tomorrow."}, {"post_id": 56566, "ts": "2026-08-28T11:29:59Z", "hours": 3.6278, "text": "DEVLOG#3 Absolutely Legendary progress, almost done with the final GUI looks awesome. I also worked on major backend code addes passwords and login statements for both students and admins and i also ensured that one person cannot upvote on an issue more than once. I also added guest mode. Tomorrow will include making loads of changes and making the GUI better!"}, {"post_id": 55581, "ts": "2026-08-27T15:05:38Z", "hours": 1.0158, "text": "DEVLOG#2 So today was a mess because I had to go around fighting teachers in my school just so I could have my OWN LAPTOP, a big pain in the *ss but all of that stuff aside. Today’s progress was decent i worked on the GUI alot messed around with Tkinter diferrent sizes and style and I also added a admin tab to the website which is still in progress because I ran into numerous errors and I am still pinpointing my mistakes. Along with the admin tab I added a login interface type of thig and that turned out to be a task because again MY FIRST TIME designing an OAUTH. Hope to improve the GUI a lotttttt!!!!!!! but i am satisfied with what i have right now. till we meet againnnnnn………."}, {"post_id": 55107, "ts": "2026-08-26T15:47:57Z", "hours": 1.0783, "text": "DEVLOG#1 First time working with JSON and Tkinter till now i have coded the frontend of the app to some extent and hope to start working on the backend soon. This was also my first time using JSON, I used it to make kind of like a database which store previous complains and uses this stored data to develop a combined report of similar issues. Lovely experience, but not going to lie Gemini helped me out a lot to spot my mistakes in like every 20-25 lines and it turned out to be somewhat a pain but I hope that JSON and Tkinter will help me developing future projects."}]...
|
Title: BLACKBOX (complain filing application) by @ Title: BLACKBOX (complain filing application) by @FabulousHippoOfOrangeLake | Stardance
Devlogs:
DEVLOG#1 First time working with JSON and Tkinter till now i have coded the frontend of the app to some extent and hope to start working on the backend soon. This was also my first time using JSON, I used it to make kind of like a database which store previous complains and uses this stored data to develop a combined report of similar issues. Lovely experience, but not going to lie Gemini helped me out a lot to spot my mistakes in like every 20-25 lines and it turned out to be somewhat a pain but I hope that JSON and Tkinter will help me developing future projects.
DEVLOG#2 So today was a mess because I had to go around fighting teachers in my school just so I could have my OWN LAPTOP, a big pain in the *ss but all of that stuff aside. Today’s progress was decent i worked on the GUI alot messed around with Tkinter diferrent sizes and style and I also added a admin tab to the website which is still in progress because I ran into numerous errors and I am still pinpointing my mistakes. Along with the admin tab I added a login interface type of thig and that turned out to be a task because again MY FIRST TIME designing an OAUTH. Hope to improve the GUI a lotttttt!!!!!!! but i am satisfied with what i have right now. till we meet againnnnnn……….
DEVLOG#3 Absolutely Legendary progress, almost done with the final GUI looks awesome. I also worked on major backend code addes passwords and login statements for both students and admins and i also ensured that one person cannot upvote on an issue more than once. I also added guest mode. Tomorrow will include making loads of changes and making the GUI better!
DEVLOG#4 so today included touching up and finessing because i forgot to add features, i also added a change password function messed around with customtkinter but failed miserably hope to do some absolute legendary progress tomorrow.
DEVLOG#5 So I basically worked on adding a function to chage the status of a problem, something only admins can access. Liittle did I know I would mess up half of the code smhw, even Chatgpt wasn’t helping but after fixing some of the stupidest mistakes I got the code running, but yes there are still some problemss…
DEVLOG #6 SO today consisted of me correcting my stupid mistakes again…. But this time I actually fixed everything and I also added a show more, show less option/button because too much text was ending up pushing the upvote button off the screen, making it IMPOSSIBLE to upvote. I also add a feature that lets the users sort and classify the problems so its easier to manage rather than having like 20+ problems on your page and having to read through ALL of themm.. Along with that I even took the concept of taking urgency as input out of the equation as I didn’t want people to be writing “The urgency is 9999 bro trust me”; to deal with such larpers I added basic yet effective limiters…
DEVOG#7 This took way more time than it should have, so when i ran the program today I realized that the filter function wasn’t working properly and to fix i ended up removing the show show less option which i got working after loads of struggles due to some of the STUPIDEST mistakes…
DEVLOG #8 So today I gave the same functions i gave to student view yesterday to admin view but better I added a priority calculator, a show more show less thing from yesterday and the filter thingy
DEVLOG#8 Today I fixed ALL of the mistakes like when u get the admin passowrd wrong whilst changing the status of a Issue report shitt was working great i hope to ship this before the 10th buutttttttttttttt….. Life isn’t so easy, I wanted to UPGRADE the GUI one last time to make it look like a decent application and I am still in the middle of that but i will definitely update u according to my progress. Here my inspiration ( not where i am rn ) I am aiming for smthing like this for my app
DEVLOG#9 So today I finished the new gui design it isn’t as good and as clean as my refernce but I am still happ with it i even added the code from where the gui redesign started. by the way i had to change this exact code numerous timessssss. This devlog includes the most time i spent vibe coding , and regretted………….. So i hope to add 2-3 more features like allowing admins to change the password(maybe) and I hope to ship this project by day after tommorow :)
DEVLOG #9 idk SO i added so may features and it was such a pain in the ass to retain feature when adding new ones i kept messing up here and there and even forgot to call the simplest of functions. But now i’m here and this is what I added: Different types of admin (headmaster, housemaster senior master etc.) feature to chose who u want to submit the report too feature to forward the issue (as an admin) - if the particular admin finds its not for him logging in if ur in guest mode and logging out if ur in student mode my reports and all reports button added a view issue button which lets u view the full issue instead of the dot expanding thing i had before lastly the stupidest but most needed asterisk while entering passwords.
Ships:
I made a python desktop app for student feedback, issue and complain management. The main idea was to provide students with one core place to report problems. Students use their roll number for logins, they can upvote issues to show its urgency, they can change their own password. There is also a separate admin dashboard with issues organised cleanly according to priority. I am proud of using Custom Tkinter for the first time but not proud of having 1200 lines of code in one file! I hope u find this project worthy and fun to use!...
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1793764548.9643962
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1793850948.9643962
|
|
62395
|
quick-cards by @M4RC086 | Stardance
|
M4RC086
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1
|
6.0
|
26
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T15:09:41Z", "hours": 6.0, "multiplier": 4.23, "payout": 26, "blessing": "neutral", "text": "So I made a flashcard web. Don’t expect something amazing. It’s a simple web with the only essential things without being overcomplicated. You can create cards and those cards can be exported and imported if you want to switch between cards groups.", "repo": "https://github.com/M4RC086/quick-cards", "demo": "https://m4rc086.github.io/quick-cards/"}]...
|
[{"post_id": 72696, "ts": "202 [{"post_id": 72696, "ts": "2026-09-23T15:05:09Z", "hours": 0.4597, "text": "I am shipping. I hope you like :)"}, {"post_id": 71781, "ts": "2026-09-21T15:15:46Z", "hours": 0.2883, "text": "I changed all the CSS… well, not exactly. So I asked Claude to change all the CSS (only the CSS). I thought I’m really bad at CSS and it’s not the “important”part. How do I feel about? Bad? I don’t know. I don’t like to let this amount of job to an AI but again, the CSS is only the visual stuff so I’ll do this for now. Anyway if I (lie) finished the CSS, it means I can focus in finishing the project cleanly. In this project I learned I don’t like javascript. I think I’m made to make low level C programs instead of modern web stuff :/"}, {"post_id": 70496, "ts": "2026-09-19T08:54:30Z", "hours": 4.9361, "text": "I could say the project is finished but I need to to finish all the style, the boring stuff frontend developers like."}, {"post_id": 68752, "ts": "2026-09-15T17:53:51Z", "hours": 0.3836, "text": "Hi there! I’m doing a flash cards web app with plain html, css and js to improve my skills. It won’t be different than other flash cards projects but if I think of an interesting idea I will add it."}]...
|
Title: quick-cards by @M4RC086 | Stardance
Devlog Title: quick-cards by @M4RC086 | Stardance
Devlogs:
Hi there! I’m doing a flash cards web app with plain html, css and js to improve my skills. It won’t be different than other flash cards projects but if I think of an interesting idea I will add it.
I could say the project is finished but I need to to finish all the style, the boring stuff frontend developers like.
