|
64385
|
Space-bot by @Abis-Aman | Stardance
|
Abis-Aman
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T15:04:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "so to use the bot the reviwer need to go to bot spam chnnel and typle the commnads .i think the bots are in bot spam if it through another way pls notify me . And my other project has benn in review for a month now so if you can pls speed it up", "repo": "https://github.com/AbisAman-Dev/simple-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 71737, "ts": "202 [{"post_id": 71737, "ts": "2026-09-21T12:54:50Z", "hours": 0.425, "text": "Dev log 2 so done the whole java code after some learning and undrestanding of the quide"}, {"post_id": 71722, "ts": "2026-09-21T11:45:07Z", "hours": 0.8492, "text": "Dev log 1 so stated learing the guide and asking ai what the codes are as java is on bigene bigener level for me"}]...
|
Title: Space-bot by @Abis-Aman | Stardance
Devlog Title: Space-bot by @Abis-Aman | Stardance
Devlogs:
Dev log 1 so stated learing the guide and asking ai what the codes are as java is on bigene bigener level for me
Dev log 2 so done the whole java code after some learning and undrestanding of the quide
Ships:
so to use the bot the reviwer need to go to bot spam chnnel and typle the commnads .i think the bots are in bot spam if it through another way pls notify me . And my other project has benn in review for a month now so if you can pls speed it up...
|
1793836026.3838944
|
1793922426.3838944
|
|
63597
|
BLARE by @bhagatarnav | Stardance
|
bhagatarnav
|
0
|
1.2
|
0
|
[]
|
[{"post_id": 71734, "ts": "202 [{"post_id": 71734, "ts": "2026-09-21T12:39:28Z", "hours": 1.2022, "text": "Worked on the schematic, finishing the PCB Editor- had some issues with footprints so had to fix that and the .step files were bugged. Still perfecting the design but I’ll keep you guys updated!"}]...
|
Title: BLARE by @bhagatarnav | Stardance
Devlogs: Title: BLARE by @bhagatarnav | Stardance
Devlogs:
Worked on the schematic, finishing the PCB Editor- had some issues with footprints so had to fix that and the .step files were bugged. Still perfecting the design but I’ll keep you guys updated!...
|
1793663461.1552293
|
1794268261.1552293
|
|
64434
|
Math Rush by @fadyalber2009 | Stardance
|
fadyalber2009
|
1
|
10.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T12:42:47Z", "hours": 10.0, "multiplier": 1.11, "payout": 11, "blessing": "neutral", "text": "math challenge challenge yourself, solve faster, and become a math master!", "repo": "https://github.com/fady-albert/math", "demo": "https://fady-albert.github.io/math/"}]...
|
[{"post_id": 71732, "ts": "202 [{"post_id": 71732, "ts": "2026-09-21T12:35:55Z", "hours": 10.135, "text": "Upgrade your math skills Challenge yourself, solve faster, and become a math master!"}]...
|
Title: Math Rush by @fadyalber2009 | Stardance
De Title: Math Rush by @fadyalber2009 | Stardance
Devlogs:
Upgrade your math skills Challenge yourself, solve faster, and become a math master!
Ships:
math challenge challenge yourself, solve faster, and become a math master!...
|
1793836046.1943977
|
1793922446.1943977
|
|
14698
|
VortexLobe by @RayanR | Stardance
|
RayanR
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 7173, "ts": "2026 [{"post_id": 7173, "ts": "2026-06-11T23:47:23Z", "hours": 0.2906, "text": "Worked on Soldering snd coding my website"}]...
|
Title: VortexLobe by @RayanR | Stardance
Devlogs: Title: VortexLobe by @RayanR | Stardance
Devlogs:
Worked on Soldering snd coding my website...
|
1793973353.3729782
|
1794578153.3729782
|
|
58812
|
Cyber Rider by @srauniyar311 | Stardance
|
srauniyar311
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T12:01:33Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made physics based website explaning the concept of Electron in a interactive and beautiful way. Most of the the explaination is done in readme of how this website was build and what were its flaws and how it was fixed", "repo": "https://github.com/srauniyar-bit/Electron", "demo": "https://electron-gold.vercel.app/"}]...
|
[{"post_id": 71724, "ts": "202 [{"post_id": 71724, "ts": "2026-09-21T11:53:49Z", "hours": 3.7561, "text": "Its normal jump game , a first website game making it as simple and understanding the mechanics of the website game"}]...
|
Title: Cyber Rider by @srauniyar311 | Stardance
D Title: Cyber Rider by @srauniyar311 | Stardance
Devlogs:
Its normal jump game , a first website game making it as simple and understanding the mechanics of the website game
Ships:
I have made physics based website explaning the concept of Electron in a interactive and beautiful way. Most of the the explaination is done in readme of how this website was build and what were its flaws and how it was fixed...
|
1794027029.2347682
|
1794113429.2347682
|
|
54561
|
Blackhole New Tab [BHNT] by @THEbluefirestudios | Blackhole New Tab [BHNT] by @THEbluefirestudios | Stardance...
|
THEbluefirestudios
|
1
|
13.0
|
164
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T10:20:12Z", "hours": 13.0, "multiplier": 10.9, "payout": 164, "blessing": "neutral", "text": "Well its been a ride, my last ship on Stradnace! Blackhole New Tab What Have I made? This is Blackhole New Tab, a simple yet very nice new tab extension for Chromium based browsers, it has features like: A very close (in my opinion) recreation of the “mica” effect from Windows 11 Nice blackhole background Ability to pin apps on the Windhawk-luminosity inspired taskbar Basic settings menu with settings for theme and time format What was challenging? Honestly the entire project, the Blackhole video was made by me and very hard to perfect, i was touching HTML after a very long time, and had no experience with javascript itself (though it is very similar to other languages i have used) and it is also the reason why I didn’t apply it to the “Give your website a Pulse” mission, because I knew i would take more than 3 hours on this. What am I proud of? Well, the background! This background video was made by me, not in adobe AfterEffects, not in Blender, not in Maya, but in GEOMETRY DASH, yes GEOMETRY DASH, the cube game. It took me 3 hours alone to perfect and it is documented on Lapse, the result? A very clean, Interstellar style Blackhole! I love it! What do people need to know before testing? Nothing! Project has no dependencies, and all info is in the README, also you can also download this extension from the Microsoft Edge Addons store.", "repo": "https://github.com/THEbluefirestudios/Blackhole-New-Tab", "demo": "https://github.com/THEbluefirestudios/Blackhole-New-Tab/releases/tag/v1.1"}]...
|
[{"post_id": 71718, "ts": "202 [{"post_id": 71718, "ts": "2026-09-21T11:28:22Z", "hours": 1.6269, "text": "OOOHH YES, I finished the update, and fixed the icons issue by adding MORE icon providers (namely Icon horse , AND Unavatar , beside from the google favicon) I also added some more QOL features: You can MOVE ICONS ON THE TASKBAR NOW (very quick implementation, so kinda animationless and basic, just drag it!) A “Show Seconds” setting. Well now i SHIP"}, {"post_id": 71125, "ts": "2026-09-20T10:19:57Z", "hours": 3.7447, "text": "Uhh ok, so I finished the javascript and thus the project. I submitted it to ms edge addons ofr review. Went on 3 day trip Came back, it got approved! Tried it myself Bugs :( (see how the extension failed to grab an icon for instagram, so its just a gray box with the letter I in it, my designed fallback, and the youtube logo is like, rlly low res?) I need to push v 1.1"}, {"post_id": 67321, "ts": "2026-09-13T12:00:28Z", "hours": 3.8992, "text": "HOLY WORK I spent 4 hours on the HTML and CSS of this thing. I made a class for the windows mica look (ik it looks viecoded but trust), I just used my desktop as inspo for this + Win 11 lockscreen. I am planning on adding a blue version of this ud idk how i havent even egun with the .js baiiiiiiiiiiiiiiiiiii"}, {"post_id": 62849, "ts": "2026-09-06T11:39:02Z", "hours": 2.2425, "text": "ABSOLUTELY WORTH IT!! So I decided to redo the entire blackhole video… and oh boy, this looks AMAZING!! I’m happy with this and it is final!! Watch the Lapse Recording to see how I did it! baiiiiiiiiiiiii"}, {"post_id": 56392, "ts": "2026-08-28T04:41:05Z", "hours": 1.0694, "text": "Well, lapse wasn’t working yesterday so it is working now, so I am writing my 1st devlog for this project today, So i needed a good looping video of a blackhole, i didnt want to go to stockfootage and I can’t use blender….. So I made it in Geometry Dash . Not gonna lie tho, it looks PEAK See the Lapse Recording here baiiiiiiiiiiiiiiiii"}]...
|
Title: Blackhole New Tab [BHNT] by @THEbluefirestu Title: Blackhole New Tab [BHNT] by @THEbluefirestudios | Stardance
Devlogs:
Well, lapse wasn’t working yesterday so it is working now, so I am writing my 1st devlog for this project today, So i needed a good looping video of a blackhole, i didnt want to go to stockfootage and I can’t use blender….. So I made it in Geometry Dash . Not gonna lie tho, it looks PEAK See the Lapse Recording here baiiiiiiiiiiiiiiiii
ABSOLUTELY WORTH IT!! So I decided to redo the entire blackhole video… and oh boy, this looks AMAZING!! I’m happy with this and it is final!! Watch the Lapse Recording to see how I did it! baiiiiiiiiiiiii
HOLY WORK I spent 4 hours on the HTML and CSS of this thing. I made a class for the windows mica look (ik it looks viecoded but trust), I just used my desktop as inspo for this + Win 11 lockscreen. I am planning on adding a blue version of this ud idk how i havent even egun with the .js baiiiiiiiiiiiiiiiiiii
Uhh ok, so I finished the javascript and thus the project. I submitted it to ms edge addons ofr review. Went on 3 day trip Came back, it got approved! Tried it myself Bugs :( (see how the extension failed to grab an icon for instagram, so its just a gray box with the letter I in it, my designed fallback, and the youtube logo is like, rlly low res?) I need to push v 1.1
OOOHH YES, I finished the update, and fixed the icons issue by adding MORE icon providers (namely Icon horse , AND Unavatar , beside from the google favicon) I also added some more QOL features: You can MOVE ICONS ON THE TASKBAR NOW (very quick implementation, so kinda animationless and basic, just drag it!) A “Show Seconds” setting. Well now i SHIP
Ships:
Well its been a ride, my last ship on Stradnace! Blackhole New Tab What Have I made? This is Blackhole New Tab, a simple yet very nice new tab extension for Chromium based browsers, it has features like: A very close (in my opinion) recreation of the “mica” effect from Windows 11 Nice blackhole background Ability to pin apps on the Windhawk-luminosity inspired taskbar Basic settings menu with settings for theme and time format What was challenging? Honestly the entire project, the Blackhole video was made by me and very hard to perfect, i was touching HTML after a very long time, and had no experience with javascript itself (though it is very similar to other languages i have used) and it is also the reason why I didn’t apply it to the “Give your website a Pulse” mission, because I knew i would take more than 3 hours on this. What am I proud of? Well, the background! This background video was made by me, not in adobe AfterEffects, not in Blender, not in Maya, but in GEOMETRY DASH, yes GEOMETRY DASH, the cube game. It took me 3 hours alone to perfect and it is documented on Lapse, the result? A very clean, Interstellar style Blackhole! I love it! What do people need to know before testing? Nothing! Project has no dependencies, and all info is in the README, also you can also download this extension from the Microsoft Edge Addons store....
|
1794027178.4543443
|
1794113578.4543443
|
|
64109
|
Portfolio Website by @Alan-Betty | Stardance
|
Alan-Betty
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T11:29:12Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Fully Working Portfolio Website Stacked with my projects, achievements etc.. Using Next.js and WebGL. The main center of attraction is the black hole, that follows the user all across the page and interacts with the mouse cursor. There is an Easter Egg at the very bottom. check it out. Try it OUT.", "repo": "https://github.com/Alan-Betty/Alan-Betty", "demo": "https://alan-betty.vercel.app"}]...
|
[{"post_id": 71714, "ts": "202 [{"post_id": 71714, "ts": "2026-09-21T11:24:00Z", "hours": 0.3308, "text": "Portfolio Website using Next.js and WebGL Just Completed MY Portfolio website made using Next.js and WebGL. The main Attraction is the blackhole that lives in the background, following the user throughout the page. It interacts with every mouse movement and can swallow stars. There is an easter egg at the very end of this page. Try it out 😉 This Website contains a lot of the details about me, my achievements, and MY PROJECTS. Hope You Like it."}]...
|
Title: Portfolio Website by @Alan-Betty | Stardanc Title: Portfolio Website by @Alan-Betty | Stardance
Devlogs:
Portfolio Website using Next.js and WebGL Just Completed MY Portfolio website made using Next.js and WebGL. The main Attraction is the blackhole that lives in the background, following the user throughout the page. It interacts with every mouse movement and can swallow stars. There is an easter egg at the very end of this page. Try it out 😉 This Website contains a lot of the details about me, my achievements, and MY PROJECTS. Hope You Like it.
Ships:
I made a Fully Working Portfolio Website Stacked with my projects, achievements etc.. Using Next.js and WebGL. The main center of attraction is the black hole, that follows the user all across the page and interacts with the mouse cursor. There is an Easter Egg at the very bottom. check it out. Try it OUT....
|
1793832916.224459
|
1793919316.224459
|
|
28654
|
Hyperlaunch by @byzann | Stardance
|
byzann
|
1
|
57.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T16:03:40Z", "hours": 57.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My own Minecraft launcher, Hyperlaunch, is in a good, usable state. It supports most versions of Minecraft, as well as having built in support for both the Fabric and NeoForge loaders. Additionally, it supports downloading mods from Modrinth. Installations are divided into ‘instances’ by default, keeping mod setups separated. If you choose to try it, I hope you enjoy it! (ultimately I have more I want to add to this project, but it’s in a very good state at the moment.)", "repo": "https://github.com/ByzantineProcess/hyperlaunch", "demo": "https://github.com/ByzantineProcess/hyperlaunch/releases/tag/v0.1-bugfix"}]...
|
[{"post_id": 71712, "ts": "202 [{"post_id": 71712, "ts": "2026-09-21T11:15:25Z", "hours": 6.7503, "text": "Hyperlaunch (Minecraft launcher) - devlog 7 last one! I’ve fixed a lot of launcher bugs and prepared a minimal GUI for trying the launcher out. Windows and Linux builds are functional and tested. I can’t confirm Mac builds work without bugs, but the launcher core itself was tested on a Mac Neo around a week ago. I hope anyone reading enjoys Hyperlaunch, even if the user interface is a bit clunky at the moment."}, {"post_id": 68684, "ts": "2026-09-15T15:17:18Z", "hours": 8.7233, "text": "Hyperlaunch (Minecraft launcher) - devlog 6 i lost my sticky streak NeoForge support is done for 26.1 and later. Added an instance command for rudimentary management of game instances, you can see a demo of the interface below. Modrinth support is good enough for a search -> download flow, as also shown below. Still improving over time."}, {"post_id": 65282, "ts": "2026-09-10T09:33:27Z", "hours": 9.8283, "text": "Hyperlaunch - devlog 5 Modrinth support Modrinth support is progressing nicely, and Hyperlaunch is now (technically) capable of doing more complex searches than Modrinth App allows. This means Hyperlaunch is better at using Modrinth than Modrinth itself. NeoForge support I’ve started work on supporting the NeoForge mod loader inside Hyperlaunch. This is harder than Fabric for a few reasons, but the main issue is that it requires directly patching Minecraft’s code. The NeoForge installer handles this all, but I want to bring the patching system inside Hyperlaunch. This is progressing nicely too. I’ve had to add a dependency on 7-Zip’s LZMA SDK as part of this. Issues spent like 3 hours diagnosing why decompressing the NeoForge patches was broken only for it to be an accidental cast from an int64 to an int32. writing JSON classes so Hyperlaunch can read Modrinth API responses is taking too long"}, {"post_id": 58118, "ts": "2026-08-30T13:53:14Z", "hours": 8.3553, "text": "Hyperlaunch - devlog 4. It’s been a month since my last devlog because I’ve just been unmotivated to continue working. I do really want to finish this though, so I’ll see it through. This update is mostly about bugfixes. There are no big new features done. Modrinth support I spent a good 3-5 hours building out a proper, full featured Modrinth search client, just for the API docs to be wrong, meaning I massively over-engineered a simple system. Really annoying. Bugfixes All the optimisations and big changes I made over the past few devlogs meant I had a lot of broken code on my hands. Won’t list everything here, but: Nearly all code bound to the UI was outdated/wrong Microsoft auth broke The code that handles downloading the client would not extract some necessary files Listing versions to download broke Small new features Hyperlaunch can now generate Java launch commands, handling downloads/logins/etc. automatically. That’s.. it. No video for this devlog, have some assorted screenshots from development on this devlog’s work."}, {"post_id": 36254, "ts": "2026-07-28T07:23:26Z", "hours": 9.1853, "text": "Hyperlaunch - devlog 3 Hyperlaunch now has the fastest download time of any Minecraft launcher I have tested! This is due to a number of optimisations done, mostly informed from app profiling (you can see a screenshot below.) Network activity is also more steady, and should start less connections overall. Hyperlaunch was slower because parts of the cache system & download system were reading and writing to a lot of files at once. I used the PerfView profiler to figure out how I could improve the download time after testing Modrinth App and Pandora Launcher and scoring twice as worse against both. I’ve attached a screenshot of PerfView below, but it’s very ugly to look at. Changes: Many syscall optimisations in the download handler & caching system Download workers no longer wait for a file to be written to disk before starting another download Started on Modrinth API client Some bugfixes in client manifest parsing"}, {"post_id": 24601, "ts": "2026-07-08T09:55:06Z", "hours": 7.7542, "text": "Hyperlaunch - devlog 2 Hyperlaunch is a Minecraft launcher that tries to be as efficient as possible without compromise. Progress Caching : I finally made a proper global caching system! Its purpose is minimising the network traffic, both for launch speeds and general efficiency. It can get big at times, so I also added compression, using the Brotli algorithm for speed. The cache sits in front of every network request. The cache will try to minimise the cost of the network request where possible. Often, it will just find a cached version instead of using the network. The cache works by URL. It splits the URL into domain name and resource. Take Hyperlaunch’s Stardance project page as an example; if it were to be cached, the directory would be stardance.hackclub.com , and the resource would be projects/28654 . The resource name is hashed with XxHash128, a hashing algorithm that’s not used for storing secrets, then the file at the URL is cached at .hyperlaunch/cache/<directory>/<resource hash> . If the file came with caching instructions (either ETag or Last-Modified HTTP headers), then those are stored alongside the cached file as separate files (see the image attached.) Parallelism : The launcher now handles each task at the same time, instead of in order. This is probably the biggest speedup so far. Instances : The launcher can now handle multiple installs as instances! This means multiple setups can coexist, and users can pick between them. Think MultiMC or PrismLauncher. CLI : Reworked a lot of the CLI as part of these changes. Difficulties Maybe I’m just new to C#, but I found a lot of the HTTP stuff confusing. One example is using the Last-Modified header . If you want to use this header, you need to access the response.Content.Headers variable. For all other headers, you access response.Headers . Brotli compression also seemed unusually difficult. It only works on Stream objects, and the syntax was strange which resulted in a few unintentional logic bugs that I just didn’t know how to spot. Video and some photos of the cache in action below. The cache in action"}, {"post_id": 22826, "ts": "2026-07-05T12:59:36Z", "hours": 6.5678, "text": "Hyperlaunch devlog 1 Hyperlaunch is a Minecraft launcher that tries to be as efficient as possible without compromising in any area. I started this project earlier this year, but I want to finish it under Stardance. Progress Started on instances system for managing multiple installs. Like PrismLauncher or MultiMC. Added to, cleaned up, and fixed multiple issues in the client manifest parsing system. The client manifest is what tells the launcher how to do its job, where to download everything, and how to start the game. Mojang sometimes changes the format. In the 4-month gap since last working on this, they changed how Java arguments are handled, and added a way for launch ingredients to only be considered on specific OS version ranges (for example, only allow a certain library on Windows versions newer than 22H2). Those were both really annoying to fix, mostly because the parsing code was messy. (Used AI to split classes across files.) Added the ability to automatically download and launch Fabric modded versions. (see a demo below) (i really hope the video works, a cdn link should be below otherwise) cdn video link"}]...