I changed all the CSS… well, not exactly. So I asked Claude to change all the CSS (only the CSS). I thought I’m really bad at CSS and it’s not the “important”part. How do I feel about? Bad? I don’t know. I don’t like to let this amount of job to an AI but again, the CSS is only the visual stuff so I’ll do this for now. Anyway if I (lie) finished the CSS, it means I can focus in finishing the project cleanly. In this project I learned I don’t like javascript. I think I’m made to make low level C programs instead of modern web stuff :/
I am shipping. I hope you like :)
Ships:
So I made a flashcard web. Don’t expect something amazing. It’s a simple web with the only essential things without being overcomplicated. You can create cards and those cards can be exported and imported if you want to switch between cards groups....
|
1793829299.0369968
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1793915699.0369968
|
|
62793
|
DISCORD MODPAD by @asamarth875 | Stardance
|
asamarth875
|
0
|
5.37
|
0
|
[]
|
[{"post_id": 72695, "ts": "202 [{"post_id": 72695, "ts": "2026-09-23T15:04:59Z", "hours": 2.3861, "text": "why its freaking this hard!!!!"}, {"post_id": 72199, "ts": "2026-09-22T13:24:10Z", "hours": 1.3231, "text": "jus made the pcb now just cutting is left"}, {"post_id": 70229, "ts": "2026-09-18T19:08:55Z", "hours": 1.6558, "text": "i worked on the pcb schematic and made some progress and also fixed some errors"}]...
|
Title: DISCORD MODPAD by @asamarth875 | Stardance
Title: DISCORD MODPAD by @asamarth875 | Stardance
Devlogs:
i worked on the pcb schematic and made some progress and also fixed some errors
jus made the pcb now just cutting is left
why its freaking this hard!!!!...
|
1793656498.1624565
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1794261298.1624565
|
|
42677
|
An Image To ASCII Art Converter by @jassi_dev | St An Image To ASCII Art Converter by @jassi_dev | Stardance...
|
jassi_dev
|
3
|
22.0
|
245
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T14:57:42Z", "hours": 3.0, "multiplier": 11.08, "payout": 31, "blessing": "neutral", "text": "JASCII, a super simple and bloat free image to ascii converter in which the ascii converter is low level so that the program can run FAST! also your data does not get sent to a random database!!! i added new stuff like an updated and much much cleaner readme which explains everything now! an option to get much cooler ui because WHY NOT!!!! people asked for it so i served 🛐 anyways hope you enjoy it, please rate it and check it out!!!!", "repo": "https://github.com/jassi-dev404/J.A.S.C.I.I", "demo": "https://jascii.jassi.dev"}, {"ship_num": 2, "ts": "2026-08-13T08:44:49Z", "hours": 11.0, "multiplier": 9.56, "payout": 102, "blessing": "neutral", "text": "hi!!! it seems you are going to rate my project so please do, anyways this is J.A.S.C.I.I an image A.S.C.I.I program which does not send your images to some random data center!!! its a project written mostly by yours truly with some llm code and contributions from other people, i say the more forks the better! anyways so this time i have fixed all the issues which reported to me which were the following: make size customisable make it visible where to reset add copy button (for coloured mode too) better dev logs (yea sorri lol 😭) add download button anyways they have been added to J.A.S.C.I.I and heres the programming process i went through making this project! first of all making ascii images in the first place, ofc i am not that smart to know the theory of making ascii images because how can a person convert an image into ascii???? but then i watched “Coding Challenge 166: ASCII Text Images” by The Coding Train which made it click! that video did program in js so i could not just steal the code (my program (the ascii part) is written in C but yea. after a while of tinkering a finished a base version of jascii which was hardcoded and cli only but it did have some issues because of no saturation (the images would have tons of artifacts) after taking help on discord and other places (thanks sophie) i finally compiled my program to web assembly and jascii.jassi.dev was born i started adding more stuff like saturation and colors to the website and finally shipped after getting everyones feed back the current website was done!! i really love this project so please check out it’s github and source code too, i put my heart and soul into it 🥹 (sorri for yapping too much)", "repo": "https://github.com/jassi-dev404/J.A.S.C.I.I", "demo": "https://jascii.jassi.dev"}, {"ship_num": 3, "ts": "2026-08-06T07:20:57Z", "hours": 8.0, "multiplier": 14.67, "payout": 112, "blessing": "neutral", "text": "I made an Image to ASCII art converter from scratch and used C for the Conversion and used web technologies from front end. its a cool project, please check it out", "repo": "https://github.com/jassi-dev404/J.A.S.C.I.I", "demo": "https://jascii.jassi.dev"}]...
|
[{"post_id": 72690, "ts": "202 [{"post_id": 72690, "ts": "2026-09-23T14:52:42Z", "hours": 2.7625, "text": "tons of ui stuff!!! ok ok OK first of all i updated the readme by alot and made it much cleaner, second of all the cooler ui is even better now and has a scrollbar which is themed!!! also the cool ui literally has auto color change which is great!!!"}, {"post_id": 45936, "ts": "2026-08-12T18:43:12Z", "hours": 2.7306, "text": "HUGE UPDATE! ok ok tons of stuff added first of all test.sh was deleted since useless but heres the changes: made size customisable from the website made it visible what is clickable and what is not added copy and download button (which were done with the help of an llm) PLEASE go check it out this update took alot of time, here some kewl images made with it"}, {"post_id": 45702, "ts": "2026-08-12T11:15:37Z", "hours": 1.7886, "text": "jassi here, I checked all of your ratings on my ship and I am happy that people liked my project alot but like all things it was not perfect BUT it helped me find out the issues and which i have to fix which were the following: make size customisable make it visible where to reset add copy button (for coloured mode too) better dev logs add download button add option to change terminal color and text colour now i will add these features but for now this is the features i added: now you can change size, enable or disable colour and add file location using an argument which has the following format: ./ascii <color (1 for yes, 0 for no)> size such as: ./ascii img/img.png 1 150 i hope you all can keep checking up on the project!"}, {"post_id": 44597, "ts": "2026-08-10T13:51:26Z", "hours": 5.4731, "text": "i added colours and high resolution mode! yes it is very cool go check it out!"}, {"post_id": 42235, "ts": "2026-08-06T21:01:29Z", "hours": 0.6836, "text": "build.sh and almost the entire project is perfect now! A reintroduction to jascii: This is a program which takes in image input (specifically png, jpeg and jpg) and converts it into ascii art which can be copied to anywhere you want! Your image gets converted in your browser only and does NOT go to any data center! The Image To ASCII art converter was written in C but compiled to WASM so that it can be used in a website! for running this program locally all you need to the is run the build.sh file in a system which has bash installed (linux & macOS have it and windows can use git-bash) Anyways heres my readme and some examples! The Code Also Has Tons Of Comments So That Anyone Can Use/Understand It! Its Meant To Have A Simplistic Bloat Free And Ad Free Layout. Please Contact Me If Any Questions :)"}, {"post_id": 41802, "ts": "2026-08-06T07:18:54Z", "hours": 1.7422, "text": "Saturation makes so much difference"}, {"post_id": 39973, "ts": "2026-08-03T09:52:47Z", "hours": 5.9228, "text": "The ASCII Converter Works Now!!!!"}]...
|
Title: An Image To ASCII Art Converter by @jassi_d Title: An Image To ASCII Art Converter by @jassi_dev | Stardance
Devlogs:
The ASCII Converter Works Now!!!!
Saturation makes so much difference
build.sh and almost the entire project is perfect now! A reintroduction to jascii: This is a program which takes in image input (specifically png, jpeg and jpg) and converts it into ascii art which can be copied to anywhere you want! Your image gets converted in your browser only and does NOT go to any data center! The Image To ASCII art converter was written in C but compiled to WASM so that it can be used in a website! for running this program locally all you need to the is run the build.sh file in a system which has bash installed (linux & macOS have it and windows can use git-bash) Anyways heres my readme and some examples! The Code Also Has Tons Of Comments So That Anyone Can Use/Understand It! Its Meant To Have A Simplistic Bloat Free And Ad Free Layout. Please Contact Me If Any Questions :)
i added colours and high resolution mode! yes it is very cool go check it out!
jassi here, I checked all of your ratings on my ship and I am happy that people liked my project alot but like all things it was not perfect BUT it helped me find out the issues and which i have to fix which were the following: make size customisable make it visible where to reset add copy button (for coloured mode too) better dev logs add download button add option to change terminal color and text colour now i will add these features but for now this is the features i added: now you can change size, enable or disable colour and add file location using an argument which has the following format: ./ascii <color (1 for yes, 0 for no)> size such as: ./ascii img/img.png 1 150 i hope you all can keep checking up on the project!
HUGE UPDATE! ok ok tons of stuff added first of all test.sh was deleted since useless but heres the changes: made size customisable from the website made it visible what is clickable and what is not added copy and download button (which were done with the help of an llm) PLEASE go check it out this update took alot of time, here some kewl images made with it
tons of ui stuff!!! ok ok OK first of all i updated the readme by alot and made it much cleaner, second of all the cooler ui is even better now and has a scrollbar which is themed!!! also the cool ui literally has auto color change which is great!!!
Ships:
I made an Image to ASCII art converter from scratch and used C for the Conversion and used web technologies from front end. its a cool project, please check it out
hi!!! it seems you are going to rate my project so please do, anyways this is J.A.S.C.I.I an image A.S.C.I.I program which does not send your images to some random data center!!! its a project written mostly by yours truly with some llm code and contributions from other people, i say the more forks the better! anyways so this time i have fixed all the issues which reported to me which were the following: make size customisable make it visible where to reset add copy button (for coloured mode too) better dev logs (yea sorri lol 😭) add download button anyways they have been added to J.A.S.C.I.I and heres the programming process i went through making this project! first of all making ascii images in the first place, ofc i am not that smart to know the theory of making ascii images because how can a person convert an image into ascii???? but then i watched “Coding Challenge 166: ASCII Text Images” by The Coding Train which made it click! that video did program in js so i could not just steal the code (my program (the ascii part) is written in C but yea. after a while of tinkering a finished a base version of jascii which was hardcoded and cli only but it did have some issues because of no saturation (the images would have tons of artifacts) after taking help on discord and other places (thanks sophie) i finally compiled my program to web assembly and jascii.jassi.dev was born i started adding more stuff like saturation and colors to the website and finally shipped after getting everyones feed back the current website was done!! i really love this project so please check out it’s github and source code too, i put my heart and soul into it 🥹 (sorri for yapping too much)
JASCII, a super simple and bloat free image to ascii converter in which the ascii converter is low level so that the program can run FAST! also your data does not get sent to a random database!!! i added new stuff like an updated and much much cleaner readme which explains everything now! an option to get much cooler ui because WHY NOT!!!! people asked for it so i served 🛐 anyways hope you enjoy it, please rate it and check it out!!!!...
|
1793771373.2684574
|
1793857773.2684574
|
|
64787
|
OrbitalShield: Space Debris Radar Live by @abhinav OrbitalShield: Space Debris Radar Live by @abhinav2026 | Stardance...
|
abhinav2026
|
0
|
1.78
|
0
|
[]
|
[{"post_id": 72685, "ts": "202 [{"post_id": 72685, "ts": "2026-09-23T14:33:50Z", "hours": 1.7781, "text": "The Problem: The orbital debris dots were only 8 pixels wide, making them moving targets that were too small and frustrating to click accurately with a mouse pointer. —————————————————–The Solution: I refactored the canvas drawing code to double the size of the dots to 16 pixels (x-8 and y-8), expanding the clickable hitbox. I also added cursor=“crosshair” to the canvas to turn the mouse pointer into a tactical targeting reticle. —————————————————–The Result: The radar layout is now much more interactive, and locking onto satellite target data is smooth and easy."}]...
|
Title: OrbitalShield: Space Debris Radar Live by @ Title: OrbitalShield: Space Debris Radar Live by @abhinav2026 | Stardance
Devlogs:
The Problem: The orbital debris dots were only 8 pixels wide, making them moving targets that were too small and frustrating to click accurately with a mouse pointer. —————————————————–The Solution: I refactored the canvas drawing code to double the size of the dots to 16 pixels (x-8 and y-8), expanding the clickable hitbox. I also added cursor=“crosshair” to the canvas to turn the mouse pointer into a tactical targeting reticle. —————————————————–The Result: The radar layout is now much more interactive, and locking onto satellite target data is smooth and easy....
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1793678086.5139534
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1794282886.5139534
|
|
65098
|
Mining Mod by @aayushbashyal92 | Stardance
|
aayushbashyal92
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T11:29:45Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a Minecraft mod in which there are various new items added like Ruby and Sapphire . We have there respective Armors too and all the tools of Ruby. And of Sapphire there is a extreme tool named Sapphire Extreme which is very powerful and have the ability of all the tools like sword, pickaxe, axe, shovel, hoe, and a little feature of trident too that lets the player move through water or rain. people and find the ruby and sapphire ores in the world and mine them like we mine iron ores and diamond ores and it gives Ruby and Sapphire and we can make various tools of them. and the armor of the ruby and sapphire have the special features like when we wear helmet of ruby it gives infinite night vision that helps us easy mining and the sapphire helmet gives us regeneration", "repo": "https://github.com/Aayush-Bashyal/Mining_Mod", "demo": "https://www.curseforge.com/minecraft/mc-mods/miners-adventure"}]...
|
[{"post_id": 72683, "ts": "202 [{"post_id": 72683, "ts": "2026-09-23T14:33:12Z", "hours": 12.2453, "text": "Today i am working on the this Mod where I have created a ruby item and sapphire items with their armor and tools and you can preview the mod by visiting the link https://www.curseforge.com/minecraft/mc-mods/miners-adventure"}]...
|
Title: Mining Mod by @aayushbashyal92 | Stardance
Title: Mining Mod by @aayushbashyal92 | Stardance
Devlogs:
Today i am working on the this Mod where I have created a ruby item and sapphire items with their armor and tools and you can preview the mod by visiting the link https://www.curseforge.com/minecraft/mc-mods/miners-adventure
Ships:
I have made a Minecraft mod in which there are various new items added like Ruby and Sapphire . We have there respective Armors too and all the tools of Ruby. And of Sapphire there is a extreme tool named Sapphire Extreme which is very powerful and have the ability of all the tools like sword, pickaxe, axe, shovel, hoe, and a little feature of trident too that lets the player move through water or rain. people and find the ruby and sapphire ores in the world and mine them like we mine iron ores and diamond ores and it gives Ruby and Sapphire and we can make various tools of them. and the armor of the ruby and sapphire have the special features like when we wear helmet of ruby it gives infinite night vision that helps us easy mining and the sapphire helmet gives us regeneration...
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1793836248.9603853
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1793922648.9603853
|
|
64783
|
VS Code Tree by @HEMANTH_K | Stardance
|
HEMANTH_K
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T14:33:24Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built VS Code Tree, a lightweight VS Code extension that adds two powerful commands to the Command Palette: File Structure and Entire File System. The first command instantly generates a clean visual tree of your workspace. The second command dumps the code of every file in your project into a single document—perfect for code reviews, gathering context for AI tools, or sharing a snapshot of your codebase. It automatically respects your .gitignore and skips node_modules so the output stays clean. What was challenging: Getting the .gitignore parsing to work seamlessly while also bundling external Node.js dependencies (like tree-node-cli and ignore) into a single .vsix file so the extension works flawlessly right after installation. What I’m proud of: Building a fully functional, installable VS Code extension from scratch that solves a real developer problem. It was incredibly satisfying to see it working in the Command Palette. How to test it: Since it’s a local extension that needs file system access, it can’t run in a browser. Download the .vsix file from my GitHub releases, open VS Code, go to the Extensions tab (Ctrl+Shift+X), click the … menu, select Install from VSIX…, and then run the commands with Ctrl+Shift+P.", "repo": "https://github.com/damnitzhemanth-oss/File-System-Explorer", "demo": "https://damnitzhemanth-oss.github.io/File-System-Explorer/"}]...
|
[{"post_id": 72672, "ts": "202 [{"post_id": 72672, "ts": "2026-09-23T13:50:40Z", "hours": 0.3542, "text": "An extension for VS Code which pulls tree structure of files."}]...
|
Title: VS Code Tree by @HEMANTH_K | Stardance
Dev Title: VS Code Tree by @HEMANTH_K | Stardance
Devlogs:
An extension for VS Code which pulls tree structure of files.
Ships:
I built VS Code Tree, a lightweight VS Code extension that adds two powerful commands to the Command Palette: File Structure and Entire File System. The first command instantly generates a clean visual tree of your workspace. The second command dumps the code of every file in your project into a single document—perfect for code reviews, gathering context for AI tools, or sharing a snapshot of your codebase. It automatically respects your .gitignore and skips node_modules so the output stays clean. What was challenging: Getting the .gitignore parsing to work seamlessly while also bundling external Node.js dependencies (like tree-node-cli and ignore) into a single .vsix file so the extension works flawlessly right after installation. What I’m proud of: Building a fully functional, installable VS Code extension from scratch that solves a real developer problem. It was incredibly satisfying to see it working in the Command Palette. How to test it: Since it’s a local extension that needs file system access, it can’t run in a browser. Download the .vsix file from my GitHub releases, open VS Code, go to the Extensions tab (Ctrl+Shift+X), click the … menu, select Install from VSIX…, and then run the commands with Ctrl+Shift+P....