|
Title: Hyperlaunch by @byzann | Stardance
Devlogs Title: Hyperlaunch by @byzann | Stardance
Devlogs:
Hyperlaunch devlog 1 Hyperlaunch is a Minecraft launcher that tries to be as efficient as possible without compromising in any area. I started this project earlier this year, but I want to finish it under Stardance. Progress Started on instances system for managing multiple installs. Like PrismLauncher or MultiMC. Added to, cleaned up, and fixed multiple issues in the client manifest parsing system. The client manifest is what tells the launcher how to do its job, where to download everything, and how to start the game. Mojang sometimes changes the format. In the 4-month gap since last working on this, they changed how Java arguments are handled, and added a way for launch ingredients to only be considered on specific OS version ranges (for example, only allow a certain library on Windows versions newer than 22H2). Those were both really annoying to fix, mostly because the parsing code was messy. (Used AI to split classes across files.) Added the ability to automatically download and launch Fabric modded versions. (see a demo below) (i really hope the video works, a cdn link should be below otherwise) cdn video link
Hyperlaunch - devlog 2 Hyperlaunch is a Minecraft launcher that tries to be as efficient as possible without compromise. Progress Caching : I finally made a proper global caching system! Its purpose is minimising the network traffic, both for launch speeds and general efficiency. It can get big at times, so I also added compression, using the Brotli algorithm for speed. The cache sits in front of every network request. The cache will try to minimise the cost of the network request where possible. Often, it will just find a cached version instead of using the network. The cache works by URL. It splits the URL into domain name and resource. Take Hyperlaunch’s Stardance project page as an example; if it were to be cached, the directory would be stardance.hackclub.com , and the resource would be projects/28654 . The resource name is hashed with XxHash128, a hashing algorithm that’s not used for storing secrets, then the file at the URL is cached at .hyperlaunch/cache/<directory>/<resource hash> . If the file came with caching instructions (either ETag or Last-Modified HTTP headers), then those are stored alongside the cached file as separate files (see the image attached.) Parallelism : The launcher now handles each task at the same time, instead of in order. This is probably the biggest speedup so far. Instances : The launcher can now handle multiple installs as instances! This means multiple setups can coexist, and users can pick between them. Think MultiMC or PrismLauncher. CLI : Reworked a lot of the CLI as part of these changes. Difficulties Maybe I’m just new to C#, but I found a lot of the HTTP stuff confusing. One example is using the Last-Modified header . If you want to use this header, you need to access the response.Content.Headers variable. For all other headers, you access response.Headers . Brotli compression also seemed unusually difficult. It only works on Stream objects, and the syntax was strange which resulted in a few unintentional logic bugs that I just didn’t know how to spot. Video and some photos of the cache in action below. The cache in action
Hyperlaunch - devlog 3 Hyperlaunch now has the fastest download time of any Minecraft launcher I have tested! This is due to a number of optimisations done, mostly informed from app profiling (you can see a screenshot below.) Network activity is also more steady, and should start less connections overall. Hyperlaunch was slower because parts of the cache system & download system were reading and writing to a lot of files at once. I used the PerfView profiler to figure out how I could improve the download time after testing Modrinth App and Pandora Launcher and scoring twice as worse against both. I’ve attached a screenshot of PerfView below, but it’s very ugly to look at. Changes: Many syscall optimisations in the download handler & caching system Download workers no longer wait for a file to be written to disk before starting another download Started on Modrinth API client Some bugfixes in client manifest parsing
Hyperlaunch - devlog 4. It’s been a month since my last devlog because I’ve just been unmotivated to continue working. I do really want to finish this though, so I’ll see it through. This update is mostly about bugfixes. There are no big new features done. Modrinth support I spent a good 3-5 hours building out a proper, full featured Modrinth search client, just for the API docs to be wrong, meaning I massively over-engineered a simple system. Really annoying. Bugfixes All the optimisations and big changes I made over the past few devlogs meant I had a lot of broken code on my hands. Won’t list everything here, but: Nearly all code bound to the UI was outdated/wrong Microsoft auth broke The code that handles downloading the client would not extract some necessary files Listing versions to download broke Small new features Hyperlaunch can now generate Java launch commands, handling downloads/logins/etc. automatically. That’s.. it. No video for this devlog, have some assorted screenshots from development on this devlog’s work.
Hyperlaunch - devlog 5 Modrinth support Modrinth support is progressing nicely, and Hyperlaunch is now (technically) capable of doing more complex searches than Modrinth App allows. This means Hyperlaunch is better at using Modrinth than Modrinth itself. NeoForge support I’ve started work on supporting the NeoForge mod loader inside Hyperlaunch. This is harder than Fabric for a few reasons, but the main issue is that it requires directly patching Minecraft’s code. The NeoForge installer handles this all, but I want to bring the patching system inside Hyperlaunch. This is progressing nicely too. I’ve had to add a dependency on 7-Zip’s LZMA SDK as part of this. Issues spent like 3 hours diagnosing why decompressing the NeoForge patches was broken only for it to be an accidental cast from an int64 to an int32. writing JSON classes so Hyperlaunch can read Modrinth API responses is taking too long
Hyperlaunch (Minecraft launcher) - devlog 6 i lost my sticky streak NeoForge support is done for 26.1 and later. Added an instance command for rudimentary management of game instances, you can see a demo of the interface below. Modrinth support is good enough for a search -> download flow, as also shown below. Still improving over time.
Hyperlaunch (Minecraft launcher) - devlog 7 last one! I’ve fixed a lot of launcher bugs and prepared a minimal GUI for trying the launcher out. Windows and Linux builds are functional and tested. I can’t confirm Mac builds work without bugs, but the launcher core itself was tested on a Mac Neo around a week ago. I hope anyone reading enjoys Hyperlaunch, even if the user interface is a bit clunky at the moment.
Ships:
My own Minecraft launcher, Hyperlaunch, is in a good, usable state. It supports most versions of Minecraft, as well as having built in support for both the Fabric and NeoForge loaders. Additionally, it supports downloading mods from Modrinth. Installations are divided into ‘instances’ by default, keeping mod setups separated. If you choose to try it, I hope you enjoy it! (ultimately I have more I want to add to this project, but it’s in a very good state at the moment.)...
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1794026931.981581
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1794113331.981581
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63982
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MacroPad by @AryaRanjan | Stardance
|
AryaRanjan
|
0
|
2.42
|
0
|
[]
|
[{"post_id": 71710, "ts": "202 [{"post_id": 71710, "ts": "2026-09-21T11:03:54Z", "hours": 1.1303, "text": "Finished the body 90%"}, {"post_id": 71110, "ts": "2026-09-20T09:50:33Z", "hours": 1.2922, "text": "finished the pcb and schematic"}]...
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Title: MacroPad by @AryaRanjan | Stardance
Devlog Title: MacroPad by @AryaRanjan | Stardance
Devlogs:
finished the pcb and schematic
Finished the body 90%...
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1793667304.12306
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1794272104.12306
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|
64362
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CatPage by @CatPowerz | Stardance
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CatPowerz
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T11:02:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Cat New Tab is a non-guided Give Your Website A Pulse website, from which I learned HTML/CSS/JS very well. It was hard thinking of a good extra function, but it works! Test it out for free! It’s online!", "repo": "https://github.com/CatPowerz/CatNewTab", "demo": "https://catpowerz.github.io/CatNewTab"}]...
|
[{"post_id": 71707, "ts": "202 [{"post_id": 71707, "ts": "2026-09-21T10:59:19Z", "hours": 1.4611, "text": "Cat New Tab is done, a sleek, useful, simple app that just works and lets you search DuckDuckGo whilst seeing cats in between! You can also get a useful cat fact using the free API."}]...
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Title: CatPage by @CatPowerz | Stardance
Devlogs: Title: CatPage by @CatPowerz | Stardance
Devlogs:
Cat New Tab is done, a sleek, useful, simple app that just works and lets you search DuckDuckGo whilst seeing cats in between! You can also get a useful cat fact using the free API.
Ships:
Cat New Tab is a non-guided Give Your Website A Pulse website, from which I learned HTML/CSS/JS very well. It was hard thinking of a good extra function, but it works! Test it out for free! It’s online!...
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1793832991.0996315
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1793919391.0996315
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|
4665
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ML-FacialTracking by @Vash | Stardance
|
Vash
|
1
|
40.22
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T13:36:37Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A custom face tracker which only points towards the trained face with a clean dashboard. It uses : cv2 os time numpy logging pathlib from collections import deque from dataclasses import dataclass from typing import Optional, Tuple", "repo": "https://github.com/Vash-Codex/Servo-Facial-Tracking", "demo": "https://github.com/Vash-Codex/Servo-Facial-Tracking/releases"}]...
|
[{"post_id": 71703, "ts": "202 [{"post_id": 71703, "ts": "2026-09-21T10:49:17Z", "hours": 0.5583, "text": "Fixed bugs and worked on the things requested for the shipment of the project"}, {"post_id": 55527, "ts": "2026-08-27T13:08:31Z", "hours": 1.2414, "text": "Now I’ll be working on the github repo and will probably rewrite my github"}, {"post_id": 50882, "ts": "2026-08-20T10:42:05Z", "hours": 7.7594, "text": "Made an Eye like UI, actually 4 eye like UI for the Basic Face detection"}, {"post_id": 49493, "ts": "2026-08-18T11:08:57Z", "hours": 1.6597, "text": "Made a change in the ui… learnt how to create a toggle as well :)"}, {"post_id": 13659, "ts": "2026-06-22T12:39:21Z", "hours": 0.7844, "text": "found a major bug in face_tracker_lbph and arduino file, fixed it but had to use codex for it 😭😭"}, {"post_id": 11266, "ts": "2026-06-18T12:57:09Z", "hours": 0.59, "text": "Updated GitHub Readme and a bit of website to fix alignment issues, Now only going to work Representation mainly"}, {"post_id": 8082, "ts": "2026-06-13T14:28:59Z", "hours": 3.8544, "text": "Did a major improvement in the LBPH file to mainly improve performance, also made lapse of wiring arduino with the servo and a really bad cover out of waste cardboard because i don’t have a 3d printer😅😅"}, {"post_id": 6800, "ts": "2026-06-11T12:23:36Z", "hours": 1.9111, "text": "Worked on Arduino File"}, {"post_id": 6685, "ts": "2026-06-11T06:15:19Z", "hours": 4.6867, "text": "Designing a case for hardware, also improved a bit of code all thanks to stackoverflow"}, {"post_id": 6084, "ts": "2026-06-10T07:17:47Z", "hours": 12.1625, "text": "improved github, did some file management and improved/fixed train lbph- training for custom facial tracking"}, {"post_id": 4706, "ts": "2026-06-08T04:02:18Z", "hours": 2.3933, "text": "Worked on the Webpage and Facial Tracking"}, {"post_id": 2595, "ts": "2026-06-05T06:26:53Z", "hours": 1.5739, "text": "Working on a webpage to represent the whole project"}, {"post_id": 2167, "ts": "2026-06-04T14:46:55Z", "hours": 0.9728, "text": "Adding a Graphical User Interface"}]...
|
Title: ML-FacialTracking by @Vash | Stardance
Dev Title: ML-FacialTracking by @Vash | Stardance
Devlogs:
Adding a Graphical User Interface
Working on a webpage to represent the whole project
Worked on the Webpage and Facial Tracking
improved github, did some file management and improved/fixed train lbph- training for custom facial tracking
Designing a case for hardware, also improved a bit of code all thanks to stackoverflow
Worked on Arduino File
Did a major improvement in the LBPH file to mainly improve performance, also made lapse of wiring arduino with the servo and a really bad cover out of waste cardboard because i don’t have a 3d printer😅😅
Updated GitHub Readme and a bit of website to fix alignment issues, Now only going to work Representation mainly
found a major bug in face_tracker_lbph and arduino file, fixed it but had to use codex for it 😭😭
Made a change in the ui… learnt how to create a toggle as well :)
Made an Eye like UI, actually 4 eye like UI for the Basic Face detection
Now I’ll be working on the github repo and will probably rewrite my github
Fixed bugs and worked on the things requested for the shipment of the project
Ships:
A custom face tracker which only points towards the trained face with a clean dashboard. It uses : cv2 os time numpy logging pathlib from collections import deque from dataclasses import dataclass from typing import Optional, Tuple...
|
1793933726.0196793
|
1794020126.0196793
|
|
34996
|
A machanical claw by @studing_sophia | Stardance
|
studing_sophia
|
0
|
14.0
|
0
|
[]
|
[{"post_id": 71699, "ts": "202 [{"post_id": 71699, "ts": "2026-09-21T10:33:59Z", "hours": 0.8833, "text": "assemblyyyy of the cadding"}, {"post_id": 69868, "ts": "2026-09-17T23:21:55Z", "hours": 0.7686, "text": "Finished cad gona move on to printing i have already assembled the top for the fingers and the arm"}, {"post_id": 68602, "ts": "2026-09-15T11:50:02Z", "hours": 2.0006, "text": "yall lowkey forgot to log a lot of time but oh well this is funny i have now moved on and gone to nearly finish a fully mechanical project !!!! i have printed and tested the fingers already irl but this is what the cad looks like at the moment the only part that isnt done is the one attached to your hand 1!!!!"}, {"post_id": 56352, "ts": "2026-08-28T02:58:46Z", "hours": 1.1161, "text": "I started working mroe on the mechincal finger side of the subsystem !!!! more cad and this was a lot of brainstroming and also asking people also pu my new prototype of octofinger on print it keeps failing cuz how many parts there is"}, {"post_id": 56318, "ts": "2026-08-28T01:39:25Z", "hours": 2.7497, "text": "This project addresses the risk faced by workers who must physically interact with dangerous environments using their hands and limbs. It aims to design, plan, build, and test a portable mechanical hand extension that protects the user from direct exposure to hazards, without relying on electricity this is important because many high-risk environments (e.g. wet, flammable, or electrically unsafe sites) make powered devices impractical or unsafe.The device must be affordable and easily replaceable, since the intended context of use includes under-resourced settings such as schools, small research teams, and individual explorers who cannot access expensive commercial alternatives. This context directly shapes two key constraints: a total build budget of $10–20, and individual replaceable components costing under $5 each together, these allow damaged parts to be swapped cheaply rather than requiring the whole device to be replaced, extending its usable life and reducing cost barriers to entry.The design emphasises moderate precision and power, aiming to mimic the function of a human hand closely enough to complete simple manipulation tasks such as gripping or holding objects, without attempting the full dexterity of a human hand this scope is deliberately limited, because achieving full dexterity would require significantly more components, cost, and complexity than the budget and non-electric constraint allow.Weight is constrained to under 1 kg, because a heavier device would be harder for a single user to operate one-handed over an extended period, reducing accessibility for the intended non-specialist user group (students, small research teams). Similarly, the device must require no more than 10 minutes to assemble by a typical high-school-aged user, since ease of use is central to the project’s accessibility & inclusivity focus a device that requires specialist training would defeat the purpose of the project.The device must operate in hazardous conditions relevant to its context of use, including toxic gases and submersion in liquids, since these represent the realistic environments the device is intended to protect users from. It must include a minimum of three axes of mobility, providing enough range of motion to complete basic reach-and-grip tasks without the added cost and complexity of full multi-axis dexterity.Finally, materials should be reusable or low-waste where possible, and the device should be able to be fully disassembled by hand for part replacement. This reflects the project’s secondary ethical consideration of environmental sustainability by minimising material waste across the device’s working life and supporting easy remanufacture rather than full disposal when parts wear out. The project is expected to be completed within the first semester, allowing sufficient time for iterative prototyping and testing within the constraints of a school-based build"}, {"post_id": 49956, "ts": "2026-08-18T23:03:28Z", "hours": 1.8667, "text": "Today more cad decided on the design also Your responseEnd UserScientists. Explorers, students hobbyist Need/problem/opportunityPeople physically interact with dangerous or inaccessible environments [exp. Toxic substances, Extreme temperatures and or unstable structures and compressors] there direct hand contact Poses a risk of injury.Research existing project designs. Annotate your drawings/pictures with the design factors: Function (what it has to do), User needs & requirements, Materials & components used, operating environment, safety, cost, waste & energy Interesting or key features, Drawings/Pictures- this is a rotating linkage mechanism intended to translate a small amount of input energy into a larger reaching motion .Function: Reference design showing a fully articulated robotic hand with multiple finger segments, used to understand feasible complexity for a manual/mechanical (non-electric) version.User needs & requirements: Demonstrates the level of dexterity possible, but also shows that fully articulated designs like this are complex — informs a decision to simplify for a low-cost, non-electric version.Materials & components: Multi-part assembly with distinct segments per finger — useful reference for component count and joint placement.Operating environment: Original design appears intended for controlled/lab conditions; my version needs to withstand harsher conditions (moisture, chemicals).Safety: N/A — reference design only.Key feature/limitation: High dexterity, but likely too complex and costly to replicate within a $10–20, non-electric constraint — informs the decision to simplify the final design.Source: [add the link/citation where you found this] Drawings/PicturesFunction: Early concept mapping of where joints and tendons would need to be replicated mechanically to achieve hand-like movement.User needs & requirements: Highlights that the design needs multiple independent points of articulation (fingers) rather than a single rigid claw, to mimic natural grip.Function: Illustrates the core hazard this project addresses — direct skin contact with an unknown or hazardous liquid.User needs & requirements: Reinforces the need for a barrier device that lets the user interact with liquids/substances without direct skin exposure.Materials & components: N/A — hazard reference photo.Operating environment: Confirms the device must be tested for submersion resistance (already reflected in your evaluation criteria).Safety: Central justification for the whole project — this is the exact scenario the mechanical hand is designed to prevent.Key feature: Visual evidence supporting the problem statement in Section 1. Evaluation of existing products(brainstorm results)Thoughts and ideas for my project:Mechanical hand that extends off your own hand and uses ledges and transfers the force from your own hand to the mechanical hand that even under high risk jobs is ok as it is only 3d print and you dont actually hurt your own hand Glove and tension cable design Telescoping rod and claw designHydraulic"}, {"post_id": 41104, "ts": "2026-08-05T02:56:12Z", "hours": 1.1667, "text": "This is part of planning for this project did reasearch on diffrent designs ext"}, {"post_id": 32720, "ts": "2026-07-22T01:38:51Z", "hours": 2.1003, "text": "i am working on adding a octapus part into the sketches and so it will be powered by two strings and the second and thrid finger . and also put in refrences for the cad"}, {"post_id": 29921, "ts": "2026-07-17T03:02:12Z", "hours": 1.35, "text": "this is the first day working on this it is a lot of brainstroming and i decided that this is going to be pretty fully 3d printed Research and brainstorming identifying end users needs and opportunities as well as evaluating existing products.End UserScientists. Explorers, kids Need/problem/opportunityTo lower risk of coming in contact with dangers"}]...
|
Title: A machanical claw by @studing_sophia | Star Title: A machanical claw by @studing_sophia | Stardance
Devlogs:
this is the first day working on this it is a lot of brainstroming and i decided that this is going to be pretty fully 3d printed Research and brainstorming identifying end users needs and opportunities as well as evaluating existing products.End UserScientists. Explorers, kids Need/problem/opportunityTo lower risk of coming in contact with dangers
i am working on adding a octapus part into the sketches and so it will be powered by two strings and the second and thrid finger . and also put in refrences for the cad
This is part of planning for this project did reasearch on diffrent designs ext
Today more cad decided on the design also Your responseEnd UserScientists. Explorers, students hobbyist Need/problem/opportunityPeople physically interact with dangerous or inaccessible environments [exp. Toxic substances, Extreme temperatures and or unstable structures and compressors] there direct hand contact Poses a risk of injury.Research existing project designs. Annotate your drawings/pictures with the design factors: Function (what it has to do), User needs & requirements, Materials & components used, operating environment, safety, cost, waste & energy Interesting or key features, Drawings/Pictures- this is a rotating linkage mechanism intended to translate a small amount of input energy into a larger reaching motion .Function: Reference design showing a fully articulated robotic hand with multiple finger segments, used to understand feasible complexity for a manual/mechanical (non-electric) version.User needs & requirements: Demonstrates the level of dexterity possible, but also shows that fully articulated designs like this are complex — informs a decision to simplify for a low-cost, non-electric version.Materials & components: Multi-part assembly with distinct segments per finger — useful reference for component count and joint placement.Operating environment: Original design appears intended for controlled/lab conditions; my version needs to withstand harsher conditions (moisture, chemicals).Safety: N/A — reference design only.Key feature/limitation: High dexterity, but likely too complex and costly to replicate within a $10–20, non-electric constraint — informs the decision to simplify the final design.Source: [add the link/citation where you found this] Drawings/PicturesFunction: Early concept mapping of where joints and tendons would need to be replicated mechanically to achieve hand-like movement.User needs & requirements: Highlights that the design needs multiple independent points of articulation (fingers) rather than a single rigid claw, to mimic natural grip.Function: Illustrates the core hazard this project addresses — direct skin contact with an unknown or hazardous liquid.User needs & requirements: Reinforces the need for a barrier device that lets the user interact with liquids/substances without direct skin exposure.Materials & components: N/A — hazard reference photo.Operating environment: Confirms the device must be tested for submersion resistance (already reflected in your evaluation criteria).Safety: Central justification for the whole project — this is the exact scenario the mechanical hand is designed to prevent.Key feature: Visual evidence supporting the problem statement in Section 1. Evaluation of existing products(brainstorm results)Thoughts and ideas for my project:Mechanical hand that extends off your own hand and uses ledges and transfers the force from your own hand to the mechanical hand that even under high risk jobs is ok as it is only 3d print and you dont actually hurt your own hand Glove and tension cable design Telescoping rod and claw designHydraulic
This project addresses the risk faced by workers who must physically interact with dangerous environments using their hands and limbs. It aims to design, plan, build, and test a portable mechanical hand extension that protects the user from direct exposure to hazards, without relying on electricity this is important because many high-risk environments (e.g. wet, flammable, or electrically unsafe sites) make powered devices impractical or unsafe.The device must be affordable and easily replaceable, since the intended context of use includes under-resourced settings such as schools, small research teams, and individual explorers who cannot access expensive commercial alternatives. This context directly shapes two key constraints: a total build budget of $10–20, and individual replaceable components costing under $5 each together, these allow damaged parts to be swapped cheaply rather than requiring the whole device to be replaced, extending its usable life and reducing cost barriers to entry.The design emphasises moderate precision and power, aiming to mimic the function of a human hand closely enough to complete simple manipulation tasks such as gripping or holding objects, without attempting the full dexterity of a human hand this scope is deliberately limited, because achieving full dexterity would require significantly more components, cost, and complexity than the budget and non-electric constraint allow.Weight is constrained to under 1 kg, because a heavier device would be harder for a single user to operate one-handed over an extended period, reducing accessibility for the intended non-specialist user group (students, small research teams). Similarly, the device must require no more than 10 minutes to assemble by a typical high-school-aged user, since ease of use is central to the project’s accessibility & inclusivity focus a device that requires specialist training would defeat the purpose of the project.The device must operate in hazardous conditions relevant to its context of use, including toxic gases and submersion in liquids, since these represent the realistic environments the device is intended to protect users from. It must include a minimum of three axes of mobility, providing enough range of motion to complete basic reach-and-grip tasks without the added cost and complexity of full multi-axis dexterity.Finally, materials should be reusable or low-waste where possible, and the device should be able to be fully disassembled by hand for part replacement. This reflects the project’s secondary ethical consideration of environmental sustainability by minimising material waste across the device’s working life and supporting easy remanufacture rather than full disposal when parts wear out. The project is expected to be completed within the first semester, allowing sufficient time for iterative prototyping and testing within the constraints of a school-based build
I started working mroe on the mechincal finger side of the subsystem !!!! more cad and this was a lot of brainstroming and also asking people also pu my new prototype of octofinger on print it keeps failing cuz how many parts there is
yall lowkey forgot to log a lot of time but oh well this is funny i have now moved on and gone to nearly finish a fully mechanical project !!!! i have printed and tested the fingers already irl but this is what the cad looks like at the moment the only part that isnt done is the one attached to your hand 1!!!!