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1793836196.309925
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1793922596.309925
|
|
24804
|
🚀 NASA Space Lines by @duarda350 | Stardance
|
duarda350
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T13:54:30Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🛰️ NASA API Integration The project uses NASA’s Astronomy Picture of the Day API. API endpoint: https://api.nasa.gov/ The API key is provided at runtime using Flutter’s –dart-define mechanism. Example: flutter run -d chrome –dart-define=NASA_API_KEY=YOUR_API_KEY Important Do not commit your NASA API key to GitHub. The project intentionally reads the API key using: const apiKey = String.fromEnvironment(‘NASA_API_KEY’); This keeps the key outside the source code. Note: because this project runs on Flutter Web, values passed with –dart-define can ultimately be exposed in the client application. For a production application, a backend/proxy and appropriate API restrictions should be considered. 🛠️ Technologies Technology Purpose Flutter Application framework Dart Programming language Flutter Web Web application runtime Material Design UI components NASA APOD API Astronomy data and media HTTP API communication JSON API data format VS Code Development environment Git Version control GitHub Source code repository 📂 Project Structure Nasa_Space_Trip_App/ │ ├── android/ ├── ios/ ├── linux/ ├── macos/ ├── web/ ├── windows/ │ ├── assets/ │ └── imagens/ │ ├── background.jpg │ ├── iss.png │ ├── mars.png │ ├── moon.png │ ├── neptune.png │ ├── saturn.png │ └── sun.png │ ├── lib/ │ ├── screens/ │ │ ├── data/ │ │ │ └── planets.dart │ │ │ │ │ ├── body_screen.dart │ │ ├── home_screen.dart │ │ └── planet_detail_screen.dart │ │ │ ├── services/ │ │ └── nasa_service.dart │ │ │ └── main.dart │ ├── test/ │ ├── pubspec.yaml ├── pubspec.lock ├── analysis_options.yaml └── README.md 🧭 Traceability / Setup Table The table below provides a quick traceability guide for developers who want to run, understand, or troubleshoot the project. Step Component Location Purpose Verification 1 Flutter SDK Local environment Provides the development framework flutter –version 2 Project dependencies pubspec.yaml Defines project packages flutter pub get 3 Assets assets/imagens/ Stores application images Check image files exist 4 Main entry point lib/main.dart Starts the application Run the project 5 Home screen lib/screens/home_screen.dart Application landing screen Home screen appears 6 Destination screen lib/screens/body_screen.dart Displays available destinations Destination list appears 7 Planet data lib/screens/data/planets.dart Stores destination information Destination cards load 8 Detail s", "repo": "https://github.com/mariaeduardabuenoda/Nasa_Space_Trip_App.", "demo": "https://mariaeduardabuenoda.github.io/Nasa_Space_Trip_App./"}]...
|
[{"post_id": 72663, "ts": "202 [{"post_id": 72663, "ts": "2026-09-23T13:31:43Z", "hours": 4.3619, "text": "🚀 NASA Space Lines NASA Space Lines is a space exploration application developed with Flutter and Dart.The project allows users to explore different space destinations, view information about planets and the International Space Station (ISS), access NASA’s Astronomy Picture of the Day (APOD), and calculate how much they would weigh on different celestial bodies.The application was developed as a practical project to improve mobile and web application development skills, API integration, UI development, state management, and problem-solving with Flutter. Click here to see the repository , click here to view the page ."}]...
|
Title: 🚀 NASA Space Lines by @duarda350 | Stardanc Title: 🚀 NASA Space Lines by @duarda350 | Stardance
Devlogs:
🚀 NASA Space Lines NASA Space Lines is a space exploration application developed with Flutter and Dart.The project allows users to explore different space destinations, view information about planets and the International Space Station (ISS), access NASA’s Astronomy Picture of the Day (APOD), and calculate how much they would weigh on different celestial bodies.The application was developed as a practical project to improve mobile and web application development skills, API integration, UI development, state management, and problem-solving with Flutter. Click here to see the repository , click here to view the page .
Ships:
🛰️ NASA API Integration The project uses NASA’s Astronomy Picture of the Day API. API endpoint: https://api.nasa.gov/ The API key is provided at runtime using Flutter’s –dart-define mechanism. Example: flutter run -d chrome –dart-define=NASA_API_KEY=YOUR_API_KEY Important Do not commit your NASA API key to GitHub. The project intentionally reads the API key using: const apiKey = String.fromEnvironment(‘NASA_API_KEY’); This keeps the key outside the source code. Note: because this project runs on Flutter Web, values passed with –dart-define can ultimately be exposed in the client application. For a production application, a backend/proxy and appropriate API restrictions should be considered. 🛠️ Technologies Technology Purpose Flutter Application framework Dart Programming language Flutter Web Web application runtime Material Design UI components NASA APOD API Astronomy data and media HTTP API communication JSON API data format VS Code Development environment Git Version control GitHub Source code repository 📂 Project Structure Nasa_Space_Trip_App/ │ ├── android/ ├── ios/ ├── linux/ ├── macos/ ├── web/ ├── windows/ │ ├── assets/ │ └── imagens/ │ ├── background.jpg │ ├── iss.png │ ├── mars.png │ ├── moon.png │ ├── neptune.png │ ├── saturn.png │ └── sun.png │ ├── lib/ │ ├── screens/ │ │ ├── data/ │ │ │ └── planets.dart │ │ │ │ │ ├── body_screen.dart │ │ ├── home_screen.dart │ │ └── planet_detail_screen.dart │ │ │ ├── services/ │ │ └── nasa_service.dart │ │ │ └── main.dart │ ├── test/ │ ├── pubspec.yaml ├── pubspec.lock ├── analysis_options.yaml └── README.md 🧭 Traceability / Setup Table The table below provides a quick traceability guide for developers who want to run, understand, or troubleshoot the project. Step Component Location Purpose Verification 1 Flutter SDK Local environment Provides the development framework flutter –version 2 Project dependencies pubspec.yaml Defines project packages flutter pub get 3 Assets assets/imagens/ Stores application images Check image files exist 4 Main entry point lib/main.dart Starts the application Run the project 5 Home screen lib/screens/home_screen.dart Application landing screen Home screen appears 6 Destination screen lib/screens/body_screen.dart Displays available destinations Destination list appears 7 Planet data lib/screens/data/planets.dart Stores destination information Destination cards load 8 Detail s...
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1793800142.9806335
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1793886542.9806335
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|
50446
|
ISS Live Tracker by @KarthikB | Stardance
|
KarthikB
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T14:50:33Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ISS Live Tracker 🛰️ A real time web app that tracks the International Space Station’s live position on an interactive map and predicts exactly when and whether it’ll be visible from anywhere on Earth. Click any spot on the map to get the next visible pass for that location, complete with duration and whether you will able to see it. Built from scratch with plain HTML, CSS, and JavaScript — no frameworks. Features a live updating marker with a real orbital trail, real time day/night shading calculated from the sun’s actual position, and a pass predictor powered by real ISS tracking APIs. As a beginner, this was my first fully shipped project, including real deployment debugging (HTTPS/mixed-content issues, case-sensitivity bugs between Windows and Linux, and switching APIs mid-project when one proved unreliable in production). Live demo: https://droid678.github.io/ISS-tracker/ Repo: https://github.com/droid678/ISS-tracker", "repo": "https://github.com/droid678/ISS-tracker", "demo": "https://droid678.github.io/ISS-tracker/"}]...