Finished cad gona move on to printing i have already assembled the top for the fingers and the arm
assemblyyyy of the cadding...
|
1793829358.862172
|
1794434158.862172
|
|
63388
|
Explorer's World by @nicolenmg | Stardance
|
nicolenmg
|
1
|
3.36
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T08:44:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website about the solar system, it’s supposed to show you all the 8 planets and other celestial bodies. it was difficult making my transitions and linking other pages together to form one thing but AI helped with the transitions. The website is set to be an interactive colorful one, not like the ordinary ones. Work is still in progress.", "repo": "https://github.com/nicolenmg/Rocket-Site-3", "demo": "https://nicolenmg.github.io/Rocket-Site-3/"}]...
|
[{"post_id": 71698, "ts": "202 [{"post_id": 71698, "ts": "2026-09-21T10:28:56Z", "hours": 1.3589, "text": "Made some changes to the interface of my actual planet site, still a work in progress"}, {"post_id": 70914, "ts": "2026-09-20T01:00:07Z", "hours": 1.1075, "text": "I’m trying to make my actual website more interesting…….so frustrated"}, {"post_id": 70071, "ts": "2026-09-18T12:03:43Z", "hours": 0.5811, "text": "I am currently inputting information about the planets in my codes"}]...
|
Title: Explorer's World by @nicolenmg | Starda Title: Explorer's World by @nicolenmg | Stardance
Devlogs:
I am currently inputting information about the planets in my codes
I’m trying to make my actual website more interesting…….so frustrated
Made some changes to the interface of my actual planet site, still a work in progress
Ships:
I made a website about the solar system, it’s supposed to show you all the 8 planets and other celestial bodies. it was difficult making my transitions and linking other pages together to form one thing but AI helped with the transitions. The website is set to be an interactive colorful one, not like the ordinary ones. Work is still in progress....
|
1793832692.1532662
|
1793919092.1532662
|
|
61246
|
Personal site by @Coaxbow99 | Stardance
|
Coaxbow99
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T15:06:53Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🌐 Project Highlights: I made a custom personal website from scratch designed around an early-2000s desktop aesthetic inspired by the Frutiger Aero design. 💔The most heartbreaking and difficult part of the project was managing all the code from scratch, wrestling with the curly brackets, and building the desktop boxes. It was a massive challenge to make all those components layout correctly while ensuring the text contrast stayed readable against the vibrant background elements.🗒️ Please note that the first view of the site is just for the desktop window aesthetics, while all of my personal sections are neatly organized as you scroll down.🔔To test my project, simply open the live link and scroll down to explore my three custom sections: the About Me introduction, the Projects area featuring this website, and the My Favourites section highlighting my hobbies like DIY paper crafts, sketching, and coding.", "repo": "https://github.com/coaxbow99/personal-site", "demo": "https://coaxbow99.github.io/personal-site/"}]...
|
[{"post_id": 71697, "ts": "202 [{"post_id": 71697, "ts": "2026-09-21T10:26:30Z", "hours": 1.72, "text": "Last Devlog… Today I finally polished up my website to make it look clean. I updated the wording in my projects and favorites sections so they aren’t just empty placeholders anymore. Since the text was hard to read against the bright grass and cloud background, I changed it to a soft white color. Then I added a nice dark text shadow behind the letters so they stand out perfectly and anyone can read them easily on mobile or computer screens"}, {"post_id": 71076, "ts": "2026-09-20T08:40:19Z", "hours": 1.0794, "text": "Devlog 5… 💫 Today I added a new section called “My Favourites” with this quirky blue emoji I found on Pinterest idk why I did that. Anyways I will add the things I like tomorrow cuz I couldn’t think on any at the moment🫠"}, {"post_id": 69558, "ts": "2026-09-17T09:52:41Z", "hours": 2.4164, "text": "Devlog 4..Today I updated my website layout. I fixed some broken code blocks and made a clean grid system. Now, my text and custom pictures sit perfectly side-by-side inside the Notepad window. It makes the site look much more organized and gives it a cool tech style."}, {"post_id": 69067, "ts": "2026-09-16T09:58:14Z", "hours": 1.3392, "text": "Devlog 3… I couldn’t wait to fix my chopped website Now atleast it looks fine.first i fixed all my broken code typos like accidental double semicolons and missing brackets that were breaking everything. then i threw away the boring white layout and added the windows xp hills wallpaper to the background. i also changed my old plain blue gaming icon to a much cooler pfp and added a cool cloud image lower down finally i made the main text float right on top of a realistic retro notepad box instead of sitting underneath it, and made all the images perfect circles. btw here’s how it looks now"}, {"post_id": 67941, "ts": "2026-09-14T08:23:18Z", "hours": 0.8819, "text": "Devlog 2…. So basically at the start I got this live server extension in VS Code so I can see my site updates right away in Chrome. Then I made some boxes using and tags so my page can have columns like a real layout. I went on Picrew and made my own avatar from scratch then downloaded it and put it in my sidebar folder. It was way too HUGE at first and the code had some typos, but after I fixed the spelling, After that I shrink it and added a radius thingy that made the square image into a perfect circle icon. Then I put my text into a box and used Flexbox so the heading sits right next to my profile picture instead of under it. Finally I fixed some broken brackets and changed the background color to light cyan bcz it looked way too basic. It still looks very basic though🥀…. Still there are way too many things to add. Anyways I like doing it"}, {"post_id": 66490, "ts": "2026-09-12T10:21:22Z", "hours": 0.3839, "text": "What I did today :) so today I started my personal website! ngl i got stuck for a second trying to get git and my github folders set up, so I used to an ai tool guide me on how to get unblocked. but after that was sorted I literally wrote all the HTML myself from the stardance guide .I started by setting up the first few lines with the tag so the browser uses the newest version and doesnt glitch out. tbh coding HTML is so much easier than making a slackbot. with my bot, literally one missing comma would crash the whole entire thing, but HTML is super chill and nothing explodes if you mess up. I will move on to the next thing soon but I can’t be consistent because i have my exams this week :("}]...
|
Title: Personal site by @Coaxbow99 | Stardance
De Title: Personal site by @Coaxbow99 | Stardance
Devlogs:
What I did today :) so today I started my personal website! ngl i got stuck for a second trying to get git and my github folders set up, so I used to an ai tool guide me on how to get unblocked. but after that was sorted I literally wrote all the HTML myself from the stardance guide .I started by setting up the first few lines with the tag so the browser uses the newest version and doesnt glitch out. tbh coding HTML is so much easier than making a slackbot. with my bot, literally one missing comma would crash the whole entire thing, but HTML is super chill and nothing explodes if you mess up. I will move on to the next thing soon but I can’t be consistent because i have my exams this week :(
Devlog 2…. So basically at the start I got this live server extension in VS Code so I can see my site updates right away in Chrome. Then I made some boxes using and tags so my page can have columns like a real layout. I went on Picrew and made my own avatar from scratch then downloaded it and put it in my sidebar folder. It was way too HUGE at first and the code had some typos, but after I fixed the spelling, After that I shrink it and added a radius thingy that made the square image into a perfect circle icon. Then I put my text into a box and used Flexbox so the heading sits right next to my profile picture instead of under it. Finally I fixed some broken brackets and changed the background color to light cyan bcz it looked way too basic. It still looks very basic though🥀…. Still there are way too many things to add. Anyways I like doing it
Devlog 3… I couldn’t wait to fix my chopped website Now atleast it looks fine.first i fixed all my broken code typos like accidental double semicolons and missing brackets that were breaking everything. then i threw away the boring white layout and added the windows xp hills wallpaper to the background. i also changed my old plain blue gaming icon to a much cooler pfp and added a cool cloud image lower down finally i made the main text float right on top of a realistic retro notepad box instead of sitting underneath it, and made all the images perfect circles. btw here’s how it looks now
Devlog 4..Today I updated my website layout. I fixed some broken code blocks and made a clean grid system. Now, my text and custom pictures sit perfectly side-by-side inside the Notepad window. It makes the site look much more organized and gives it a cool tech style.
Devlog 5… 💫 Today I added a new section called “My Favourites” with this quirky blue emoji I found on Pinterest idk why I did that. Anyways I will add the things I like tomorrow cuz I couldn’t think on any at the moment🫠
Last Devlog… Today I finally polished up my website to make it look clean. I updated the wording in my projects and favorites sections so they aren’t just empty placeholders anymore. Since the text was hard to read against the bright grass and cloud background, I changed it to a soft white color. Then I added a nice dark text shadow behind the letters so they stand out perfectly and anyone can read them easily on mobile or computer screens
Ships:
🌐 Project Highlights: I made a custom personal website from scratch designed around an early-2000s desktop aesthetic inspired by the Frutiger Aero design. 💔The most heartbreaking and difficult part of the project was managing all the code from scratch, wrestling with the curly brackets, and building the desktop boxes. It was a massive challenge to make all those components layout correctly while ensuring the text contrast stayed readable against the vibrant background elements.🗒️ Please note that the first view of the site is just for the desktop window aesthetics, while all of my personal sections are neatly organized as you scroll down.🔔To test my project, simply open the live link and scroll down to explore my three custom sections: the About Me introduction, the Projects area featuring this website, and the My Favourites section highlighting my hobbies like DIY paper crafts, sketching, and coding....
|
1793825766.5205553
|
1793912166.5205553
|
|
36007
|
virtual scale by @anchith | Stardance
|
anchith
|
1
|
19.0
|
166
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T10:25:25Z", "hours": 19.0, "multiplier": 8.61, "payout": 166, "blessing": "neutral", "text": "virtual-scale I made a simple Java tool for visualizing real world measurements on your screen. In the project, you can draw lines and view their real world measurements in various units. You can also import images, and then define a known measurement to accurately measure other parts of the image. The project has a ScaleLibrary tool in the backend, that has all the conversion and measurement tools. Creating this was an interesting but also challenging experience and I got to learn about displays, DPI, and more. I made the entire project in Java, with no external dependencies or libraries.", "repo": "https://github.com/koino2/virtual-scale", "demo": "https://github.com/koino2/virtual-scale/releases/tag/release"}]...
|
[{"post_id": 71694, "ts": "202 [{"post_id": 71694, "ts": "2026-09-21T10:15:36Z", "hours": 0.8969, "text": "shipping time! I did some final last minute changes to polish everything up, like fixing a grid bug, making a unit parser thing for measurements, and a bunch more. Then I built it into a jar and now I’m going to ship!"}, {"post_id": 71616, "ts": "2026-09-21T05:17:08Z", "hours": 7.4208, "text": "GUIs and other stuff The main thing that I did in these 7 hours was making a graphical interface for the app. I first designed the UI in the Netbeans Form Editor because it’s really easy to make it in there, then I exported all the code generated by that and then spent a lot of time wiring everything up and making the GUI stuff actually do something. It has a bunch of new features and settings like: Snapping Line colour Units Zoom Image stuff which took very long to implement because it needed a lot of backend stuff I also briefly overwrote a bunch of code and accidentally deleted the source folder but I managed to retrieve everything from the recycle bin I then made another GUI for the initialization screen - where you choose the calibration method (manual or reported) in a similar way. Did a lot of backend work as well, like changing how the image system calibrates stuff. Also I made a nice readme and I’m going to ship soon!"}, {"post_id": 69122, "ts": "2026-09-16T12:53:35Z", "hours": 2.4922, "text": "more improvements I added a file selection screen to choose which image to view. There is also a nice grid background now which took way too long woa you can put emojis now? I also made a bunch of other small QoL improvements too, and this is how it looks now! (not much of a visual difference compared to before )"}, {"post_id": 66074, "ts": "2026-09-11T17:17:54Z", "hours": 4.9775, "text": "Image measurement! I implemented another system where you can import an image, then draw a line and say how long that line is. Then the whole image stuff will be scaled proportional to that and then you can measure it and stuff! I also added a bunch of other small things like improving the scale library backend, adding camera controls, etc. It’s kind of barebones rn and this took way too long anyway, I’m going to add some menus/interfaces to tie everything together and some other QoL next ig. Here’s a picture of a maze where I selected the big horizontal line and defined it as 170mm, and there’s some measurements on it."}, {"post_id": 60158, "ts": "2026-09-02T10:50:28Z", "hours": 1.9089, "text": "Measure stuff I implemented some basic drawing tools with swing and now you can click and draw lines with real measurements displayed. Also there are some snapping features and other QoL stuff."}, {"post_id": 55594, "ts": "2026-08-27T15:28:11Z", "hours": 1.6364, "text": "virtual-scale I’m making a virtual scale! When modelling or designing stuff, it’s very easy to lose a sense of how big a measurement actually is. I constantly find myself grabbing a ruler just to visualize a distance. So I’m making a little virtual ruler that displays real-world measurements directly on your screen. It uses your screen’s dots-per-inch count (basically how many pixels are in an inch of the screen) to show accurate distances. Today, I worked on the actual scale library/backend of the app and worked on the scale calibration, unit conversion and scale systems."}]...
|
Title: virtual scale by @anchith | Stardance
Devl Title: virtual scale by @anchith | Stardance
Devlogs:
virtual-scale I’m making a virtual scale! When modelling or designing stuff, it’s very easy to lose a sense of how big a measurement actually is. I constantly find myself grabbing a ruler just to visualize a distance. So I’m making a little virtual ruler that displays real-world measurements directly on your screen. It uses your screen’s dots-per-inch count (basically how many pixels are in an inch of the screen) to show accurate distances. Today, I worked on the actual scale library/backend of the app and worked on the scale calibration, unit conversion and scale systems.
Measure stuff I implemented some basic drawing tools with swing and now you can click and draw lines with real measurements displayed. Also there are some snapping features and other QoL stuff.
Image measurement! I implemented another system where you can import an image, then draw a line and say how long that line is. Then the whole image stuff will be scaled proportional to that and then you can measure it and stuff! I also added a bunch of other small things like improving the scale library backend, adding camera controls, etc. It’s kind of barebones rn and this took way too long anyway, I’m going to add some menus/interfaces to tie everything together and some other QoL next ig. Here’s a picture of a maze where I selected the big horizontal line and defined it as 170mm, and there’s some measurements on it.
more improvements I added a file selection screen to choose which image to view. There is also a nice grid background now which took way too long woa you can put emojis now? I also made a bunch of other small QoL improvements too, and this is how it looks now! (not much of a visual difference compared to before )
GUIs and other stuff The main thing that I did in these 7 hours was making a graphical interface for the app. I first designed the UI in the Netbeans Form Editor because it’s really easy to make it in there, then I exported all the code generated by that and then spent a lot of time wiring everything up and making the GUI stuff actually do something. It has a bunch of new features and settings like: Snapping Line colour Units Zoom Image stuff which took very long to implement because it needed a lot of backend stuff I also briefly overwrote a bunch of code and accidentally deleted the source folder but I managed to retrieve everything from the recycle bin I then made another GUI for the initialization screen - where you choose the calibration method (manual or reported) in a similar way. Did a lot of backend work as well, like changing how the image system calibrates stuff. Also I made a nice readme and I’m going to ship soon!
shipping time! I did some final last minute changes to polish everything up, like fixing a grid bug, making a unit parser thing for measurements, and a bunch more. Then I built it into a jar and now I’m going to ship!
Ships:
virtual-scale I made a simple Java tool for visualizing real world measurements on your screen. In the project, you can draw lines and view their real world measurements in various units. You can also import images, and then define a known measurement to accurately measure other parts of the image. The project has a ScaleLibrary tool in the backend, that has all the conversion and measurement tools. Creating this was an interesting but also challenging experience and I got to learn about displays, DPI, and more. I made the entire project in Java, with no external dependencies or libraries....
|
1794023637.5940335
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1794110037.5940335
|
|
63209
|
my APOD site by @kawish_jaykar91 | Stardance
|
kawish_jaykar91
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T10:09:26Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a NASA APOD website using NASA’s API to show the astronomy picture of the day, and I added a time machine so you can browse APODs from different dates. The hardest part was getting the date navigation and URL syncing to work properly without breaking the page. I’m pretty proud of how the UI turned out because I wanted it to feel like a proper space experience and not just some basic API project. To test it just open the site and play around with the Previous, Next, Today and date picker buttons, thats pretty much it lol.", "repo": "https://github.com/kawishjaykar91-beep/nasa-apod", "demo": "https://kawishjaykar91-beep.github.io/nasa-apod/"}]...
|
[{"post_id": 71688, "ts": "202 [{"post_id": 71688, "ts": "2026-09-21T09:51:07Z", "hours": 1.045, "text": "Today i worked on my NASA APOD project. I connected it to NASA’s API so it can show the Astronomy picture of the day, then gave the whole site a more spacey and cinematic vibe. I also added the time machine feature so you can browse APODs from different dates.Got the site deployed on GitHub Pages too, so we’re pretty much locked in The final result came out pretty clean ngl."}]...
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Title: my APOD site by @kawish_jaykar91 | Stardanc Title: my APOD site by @kawish_jaykar91 | Stardance
Devlogs:
Today i worked on my NASA APOD project. I connected it to NASA’s API so it can show the Astronomy picture of the day, then gave the whole site a more spacey and cinematic vibe. I also added the time machine feature so you can browse APODs from different dates.Got the site deployed on GitHub Pages too, so we’re pretty much locked in The final result came out pretty clean ngl.
Ships:
I made a NASA APOD website using NASA’s API to show the astronomy picture of the day, and I added a time machine so you can browse APODs from different dates. The hardest part was getting the date navigation and URL syncing to work properly without breaking the page. I’m pretty proud of how the UI turned out because I wanted it to feel like a proper space experience and not just some basic API project. To test it just open the site and play around with the Previous, Next, Today and date picker buttons, thats pretty much it lol....