|
[{"post_id": 72655, "ts": "202 [{"post_id": 72655, "ts": "2026-09-23T13:00:28Z", "hours": 2.1564, "text": "Pass Predictor: Done and Shipped 🛰️ Added the second big feature to my ISS Live Tracker: click anywhere on the map, and it tells you when the ISS will next be visible from that exact spot, not just when it passes overhead, but whether it’ll actually be dark enough and sunlit enough to see with your own eyes. Started by building this with real orbital mechanics using satellite.js, fetching the ISS’s TLE (orbital data) and calculating look angles myself. Got it fully working locally. Then deployment broke almost everything: My ISS position API was using http://, but GitHub Pages serves over HTTPS. Browsers block that mix silently. Switched to an HTTPS-only API. The TLE data source (Celestrak) returned a 403 error specifically when called from my live domain, even though it worked fine locally — likely some kind of bot protection treating GitHub Pages differently. At that point, with the deadline close, I made the call to stop fighting the orbital math myself and switched to a purpose-built free API (Pollux Labs’ ISS Pass API) that does the prediction directly. Simpler, more reliable, and it even factors in visibility (daylight/shadow), which my own calculation didn’t. Also did a UI pass — added a tagline, a live status badge, grouped the info text into a proper panel, and a favicon. Live demo: https://droid678.github.io/ISS-tracker/ Repo: https://github.com/droid678/ISS-tracker.git"}, {"post_id": 48981, "ts": "2026-08-17T15:51:59Z", "hours": 2.0272, "text": "Started my ISS Live Tracker for Stardance 🛰️ Decided to build a real-time tracker for the International Space Station after realizing I wanted something that felt genuinely mine, not a pre-made project idea. Built with plain HTML/CSS/JS + Leaflet.js for the map — no frameworks, kept it simple so I could actually understand every line. What’s working so far: -Live ISS position fetched from the Open Notify API, updating every few seconds -A moving marker with a custom satellite icon -A trail line showing the ISS’s recent path -Real-time day/night shading on the map, using a library that calculates the sun’s actual position -A full dark theme dashboard redesign Funniest bug: my map completely broke and the console said map is not a function, turned out, autocomplete had renamed my L.map(…) calls to LargestContentfulPaint.map(…) without me noticing. Took a while to spot since it looked so plausible at a glance. Next up: either a pass predictor (so you can tell when the ISS is visible from your location) or expanding into a broader space weather dashboard."}]...
|
Title: ISS Live Tracker by @KarthikB | Stardance
Title: ISS Live Tracker by @KarthikB | Stardance
Devlogs:
Started my ISS Live Tracker for Stardance 🛰️ Decided to build a real-time tracker for the International Space Station after realizing I wanted something that felt genuinely mine, not a pre-made project idea. Built with plain HTML/CSS/JS + Leaflet.js for the map — no frameworks, kept it simple so I could actually understand every line. What’s working so far: -Live ISS position fetched from the Open Notify API, updating every few seconds -A moving marker with a custom satellite icon -A trail line showing the ISS’s recent path -Real-time day/night shading on the map, using a library that calculates the sun’s actual position -A full dark theme dashboard redesign Funniest bug: my map completely broke and the console said map is not a function, turned out, autocomplete had renamed my L.map(…) calls to LargestContentfulPaint.map(…) without me noticing. Took a while to spot since it looked so plausible at a glance. Next up: either a pass predictor (so you can tell when the ISS is visible from your location) or expanding into a broader space weather dashboard.
Pass Predictor: Done and Shipped 🛰️ Added the second big feature to my ISS Live Tracker: click anywhere on the map, and it tells you when the ISS will next be visible from that exact spot, not just when it passes overhead, but whether it’ll actually be dark enough and sunlit enough to see with your own eyes. Started by building this with real orbital mechanics using satellite.js, fetching the ISS’s TLE (orbital data) and calculating look angles myself. Got it fully working locally. Then deployment broke almost everything: My ISS position API was using http://, but GitHub Pages serves over HTTPS. Browsers block that mix silently. Switched to an HTTPS-only API. The TLE data source (Celestrak) returned a 403 error specifically when called from my live domain, even though it worked fine locally — likely some kind of bot protection treating GitHub Pages differently. At that point, with the deadline close, I made the call to stop fighting the orbital math myself and switched to a purpose-built free API (Pollux Labs’ ISS Pass API) that does the prediction directly. Simpler, more reliable, and it even factors in visibility (daylight/shadow), which my own calculation didn’t. Also did a UI pass — added a tagline, a live status badge, grouped the info text into a proper panel, and a favicon. Live demo: https://droid678.github.io/ISS-tracker/ Repo: https://github.com/droid678/ISS-tracker.git
Ships:
ISS Live Tracker 🛰️ A real time web app that tracks the International Space Station’s live position on an interactive map and predicts exactly when and whether it’ll be visible from anywhere on Earth. Click any spot on the map to get the next visible pass for that location, complete with duration and whether you will able to see it. Built from scratch with plain HTML, CSS, and JavaScript — no frameworks. Features a live updating marker with a real orbital trail, real time day/night shading calculated from the sun’s actual position, and a pass predictor powered by real ISS tracking APIs. As a beginner, this was my first fully shipped project, including real deployment debugging (HTTPS/mixed-content issues, case-sensitivity bugs between Windows and Linux, and switching APIs mid-project when one proved unreliable in production). Live demo: https://droid678.github.io/ISS-tracker/ Repo: https://github.com/droid678/ISS-tracker...
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1793800103.5326295
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1793886503.5326295
|
|
57569
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nano_code by @wilrakov | Stardance
|
wilrakov
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T13:06:28Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I did a small bytecode in pure x64 assembly. I am proud of it since it was my first assembly project. It only works on Linux, and you should know a little about asm to test it. I mean, the programming language for my bytecode is really close to assembly. It’s complex to test, I know, but I hope you’ll find out! Thanks a lot for all the event!!!", "repo": "https://github.com/wilrak0v/nano_code", "demo": "https://github.com/wilrak0v/nano_code/releases/tag/Stardance"}]...
|
[{"post_id": 72653, "ts": "202 [{"post_id": 72653, "ts": "2026-09-23T12:56:37Z", "hours": 2.2403, "text": "I think I am done with this project… I hope it´s fine to ship it."}, {"post_id": 69148, "ts": "2026-09-16T14:06:41Z", "hours": 3.0778, "text": "Okay so I finished the bytecode, all is working great! I started a language for it which is closer to assembly. I do it with customASM. On the image you can see the Fibonacci algorithm"}, {"post_id": 66681, "ts": "2026-09-12T15:34:32Z", "hours": 1.4653, "text": "Okay so I added memory operations from 8 bits to 32 bits. I also did the syscall system but for now I just have one syscall which is print (the same as the write syscall on linux)."}, {"post_id": 66448, "ts": "2026-09-12T08:56:33Z", "hours": 2.4089, "text": "All operations on registers are done. It´s faster than JVM for 100 numbers of Fibonacci. So now I just have to make the memory operations and the syscall system. Then the core will be done."}, {"post_id": 64895, "ts": "2026-09-09T16:31:19Z", "hours": 3.5192, "text": "Last three days I added a lot of instructions. We can perform arithmetic expressions and jump with and without conditions. So I think my VM is turing complete isn´t it? Today I did a fibonacci test and I beat the JVM."}, {"post_id": 60307, "ts": "2026-09-02T16:15:17Z", "hours": 4.63, "text": "First devlog Last days I worked on a small and simple project called nano_code. It´s a bytecode written in pure assembly and designed to be fast. I hope I can beat the JVM on modern PC. So what did I do? Actually I did the hardest part of this project by making the loop (fetch-decode-execute). Now I just need to implement the instructions one by one. Oh and I don´t load bytecode from a file for now so I have to implement it later. I already implemented movr and movi (r = register and i = immediate), and I am currently making the arithmetic operations like add, sub, mul, div, and mod which is modulo of course. All of these instructions have two version : one with a register and an immediate value and the other one with two register as the operands. Of course in the future I will need to make a small assembler to write easily code for that VM. Thanks for reading, see you soon."}]...
|
Title: nano_code by @wilrakov | Stardance
Devlogs Title: nano_code by @wilrakov | Stardance
Devlogs:
First devlog Last days I worked on a small and simple project called nano_code. It´s a bytecode written in pure assembly and designed to be fast. I hope I can beat the JVM on modern PC. So what did I do? Actually I did the hardest part of this project by making the loop (fetch-decode-execute). Now I just need to implement the instructions one by one. Oh and I don´t load bytecode from a file for now so I have to implement it later. I already implemented movr and movi (r = register and i = immediate), and I am currently making the arithmetic operations like add, sub, mul, div, and mod which is modulo of course. All of these instructions have two version : one with a register and an immediate value and the other one with two register as the operands. Of course in the future I will need to make a small assembler to write easily code for that VM. Thanks for reading, see you soon.
Last three days I added a lot of instructions. We can perform arithmetic expressions and jump with and without conditions. So I think my VM is turing complete isn´t it? Today I did a fibonacci test and I beat the JVM.
All operations on registers are done. It´s faster than JVM for 100 numbers of Fibonacci. So now I just have to make the memory operations and the syscall system. Then the core will be done.