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1793832633.9588299
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1793919033.9588299
|
|
60538
|
Brokiepad by @Brokie | Stardance
|
Brokie
|
0
|
12.16
|
0
|
[]
|
[{"post_id": 71681, "ts": "202 [{"post_id": 71681, "ts": "2026-09-21T09:30:48Z", "hours": 1.1017, "text": "did some configuration with the macropad case screw holes didnt algin so made them aligin"}, {"post_id": 70456, "ts": "2026-09-19T07:14:02Z", "hours": 2.1061, "text": "created the case for my macropad in fusion"}, {"post_id": 69995, "ts": "2026-09-18T07:05:40Z", "hours": 1.7139, "text": "created the plate for my keyboard in fusion 360 as a complete beginner"}, {"post_id": 69562, "ts": "2026-09-17T10:00:34Z", "hours": 1.9156, "text": "learning to do macropad case desgin in fusion 360"}, {"post_id": 68527, "ts": "2026-09-15T08:25:27Z", "hours": 0.4975, "text": "finally fixed all errors in my macropad pcb"}, {"post_id": 68149, "ts": "2026-09-14T16:28:17Z", "hours": 1.4786, "text": "so i again was working on my pcb and i have learned some new stuff and also its better than last time but it still got issues"}, {"post_id": 67222, "ts": "2026-09-13T08:42:25Z", "hours": 1.0308, "text": "did some more work on the pcb did some adjustments still workin on it"}, {"post_id": 66432, "ts": "2026-09-12T08:14:51Z", "hours": 1.0803, "text": "made a 3*3 matrix added oled screen and led havent figured it out correctly ,working on it"}, {"post_id": 65819, "ts": "2026-09-11T06:51:25Z", "hours": 1.2378, "text": "learning to make a pcb for micropad i have never made pcb or used kicad in my life so for my first time im creating a micropad pcb it has many faults but im trying to fix them"}]...
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Title: Brokiepad by @Brokie | Stardance
Devlogs:
Title: Brokiepad by @Brokie | Stardance
Devlogs:
learning to make a pcb for micropad i have never made pcb or used kicad in my life so for my first time im creating a micropad pcb it has many faults but im trying to fix them
made a 3*3 matrix added oled screen and led havent figured it out correctly ,working on it
did some more work on the pcb did some adjustments still workin on it
so i again was working on my pcb and i have learned some new stuff and also its better than last time but it still got issues
finally fixed all errors in my macropad pcb
learning to do macropad case desgin in fusion 360
created the plate for my keyboard in fusion 360 as a complete beginner
created the case for my macropad in fusion
did some configuration with the macropad case screw holes didnt algin so made them aligin...
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1793645271.5546708
|
1794250071.5546708
|
|
14185
|
My very own WebOS by @matikda | Stardance
|
matikda
|
0
|
5.3
|
0
|
[]
|
[{"post_id": 7168, "ts": "2026 [{"post_id": 7168, "ts": "2026-06-11T23:35:57Z", "hours": 5.3028, "text": "I spent the beginning of this project struggling to draw a room online without an iPad. Canva is NOT FUN to use for line ‘art,’ cannot stress this enough. After that nightmare, I had to figure out how to transfer the image to html. And I thought Canva was bad. Html was so much worse, especially because I wanted to make sure that the image scaled with the browser window. Thank god thats over (I still have to do something about the conspicuous ceiling lamp…). Anyway, next I need to make the chair one unit. I had to break it up to keep it convex. So close yet so far."}]...
|
Title: My very own WebOS by @matikda | Stardance
Title: My very own WebOS by @matikda | Stardance
Devlogs:
I spent the beginning of this project struggling to draw a room online without an iPad. Canva is NOT FUN to use for line ‘art,’ cannot stress this enough. After that nightmare, I had to figure out how to transfer the image to html. And I thought Canva was bad. Html was so much worse, especially because I wanted to make sure that the image scaled with the browser window. Thank god thats over (I still have to do something about the conspicuous ceiling lamp…). Anyway, next I need to make the chair one unit. I had to break it up to keep it convex. So close yet so far....
|
1793379366.585295
|
1793984166.585295
|
|
35806
|
Planet Viewer 3D by @colgation | Stardance
|
colgation
|
3
|
8.0
|
113
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T08:29:14Z", "hours": 3.0, "multiplier": 15.64, "payout": 48, "blessing": "neutral", "text": "I made a 3D Planet Viewer that features 5 whole unqiue planetary systems fully rendered in 3d planet by planet, with a nebula 3d background. Every single planet has a arduously made information panel, and a help section can be found on the bottom right of each page. Additionally, I experimented with CSS animations as well as a randomly generating constellation home screen!", "repo": "https://github.com/194500-cpu/APOD", "demo": "https://194500-cpu.github.io/APOD/"}, {"ship_num": 2, "ts": "2026-09-20T03:11:48Z", "hours": 4.0, "multiplier": 12.46, "payout": 65, "blessing": "neutral", "text": "I made a 3d planet viewer fully equipped with 3 differnet planetary systems that runs on browser! It uses parameters in the the link to pass variables across pages, and has a nebula background that rotates alongside the camera. Planets can be zoomed in on and rotated. Alongside this, each individual planet has a description of itself and some statistics. I hope all of you learn something useful from this project and are amazed by the 3d models! -Colgation", "repo": "https://github.com/194500-cpu/APOD", "demo": "https://194500-cpu.github.io/APOD/"}, {"ship_num": 3, "ts": "2026-09-15T08:55:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3d Planet displaying website, that shows realistic interactive models of the 8 planets using three js. It it fully deployed on github pages, and has clean minimalistic UI and a next button with JS that reacts to the mouse clicking and hovering above it.", "repo": "https://github.com/194500-cpu/APOD", "demo": "https://194500-cpu.github.io/APOD/"}]...
|
[{"post_id": 71664, "ts": "202 [{"post_id": 71664, "ts": "2026-09-21T08:24:01Z", "hours": 0.4797, "text": "Finished the dedicated help panel. What was really hard was getting the parameters with js including all the planet, solar system and etc. I ended up having to bulk up the code on each page in order to do this, but it turned out great."}, {"post_id": 71656, "ts": "2026-09-21T07:53:28Z", "hours": 0.3108, "text": "Added a button to remove info, in order to increase UX for mobile/small screen users. I also added a constellation background. Shipping soon! In JS, the main thing I tried to do was a smooth transition. On top of other complications, hiding and showing the box started to break its location, so I had to learn a bit more about flex boxes."}, {"post_id": 71651, "ts": "2026-09-21T07:35:13Z", "hours": 0.8006, "text": "Huge CSS upgrade for the index.html, I had an original idea of a tree, however it came out like this: (a timeline/distance measuring like line) I accidentally moved the cards above the line, which ended up looking even better, so I kind of improved it unintentionally like the time a person accidentally invented chocolate chip cookies."}, {"post_id": 71640, "ts": "2026-09-21T06:38:15Z", "hours": 0.3572, "text": "Added over 7 new textures, for two whole systems. I will now enter some information for each one. My next move will be further cleaning UI. It was a pain to source rectangle sheets for these planets, as real photographs do not exist yet for many exoplanets. It took me some time to decide on an impression that I found reasonable and enjoyed."}, {"post_id": 71526, "ts": "2026-09-21T00:27:42Z", "hours": 0.2539, "text": "Added two more systems, expect planet textures in the next devlog. Tau Ceti and 55 Cancri were chosen because of either their iconic portrayal in movies or high likelihood of confirmed planets. I enjoyed getting to finally just add more content to the site."}, {"post_id": 71476, "ts": "2026-09-20T21:55:56Z", "hours": 0.3339, "text": "Added a new system and managed to fix the seams in the nebula. I took in the feedback from the previous ship and hope to use it as a springboard into further polishing and developing my project."}, {"post_id": 70955, "ts": "2026-09-20T03:07:47Z", "hours": 0.2744, "text": "Final log before ship: added Desktop and mobile support, alongside final fixes and reviews. I made a good readme, and plan on shipping very soon. Below is a snapshot from accessing the site on desktop"}, {"post_id": 70945, "ts": "2026-09-20T02:46:22Z", "hours": 0.3981, "text": "Added info and 3d rendering of each planet, cleaned up href links with document even listeners. Planning on polishing css and shipping! In terms of the Alpha Centauri System, I have only included Proxima Centauri b as a test, but the other two planets are candidates and not confirmed yet, thus they will nto be added yet to the final project."}, {"post_id": 70929, "ts": "2026-09-20T01:58:10Z", "hours": 0.585, "text": "Got the images for all the Trappist 1 planets. I am planning on adding the Alpha Centauri system soon, once I fix the params system."}, {"post_id": 70251, "ts": "2026-09-18T20:10:35Z", "hours": 0.2847, "text": "Added images in place of generic text, removed background to match the style of catalog. I am planning on using these systems as a starting point and add more later."}, {"post_id": 70244, "ts": "2026-09-18T19:42:57Z", "hours": 0.4958, "text": "With some help, I was able to create the outline for the System selection. It uses basic css and manual placing to create the tree, though I might replace it."}, {"post_id": 69863, "ts": "2026-09-17T23:02:09Z", "hours": 0.3158, "text": "Lots of UI cleanup and now planning to expand into other Planetary Systems. Possibly will add stars/asteroids. A key change for the catalog “menu” was to remove the card like background, making the UI much cleaner."}, {"post_id": 69856, "ts": "2026-09-17T22:39:05Z", "hours": 0.735, "text": "Added a description and information (all hand typed and researched) for Mercury and Venus. Hoping to get the rest done within a hour. (Probably will end up using AI to help me write out the stats, so I can work on bigger features)"}, {"post_id": 69039, "ts": "2026-09-16T08:20:04Z", "hours": 0.55, "text": "Lots of attempts at trying to render the planet in the center of the screen. I first tried making the back button margin top larger, but it didn’t work, as the three.js ignores this. I ended up changing the camera position in order to move the planet up, without breaking the system of being able to rotate the planet with your mouse."}, {"post_id": 68793, "ts": "2026-09-15T19:20:23Z", "hours": 0.665, "text": "Created a catalog viewer that displays all planets nicely. I separated the website into two pages: catalog and 3d Viewer. Alongside that, I am planning to expand beyond our solar system and add more planets!"}, {"post_id": 68536, "ts": "2026-09-15T08:43:41Z", "hours": 0.2664, "text": "All planets have been added! I used a smart system that imports a png rectangle texture and wraps it around a colorless sphere."}, {"post_id": 68524, "ts": "2026-09-15T08:18:10Z", "hours": 0.2564, "text": "Made a next button with slight help of w3schools, which reacts to clicks and mouse hovering."}, {"post_id": 68521, "ts": "2026-09-15T08:01:11Z", "hours": 0.3014, "text": "Here is the beginning of my website, which will have the 8 planets in a 3d rotatable format."}, {"post_id": 68513, "ts": "2026-09-15T07:38:49Z", "hours": 0.2506, "text": "Started up the Github page! API errors, but I will try to fix that…"}]...
|
Title: Planet Viewer 3D by @colgation | Stardance
Title: Planet Viewer 3D by @colgation | Stardance
Devlogs:
Started up the Github page! API errors, but I will try to fix that…
Here is the beginning of my website, which will have the 8 planets in a 3d rotatable format.
Made a next button with slight help of w3schools, which reacts to clicks and mouse hovering.
All planets have been added! I used a smart system that imports a png rectangle texture and wraps it around a colorless sphere.
Created a catalog viewer that displays all planets nicely. I separated the website into two pages: catalog and 3d Viewer. Alongside that, I am planning to expand beyond our solar system and add more planets!
Lots of attempts at trying to render the planet in the center of the screen. I first tried making the back button margin top larger, but it didn’t work, as the three.js ignores this. I ended up changing the camera position in order to move the planet up, without breaking the system of being able to rotate the planet with your mouse.
Added a description and information (all hand typed and researched) for Mercury and Venus. Hoping to get the rest done within a hour. (Probably will end up using AI to help me write out the stats, so I can work on bigger features)
Lots of UI cleanup and now planning to expand into other Planetary Systems. Possibly will add stars/asteroids. A key change for the catalog “menu” was to remove the card like background, making the UI much cleaner.
With some help, I was able to create the outline for the System selection. It uses basic css and manual placing to create the tree, though I might replace it.
Added images in place of generic text, removed background to match the style of catalog. I am planning on using these systems as a starting point and add more later.
Got the images for all the Trappist 1 planets. I am planning on adding the Alpha Centauri system soon, once I fix the params system.
Added info and 3d rendering of each planet, cleaned up href links with document even listeners. Planning on polishing css and shipping! In terms of the Alpha Centauri System, I have only included Proxima Centauri b as a test, but the other two planets are candidates and not confirmed yet, thus they will nto be added yet to the final project.
Final log before ship: added Desktop and mobile support, alongside final fixes and reviews. I made a good readme, and plan on shipping very soon. Below is a snapshot from accessing the site on desktop
Added a new system and managed to fix the seams in the nebula. I took in the feedback from the previous ship and hope to use it as a springboard into further polishing and developing my project.
Added two more systems, expect planet textures in the next devlog. Tau Ceti and 55 Cancri were chosen because of either their iconic portrayal in movies or high likelihood of confirmed planets. I enjoyed getting to finally just add more content to the site.
Added over 7 new textures, for two whole systems. I will now enter some information for each one. My next move will be further cleaning UI. It was a pain to source rectangle sheets for these planets, as real photographs do not exist yet for many exoplanets. It took me some time to decide on an impression that I found reasonable and enjoyed.
Huge CSS upgrade for the index.html, I had an original idea of a tree, however it came out like this: (a timeline/distance measuring like line) I accidentally moved the cards above the line, which ended up looking even better, so I kind of improved it unintentionally like the time a person accidentally invented chocolate chip cookies.
Added a button to remove info, in order to increase UX for mobile/small screen users. I also added a constellation background. Shipping soon! In JS, the main thing I tried to do was a smooth transition. On top of other complications, hiding and showing the box started to break its location, so I had to learn a bit more about flex boxes.
Finished the dedicated help panel. What was really hard was getting the parameters with js including all the planet, solar system and etc. I ended up having to bulk up the code on each page in order to do this, but it turned out great.
Ships:
I made a 3d Planet displaying website, that shows realistic interactive models of the 8 planets using three js. It it fully deployed on github pages, and has clean minimalistic UI and a next button with JS that reacts to the mouse clicking and hovering above it.
I made a 3d planet viewer fully equipped with 3 differnet planetary systems that runs on browser! It uses parameters in the the link to pass variables across pages, and has a nebula background that rotates alongside the camera. Planets can be zoomed in on and rotated. Alongside this, each individual planet has a description of itself and some statistics. I hope all of you learn something useful from this project and are amazed by the 3d models! -Colgation
I made a 3D Planet Viewer that features 5 whole unqiue planetary systems fully rendered in 3d planet by planet, with a nebula 3d background. Every single planet has a arduously made information panel, and a help section can be found on the bottom right of each page. Additionally, I experimented with CSS animations as well as a randomly generating constellation home screen!...
|
1794027203.053062
|
1794113603.053062
|
|
55892
|
Surf by @ng_qi_an | Stardance
|
ng_qi_an
|
0
|
8.98
|
0
|
[]
|
[{"post_id": 71662, "ts": "202 [{"post_id": 71662, "ts": "2026-09-21T08:16:33Z", "hours": 4.1472, "text": "It all works! 🤖 Added a working AI to the chat 🔍 Indicator for web results 👀 Brand new chat animation too for some eyecandy Chats save and generate names automatically ♥️ Nice little blue button that shows up when you press control, signals that it’ll go to make a new chat instead of searching Check out demo belowwwwww"}, {"post_id": 59617, "ts": "2026-09-01T15:13:41Z", "hours": 1.3097, "text": "Chat design! 💬 Added some fresher animations, and made a mock chat message UI. 📖 Right now, it’s showing some demo messages. AI-sdk is already implemented, just need to link to a provider (might consider hackclub-ai) 🤖 Also tidied up some code, and made the whole page move with the sidebar as compared to before when it was floating. ✨ Check out the vid! 📹"}, {"post_id": 59332, "ts": "2026-09-01T01:54:46Z", "hours": 1.6858, "text": "Animations & Chat Added the chat creation flow! For this, I used a new library called Dexie, which makes Indexed DB easier. I’ve never tried storing data in Indexed DB before, so this is pretty cool! Chats are also kept locally for security :) Theres a new Sidebar button as well, popping out with a neat animation. Going to work onto making the Chat UI design and the actual ai flow"}, {"post_id": 58038, "ts": "2026-08-30T11:50:40Z", "hours": 1.84, "text": "Introducing: Surf! 🏄 A better way to surf the web ✨ I’ve always wanted to design a custom new tab, and what better way to do so than this mission! Recently, I came across Dia browser, and it’s really solid! For my advanced feature, I wanted to incorporate Dia’s hybrid search box, where the search box switches between Google and AI chat automatically. I’ve laid out the basic layout & design, along with Google autocomplete, Google search, and the chat prompt design. The search box works just like Google’s right now, with arrow keys and autocomplete results directly under it. If the text begins to get too long, or overflow into a new line, the search box automatically converts into an AI prompt input! Will be working on making the chat mechanic actually work next. Check out the video!"}]...
|
Title: Surf by @ng_qi_an | Stardance
Devlogs:
Int Title: Surf by @ng_qi_an | Stardance
Devlogs:
Introducing: Surf! 🏄 A better way to surf the web ✨ I’ve always wanted to design a custom new tab, and what better way to do so than this mission! Recently, I came across Dia browser, and it’s really solid! For my advanced feature, I wanted to incorporate Dia’s hybrid search box, where the search box switches between Google and AI chat automatically. I’ve laid out the basic layout & design, along with Google autocomplete, Google search, and the chat prompt design. The search box works just like Google’s right now, with arrow keys and autocomplete results directly under it. If the text begins to get too long, or overflow into a new line, the search box automatically converts into an AI prompt input! Will be working on making the chat mechanic actually work next. Check out the video!
Animations & Chat Added the chat creation flow! For this, I used a new library called Dexie, which makes Indexed DB easier. I’ve never tried storing data in Indexed DB before, so this is pretty cool! Chats are also kept locally for security :) Theres a new Sidebar button as well, popping out with a neat animation. Going to work onto making the Chat UI design and the actual ai flow
Chat design! 💬 Added some fresher animations, and made a mock chat message UI. 📖 Right now, it’s showing some demo messages. AI-sdk is already implemented, just need to link to a provider (might consider hackclub-ai) 🤖 Also tidied up some code, and made the whole page move with the sidebar as compared to before when it was floating. ✨ Check out the vid! 📹
It all works! 🤖 Added a working AI to the chat 🔍 Indicator for web results 👀 Brand new chat animation too for some eyecandy Chats save and generate names automatically ♥️ Nice little blue button that shows up when you press control, signals that it’ll go to make a new chat instead of searching Check out demo belowwwwww...
|
1793357331.2672327
|
1794221331.2672327
|
|
10396
|
Chess Coach by @blazfoxx | Stardance
|
blazfoxx
|
0
|
7.57
|
0
|
[]
|
[{"post_id": 7164, "ts": "2026 [{"post_id": 7164, "ts": "2026-06-11T23:29:29Z", "hours": 4.1761, "text": "You can now play chess against a bot! Chose between different kinds of difficulties, and ask the coach to review your game! Added a working chess board."}, {"post_id": 5287, "ts": "2026-06-09T00:36:36Z", "hours": 3.3947, "text": "Started building the bot! How does this work? So basically, chess.com has its own bot for game reviews (unlimited for paid users) but it only looks at that one games details and helps you with that. My website basically pulls in the data of your user through the public endpoint from chess.com. We get all game data and feed it to an AI. I am building two different modes for it. 1. thats pretty “brutal” while the other is “nicer-er”. Everything will be free, but slow -> uses glm 5.1 from NIM. (If I do add a paid tier, it will include faster inference and stuff). So currently, I got the the system prompts ready and a base of the website. (Gets game data and gives you a review) I will be adding chess boards soon and a better UI!"}]...
|
Title: Chess Coach by @blazfoxx | Stardance
Devlo Title: Chess Coach by @blazfoxx | Stardance
Devlogs:
Started building the bot! How does this work? So basically, chess.com has its own bot for game reviews (unlimited for paid users) but it only looks at that one games details and helps you with that. My website basically pulls in the data of your user through the public endpoint from chess.com. We get all game data and feed it to an AI. I am building two different modes for it. 1. thats pretty “brutal” while the other is “nicer-er”. Everything will be free, but slow -> uses glm 5.1 from NIM. (If I do add a paid tier, it will include faster inference and stuff). So currently, I got the the system prompts ready and a base of the website. (Gets game data and gives you a review) I will be adding chess boards soon and a better UI!
You can now play chess against a bot! Chose between different kinds of difficulties, and ask the coach to review your game! Added a working chess board....
|
1793418510.5411549
|
1794023310.5411549
|
|
64363
|
Wake up machine by @matthewjhinkleman | Stardance
|
matthewjhinkleman
|
0
|
0.46
|
0
|
[]
|
[{"post_id": 71638, "ts": "202 [{"post_id": 71638, "ts": "2026-09-21T06:31:34Z", "hours": 0.4633, "text": "I made the PCB in KiCAD and customized it a little"}]...
|
Title: Wake up machine by @matthewjhinkleman | Sta Title: Wake up machine by @matthewjhinkleman | Stardance
Devlogs:
I made the PCB in KiCAD and customized it a little...
|
1793674238.8231034
|
1794279038.8231034
|
|
64365
|
Tower to Heaven by @ciklole | Stardance
|
ciklole
|
0
|
8.93
|
0
|
[]
|
[{"post_id": 71637, "ts": "202 [{"post_id": 71637, "ts": "2026-09-21T06:31:17Z", "hours": 8.9333, "text": "Here are all three of the levels i have been working on. Ok, from the start, this is a game where you complete levels of parkours, mazes, and all other stuff. its like an obby in roblox, but in unity. the controls are also different from the roblox. you have a stamina bar, WASD to walk, Q to dash (it will take some of the stamina) right click to zoom, C to crouch, and V to crouch even harder. And most importantly, LEFT SHIFT to run. thats it for the controls. i will be decorating each of the levels soon. Also, there is a video, which shows one movement tech to jump really high. you have to run, then jump as high as you can(hold SPACE longer) and then dahs into the 45 degree angled platform. it will only work on tilted platforms."}]...
|
Title: Tower to Heaven by @ciklole | Stardance
De Title: Tower to Heaven by @ciklole | Stardance
Devlogs:
Here are all three of the levels i have been working on. Ok, from the start, this is a game where you complete levels of parkours, mazes, and all other stuff. its like an obby in roblox, but in unity. the controls are also different from the roblox. you have a stamina bar, WASD to walk, Q to dash (it will take some of the stamina) right click to zoom, C to crouch, and V to crouch even harder. And most importantly, LEFT SHIFT to run. thats it for the controls. i will be decorating each of the levels soon. Also, there is a video, which shows one movement tech to jump really high. you have to run, then jump as high as you can(hold SPACE longer) and then dahs into the 45 degree angled platform. it will only work on tilted platforms....
|
1793674249.5952501
|
1794279049.5952501
|
|
64301
|
Planetary Dodge by @ianl | Stardance
|
ianl
|
1
|
3.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T06:31:02Z", "hours": 3.0, "multiplier": 1.95, "payout": 5, "blessing": "neutral", "text": "I made a very simple game that I thought would just take an hour or two. It is a game that uses Emojis to simulate a spaceship traveling through space, and there are objects that the spaceship has to avoid. One thing that was very difficult for me was the small amount of mathematics that were used in the Javascript file. I messed up a lot of times on the JS Math functions, but then again, I am very rusty at JS. This has been a learning experience and I hope you enjoy my site! (yes, it’s basic and the UI isn’t the best.)", "repo": "https://github.com/inaianl/planetary-dodge/", "demo": "https://planetarydodge.ourdevbox.site/"}]...
|
[{"post_id": 71632, "ts": "202 [{"post_id": 71632, "ts": "2026-09-21T06:25:54Z", "hours": 0.2519, "text": "I think my game is completely finished now! I know that I stated it was finished previously, but I have just added the last finishing touches. I am really glad with how it came out because I have not programmed in a long time. I learned from this project that I need to work on improving my UI design skills. I used to be really good at UI! Maybe one day!!"}, {"post_id": 71617, "ts": "2026-09-21T05:18:02Z", "hours": 2.2642, "text": "Just finished my game! It took me about 2 hours. Laying out the basics was pretty easy, but I needed help with a lot of the more complex parts."}]...
|
Title: Planetary Dodge by @ianl | Stardance
Devlo Title: Planetary Dodge by @ianl | Stardance
Devlogs:
Just finished my game! It took me about 2 hours. Laying out the basics was pretty easy, but I needed help with a lot of the more complex parts.
I think my game is completely finished now! I know that I stated it was finished previously, but I have just added the last finishing touches. I am really glad with how it came out because I have not programmed in a long time. I learned from this project that I need to work on improving my UI design skills. I used to be really good at UI! Maybe one day!!
Ships:
I made a very simple game that I thought would just take an hour or two. It is a game that uses Emojis to simulate a spaceship traveling through space, and there are objects that the spaceship has to avoid. One thing that was very difficult for me was the small amount of mathematics that were used in the Javascript file. I messed up a lot of times on the JS Math functions, but then again, I am very rusty at JS. This has been a learning experience and I hope you enjoy my site! (yes, it’s basic and the UI isn’t the best.)...
|
1793832976.5166206
|
1793919376.5166206
|
|
8891
|
Vexbox Controler by @I-like-BWRs | Stardance
|
I-like-BWRs
|
0
|
1.01
|
0
|
[]
|
[{"post_id": 7163, "ts": "2026 [{"post_id": 7163, "ts": "2026-06-11T23:20:31Z", "hours": 1.0125, "text": "Soldered Pico and wrapped it up."}]...
|
Title: Vexbox Controler by @I-like-BWRs | Stardanc Title: Vexbox Controler by @I-like-BWRs | Stardance
Devlogs:
Soldered Pico and wrapped it up....
|
1793804169.6351829
|
1794408969.6351829
|
|
64373
|
Computer Science GCSE revision website by @hollyma Computer Science GCSE revision website by @hollymarielise | Stardance...
|
hollymarielise
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T06:16:27Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was my first website on JavaScript html and css. Its for my HPQ, which I have just started. The project isnt finished yet, but i need to ship smth before this website ends on the 30th. Iit was pretty difficult to work on the buttons and their function and design but i worked it out.", "repo": "https://github.com/hollymarielise-lang/Snake-Game", "demo": "https://compscirevision.netlify.app/choose.html"}]...
|
[{"post_id": 71628, "ts": "202 [{"post_id": 71628, "ts": "2026-09-21T06:09:30Z", "hours": 4.5628, "text": "First time designing buttons and background myself"}]...
|
Title: Computer Science GCSE revision website by @ Title: Computer Science GCSE revision website by @hollymarielise | Stardance
Devlogs:
First time designing buttons and background myself
Ships:
This was my first website on JavaScript html and css. Its for my HPQ, which I have just started. The project isnt finished yet, but i need to ship smth before this website ends on the 30th. Iit was pretty difficult to work on the buttons and their function and design but i worked it out....
|
1793832998.9971244
|
1793919398.9971244
|
|
63603
|
Unsubscribely by @pancakse | Stardance
|
pancakse
|
0
|
9.97
|
0
|
[]
|
[{"post_id": 71622, "ts": "202 [{"post_id": 71622, "ts": "2026-09-21T05:54:14Z", "hours": 1.5806, "text": "DEVLOG 6: So i manged to get a hosted version working and i tried making it a electron app but it really didnt work because you cant put sensitive info like client secrets in apps because well someone could decrypt it and stuff so yea"}, {"post_id": 71561, "ts": "2026-09-21T01:59:05Z", "hours": 2.6108, "text": "DEVLOG 5: Ive decided to make a demo and a privacy policy"}, {"post_id": 71085, "ts": "2026-09-20T08:53:31Z", "hours": 1.0306, "text": "DEVLOG 4: so i managed to get outlook to finally work i spent like a hour changing browser settings to be able to get access to the azure portal and also we got icloud/any generic imap provider to work (1st image is outlook. 2nd is icloud)"}, {"post_id": 71008, "ts": "2026-09-20T06:18:26Z", "hours": 2.215, "text": "DEVLOG 3: We made a dashboard currently only support gmail but anyone who uses this wont be able to it unless i do verification (which i think costs money or smtg) or i add you as a tester and couldnt add outlook because Azure was being a pain in the a**"}, {"post_id": 70877, "ts": "2026-09-19T22:22:52Z", "hours": 1.7664, "text": "DEVLOG 2: We decided to switch to Unsubscribely being a website since Wails was being a pain in the a**"}, {"post_id": 70409, "ts": "2026-09-19T04:07:36Z", "hours": 0.77, "text": "DEVLOG 1: So we managed to get a window and you can select from dark mode and light mode ig"}]...
|
Title: Unsubscribely by @pancakse | Stardance
Dev Title: Unsubscribely by @pancakse | Stardance
Devlogs:
DEVLOG 1: So we managed to get a window and you can select from dark mode and light mode ig
DEVLOG 2: We decided to switch to Unsubscribely being a website since Wails was being a pain in the a**
DEVLOG 3: We made a dashboard currently only support gmail but anyone who uses this wont be able to it unless i do verification (which i think costs money or smtg) or i add you as a tester and couldnt add outlook because Azure was being a pain in the a**
DEVLOG 4: so i managed to get outlook to finally work i spent like a hour changing browser settings to be able to get access to the azure portal and also we got icloud/any generic imap provider to work (1st image is outlook. 2nd is icloud)
DEVLOG 5: Ive decided to make a demo and a privacy policy
DEVLOG 6: So i manged to get a hosted version working and i tried making it a electron app but it really didnt work because you cant put sensitive info like client secrets in apps because well someone could decrypt it and stuff so yea...
|
1793663471.223463
|
1794268271.223463
|
|
30784
|
My first slack bot! by @kratak | Stardance
|
kratak
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T06:06:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ship Check out the repo for the full project details! Here’s a quick recap of what kratakbot can do: Available Commands: /kratakbot-ping - Check bot latency /kratakbot-catfact - Get a cat fact /kratakbot-joke - Get a random joke /kratakbot-quote - Get an inspirational quote /kratakbot-help - View all commands The build process was fairly easy overall.", "repo": "https://github.com/Kratak78/slackbot-stardance_challenge", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 71619, "ts": "202 [{"post_id": 71619, "ts": "2026-09-21T05:33:31Z", "hours": 0.9583, "text": "Version 1.0 I made this slack bot for the challenge like 2 months ago or so but kinda forgot about it till now, so im finally making this devblog and also ship it right after. The bot is on nest so it should run 24/7 and it is on the hack club slack. commands: /kratakbot-ping - shows latency /kratakbot-catfact - returns a random cat fact /kratakbot-joke - returns a random joke /kratakbot-quote - returns a random quote It was my first time using javascript and also my first time making a slack bot, so I have definitely learned something new."}]...
|
Title: My first slack bot! by @kratak | Stardance
Title: My first slack bot! by @kratak | Stardance
Devlogs:
Version 1.0 I made this slack bot for the challenge like 2 months ago or so but kinda forgot about it till now, so im finally making this devblog and also ship it right after. The bot is on nest so it should run 24/7 and it is on the hack club slack. commands: /kratakbot-ping - shows latency /kratakbot-catfact - returns a random cat fact /kratakbot-joke - returns a random joke /kratakbot-quote - returns a random quote It was my first time using javascript and also my first time making a slack bot, so I have definitely learned something new.
Ships:
Ship Check out the repo for the full project details! Here’s a quick recap of what kratakbot can do: Available Commands: /kratakbot-ping - Check bot latency /kratakbot-catfact - Get a cat fact /kratakbot-joke - Get a random joke /kratakbot-quote - Get an inspirational quote /kratakbot-help - View all commands The build process was fairly easy overall....
|
1794020087.363405
|
1794106487.363405
|
|
41770
|
MacIdeas by @tonymac129 | Stardance
|
tonymac129
|
1
|
53.0
|
825
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T05:11:51Z", "hours": 53.0, "multiplier": 15.61, "payout": 825, "blessing": "neutral", "text": "MacIdeas is a fullstack online platform for managing, organizing, and keeping track of your work, including tasks, notes, and projects! Now, before you think this is just another generic boring todo list app and give me a 1 star in originality…, well, it kind of is a todo app, but with a ton of many different features, customization, and settings, as well as notes with a complete, functional rich text editor, folders for convenient organization, and projects for organizing your different tasks, notes, folders, and everything else into manageable groups that you can easily browse through. You can edit and assign tasks priorities, due/start dates, tags, subtasks, projects, folders, links, completion, star them, and view all the info from the details panel. There are also features like search, sort, filter, tags, views, star, emojis, and other options that make browsing, navigating, and finding items a lot easier and more efficient. To make the website accessible to everyone, MacIdeas has smooth transitions and animations, fully supports both dark and light modes (and your own background images or colors), as well as responsive design for (nearly) all screen sizes, and complete SEO metadata for each page. All you need to do is to sign in with MacWeb, the central platform for my projects’ auth and account info (since MacIdeas is one of its many apps), and you’ll be redirected back and have access to try out all those features! It has everything you would expect from a real task manager and text editor, so hopefully you’ll like my project :)", "repo": "https://github.com/Mac-Web/macideas-next", "demo": "https://macideas.macweb.app"}]...
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[{"post_id": 71609, "ts": "202 [{"post_id": 71609, "ts": "2026-09-21T04:58:39Z", "hours": 4.6342, "text": "Last devlog: note features and final touches! MacIdeas is finally finished and ready to ship! In this last massive devlog, I added a few new quality of life features, did a ton of general/styling/auth bug fixes, and polished the entire project ! Added note content persistence, meaning you can actually save each note’s content to your account data, including its text, formatting, and everything. Autosave automatically does this every 30 seconds, but you can also manually save with ctrl+s or by pressing the save button Added a few new editor features from Tiptap for typography and general formatting to make note taking more powerful and complete You can now select custom background colors (along with custom backdrop images) to customize the appearance of each task list and note page ! The nav search had been there doing nothing ever since the first devlog , so I finally added a powerful search bar to the nav bar that uses a new API endpoint to search through all the information in all your task lists, tasks, notes, projects, and folders and displays the results as a list of links for convenient browsing and navigation! Added section descriptions and icons for the major features on the homepage Updated styling, content, code, and layout Updated the README with a demo screenshot and updated info about features Fixed a lot of bugs related to general usage, empty user data, styling issues with modals, auth redirect, and many other things I don’t want to remember to improve the overall user experience I took a one week break in this last stretch, so there was probably other stuff I did that I forgot, so hopefully my storytelling isn’t that bad"}, {"post_id": 66657, "ts": "2026-09-12T14:50:05Z", "hours": 3.7656, "text": "Rich text editing for notes! Added a complete, feature-rich, and easy to use rich text editor for creating and editing your notes! This means you can now actually take notes with features like text formatting, links, headings, lists, inline components, and a lot of other features you would expect from tools like Google Docs There is a top tool bar with a ton of options, buttons, and dropdowns organized into different functional sections (I definitely did not just copy GDocs ) to format/edit/modify your current content selection easily Most of the features support keyboard shortcuts (because of Tiptap), which you can see by hovering over the option and reading its tooltip I tried making my own web based rich text editor from scratch before, and it turned out to be a nightmare of dom manipulation and other headaches, so this time I decided to just use the library Tiptap, which itself is based on the library ProseMirror, to handle this pain in the butt Since Tiptap is completely headless, I still spent a lot of time going through its docs, installing useful extensions, learning their commands, and building, testing, and tweaking all the features to make everything work smoothly I don’t know why I’ve been neglecting actually adding notes for so long (before each note was just a blank page saying “Untitled note” that you couldn’t even edit ), but this actually turned out to be super fun to implement and the result was very rewarding Note saving doesn’t actually work yet (despite the fake “Note saved” autosave message ) since there are still some things about the editor to fix, but hopefully that’ll be implemented soon and MacIdeas will be almost ready to ship! The text editor also works with light mode, and I also updated some styling to improve the UI"}, {"post_id": 65705, "ts": "2026-09-11T01:12:55Z", "hours": 2.3211, "text": "Light mode toggle The mode option in the nav user menu now toggles the site’s entire appearance between dark and light mode to improve its customizability and accessibility Because every component has a default color transition, switching between the 2 modes has a smooth UI transition instead of flashing to the other color instantly I had to set up the theme provider and manually add the light mode Tailwind classes and the dark mode prefix for all the colors in every page and component, as well as accounting for all most of the display color edge cases, so this took quite a long time but the result was worth it, both modes look pretty consistent and visually appealing I am finally back to developing MacIdeas after taking a one month break, so I spent some time familiarizing myself with the codebase again. Hopefully this time I’ll be able to finish and ship it soon! Updated styling and layout Added and updated some dependencies"}, {"post_id": 45249, "ts": "2026-08-11T16:25:12Z", "hours": 5.2492, "text": "Project page and contents Added a dedicated page for each project that is its own file browser where you can open/interact with the contents, view their information and metadata, and search, filter, and sort through them so you can better manage and view your projects Added an option on the project page that opens a modal displaying all your folders, task lists, tasks, and notes grouped into 4 different tabs. Each item is a checkbox so you can select exactly which items to add to or remove from the project You can also search through each tab’s results and see their names and icons to make finding the right item quick and easy This seemed like a simple feature to implement but getting to cooperate was a nightmare since each item has its own data type, so organizing the data structure for both the frontend and backend required a lot of annoying unions and conditionals There is now a top bar in the project browser with the name, type, modified, and created labels which you can click on to sort the contents accordingly Each item also shows its type and modified & created times, as well as an icon where you can change the item’s emoji directly, making browsing and managing your stuff more convenient You can also edit the project’s name and description directly by clicking on the page title and text Updated styling and layout I procrastinated on this devlog for 2 days and got no work done, so I think this might be a sign for me to take a break from Stardance for a few days since I also need to work on hosting 8-Bit Jam (awesome game jam, if you live near nova plz go register ) and other stuff, so there won’t be new devlogs in a while"}, {"post_id": 43395, "ts": "2026-08-08T16:42:33Z", "hours": 1.8381, "text": "Project browser Added a project browser/file explorer to the project dashboard where you can search, view, and open projects and folders to browse their content ! I decided to build this file explorer instead of just a simple dashboard because I got bored and wanted to make something different, and it would make more sense to do this for projects since they are essentially just folders This file explorer is pretty similar to Google Drive and other cloud storage services, you can double click a project or folder to change directory and view its content (tasks, task lists, notes, other folders), and go back/navigate to other levels with navigation breadcrumbs I thought this would be difficult to implement and would need some kind of breadcrumb library and it turned out to be pretty simple Only projects are styled and can be opened right now, but folders and other stuff will be added in the next update! Added a menu option for adding task/note folders to projects. It opens a modal where you can view and select all the projects you’re adding the folder to, and it’ll show up in the project explorer Updated styling and content"}, {"post_id": 43017, "ts": "2026-08-08T01:36:42Z", "hours": 3.7031, "text": "Note and project management Added more note management features for editing, deleting, starring, and moving notes, as well as a dashboard for the notes page (similar to the one for tasks) You can now move notes in/out of different folders by selecting the move option and choosing the folder in the modal popup menu. You can also edit which notes are in a folder by clicking on its edit option, where you can check all the notes you want in a folder Added a top tool bar to each note page (similar to the tool bar for task lists) with the note’s emoji (clicking it opens the emoji menu where you can choose or clear the icon), name (clicking on it renamed the note), description (clicking on it also makes it editable), and current folder information displayed The tool bar also has options to upload a custom background image with an upload modal (similar to task lists), choose a custom theme (not implemented yet), star/unstar, or delete after confirming Added a sidebar for the projects page where you can create, manage, view, add icon, rename, star/unstar, and delete your projects (basically the same as the notes and tasks sidebar) Since many of the features are basically identical or very similar to tasks/task lists, I just used the existing components and copied and modified some stuff, so all these features were pretty easy and quick to implement Added recent, starred, and organized by tag sections to the notes dashboard so you can view and manage your notes more easily. You can also customize the dashboard by selecting the sections in the settings panel Updated schema and types Updated styling and layout Fixed background shadow overlay and a few other display/styling issues"}, {"post_id": 42076, "ts": "2026-08-06T17:10:52Z", "hours": 5.1608, "text": "Notes and custom backgrounds I coded for 5 hours yesterday and made a lot of progress but completely forgot to devlog , so this devlog will be a bit longer (as if my usual devlogs aren’t already long enough) to hopefully keep my storytelling good 🥺 Added the notes tab, which is the second major part of MacIdeas (the other being tasks and projects) that shares a basically identical layout with tasks, so I only had to copy a few components, modify some variables, imports, and database operations, and add new schema models and server actions to make note management work properly, though it still took quite a bit of time Currently only the sidebar is implemented for notes (instead of the actual note taking/editing part), but you can create new notes, rename them, choose their custom emojis, delete them, create and manage folders, and create notes inside folders from there You can also navigate to each note by clicking on it, but the page is blank for now. Notes share folders with tasks, so folders you make in notes also show up in tasks, and vice versa, although the specific tasks/notes in the folder aren’t displayed on the notes/tasks tab to keep organization simple (hopefully I didn’t phrase this too confusingly , maybe I’ll add an option to show both in settings) Also added projects (the third major part of MacIdeas), which are basically labels/folders that you can put tasks, task lists, folders, and notes in to conveniently keep everything related to a big project in one place Right now you can only create projects through the create project button on the sidebar and can’t do anything else with them, since I’ll only start working on projects after I finish notes Added buttons where you can upload a custom background image or select a color theme (not implemented yet) for each individual task list to make customization even better and personalized! When you click on the custom background option, an upload modal appears where you can upload a png/jpg/webp <4MB to be the background! I originally tried using uploadthing since it was the only object storage service I worked with, but I just couldn’t get the event hooks to load or work at all despite copying stuff from my old project and wasting an hour researching , so I decided to settle with Vercel Blobs (because it’s already hosted on Vercel) and it’s actually so much faster and easier to set up/integrate Some of the components are opaque, so they look kind of weird with a custom background, so I’ll be fixing that soon, but for the most part custom backgrounds actually look decent somehow Task lists without a custom background have a black overlay shadow that’s out of place, so that has to fixed too Also added a bunch of random small quality of life features and adjustments that I don’t remember without looking at my commits Updated schema and types Updated styling"}, {"post_id": 41429, "ts": "2026-08-05T17:05:00Z", "hours": 3.1761, "text": "Dashboard customization and My Day Added settings for customizing your personal tasks page dashboard, where you can select which tasks to show and which task filter sections to display on your main tasks page to make it completely customized You can access the settings modal by clicking on the gear icon on the top right of the tasks page, where you can select the checkboxes that you want to show on the page. You can reset the settings defaults as well by clicking on the reset option and confirming Dashboard tasks now also show their priority and tags All your homepage settings and customization are automatically saved to the account backend so the settings are synced across all your devices Added the “My Day” page that shows all your tasks that either start or due today (in your local timezone, refreshes daily automatically), or you can add custom tasks