Okay so I added memory operations from 8 bits to 32 bits. I also did the syscall system but for now I just have one syscall which is print (the same as the write syscall on linux).
Okay so I finished the bytecode, all is working great! I started a language for it which is closer to assembly. I do it with customASM. On the image you can see the Fibonacci algorithm
I think I am done with this project… I hope it´s fine to ship it.
Ships:
I did a small bytecode in pure x64 assembly. I am proud of it since it was my first assembly project. It only works on Linux, and you should know a little about asm to test it. I mean, the programming language for my bytecode is really close to assembly. It’s complex to test, I know, but I hope you’ll find out! Thanks a lot for all the event!!!...
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1793803807.235114
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1793890207.235114
|
|
17039
|
Routine Maker Tower by @Catfighter | Stardance
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Catfighter
|
0
|
1.2
|
0
|
[]
|
[{"post_id": 7264, "ts": "2026 [{"post_id": 7264, "ts": "2026-06-12T03:38:55Z", "hours": 1.1989, "text": "Found Stardance today and got everything hooked about and made this part of my first project today. It is the base tower of my project and I also made a stopper for the bottom slit."}]...
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Title: Routine Maker Tower by @Catfighter | Starda Title: Routine Maker Tower by @Catfighter | Stardance
Devlogs:
Found Stardance today and got everything hooked about and made this part of my first project today. It is the base tower of my project and I also made a stopper for the bottom slit....
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1793282224.5883832
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1793887024.5883832
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|
38768
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Stardew calc by @hrushal | Stardance
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hrushal
|
1
|
18.29
|
157
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T16:31:39Z", "hours": 18.0, "multiplier": 8.57, "payout": 157, "blessing": "neutral", "text": "Starcalc YES THIS IS ANOTHER STARDEW CALCULATOR The problem i wanted to solve w this was making important information thats slighly harder to find on the wiki and requires a lot of clicks like gold/day for each crop, which monster drops what and how to make some artisanal goods be shown upfront so instead of just going down rabbit holes of reddit and wiki i could just open the website and check what things i can do w a specific item and which equipment to use The website has 4 core functions rn which are Crops Monsters Artisanal goods Animals The information is laid in simple to read cards with a image and clear description and the important numbers are highlighted and to avoid clutter produce etc is grouped under a dropdown so you arent bombarded with information you dont need I had a lot of trouble w finalizing the design AND WORST OF ALL TSPARTICLES and then making card components for every page cuz the data is diff for everything and i decided individual components would speed it up", "repo": "https://github.com/Hrushal-Nikhare/star", "demo": "https://star-xi-seven.vercel.app/"}]...
|
[{"post_id": 72637, "ts": "202 [{"post_id": 72637, "ts": "2026-09-23T12:29:59Z", "hours": 0.2906, "text": "Fixed readme with images and website had no title 😭"}, {"post_id": 71390, "ts": "2026-09-20T18:52:44Z", "hours": 3.7192, "text": "WE ARE BACK W IT AND WE FINSIHED THE PROJECT ported the card component to every single sub page and made sure it works shifted sm styles into global.css removed the search route and slug to make it static render able also cuz i didnt find a use for it l8r DEPOLYED ON VERCEL https://star-xi-seven.vercel.app/ added back to home button and mobile compatibility THANK YOU EVERYONE"}, {"post_id": 70150, "ts": "2026-09-18T15:46:19Z", "hours": 1.6047, "text": "DONE W CARD COMPONENT THEY LOOK SO GOOD took 1.5hrs but it looks good atleast 😭"}, {"post_id": 69233, "ts": "2026-09-16T16:57:19Z", "hours": 3.8619, "text": "New homepage and then made a card component for showing the animals (for now) Learnt about how logic in svelte is done w {#} and {/} and then also components and nested objects were pmo i have to make the cards pretty and then if conditionals on prices and dropdown for the produce and tags and then layout too so thanks for reading"}, {"post_id": 60396, "ts": "2026-09-02T18:13:51Z", "hours": 3.5, "text": "NEW NOT SO PLAIN BACKDROP tldr: basically i gave up so i wanted the plans and the wine bottle to have this cute colored circles to ‘splash’ out when you click it But then i look for svelte particle libraries and its only tsparticles which is FINE BUT HOLY DEBUGGING so i went on a side quest to learn it DECENTLY and thats how we have a background ik its not fancy or anything or a lot of added code but the debugging uh let not also shifted to bun for everything and had some issues w vite asw also bun has great support for this stuff crazy"}, {"post_id": 40874, "ts": "2026-08-04T17:53:29Z", "hours": 2.5747, "text": "Redeigned the home page cuz it looked really boring and life less and nothing like stardew spent an hr making the ui and then aft clg started has a urge to redesign the ui so um here we are (feedback and logo help appreciated) Tried three diff styles to see which one i like some of them were: Notebook flipping ish Purple heatmap ahh Cool png animation stuff ( gave up before trying bc couldnt find assets) THE title above is currently in the works of making the A a Star cuz hehe stardew starcalc The Pngs will hopefully have a transition animation where the coffee plant sheds the berries and it swoops to the crops page animals has egg particles artisanal has a foam jet or smth and the slime for moster loses his color and becomes the resource now ill have to ditch all of my programming of the previous ui and start all over again but lowk worth it i need it to be pretty cuz i said so. added both old and new ui for yall to rate and tell pls help me i suck at ui"}, {"post_id": 36960, "ts": "2026-07-29T11:48:44Z", "hours": 3.1017, "text": "Season and Professions Mocked up in Figma purple color scheme Handmade font/icons 2.Chose svelte for no reason (other than to learn) 3. Made Gemni write a data.json to Prototype w (eventually will nosql/sqllite it) 4. Season Select using radios that look like buttons w functioning hover and select colors ( took alot of time and help NO AI THO ALL DOCS) 5. Profession Select drafted but need to Read and add the perks to the data/process in js"}]...
|
Title: Stardew calc by @hrushal | Stardance
Devlo Title: Stardew calc by @hrushal | Stardance
Devlogs:
Season and Professions Mocked up in Figma purple color scheme Handmade font/icons 2.Chose svelte for no reason (other than to learn) 3. Made Gemni write a data.json to Prototype w (eventually will nosql/sqllite it) 4. Season Select using radios that look like buttons w functioning hover and select colors ( took alot of time and help NO AI THO ALL DOCS) 5. Profession Select drafted but need to Read and add the perks to the data/process in js
Redeigned the home page cuz it looked really boring and life less and nothing like stardew spent an hr making the ui and then aft clg started has a urge to redesign the ui so um here we are (feedback and logo help appreciated) Tried three diff styles to see which one i like some of them were: Notebook flipping ish Purple heatmap ahh Cool png animation stuff ( gave up before trying bc couldnt find assets) THE title above is currently in the works of making the A a Star cuz hehe stardew starcalc The Pngs will hopefully have a transition animation where the coffee plant sheds the berries and it swoops to the crops page animals has egg particles artisanal has a foam jet or smth and the slime for moster loses his color and becomes the resource now ill have to ditch all of my programming of the previous ui and start all over again but lowk worth it i need it to be pretty cuz i said so. added both old and new ui for yall to rate and tell pls help me i suck at ui
NEW NOT SO PLAIN BACKDROP tldr: basically i gave up so i wanted the plans and the wine bottle to have this cute colored circles to ‘splash’ out when you click it But then i look for svelte particle libraries and its only tsparticles which is FINE BUT HOLY DEBUGGING so i went on a side quest to learn it DECENTLY and thats how we have a background ik its not fancy or anything or a lot of added code but the debugging uh let not also shifted to bun for everything and had some issues w vite asw also bun has great support for this stuff crazy
New homepage and then made a card component for showing the animals (for now) Learnt about how logic in svelte is done w {#} and {/} and then also components and nested objects were pmo i have to make the cards pretty and then if conditionals on prices and dropdown for the produce and tags and then layout too so thanks for reading
DONE W CARD COMPONENT THEY LOOK SO GOOD took 1.5hrs but it looks good atleast 😭
WE ARE BACK W IT AND WE FINSIHED THE PROJECT ported the card component to every single sub page and made sure it works shifted sm styles into global.css removed the search route and slug to make it static render able also cuz i didnt find a use for it l8r DEPOLYED ON VERCEL https://star-xi-seven.vercel.app/ added back to home button and mobile compatibility THANK YOU EVERYONE
Fixed readme with images and website had no title 😭
Ships:
Starcalc YES THIS IS ANOTHER STARDEW CALCULATOR The problem i wanted to solve w this was making important information thats slighly harder to find on the wiki and requires a lot of clicks like gold/day for each crop, which monster drops what and how to make some artisanal goods be shown upfront so instead of just going down rabbit holes of reddit and wiki i could just open the website and check what things i can do w a specific item and which equipment to use The website has 4 core functions rn which are Crops Monsters Artisanal goods Animals The information is laid in simple to read cards with a image and clear description and the important numbers are highlighted and to avoid clutter produce etc is grouped under a dropdown so you arent bombarded with information you dont need I had a lot of trouble w finalizing the design AND WORST OF ALL TSPARTICLES and then making card components for every page cuz the data is diff for everything and i decided individual components would speed it up...