for the day here without putting it in any task list to help plan out your day better My Day is essentially a special task list and you can do all the stuff you can do with normal tasks and task lists (browsing, sorting, managing, etc.), and it shows up as its own tab on the left sidebar. I thought this would be hard to implement architecturally, but I just had to add a few fields and conditionals to make it work properly Added the tags dashboard section where you can view all the tasks with a certain tag Updated the data fetching logic for the dashboard to be more efficient, optimized, and customized according to the settings Updated schema and constants Updated styling Updated README Fixed a few visual bugs"}, {"post_id": 40963, "ts": "2026-08-04T20:46:14Z", "hours": 2.8342, "text": "Dashboard and Subtasks Added a few interactive widgets to the task dashboard showing tasks grouped in different categories so you can browse all your tasks quickly and easily The different task widgets, each with a different icon, are starred, priority, upcoming, starting soon, recent, and tag tasks. The widgets basically act like filters for all your tasks across all task lists so you don’t need to manually dig through them to find what you’re looking for You can now add subtasks to your tasks! Subtasks are basically just very simple tasks without any of the fancy features (since that would be annoying to implement and it’s just pretty impractical) that are just smaller steps broken down from the main task You can add, view, and manage (completing, renaming, or deleting) each task’s subtasks sorted by completion status in the task details panel, and you can see each task’s subtasks directly displayed below the main task You can also mark subtasks as completed by clicking on the circle on the task item, and the text will be striked through and grayed out Added a home/task dashboard link to the left sidebar Updated schema and types Updated styling and layout Updated README with more detailed info and specific features"}, {"post_id": 40514, "ts": "2026-08-04T03:06:03Z", "hours": 3.7111, "text": "Priority and folders! You can now assign an importance priority flag for each task to better keep track of your most important todos and manage/view them more easily with this feature ! You can change the priority of a task by clicking on one of the 4 options in the priority dropdown that appears when you hover over the task. Each priority has a different color (none-transparent, low-green, medium-yellow, high-red) to help distinct them visually. If a task has a priority, the status is permanently stickied on the task so it’s always visible You can sort and filter tasks by priority as well to automatically group and view your most important tasks You can customize the new task’s priority by changing the new task input field’s priority dropdown menu. You can also edit a task’s priority in the task details panel You can now create custom folders to group and organize your task lists by clicking on the create folder option on the task sidebar ! Clicking on the folder toggles the visibility of its task list content, and hovering over it shows an options icon that opens a menu where you can edit, rename, change the folder icon color, or delete the folder The edit option opens a modal where you can search and select the task lists to add or remove from the folder The rename option turns the folder name into an input that saves on blur, the color option shows a color picker for the icon color, and the delete option deletes the folder and its task lists after confirmation You can also directly create new task lists inside a folder by clicking on the add option on the folder. You can move task lists in/out of folders as well by clicking on the move option, which opens a similar modal where you can search and select which folder to move the task to Drag and drop for moving task lists in/out of folders isn’t implemented yet, because it’s actually quite a challenging thing to do (for me) , but hopefully I’ll have time to try to implement it Updated schema and types Updated UI components and styling Fixed display overflow height styling issues"}, {"post_id": 40161, "ts": "2026-08-03T15:52:29Z", "hours": 2.6514, "text": "Due dates and more random features You can now add due dates and start dates to tasks to better keep track of them and remind yourself when to stop procrastinating and actually get to work ! When you click on the calendar icon on a task, a modal shows up with 2 fields where you can pick the precise date and time for when the task starts/dues. I used the kind of outdated library Flatpickr for this since I was too lazy to build my own calendar time picker thing You can also clear/remove the selected time by clicking on the x icon next to the date field. Save the changes by clicking on the save button You can edit/select the times by clicking on the date fields in the task details panel as well. Start and due dates show up as a small text below the main task on the page so you can easily see when each task is due Added options to sort tasks by due and start dates so you can see which tasks are coming up soon! Also added a separate section in the filter dropdown for filtering by your own tags to better organize and view your different tasks The pen edit/rename option on the task list is now finally implemented! Clicking on it turns the task text into an input field that you can edit, and the new name is saved when you click away from it The tag, calendar, and star icons on the task input field now do something for the new task! Similar to task items, the tag and calendar options both open a modal for you to select the options for the new task, and the star icon marks it as starred. This makes it a lot easier to customize the task before actually adding it to the list Updated schema and types Updated styling and UI components Fixed a legacy dependency (Emoji Mart is unmaintained ) compatibility issue that caused a few previous commits to fail in production build Not gonna lie I’m pretty proud of the UI and layout all the different options and components actually sort of make MacIdeas look like a legit app There seems to be an issue with Firefox screenshots that fails to capture the modal’s background blur for the screenshot so it’s kinda weird"}, {"post_id": 39667, "ts": "2026-08-02T19:52:59Z", "hours": 3.9036, "text": "Tags and emojis Added task tags that you can customize and assign to different task items to better categorize and organize them! You’ll be able to group/sort by tags in the future as well, making browsing and managing tasks even more convenient When you click on the tag icon while hovering over a task item, the tag modal appears listing all the tags you created, a search bar for the tasks, as well as options to create new tags and save your selection Each tag on the modal is a checkbox, meaning you can simply check/uncheck the tags to assign them to the task Clicking on the create option displays an input where you can add a new tag that gets added to the revalidated menu Each tag also has an icon that opens a menu of options to rename, select an emoji, pick a color, and delete the tag. The rename option turns the tag into an input that you can edit, the emoji option opens the emoji picker (you can clear an existing emoji as well) so you can choose a custom icon for the tag, the color option opens a color picker where you can edit the tag’s background, and the delete option deletes the tag after confirmation There’s an option on the modal to clear all the currently assigned tags from the task item as well Up to 3 tags are displayed for each task on the task list page, and you can view all the tags a task has in the details panel (where you can open the tag modal and edit the tags too) You can now also choose an emoji for each task list by either clicking on the sidebar icon or the top bar icon! It opens an emoji picker with an option to clear the existing emoji as well Updated schema and types Updated styling and layout Fixed display height issue Fixed legacy dependency deployment issue"}, {"post_id": 38980, "ts": "2026-08-01T16:28:02Z", "hours": 1.9678, "text": "Browse & complete tasks You can now browse and filter through tasks to view and manage them more easily with the new sorting and filtering options! You can also finally mark tasks as completed once you finish them On the task list page tool bar, there’s a search bar that searched through tasks by their name and description, dropdown menus for sorting (by name, created, updated, due date, etc., some aren’t implemented yet), filtering (by starred, completion status, etc.), and ascending/descending display order to help you find and browse tasks more easily ! There’s also a checkbox that toggles the visibility of completed tasks, since they are hidden by default to avoid cluttering the page You can mark a task as completed by either clicking/checking the circle icon on each task item or selecting the completed checkbox on the task details page Incomplete and completed tasks are each grouped together regardless of sorting order to avoid confusion Completed tasks are striked through and grayed out to help with distinction. You can remark them as incomplete again any time by clicking on the icon again Fixed an annoying container height overflow display layout issue (implementing responsive design on this will be a pain in the butt ) Updated styling and layout I accidentally closed the window while recording the video so I had to rewrite this entire devlog again from memory , Stardance team please make a save devlog button like with Flavortown 🥺"}, {"post_id": 38563, "ts": "2026-08-01T01:19:19Z", "hours": 2.6092, "text": "Task creation & management You can now actually add, view, and manage your tasks in MacIdeas! You can add tasks, view details, edit, star, and delete them by clicking on the task item icons When you add a task, a task item gets added to the task list page, which when hovered shows icons/buttons to edit, manage tags, change due date, star, or delete the task. There’s also a circle on the left where you can mark the task as completed (none of these buttons work yet other than star and delete ) Clicking on the task item itself opens an animated panel on the side (similar to a lot of todo apps and the Slack profile panel) with input and textarea fields for editing the task and its description, as well as checkboxes to mark/unmark the task as completed or starred The task item details panel also shows the task’s precise created and updated timestamps, as well as its ID in the backend database (for debugging purposes) You can save the changes in the details panel by clicking on the save button, which updates and revalidates the task automatically. You can also delete the task item by clicking on the delete button and confirming the warning modal You can close the details panel by clicking on the same task item again or by clicking on the close button If a task item is starred, the star icon shows even when you’re not hovering over the task item. You’ll be able to filter and group task items by stars in the future as well Updated the task list page layout to give more space to the main section and make sure everything’s aligned and positioned nicely without any display/styling issues Added new UI components Updated styling Fixed a few styling and UX issues Updated database schema"}, {"post_id": 38314, "ts": "2026-07-31T17:10:40Z", "hours": 2.0458, "text": "Task list management Added more task list management features so you can organize and view your tasks more efficiently! Added a top tool bar on task list pages where you can rename the task list by clicking on the name, add a description, mark/unmark it as starred, and delete it When you click on delete, a confirmation warning modal shows up asking you to confirm You can also star/unstar a task list by clicking on the star icon on the left sidebar or in the options menu Starred task lists show up in a different section at the top of the sidebar to make accessing them easier and quicker Added a dropdown button that shows an additional menu for creating folders and projects (not implemented yet) next to the create task list button Added a pick emoji button for each task list on the sidebar that, of course, still doesn’t work yet Added the new task input field on the task page with a few placeholder buttons and a submit button. This where you’ll be able to add tasks, but nothing works so far Added a message screen that shows up when all the tasks are completed/there are no tasks Added dynamically generated SEO metadata for task list pages to make the site more accessible and responsive Updated schema and types Updated styling and layout"}, {"post_id": 37735, "ts": "2026-07-30T17:25:43Z", "hours": 3.29, "text": "MacIdeas: productivity & work management tool I’m starting a new project in the MacWeb collection of online apps and platforms called MacIdeas, which is basically Notion (task, note, and project management) but significantly more inferior Hopefully this project will turn out to be pretty complex so I can milk invest more hours on making and polishing this app In this pretty big initial update, I set up the Next.js project, installed its required dependencies, added a few basic pages and layouts, added a lot of UI components, and added task list management Spent quite some time configuring auth and the account system backend again since MacIdeas is hosted on a subdomain of the main macweb.app root domain which handles auth and accounts, so it was annoying setting up CORS, subdomain cookies, and user schemas (I’m not even sure if it works in production yet ) Added a nav bar and footer that were just copied from other MacWeb apps so they look consistent and updated a few links Added placeholder homepage layout and sections with images and text that don’t mean anything yet Added the main tasks page layout with a left sidebar listing all your task lists (folders and other organization stuff coming soon) and the main page displaying your actual tasks and information You can create new task lists by clicking on the create task list button on the sidebar, which creates and redirects you to the new task list that’s automatically titled “Untitled List” When you hover over a task list on the sidebar, an options icon appears that shows a menu of list management options, including rename, star (not implemented), and delete When you click on rename, the task list becomes an input where you can input the new name, and clicking out of it saves and revalidates the data When you click on delete, a confirmation warning modal appears, and the app will be redirected and revalidated after you confirm and delete the task list Once you’re signed in, your profile icon will be displayed on the nav bar and clicking on it lets you view your profile on the main domain, toggle light/dark modes (coming soon), and sign out (does this even work ?) Added static SEO for a few pages to improve accessibility and the site’s metadata Added the MacIdeas logo as the favicon and site icon Added Prisma schema and types Configured DNS and deployment stuff Fixed deployment issue"}]...
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Title: MacIdeas by @tonymac129 | Stardance
Devlog Title: MacIdeas by @tonymac129 | Stardance
Devlogs:
MacIdeas: productivity & work management tool I’m starting a new project in the MacWeb collection of online apps and platforms called MacIdeas, which is basically Notion (task, note, and project management) but significantly more inferior Hopefully this project will turn out to be pretty complex so I can milk invest more hours on making and polishing this app In this pretty big initial update, I set up the Next.js project, installed its required dependencies, added a few basic pages and layouts, added a lot of UI components, and added task list management Spent quite some time configuring auth and the account system backend again since MacIdeas is hosted on a subdomain of the main macweb.app root domain which handles auth and accounts, so it was annoying setting up CORS, subdomain cookies, and user schemas (I’m not even sure if it works in production yet ) Added a nav bar and footer that were just copied from other MacWeb apps so they look consistent and updated a few links Added placeholder homepage layout and sections with images and text that don’t mean anything yet Added the main tasks page layout with a left sidebar listing all your task lists (folders and other organization stuff coming soon) and the main page displaying your actual tasks and information You can create new task lists by clicking on the create task list button on the sidebar, which creates and redirects you to the new task list that’s automatically titled “Untitled List” When you hover over a task list on the sidebar, an options icon appears that shows a menu of list management options, including rename, star (not implemented), and delete When you click on rename, the task list becomes an input where you can input the new name, and clicking out of it saves and revalidates the data When you click on delete, a confirmation warning modal appears, and the app will be redirected and revalidated after you confirm and delete the task list Once you’re signed in, your profile icon will be displayed on the nav bar and clicking on it lets you view your profile on the main domain, toggle light/dark modes (coming soon), and sign out (does this even work ?) Added static SEO for a few pages to improve accessibility and the site’s metadata Added the MacIdeas logo as the favicon and site icon Added Prisma schema and types Configured DNS and deployment stuff Fixed deployment issue
Task list management Added more task list management features so you can organize and view your tasks more efficiently! Added a top tool bar on task list pages where you can rename the task list by clicking on the name, add a description, mark/unmark it as starred, and delete it When you click on delete, a confirmation warning modal shows up asking you to confirm You can also star/unstar a task list by clicking on the star icon on the left sidebar or in the options menu Starred task lists show up in a different section at the top of the sidebar to make accessing them easier and quicker Added a dropdown button that shows an additional menu for creating folders and projects (not implemented yet) next to the create task list button Added a pick emoji button for each task list on the sidebar that, of course, still doesn’t work yet Added the new task input field on the task page with a few placeholder buttons and a submit button. This where you’ll be able to add tasks, but nothing works so far Added a message screen that shows up when all the tasks are completed/there are no tasks Added dynamically generated SEO metadata for task list pages to make the site more accessible and responsive Updated schema and types Updated styling and layout
Task creation & management You can now actually add, view, and manage your tasks in MacIdeas! You can add tasks, view details, edit, star, and delete them by clicking on the task item icons When you add a task, a task item gets added to the task list page, which when hovered shows icons/buttons to edit, manage tags, change due date, star, or delete the task. There’s also a circle on the left where you can mark the task as completed (none of these buttons work yet other than star and delete ) Clicking on the task item itself opens an animated panel on the side (similar to a lot of todo apps and the Slack profile panel) with input and textarea fields for editing the task and its description, as well as checkboxes to mark/unmark the task as completed or starred The task item details panel also shows the task’s precise created and updated timestamps, as well as its ID in the backend database (for debugging purposes) You can save the changes in the details panel by clicking on the save button, which updates and revalidates the task automatically. You can also delete the task item by clicking on the delete button and confirming the warning modal You can close the details panel by clicking on the same task item again or by clicking on the close button If a task item is starred, the star icon shows even when you’re not hovering over the task item. You’ll be able to filter and group task items by stars in the future as well Updated the task list page layout to give more space to the main section and make sure everything’s aligned and positioned nicely without any display/styling issues Added new UI components Updated styling Fixed a few styling and UX issues Updated database schema
Browse & complete tasks You can now browse and filter through tasks to view and manage them more easily with the new sorting and filtering options! You can also finally mark tasks as completed once you finish them On the task list page tool bar, there’s a search bar that searched through tasks by their name and description, dropdown menus for sorting (by name, created, updated, due date, etc., some aren’t implemented yet), filtering (by starred, completion status, etc.), and ascending/descending display order to help you find and browse tasks more easily ! There’s also a checkbox that toggles the visibility of completed tasks, since they are hidden by default to avoid cluttering the page You can mark a task as completed by either clicking/checking the circle icon on each task item or selecting the completed checkbox on the task details page Incomplete and completed tasks are each grouped together regardless of sorting order to avoid confusion Completed tasks are striked through and grayed out to help with distinction. You can remark them as incomplete again any time by clicking on the icon again Fixed an annoying container height overflow display layout issue (implementing responsive design on this will be a pain in the butt ) Updated styling and layout I accidentally closed the window while recording the video so I had to rewrite this entire devlog again from memory , Stardance team please make a save devlog button like with Flavortown 🥺
Tags and emojis Added task tags that you can customize and assign to different task items to better categorize and organize them! You’ll be able to group/sort by tags in the future as well, making browsing and managing tasks even more convenient When you click on the tag icon while hovering over a task item, the tag modal appears listing all the tags you created, a search bar for the tasks, as well as options to create new tags and save your selection Each tag on the modal is a checkbox, meaning you can simply check/uncheck the tags to assign them to the task Clicking on the create option displays an input where you can add a new tag that gets added to the revalidated menu Each tag also has an icon that opens a menu of options to rename, select an emoji, pick a color, and delete the tag. The rename option turns the tag into an input that you can edit, the emoji option opens the emoji picker (you can clear an existing emoji as well) so you can choose a custom icon for the tag, the color option opens a color picker where you can edit the tag’s background, and the delete option deletes the tag after confirmation There’s an option on the modal to clear all the currently assigned tags from the task item as well Up to 3 tags are displayed for each task on the task list page, and you can view all the tags a task has in the details panel (where you can open the tag modal and edit the tags too) You can now also choose an emoji for each task list by either clicking on the sidebar icon or the top bar icon! It opens an emoji picker with an option to clear the existing emoji as well Updated schema and types Updated styling and layout Fixed display height issue Fixed legacy dependency deployment issue
Due dates and more random features You can now add due dates and start dates to tasks to better keep track of them and remind yourself when to stop procrastinating and actually get to work ! When you click on the calendar icon on a task, a modal shows up with 2 fields where you can pick the precise date and time for when the task starts/dues. I used the kind of outdated library Flatpickr for this since I was too lazy to build my own calendar time picker thing You can also clear/remove the selected time by clicking on the x icon next to the date field. Save the changes by clicking on the save button You can edit/select the times by clicking on the date fields in the task details panel as well. Start and due dates show up as a small text below the main task on the page so you can easily see when each task is due Added options to sort tasks by due and start dates so you can see which tasks are coming up soon! Also added a separate section in the filter dropdown for filtering by your own tags to better organize and view your different tasks The pen edit/rename option on the task list is now finally implemented! Clicking on it turns the task text into an input field that you can edit, and the new name is saved when you click away from it The tag, calendar, and star icons on the task input field now do something for the new task! Similar to task items, the tag and calendar options both open a modal for you to select the options for the new task, and the star icon marks it as starred. This makes it a lot easier to customize the task before actually adding it to the list Updated schema and types Updated styling and UI components Fixed a legacy dependency (Emoji Mart is unmaintained ) compatibility issue that caused a few previous commits to fail in production build Not gonna lie I’m pretty proud of the UI and layout all the different options and components actually sort of make MacIdeas look like a legit app There seems to be an issue with Firefox screenshots that fails to capture the modal’s background blur for the screenshot so it’s kinda weird
Priority and folders! You can now assign an importance priority flag for each task to better keep track of your most important todos and manage/view them more easily with this feature ! You can change the priority of a task by clicking on one of the 4 options in the priority dropdown that appears when you hover over the task. Each priority has a different color (none-transparent, low-green, medium-yellow, high-red) to help distinct them visually. If a task has a priority, the status is permanently stickied on the task so it’s always visible You can sort and filter tasks by priority as well to automatically group and view your most important tasks You can customize the new task’s priority by changing the new task input field’s priority dropdown menu. You can also edit a task’s priority in the task details panel You can now create custom folders to group and organize your task lists by clicking on the create folder option on the task sidebar ! Clicking on the folder toggles the visibility of its task list content, and hovering over it shows an options icon that opens a menu where you can edit, rename, change the folder icon color, or delete the folder The edit option opens a modal where you can search and select the task lists to add or remove from the folder The rename option turns the folder name into an input that saves on blur, the color option shows a color picker for the icon color, and the delete option deletes the folder and its task lists after confirmation You can also directly create new task lists inside a folder by clicking on the add option on the folder. You can move task lists in/out of folders as well by clicking on the move option, which opens a similar modal where you can search and select which folder to move the task to Drag and drop for moving task lists in/out of folders isn’t implemented yet, because it’s actually quite a challenging thing to do (for me) , but hopefully I’ll have time to try to implement it Updated schema and types Updated UI components and styling Fixed display overflow height styling issues
Dashboard and Subtasks Added a few interactive widgets to the task dashboard showing tasks grouped in different categories so you can browse all your tasks quickly and easily The different task widgets, each with a different icon, are starred, priority, upcoming, starting soon, recent, and tag tasks. The widgets basically act like filters for all your tasks across all task lists so you don’t need to manually dig through them to find what you’re looking for You can now add subtasks to your tasks! Subtasks are basically just very simple tasks without any of the fancy features (since that would be annoying to implement and it’s just pretty impractical) that are just smaller steps broken down from the main task You can add, view, and manage (completing, renaming, or deleting) each task’s subtasks sorted by completion status in the task details panel, and you can see each task’s subtasks directly displayed below the main task You can also mark subtasks as completed by clicking on the circle on the task item, and the text will be striked through and grayed out Added a home/task dashboard link to the left sidebar Updated schema and types Updated styling and layout Updated README with more detailed info and specific features
Dashboard customization and My Day Added settings for customizing your personal tasks page dashboard, where you can select which tasks to show and which task filter sections to display on your main tasks page to make it completely customized You can access the settings modal by clicking on the gear icon on the top right of the tasks page, where you can select the checkboxes that you want to show on the page. You can reset the settings defaults as well by clicking on the reset option and confirming Dashboard tasks now also show their priority and tags All your homepage settings and customization are automatically saved to the account backend so the settings are synced across all your devices Added the “My Day” page that shows all your tasks that either start or due today (in your local timezone, refreshes daily automatically), or you can add custom tasks for the day here without putting it in any task list to help plan out your day better My Day is essentially a special task list and you can do all the stuff you can do with normal tasks and task lists (browsing, sorting, managing, etc.), and it shows up as its own tab on the left sidebar. I thought this would be hard to implement architecturally, but I just had to add a few fields and conditionals to make it work properly Added the tags dashboard section where you can view all the tasks with a certain tag Updated the data fetching logic for the dashboard to be more efficient, optimized, and customized according to the settings Updated schema and constants Updated styling Updated README Fixed a few visual bugs
Notes and custom backgrounds I coded for 5 hours yesterday and made a lot of progress but completely forgot to devlog , so this devlog will be a bit longer (as if my usual devlogs aren’t already long enough) to hopefully keep my storytelling good 🥺 Added the notes tab, which is the second major part of MacIdeas (the other being tasks and projects) that shares a basically identical layout with tasks, so I only had to copy a few components, modify some variables, imports, and database operations, and add new schema models and server actions to make note management work properly, though it still took quite a bit of time Currently only the sidebar is implemented for notes (instead of the actual note taking/editing part), but you can create new notes, rename them, choose their custom emojis, delete them, create and manage folders, and create notes inside folders from there You can also navigate to each note by clicking on it, but the page is blank for now. Notes share folders with tasks, so folders you make in notes also show up in tasks, and vice versa, although the specific tasks/notes in the folder aren’t displayed on the notes/tasks tab to keep organization simple (hopefully I didn’t phrase this too confusingly , maybe I’ll add an option to show both in settings) Also added projects (the third major part of MacIdeas), which are basically labels/folders that you can put tasks, task lists, folders, and notes in to conveniently keep everything related to a big project in one place Right now you can only create projects through the create project button on the sidebar and can’t do anything else with them, since I’ll only start working on projects after I finish notes Added buttons where you can upload a custom background image or select a color theme (not implemented yet) for each individual task list to make customization even better and personalized! When you click on the custom background option, an upload modal appears where you can upload a png/jpg/webp <4MB to be the background! I originally tried using uploadthing since it was the only object storage service I worked with, but I just couldn’t get the event hooks to load or work at all despite copying stuff from my old project and wasting an hour researching , so I decided to settle with Vercel Blobs (because it’s already hosted on Vercel) and it’s actually so much faster and easier to set up/integrate Some of the components are opaque, so they look kind of weird with a custom background, so I’ll be fixing that soon, but for the most part custom backgrounds actually look decent somehow Task lists without a custom background have a black overlay shadow that’s out of place, so that has to fixed too Also added a bunch of random small quality of life features and adjustments that I don’t remember without looking at my commits Updated schema and types Updated styling
Note and project management Added more note management features for editing, deleting, starring, and moving notes, as well as a dashboard for the notes page (similar to the one for tasks) You can now move notes in/out of different folders by selecting the move option and choosing the folder in the modal popup menu. You can also edit which notes are in a folder by clicking on its edit option, where you can check all the notes you want in a folder Added a top tool bar to each note page (similar to the tool bar for task lists) with the note’s emoji (clicking it opens the emoji menu where you can choose or clear the icon), name (clicking on it renamed the note), description (clicking on it also makes it editable), and current folder information displayed The tool bar also has options to upload a custom background image with an upload modal (similar to task lists), choose a custom theme (not implemented yet), star/unstar, or delete after confirming Added a sidebar for the projects page where you can create, manage, view, add icon, rename, star/unstar, and delete your projects (basically the same as the notes and tasks sidebar) Since many of the features are basically identical or very similar to tasks/task lists, I just used the existing components and copied and modified some stuff, so all these features were pretty easy and quick to implement Added recent, starred, and organized by tag sections to the notes dashboard so you can view and manage your notes more easily. You can also customize the dashboard by selecting the sections in the settings panel Updated schema and types Updated styling and layout Fixed background shadow overlay and a few other display/styling issues
Project browser Added a project browser/file explorer to the project dashboard where you can search, view, and open projects and folders to browse their content ! I decided to build this file explorer instead of just a simple dashboard because I got bored and wanted to make something different, and it would make more sense to do this for projects since they are essentially just folders This file explorer is pretty similar to Google Drive and other cloud storage services, you can double click a project or folder to change directory and view its content (tasks, task lists, notes, other folders), and go back/navigate to other levels with navigation breadcrumbs I thought this would be difficult to implement and would need some kind of breadcrumb library and it turned out to be pretty simple Only projects are styled and can be opened right now, but folders and other stuff will be added in the next update! Added a menu option for adding task/note folders to projects. It opens a modal where you can view and select all the projects you’re adding the folder to, and it’ll show up in the project explorer Updated styling and content
Project page and contents Added a dedicated page for each project that is its own file browser where you can open/interact with the contents, view their information and metadata, and search, filter, and sort through them so you can better manage and view your projects Added an option on the project page that opens a modal displaying all your folders, task lists, tasks, and notes grouped into 4 different tabs. Each item is a checkbox so you can select exactly which items to add to or remove from the project You can also search through each tab’s results and see their names and icons to make finding the right item quick and easy This seemed like a simple feature to implement but getting to cooperate was a nightmare since each item has its own data type, so organizing the data structure for both the frontend and backend required a lot of annoying unions and conditionals There is now a top bar in the project browser with the name, type, modified, and created labels which you can click on to sort the contents accordingly Each item also shows its type and modified & created times, as well as an icon where you can change the item’s emoji directly, making browsing and managing your stuff more convenient You can also edit the project’s name and description directly by clicking on the page title and text Updated styling and layout I procrastinated on this devlog for 2 days and got no work done, so I think this might be a sign for me to take a break from Stardance for a few days since I also need to work on hosting 8-Bit Jam (awesome game jam, if you live near nova plz go register ) and other stuff, so there won’t be new devlogs in a while
Light mode toggle The mode option in the nav user menu now toggles the site’s entire appearance between dark and light mode to improve its customizability and accessibility Because every component has a default color transition, switching between the 2 modes has a smooth UI transition instead of flashing to the other color instantly I had to set up the theme provider and manually add the light mode Tailwind classes and the dark mode prefix for all the colors in every page and component, as well as accounting for all most of the display color edge cases, so this took quite a long time but the result was worth it, both modes look pretty consistent and visually appealing I am finally back to developing MacIdeas after taking a one month break, so I spent some time familiarizing myself with the codebase again. Hopefully this time I’ll be able to finish and ship it soon! Updated styling and layout Added and updated some dependencies
Rich text editing for notes! Added a complete, feature-rich, and easy to use rich text editor for creating and editing your notes! This means you can now actually take notes with features like text formatting, links, headings, lists, inline components, and a lot of other features you would expect from tools like Google Docs There is a top tool bar with a ton of options, buttons, and dropdowns organized into different functional sections (I definitely did not just copy GDocs ) to format/edit/modify your current content selection easily Most of the features support keyboard shortcuts (because of Tiptap), which you can see by hovering over the option and reading its tooltip I tried making my own web based rich text editor from scratch before, and it turned out to be a nightmare of dom manipulation and other headaches, so this time I decided to just use the library Tiptap, which itself is based on the library ProseMirror, to handle this pain in the butt Since Tiptap is completely headless, I still spent a lot of time going through its docs, installing useful extensions, learning their commands, and building, testing, and tweaking all the features to make everything work smoothly I don’t know why I’ve been neglecting actually adding notes for so long (before each note was just a blank page saying “Untitled note” that you couldn’t even edit ), but this actually turned out to be super fun to implement and the result was very rewarding Note saving doesn’t actually work yet (despite the fake “Note saved” autosave message ) since there are still some things about the editor to fix, but hopefully that’ll be implemented soon and MacIdeas will be almost ready to ship! The text editor also works with light mode, and I also updated some styling to improve the UI
Last devlog: note features and final touches! MacIdeas is finally finished and ready to ship! In this last massive devlog, I added a few new quality of life features, did a ton of general/styling/auth bug fixes, and polished the entire project ! Added note content persistence, meaning you can actually save each note’s content to your account data, including its text, formatting, and everything. Autosave automatically does this every 30 seconds, but you can also manually save with ctrl+s or by pressing the save button Added a few new editor features from Tiptap for typography and general formatting to make note taking more powerful and complete You can now select custom background colors (along with custom backdrop images) to customize the appearance of each task list and note page ! The nav search had been there doing nothing ever since the first devlog , so I finally added a powerful search bar to the nav bar that uses a new API endpoint to search through all the information in all your task lists, tasks, notes, projects, and folders and displays the results as a list of links for convenient browsing and navigation! Added section descriptions and icons for the major features on the homepage Updated styling, content, code, and layout Updated the README with a demo screenshot and updated info about features Fixed a lot of bugs related to general usage, empty user data, styling issues with modals, auth redirect, and many other things I don’t want to remember to improve the overall user experience I took a one week break in this last stretch, so there was probably other stuff I did that I forgot, so hopefully my storytelling isn’t that bad
Ships:
MacIdeas is a fullstack online platform for managing, organizing, and keeping track of your work, including tasks, notes, and projects! Now, before you think this is just another generic boring todo list app and give me a 1 star in originality…, well, it kind of is a todo app, but with a ton of many different features, customization, and settings, as well as notes with a complete, functional rich text editor, folders for convenient organization, and projects for organizing your different tasks, notes, folders, and everything else into manageable groups that you can easily browse through. You can edit and assign tasks priorities, due/start dates, tags, subtasks, projects, folders, links, completion, star them, and view all the info from the details panel. There are also features like search, sort, filter, tags, views, star, emojis, and other options that make browsing, navigating, and finding items a lot easier and more efficient. To make the website accessible to everyone, MacIdeas has smooth transitions and animations, fully supports both dark and light modes (and your own background images or colors), as well as responsive design for (nearly) all screen sizes, and complete SEO metadata for each page. All you need to do is to sign in with MacWeb, the central platform for my projects’ auth and account info (since MacIdeas is one of its many apps), and you’ll be redirected back and have access to try out all those features! It has everything you would expect from a real task manager and text editor, so hopefully you’ll like my project :)...
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1794012887.6820219
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1794099287.6820219
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44293
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Frictionless by @vanshikagera | Stardance
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vanshikagera
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1
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3.5
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T15:35:28Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I made Deadline Decider , aka AM I COOKED? XD — a little web app for those moments when you look at your workload and have absolutely no idea if you’re actually going to finish it 😭. You put in how much work you have, how much you’ve already done, how much time you have left, how many hours you can work, and your usual speed. It then does the math for you and tells you how much you need to do per day/hour, how long you’d need at your current pace, and whether you’re fine, getting tight, in crunch time, or… yeah… cooked 💀. I also made it work with different units like pages, problems, chapters, words, etc. :) What was challenging? Honestly, getting the actual calculator logic right was probably the hardest part because there are SO many little things that can go wrong 😭. I had to think about things like what happens if someone enters zero, finishes more work than they started with, has basically no time left, or puts in unrealistic numbers. Then there was the whole process of making the UI actually feel good instead of looking like a random calculator from 2008 XD. Getting everything to build, deploy, and actually work on Vercel also gave me a few ✨character development✨ moments. What am I proud of? I’m probably most proud that I actually took a random “wait… what if I made a thing for this?” idea and turned it into a real, usable project :D. It’s not just a calculator that spits out numbers — it turns a vague “omg I have SO MUCH TO DO” into something you can actually understand and act on. I’m also really happy with how the UI turned out because I wanted it to feel fun and slightly unserious while still being something you’d genuinely use. Anddd seeing it actually live on the internet after all the debugging was definitely a moment 😭 :) What should people know so they can test my project? Please actually try to break it XD . Enter some normal numbers first, like 100 total, 20 completed, 5 days left, 4 hours/day, and a speed of 5 per hour, then hit Calculate my fate . Try different units, change the numbers around, and definitely try weird/invalid inputs too because I built validation for those. You can also hit Reset to start over. Basically, give it your most chaotic deadline situation and see whether you’re fine, getting tight, in crunch time, or completely cooked 💀.", "repo": "https://github.com/Vanshika-Gera/deadline-decider", "demo": "https://deadline-decider.vercel.app/?utm_source=chatgpt.com"}]...
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[{"post_id": 71607, "ts": "202 [{"post_id": 71607, "ts": "2026-09-21T04:51:01Z", "hours": 0.5036, "text": "3 QOL IMPROVEMENTS Daily workload calculationIt takes the amount of work left and deadline and tells the student how much they need to complete per day.Hourly workload calculationIt converts that workload into how much they need to complete per hour, based on the hours they can work each day.Pace/feasibility verdictIt compares the student’s required pace with their estimated normal pace and tells them whether they’re fine, getting tight, in crunch time, or cooked."}, {"post_id": 70133, "ts": "2026-09-18T15:12:09Z", "hours": 1.0067, "text": "Built and polished Deadline Decider, a small web app that turns deadline panic into actual numbers.The idea came from a simple problem: when students have a lot of work left and not much time, “I have so much to do” isn’t very useful. I wanted a tool that could take the workload, time available, and working speed and immediately tell you what pace you’d actually need.HOPE YOU GUYS LIKE IT :0"}, {"post_id": 69190, "ts": "2026-09-16T15:49:27Z", "hours": 0.3575, "text": "added four possible responses you can get! (though there might be more if you try to find then ;)) trying to make the site more elaborate!"}, {"post_id": 68997, "ts": "2026-09-16T05:52:01Z", "hours": 0.5164, "text": "here’s the initial interface :) you can put your work and pace and find out how you can improve your pace accordingly! :)"}, {"post_id": 68562, "ts": "2026-09-15T10:12:22Z", "hours": 0.8522, "text": "AM I COOKED? 🍳Started building a little tool that takes your workload + deadline and tells you whether you’re actually going to finish or you’re cooked"}]...
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Title: Frictionless by @vanshikagera | Stardance
Title: Frictionless by @vanshikagera | Stardance
Devlogs:
AM I COOKED? 🍳Started building a little tool that takes your workload + deadline and tells you whether you’re actually going to finish or you’re cooked
here’s the initial interface :) you can put your work and pace and find out how you can improve your pace accordingly! :)
added four possible responses you can get! (though there might be more if you try to find then ;)) trying to make the site more elaborate!
Built and polished Deadline Decider, a small web app that turns deadline panic into actual numbers.The idea came from a simple problem: when students have a lot of work left and not much time, “I have so much to do” isn’t very useful. I wanted a tool that could take the workload, time available, and working speed and immediately tell you what pace you’d actually need.HOPE YOU GUYS LIKE IT :0
3 QOL IMPROVEMENTS Daily workload calculationIt takes the amount of work left and deadline and tells the student how much they need to complete per day.Hourly workload calculationIt converts that workload into how much they need to complete per hour, based on the hours they can work each day.Pace/feasibility verdictIt compares the student’s required pace with their estimated normal pace and tells them whether they’re fine, getting tight, in crunch time, or cooked.
Ships:
What did I make? I made Deadline Decider , aka AM I COOKED? XD — a little web app for those moments when you look at your workload and have absolutely no idea if you’re actually going to finish it 😭. You put in how much work you have, how much you’ve already done, how much time you have left, how many hours you can work, and your usual speed. It then does the math for you and tells you how much you need to do per day/hour, how long you’d need at your current pace, and whether you’re fine, getting tight, in crunch time, or… yeah… cooked 💀. I also made it work with different units like pages, problems, chapters, words, etc. :) What was challenging? Honestly, getting the actual calculator logic right was probably the hardest part because there are SO many little things that can go wrong 😭. I had to think about things like what happens if someone enters zero, finishes more work than they started with, has basically no time left, or puts in unrealistic numbers. Then there was the whole process of making the UI actually feel good instead of looking like a random calculator from 2008 XD. Getting everything to build, deploy, and actually work on Vercel also gave me a few ✨character development✨ moments. What am I proud of? I’m probably most proud that I actually took a random “wait… what if I made a thing for this?” idea and turned it into a real, usable project :D. It’s not just a calculator that spits out numbers — it turns a vague “omg I have SO MUCH TO DO” into something you can actually understand and act on. I’m also really happy with how the UI turned out because I wanted it to feel fun and slightly unserious while still being something you’d genuinely use. Anddd seeing it actually live on the internet after all the debugging was definitely a moment 😭 :) What should people know so they can test my project? Please actually try to break it XD . Enter some normal numbers first, like 100 total, 20 completed, 5 days left, 4 hours/day, and a speed of 5 per hour, then hit Calculate my fate . Try different units, change the numbers around, and definitely try weird/invalid inputs too because I built validation for those. You can also hit Reset to start over. Basically, give it your most chaotic deadline situation and see whether you’re fine, getting tight, in crunch time, or completely cooked 💀....
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1794019750.7379577
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1794106150.7379577
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58257
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Jaeger-LeCoultre Watch by @nejenabinupa | Stardanc Jaeger-LeCoultre Watch by @nejenabinupa | Stardance...
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nejenabinupa
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0
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35.61
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0
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[]
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[{"post_id": 71598, "ts": "202 [{"post_id": 71598, "ts": "2026-09-21T03:54:25Z", "hours": 20.4914, "text": "i finshed up the parts and texture it and animated it"}, {"post_id": 63640, "ts": "2026-09-07T15:47:20Z", "hours": 5.6881, "text": "I added all the gears and lots of parts in the watch"}, {"post_id": 62843, "ts": "2026-09-06T11:33:10Z", "hours": 2.5656, "text": "i makw the parts i lay out and woking on the body now"}, {"post_id": 62414, "ts": "2026-09-05T19:13:05Z", "hours": 4.2539, "text": "I started to modle the inside stuff and looking good so far"}, {"post_id": 61629, "ts": "2026-09-04T16:55:12Z", "hours": 2.6078, "text": "I stranded to make the baes mesh looking good so far"}]...
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Title: Jaeger-LeCoultre Watch by @nejenabinupa | S Title: Jaeger-LeCoultre Watch by @nejenabinupa | Stardance
Devlogs:
I stranded to make the baes mesh looking good so far
I started to modle the inside stuff and looking good so far
i makw the parts i lay out and woking on the body now
I added all the gears and lots of parts in the watch
i finshed up the parts and texture it and animated it...