|
1793803836.34361
|
1793890236.34361
|
|
65057
|
Cosmic Wonders by @Mayank095 | Stardance
|
Mayank095
|
0
|
0.27
|
0
|
[]
|
[{"post_id": 72635, "ts": "202 [{"post_id": 72635, "ts": "2026-09-23T12:19:11Z", "hours": 0.2744, "text": "This web app fatches pictures and content daily from NASA APOD and shows here"}]...
|
Title: Cosmic Wonders by @Mayank095 | Stardance
D Title: Cosmic Wonders by @Mayank095 | Stardance
Devlogs:
This web app fatches pictures and content daily from NASA APOD and shows here...
|
1793695880.9012718
|
1794300680.9012718
|
|
59533
|
slakie by @IcedThrower_95 | Stardance
|
IcedThrower_95
|
1
|
10.71
|
48
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T10:32:16Z", "hours": 8.0, "multiplier": 6.23, "payout": 48, "blessing": "neutral", "text": "What did you make? I built Slackie—a multi-purpose Slack bot packed with 10 fully functional slash commands! I wanted to make something that wasn’t just a simple text responder, so I integrated multiple APIs to make it genuinely useful and fun. It features a Gemini 3.8 Flash AI assistant that can browse the web, a currency converter, a math expression evaluator, a QR code generator, and even a command that fetches the exact countdown and details for the next Formula 1 race. What was challenging? Trying to get the currency converter to accept flexible inputs (like “1299 USD to INR” vs just “USD to INR”) without completely breaking the code took a lot of trial and error. What am I proud of? The F1 Command: As a massive Formula 1 fan, building a custom /my-slakie-f1 command that tracks the next Grand Prix weekend using the Jolpica API was super satisfying. I am really proud that I figured out the Linux service file stuff. Slackie is now running flawlessly 24/7 on my own hardware. What should you know before testing? To talk to the AI, use /my-slakie-gemini [your question]. It has Google Search grounding enabled, so you can ask it about current events or tech news! Try /my-slakie-currency 100 USD to INR to test the live exchange rates. Type /my-slakie-help to see the full list of all 10 commands you can play with. Make sure you use the exact /my-slakie-… prefix so it doesn’t collide with other bots in the workspace! Example Here in the image attached shows the working of the /my-slakie-gemini [Question] command the model intellingently uses web search to get the latest information if its system instrutction is outdated", "repo": "https://github.com/IcedThrower95/slakie_bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C16D3SXCK"}]...
|
[{"post_id": 72632, "ts": "202 [{"post_id": 72632, "ts": "2026-09-23T12:01:07Z", "hours": 1.6297, "text": "wrote the code my self from scratch again, as the reviewers were flagging it as “more than 30% usage of AI”"}, {"post_id": 66636, "ts": "2026-09-12T14:20:36Z", "hours": 1.0817, "text": "final devlog after review. Today I edited some of my codebase to make it more cleaner rather than having it clustered.I added a few comments as well along the way"}, {"post_id": 65887, "ts": "2026-09-11T10:18:56Z", "hours": 0.2964, "text": "at last i finished the README document and also edited some code(tiny changes to make it better)"}, {"post_id": 65832, "ts": "2026-09-11T07:29:41Z", "hours": 1.0794, "text": "#final - devlog3 I have finally fixed the gemini ai integration and i have 10 fully working commands, here i have attached. It took me a lot of time to debug the Gemini AI errors. i even used AI to debug but failed unfortunately. Anyways it is now fixed and everything works. Signing off on this project"}, {"post_id": 65318, "ts": "2026-09-10T12:10:30Z", "hours": 3.1189, "text": "#devlog2 , today i completed all the commands which i wanted to integrate in my slackbot.Moreover I am trying to fix the gemini ai which i have intergrated in my slakie it keeps giving me outdated information it is unable to do a web search. I hope to fix it by the end of today"}, {"post_id": 64343, "ts": "2026-09-08T17:24:03Z", "hours": 3.2531, "text": "#devlog1, today I started working on my project Slack bot—my-slakie. At first I followed the guide and went along with the flow. After a while, I had some ideas pop up into my head, and I tried to integrate Gemini AI in the slash command, but unfortunately I was unable to get the desired result—the bot is giving outdated data; the rest of the functions are fine. I will work on debugging the problem with Gemini tomorrow. Also, I am hosting my Slack bot on my Raspberry Pi instead of using the Hack Club Nest. So yeah, that’s it for today!!"}]...
|
Title: slakie by @IcedThrower_95 | Stardance
Devl Title: slakie by @IcedThrower_95 | Stardance
Devlogs:
#devlog1, today I started working on my project Slack bot—my-slakie. At first I followed the guide and went along with the flow. After a while, I had some ideas pop up into my head, and I tried to integrate Gemini AI in the slash command, but unfortunately I was unable to get the desired result—the bot is giving outdated data; the rest of the functions are fine. I will work on debugging the problem with Gemini tomorrow. Also, I am hosting my Slack bot on my Raspberry Pi instead of using the Hack Club Nest. So yeah, that’s it for today!!
#devlog2 , today i completed all the commands which i wanted to integrate in my slackbot.Moreover I am trying to fix the gemini ai which i have intergrated in my slakie it keeps giving me outdated information it is unable to do a web search. I hope to fix it by the end of today
#final - devlog3 I have finally fixed the gemini ai integration and i have 10 fully working commands, here i have attached. It took me a lot of time to debug the Gemini AI errors. i even used AI to debug but failed unfortunately. Anyways it is now fixed and everything works. Signing off on this project
at last i finished the README document and also edited some code(tiny changes to make it better)
final devlog after review. Today I edited some of my codebase to make it more cleaner rather than having it clustered.I added a few comments as well along the way
wrote the code my self from scratch again, as the reviewers were flagging it as “more than 30% usage of AI”
Ships:
What did you make? I built Slackie—a multi-purpose Slack bot packed with 10 fully functional slash commands! I wanted to make something that wasn’t just a simple text responder, so I integrated multiple APIs to make it genuinely useful and fun. It features a Gemini 3.8 Flash AI assistant that can browse the web, a currency converter, a math expression evaluator, a QR code generator, and even a command that fetches the exact countdown and details for the next Formula 1 race. What was challenging? Trying to get the currency converter to accept flexible inputs (like “1299 USD to INR” vs just “USD to INR”) without completely breaking the code took a lot of trial and error. What am I proud of? The F1 Command: As a massive Formula 1 fan, building a custom /my-slakie-f1 command that tracks the next Grand Prix weekend using the Jolpica API was super satisfying. I am really proud that I figured out the Linux service file stuff. Slackie is now running flawlessly 24/7 on my own hardware. What should you know before testing? To talk to the AI, use /my-slakie-gemini [your question]. It has Google Search grounding enabled, so you can ask it about current events or tech news! Try /my-slakie-currency 100 USD to INR to test the live exchange rates. Type /my-slakie-help to see the full list of all 10 commands you can play with. Make sure you use the exact /my-slakie-… prefix so it doesn’t collide with other bots in the workspace! Example Here in the image attached shows the working of the /my-slakie-gemini [Question] command the model intellingently uses web search to get the latest information if its system instrutction is outdated...
|
1793778975.3831193
|
1793865375.3831193
|
|
64389
|
My Very Own Site by @damiankingsnaire | Stardance
|
damiankingsnaire
|
0
|
3.04
|
0
|
[]
|
[{"post_id": 72630, "ts": "202 [{"post_id": 72630, "ts": "2026-09-23T11:53:47Z", "hours": 3.035, "text": "Just finished the hero section after spending 2 hours learning about css and html!! That image is kinda cool tho. Its looking a bit simple, but I will work on it to make it more interesting."}]...
|
Title: My Very Own Site by @damiankingsnaire | Sta Title: My Very Own Site by @damiankingsnaire | Stardance
Devlogs:
Just finished the hero section after spending 2 hours learning about css and html!! That image is kinda cool tho. Its looking a bit simple, but I will work on it to make it more interesting....
|
1793674301.197639
|
1794279101.197639
|
|
64822
|
LoRa Ground Station by @Sreeni | Stardance
|
Sreeni
|
0
|
2.01
|
0
|
[]
|
[{"post_id": 72628, "ts": "202 [{"post_id": 72628, "ts": "2026-09-23T11:51:05Z", "hours": 2.0097, "text": "So I built this project as a ground station for my rockets, I’m following a tutorial from blueprint and so I First did a schematic and took forever to assign footprints, and then I Grouped everything that needs to be together on the pcb but I haven’t routed yet which I will do soon."}]...
|
Title: LoRa Ground Station by @Sreeni | Stardance
Title: LoRa Ground Station by @Sreeni | Stardance
Devlogs:
So I built this project as a ground station for my rockets, I’m following a tutorial from blueprint and so I First did a schematic and took forever to assign footprints, and then I Grouped everything that needs to be together on the pcb but I haven’t routed yet which I will do soon....
|
1793678120.115013
|
1794542120.115013
|
|
64570
|
MILKY by @Obito | Stardance
|
Obito
|
2
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:46:29Z", "hours": 0.0, "multiplier": 1.04, "payout": 0, "blessing": "neutral", "text": "hey there im glad to inform you all that created the website using nasa’s provided informations the biggest struggles i met with this project is hackatime tracker i worked and dedicated my time around 6 to 8 hours for it but it still now shows only 1 hour okay i also worked in github for the deployment but i code for 3 to 4 hours but the tracker logged time is only 1 hour", "repo": "https://github.com/tharunkumarCYSEC/nasa-apod-pulse", "demo": "https://tharunkumarcysec.github.io/nasa-apod-pulse/"}, {"ship_num": 2, "ts": "2026-09-22T12:06:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this project doesn’t tested my practical skills. its tested my patience. It gives me the mental fatiuge which equal to our state exam’s result", "repo": "https://github.com/tharunkumarCYSEC/nasa-apod-pulse", "demo": "https://tharunkumarcysec.github.io/nasa-apod-pulse/"}]...
|
[{"post_id": 72625, "ts": "202 [{"post_id": 72625, "ts": "2026-09-23T11:41:20Z", "hours": 0.2642, "text": "I’m so excited, this is my first project for shipment. I hope everyone like my project and rate good ratings. I hope everyone help me to get my dream keyboard AULA F75. I hope you all support me get the balance 340 stardust."}, {"post_id": 72166, "ts": "2026-09-22T11:07:30Z", "hours": 0.4656, "text": "what a day man . 😩 I started working on this NASA APOD project thinking it’s going to be a simple quick-finish thing, but man… deployment and GitHub Actions decided to test my entire patience today.Let me be straight here: my time tracker shows only 27 minutes, but that is complete scam. I sat straight for almost 7 hours today. Spent a good 4 solid hours just fighting with GitHub, fixing deploying failures, repository bot permissions, and 404 errors. WakaTime only counts when you’re typing inside VS Code, but it has no idea how much brain cells I lost reading terminal errors and StackOverflow.Here is how the whole journey went down:The Building Part: First, I set up the Vite project and hooked it up with NASA’s official APOD API using environment variables (VITE_NASA_API_KEY). The local code was working fine, fetching gorgeous space pictures like a charm.The Vite Config Drama: When I pushed my deploy.yml workflow, the build immediately crashed saying config must export or return an object. Had to fix the vite.config.js and set the proper base path so GitHub Pages wouldn’t break the asset links.The 403 Permission Wall: Then came the worst part—GitHub Actions kept throwing a Permission Denied error for the github-actions[bot]. The bot literally didn’t have permission to write to my own repo! I had to dig into GitHub settings, go to Actions -> General, and switch the workflow permissions from read-only to read/write.The 404 Waiting Game: After finally getting that green tick, I opened the live URL and… 404 error. My heart skipped a beat lol. Turns out GitHub Pages just takes a minute or two to wake up and serve the files. After a quick refresh, boom—the NASA space picture loaded successfully!Total time actually spent: ~7 hours (even if the tracker says 27 mins because of all the debugging outside the editor).Repo: https://github.com/tharunkumarCYSEC/nasa-apod-pulse Live Site: https://tharunkumarCYSEC.github.io/nasa-apod-pulse/"}]...
|
Title: MILKY by @Obito | Stardance
Devlogs:
what Title: MILKY by @Obito | Stardance
Devlogs:
what a day man . 😩 I started working on this NASA APOD project thinking it’s going to be a simple quick-finish thing, but man… deployment and GitHub Actions decided to test my entire patience today.Let me be straight here: my time tracker shows only 27 minutes, but that is complete scam. I sat straight for almost 7 hours today. Spent a good 4 solid hours just fighting with GitHub, fixing deploying failures, repository bot permissions, and 404 errors. WakaTime only counts when you’re typing inside VS Code, but it has no idea how much brain cells I lost reading terminal errors and StackOverflow.Here is how the whole journey went down:The Building Part: First, I set up the Vite project and hooked it up with NASA’s official APOD API using environment variables (VITE_NASA_API_KEY). The local code was working fine, fetching gorgeous space pictures like a charm.The Vite Config Drama: When I pushed my deploy.yml workflow, the build immediately crashed saying config must export or return an object. Had to fix the vite.config.js and set the proper base path so GitHub Pages wouldn’t break the asset links.The 403 Permission Wall: Then came the worst part—GitHub Actions kept throwing a Permission Denied error for the github-actions[bot]. The bot literally didn’t have permission to write to my own repo! I had to dig into GitHub settings, go to Actions -> General, and switch the workflow permissions from read-only to read/write.The 404 Waiting Game: After finally getting that green tick, I opened the live URL and… 404 error. My heart skipped a beat lol. Turns out GitHub Pages just takes a minute or two to wake up and serve the files. After a quick refresh, boom—the NASA space picture loaded successfully!Total time actually spent: ~7 hours (even if the tracker says 27 mins because of all the debugging outside the editor).Repo: https://github.com/tharunkumarCYSEC/nasa-apod-pulse Live Site: https://tharunkumarCYSEC.github.io/nasa-apod-pulse/
I’m so excited, this is my first project for shipment. I hope everyone like my project and rate good ratings. I hope everyone help me to get my dream keyboard AULA F75. I hope you all support me get the balance 340 stardust.
Ships:
this project doesn’t tested my practical skills. its tested my patience. It gives me the mental fatiuge which equal to our state exam’s result
hey there im glad to inform you all that created the website using nasa’s provided informations the biggest struggles i met with this project is hackatime tracker i worked and dedicated my time around 6 to 8 hours for it but it still now shows only 1 hour okay i also worked in github for the deployment but i code for 3 to 4 hours but the tracker logged time is only 1 hour...
|
1793836112.7176504
|
1793922512.7176504
|
|
65047
|
ShivaRoom by @shivakaushal | Stardance
|
shivakaushal
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:34:50Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make my room,in web, now you can interact with my room, without even need to be walk or take bus. I literally face trouble during layering, sometimes other objects, comes at top, sometimes other. And when I completed my project i realised if I give every object specific z index then, I didn’t get trouble, but it was easy to resolve. Because I randomly give them z index so it was making inconveniences.", "repo": "https://github.com/ThisShivaKaushal/myroom", "demo": "https://shivaroom.vercel.app"}]...
|
[{"post_id": 72620, "ts": "202 [{"post_id": 72620, "ts": "2026-09-23T11:23:31Z", "hours": 16.9461, "text": "My project is completed:) Hey everyone! I’ve finally added some more stuff, like headphones, plants, a globe, and a camera. I’ve only done a little bit of work so far, but I think I’ll try to finish this project today. I’m so excited to show you guys! But I literally didn’t post devlog, but new project will definitely have devlogs."}]...
|
Title: ShivaRoom by @shivakaushal | Stardance
Dev Title: ShivaRoom by @shivakaushal | Stardance
Devlogs:
My project is completed:) Hey everyone! I’ve finally added some more stuff, like headphones, plants, a globe, and a camera. I’ve only done a little bit of work so far, but I think I’ll try to finish this project today. I’m so excited to show you guys! But I literally didn’t post devlog, but new project will definitely have devlogs.
Ships:
I make my room,in web, now you can interact with my room, without even need to be walk or take bus. I literally face trouble during layering, sometimes other objects, comes at top, sometimes other. And when I completed my project i realised if I give every object specific z index then, I didn’t get trouble, but it was easy to resolve. Because I randomly give them z index so it was making inconveniences....
|
1793836243.6804185
|
1793922643.6804185
|