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1793483315.0516336
|
1794088115.0516336
|
|
58284
|
shortfin/mako by @kelp | Stardance
|
kelp
|
0
|
5.56
|
0
|
[]
|
[{"post_id": 71587, "ts": "202 [{"post_id": 71587, "ts": "2026-09-21T03:25:02Z", "hours": 2.6142, "text": "base features mostly complete! after 2 and a half hours of mostly solving errors the base features are mostly complete strange though, i wouldve figured this would take much much longer. there must be more i can do (this is to say, i will add more features and such) so far the features i intend to add are: better ui converter between shortfin and other build systems splitting exec into Uexec and certain compiler-specific commands (Uexec standing for “Unsafe exec” unsafe meaning it can be any command)"}, {"post_id": 68430, "ts": "2026-09-15T03:25:34Z", "hours": 2.9439, "text": "first devlog and stuff its going pretty well thus far, ive got the basics mostly set up? kindof?, im writing it in go and also technically anko (as the scripting library) really having issues figuring out the best way to allow you to invoke the compiler through it though (running an arbitrary command could be very bad. but maybe i just dont let it have compiled libraries ? or have the compiled libraries be precompiled from some random source, idk il figure it out) anyway yeah pretty much ive gotten the idea as to how it will work down and such also ignore the weird looking text i was coding on my pi which is connected to a tv thats somewhat distant so i need a larger font to read"}]...
|
Title: shortfin/mako by @kelp | Stardance
Devlogs Title: shortfin/mako by @kelp | Stardance
Devlogs:
first devlog and stuff its going pretty well thus far, ive got the basics mostly set up? kindof?, im writing it in go and also technically anko (as the scripting library) really having issues figuring out the best way to allow you to invoke the compiler through it though (running an arbitrary command could be very bad. but maybe i just dont let it have compiled libraries ? or have the compiled libraries be precompiled from some random source, idk il figure it out) anyway yeah pretty much ive gotten the idea as to how it will work down and such also ignore the weird looking text i was coding on my pi which is connected to a tv thats somewhat distant so i need a larger font to read
base features mostly complete! after 2 and a half hours of mostly solving errors the base features are mostly complete strange though, i wouldve figured this would take much much longer. there must be more i can do (this is to say, i will add more features and such) so far the features i intend to add are: better ui converter between shortfin and other build systems splitting exec into Uexec and certain compiler-specific commands (Uexec standing for “Unsafe exec” unsafe meaning it can be any command)...
|
1793483390.2582436
|
1794088190.2582436
|
|
63797
|
ryOS by @immaturegoat | Stardance
|
immaturegoat
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T03:00:02Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ryOS “Since time immemorial, outstanding individuals have emerged from the oceans of mediocrity that make up the vast majority of humanity. Great thinkers destined to change their respective eras, launching the world into a new epoch. Ryo Yamada is the undeniable peak of what an outstanding individual is- she is the peak of what humanity can ever possibly achieve, the apex of human evolution and society.” -unknown This is ryOS, an webOS with a little bit of Ryo Yamada. It has 4 apps built into it. Features Ryo Yamada Draggable windows - As well as being able to drag them, you can also click on one to bring it to the front, close them, etc. Working time and date A notes app - this was done using a textarea that just saves the text contents inside to localstorage. It was pretty simple and easy to make A pong app - this is a simple game of pong, and you control the left side using your mouse. The AI is pretty hard, and I haven’t gotten a point yet. A music app - this just opens up a window with the option to play one song, and that’s Seishun Complex by Kessoku Band. A photos app - clicking on the left or right buttons of the window allows you to switch between different photos.", "repo": "https://github.com/immaturegoat/ryOS", "demo": "https://immaturegoat.github.io/ryOS/"}]...
|
[{"post_id": 71583, "ts": "202 [{"post_id": 71583, "ts": "2026-09-21T02:59:27Z", "hours": 0.5789, "text": "Devlog 3 lowk this is such a troll project I added 3 more apps, so now there are 4 in total. They are a ryong app, a ryosic app, and a ryotos app (pong, music, and photos). On the pong app, you use your mouse to control the left side. The AI is pretty good though. I haven’t been able to beat it yet. On the music app, you can only play Seishun Complex by Kessoku Band. Anyway, I just put a music player in a window, and it works pretty well. Finally, on the photos app, its just several photos of Ryo that you can switch between. I’m pretty proud of this ngl."}, {"post_id": 70854, "ts": "2026-09-19T21:31:58Z", "hours": 0.4828, "text": "Devlog 2 I built a simple notes app that just stores what you type in a text app into local storage. I’m going to finish the project with a few other apps first."}, {"post_id": 70836, "ts": "2026-09-19T20:57:50Z", "hours": 1.4139, "text": "Devlog 1 I lowkey just needed 50 more stardust, so I’m doing this project. Anyway, I’m just following the guide and customizing it to my liking. I’ve added a welcome screen, but I’ll add more later. I’ve also styled the close buttons and the dragging mechanic."}]...
|
Title: ryOS by @immaturegoat | Stardance
Devlogs: Title: ryOS by @immaturegoat | Stardance
Devlogs:
Devlog 1 I lowkey just needed 50 more stardust, so I’m doing this project. Anyway, I’m just following the guide and customizing it to my liking. I’ve added a welcome screen, but I’ll add more later. I’ve also styled the close buttons and the dragging mechanic.
Devlog 2 I built a simple notes app that just stores what you type in a text app into local storage. I’m going to finish the project with a few other apps first.
Devlog 3 lowk this is such a troll project I added 3 more apps, so now there are 4 in total. They are a ryong app, a ryosic app, and a ryotos app (pong, music, and photos). On the pong app, you use your mouse to control the left side. The AI is pretty good though. I haven’t been able to beat it yet. On the music app, you can only play Seishun Complex by Kessoku Band. Anyway, I just put a music player in a window, and it works pretty well. Finally, on the photos app, its just several photos of Ryo that you can switch between. I’m pretty proud of this ngl.
Ships:
ryOS “Since time immemorial, outstanding individuals have emerged from the oceans of mediocrity that make up the vast majority of humanity. Great thinkers destined to change their respective eras, launching the world into a new epoch. Ryo Yamada is the undeniable peak of what an outstanding individual is- she is the peak of what humanity can ever possibly achieve, the apex of human evolution and society.” -unknown This is ryOS, an webOS with a little bit of Ryo Yamada. It has 4 apps built into it. Features Ryo Yamada Draggable windows - As well as being able to drag them, you can also click on one to bring it to the front, close them, etc. Working time and date A notes app - this was done using a textarea that just saves the text contents inside to localstorage. It was pretty simple and easy to make A pong app - this is a simple game of pong, and you control the left side using your mouse. The AI is pretty hard, and I haven’t gotten a point yet. A music app - this just opens up a window with the option to play one song, and that’s Seishun Complex by Kessoku Band. A photos app - clicking on the left or right buttons of the window allows you to switch between different photos....
|
1793832808.1890187
|
1793919208.1890187
|
|
63917
|
AgroSentinel by @DavidSalas | Stardance
|
DavidSalas
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T13:16:09Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AgroSentinel an autonomous AI agent for agricultural water-stress monitoring, built for Costa Rica’s San Carlos farming region. It follows a perceive-decide-act loop: field data (NDVI, soil moisture, crop type, growth stage) and real NASA climate data feed into deterministic FAO-56 agronomic calculations (reference evapotranspiration, soil water balance, real crop coefficients cited from a Costa Rican engineering thesis), and only then does Claude reason over that already-validated science to decide a dosed irrigation valve’s exact opening percentage, with factor-by-factor reasoning and a stated confidence level. The full system includes a Supabase-backed multi-user database with row-level security, a Telegram bot for natural-language reporting and proactive alerts, and a multi-agent negotiation system where neighboring farms in the same watershed autonomously negotiate shared water through an AI mediator Keeping the AI honest was harder than making it work. Early on, Claude was inventing plausible-sounding numbers (liters saved, days until crisis) with no formula behind them, we had to redesign the pipeline so all agronomic math is computed deterministically in code before Claude ever sees it, and Claude’s job became reasoning over validated data rather than generating numbers itself. That every scientific claim in the project is traceable to a real source Sign up with email or Google. Field data can be entered manually via sliders, so no sensors or drone are required to try a full analysis, pick a crop and soil type, adjust NDVI/humidity/temperature, and hit “Analyze” to see Claude’s real decision.", "repo": "https://github.com/whoisdavid22/whoisdavid22.github.io", "demo": "https://whoisdavid22.github.io/agrosentinel/#"}]...
|
[{"post_id": 71582, "ts": "202 [{"post_id": 71582, "ts": "2026-09-21T02:57:58Z", "hours": 3.4033, "text": "in progress"}, {"post_id": 71186, "ts": "2026-09-20T12:41:43Z", "hours": 7.6581, "text": "AgroSentinel is an autonomous AI agricultural monitoring agent that detects and manages crop water stress in real time. Built for the Intel InNow Technology Fest 2026 in Costa Rica, it follows a perceive-decide-act cycle: it gathers field data (NDVI, soil moisture, temperature, rainfall, crop type, growth stage, drone imagery analyzed with Claude Vision) and enriches it with real climate data from NASA POWER. Before invoking AI, the system runs deterministic agronomic calculations based on the FAO-56 methodology (Hargreaves-Samani reference evapotranspiration, soil water balance, and real crop coefficients cited from a Costa Rican engineering thesis), so Claude reasons over validated science rather than inventing numbers. Claude then decides the exact opening percentage for a dosed irrigation valve, explains its reasoning factor by factor, and states its confidence level."}]...
|
Title: AgroSentinel by @DavidSalas | Stardance
De Title: AgroSentinel by @DavidSalas | Stardance
Devlogs:
AgroSentinel is an autonomous AI agricultural monitoring agent that detects and manages crop water stress in real time. Built for the Intel InNow Technology Fest 2026 in Costa Rica, it follows a perceive-decide-act cycle: it gathers field data (NDVI, soil moisture, temperature, rainfall, crop type, growth stage, drone imagery analyzed with Claude Vision) and enriches it with real climate data from NASA POWER. Before invoking AI, the system runs deterministic agronomic calculations based on the FAO-56 methodology (Hargreaves-Samani reference evapotranspiration, soil water balance, and real crop coefficients cited from a Costa Rican engineering thesis), so Claude reasons over validated science rather than inventing numbers. Claude then decides the exact opening percentage for a dosed irrigation valve, explains its reasoning factor by factor, and states its confidence level.
in progress
Ships:
AgroSentinel an autonomous AI agent for agricultural water-stress monitoring, built for Costa Rica’s San Carlos farming region. It follows a perceive-decide-act loop: field data (NDVI, soil moisture, crop type, growth stage) and real NASA climate data feed into deterministic FAO-56 agronomic calculations (reference evapotranspiration, soil water balance, real crop coefficients cited from a Costa Rican engineering thesis), and only then does Claude reason over that already-validated science to decide a dosed irrigation valve’s exact opening percentage, with factor-by-factor reasoning and a stated confidence level. The full system includes a Supabase-backed multi-user database with row-level security, a Telegram bot for natural-language reporting and proactive alerts, and a multi-agent negotiation system where neighboring farms in the same watershed autonomously negotiate shared water through an AI mediator Keeping the AI honest was harder than making it work. Early on, Claude was inventing plausible-sounding numbers (liters saved, days until crisis) with no formula behind them, we had to redesign the pipeline so all agronomic math is computed deterministically in code before Claude ever sees it, and Claude’s job became reasoning over validated data rather than generating numbers itself. That every scientific claim in the project is traceable to a real source Sign up with email or Google. Field data can be entered manually via sliders, so no sensors or drone are required to try a full analysis, pick a crop and soil type, adjust NDVI/humidity/temperature, and hit “Analyze” to see Claude’s real decision....
|
1793832849.5637097
|
1793919249.5637097
|
|
17600
|
Frictionless by @Abhi_Yadav13 | Stardance
|
Abhi_Yadav13
|
0
|
1.33
|
0
|
[]
|
[{"post_id": 71579, "ts": "202 [{"post_id": 71579, "ts": "2026-09-21T02:50:39Z", "hours": 0.7031, "text": "AI Homework Organizer - haven’t touched this in a bit cuz of school but fun getting back on this, currently testing and trying to remember where I left off lol"}, {"post_id": 20427, "ts": "2026-07-02T00:52:16Z", "hours": 0.6236, "text": "AI Homework Organizer - worked on the index n style n script, used slight AI when it came to debugging and things"}]...
|
Title: Frictionless by @Abhi_Yadav13 | Stardance
Title: Frictionless by @Abhi_Yadav13 | Stardance
Devlogs:
AI Homework Organizer - worked on the index n style n script, used slight AI when it came to debugging and things
AI Homework Organizer - haven’t touched this in a bit cuz of school but fun getting back on this, currently testing and trying to remember where I left off lol...
|
1793454814.7672281
|
1794059614.7672281
|
|
4053
|
Star-Catcher by @OrangeJuice | Stardance
|
OrangeJuice
|
2
|
18.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T01:14:02Z", "hours": 7.0, "multiplier": 14.59, "payout": 121, "blessing": "neutral", "text": "Star-Catcher This is a WarioWare styled game that includes: 4 minigames: A platformer A clicker A reaction test And, catching the falling stars from the sky! Sound effects and background music Custom made pixel assets! Information on how to play each minigame is on the Itch.io and github pages. Hope you enjoy!", "repo": "https://github.com/Orangejuiceonntop/StarCatcher", "demo": "https://orangejuiceontop.itch.io/star-catcher"}, {"ship_num": 2, "ts": "2026-07-24T09:20:48Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Star-Catcher “Catch the stars!” - A WarioWare styled game This game includes 3 minigames: A platformer, use arrow keys and space A clicker, use mouse/trackpad A reaction test, use mouse/trackpad I hope you enjoy this game as much as I did making it!!", "repo": "https://github.com/Orangejuiceonntop/StarCatcher", "demo": "https://orangejuiceontop.itch.io/star-catcher"}]...
|
[{"post_id": 71573, "ts": "202 [{"post_id": 71573, "ts": "2026-09-21T02:30:03Z", "hours": 1.0211, "text": "Star-Catcher - Last Devlog “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s been a looong time since the last devlog. Honestly, I’ve been thinking about this project for awhile now, but I’ve decided to ship this project. What’s new Made the meteor icon for 4th minigame Animations!!!! Meteor animation New sprite walking animation! Minor bug fixes Extra info Thanks for everyone who enjoyed my devlogs and this project, It was really nice seeing you guys enjoy it! I wish I could’ve added more to this game, but I’m happy with how it ended up. Maybe one day I’ll return to this game. Thank you for reading. Until next time!"}, {"post_id": 56957, "ts": "2026-08-29T00:18:04Z", "hours": 3.6289, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info Sooooo yea it’s been a while lmao. Genuinely I’ve been working on the 4th mini game for the longest cause I could figure out how to connect signals properly😭. But, we’re past that now! (thankfully) What’s new SO most of my effort has been put into making the 4th level so not much has been added Created and finished the 4th minigame Collect 8 stars in under 20 seconds, dodge the meteors (meteor icon hasn’t been drawn yet 💔) Minor bug fixes Appreciation section As I was making this minigame I saw that @lantyrn created a minigame similar to this! Their project really helped me fix my signal connecting issues cause I genuinely had no idea what I was doing. So, thank you latyrn for your amazing project (Starry Scramble) – Go check it out it’s really cool and well made! To-do Draw icons for meteor and new star icons Also finish making sprite animation while I’m at it Figure out how to fade out music using tweens Draw some more backgrounds Make the game more enjoyable to play! If you have any suggestions, let me know. That’s it for now. Until next time!"}, {"post_id": 49320, "ts": "2026-08-18T02:19:34Z", "hours": 2.2697, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s back!!! When I saw the continuation to the WarioWare mission, I decided to do it! I haven’t been able to add a lot cause I’ve been busy these days. What’s new Sound effects! I added a lot of sound effects to make the gameplay feel more interactive/immersive Button clicks, star shines, etc. Added music So far only the settings and level scene have music I’ve been trying to find music for the levels and start screen but have been unsuccessful so far😞 I might create some custom music for it Updated settings added volume sliders Created a base for the 4th minigames The idea is that you catch the stars that fall from the sky while avoiding meteors. You lose the minigame if you touch the meteor To-do Finish 4th minigame Update character sprite Add music to minigames That’s it for now. Until next time!"}, {"post_id": 33950, "ts": "2026-07-24T09:13:46Z", "hours": 0.3611, "text": "Star-Catcher — It’s finally here!! “Catch the Stars!” - Game made for the WarioWare Mission Last Devlog Star-Catcher is done! It feels a bit bittersweet, but I’m glad that I’m finished with this project. Thank you for everyone who supported thus far!! What’s new Finally drew the win screen background Updated the readme Set up the itch.io page Extra info Once again, I just want to thank everyone who liked or commented on my posts! If you see this, go ahead and check it out on my ship post. Until next time!"}, {"post_id": 33785, "ts": "2026-07-23T23:54:40Z", "hours": 3.2381, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s almost done!!! My motivation has been wavering a bit which prevented me from working on this project for a while, but we pushed through😎. New minigame! The third and last minigame. It was originally going to be a whack-a-mole type game but I realized that was above my skill level and I decided to make a clicking/reaction game instead. You have to click on the star 15 times to progress A black hole will appear. If you click on it, you lose a life Text indicating when to click or stop with custom animation! (Inspired by @Gabl ’s Goose Games - Go check it out!) What else is new Created lose screen with retry button Lives and minigames done resets when button is clicked Created win screen with play again+menu buttons Background hasn’t been drawn yet The sprite now changes directions when you move left/right Bug fixes Extra info I decided to keep the title screen image, but I might change the title design. I did have some ideas because I was way too overambitious, but I’m happy with how the game turned out! I hope you do too. I’ll make one last devlog before shipping after I write my Readme and draw the winner’s screen Thank you for all the support so far. Until next time!"}, {"post_id": 28591, "ts": "2026-07-14T22:42:01Z", "hours": 1.7711, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info I haven’t been working on this game as much as I should lately, but I swear imma lock in 😭. I made some drawings for the background and made a new banner! I was going to use the banner image for the title screen of the game, but the dimensions didn’t match up so when I resized it, the image looked off. What’s New Mainly focused on visual aspects of the game Added floating animations to the stars Changed the background of the level/time scene and settings page Replaced the old font with a new pixel font To do Draw title screen background Create win/lose screens Add character walking animations Make 3rd minigame Until next time!"}, {"post_id": 23219, "ts": "2026-07-06T01:21:50Z", "hours": 3.2775, "text": "Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info I said I’d finish making the first minigame yesterday, but I severely underestimated how hard it would be. Building the game was easy but coding it was horrible. The timer wouldn’t work and would automatically close the player. I ended up moving on to the second minigame (image on the right). Making it went smoothly which gave me enough motivation to finish making the first minigame. I still don’t know what was wrong with my code, I just ended up deleting the whole script and rewriting it. What’s New 2 mini games created!! A platformer where you collect 3 stars in under 10 seconds A clicked where you click on 5 stars in under 7 seconds To do Next time I work on this, I want to focus on how the game looks visually cause doing the coding this session was exhausting. Make/draw new background Make a custom title on the home page Change how the platforms look on the platformer minigame Add character walking animation That’s all for now. Until next time!!"}, {"post_id": 22399, "ts": "2026-07-04T21:22:44Z", "hours": 1.0506, "text": "Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background Info This session, I mostly worked on the coding. When I saw the code I needed to write I lowkey got scared but it all worked out in the end 😎 What’s new Nothing has been added visually besides the “lives left” image being replaced. It’s a net now! (To catch the stars ofc) Timer on level scene now works Added level count Created in game timer To do Create first level (platformer minigame) Create settings page Draw a background and banner Extra I drew the character sprite! She’s a little girl who carries an oversized net and LOVES stars. I drew a front-facing version that I’m probably not going to use but I wanted to show it off still. It’s not perfect cause I still don’t know how to make pixel art, but I hope yall like it!! The next devlog will be later today after I make the first minigame. Until then!"}, {"post_id": 19638, "ts": "2026-07-01T00:46:16Z", "hours": 1.1044, "text": "Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info New project!!!! When I saw this mission I was so excited because I finally have a reason to learn how to make a game. I wanted this to be a space-themed game with a pixel art style. The idea is you play as a little girl with a net who runs around catching stars. What I have so far So far, I only have the menu screen and the “loading” screen. It’s very much a work in progress, and I plan to change the background and the “lives” later on. Whats next I plan to make an the first actual level scene next (I can finally use my star drawings I made the other day :D). This is my first time using Godot/making a game in general, so I hope I can make a good game! To do Make first level scene Change background Make/draw character sprite Make “lives” drawing (I’ll probably make it a net)"}]...
|
Title: Star-Catcher by @OrangeJuice | Stardance
D Title: Star-Catcher by @OrangeJuice | Stardance
Devlogs:
Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info New project!!!! When I saw this mission I was so excited because I finally have a reason to learn how to make a game. I wanted this to be a space-themed game with a pixel art style. The idea is you play as a little girl with a net who runs around catching stars. What I have so far So far, I only have the menu screen and the “loading” screen. It’s very much a work in progress, and I plan to change the background and the “lives” later on. Whats next I plan to make an the first actual level scene next (I can finally use my star drawings I made the other day :D). This is my first time using Godot/making a game in general, so I hope I can make a good game! To do Make first level scene Change background Make/draw character sprite Make “lives” drawing (I’ll probably make it a net)
Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background Info This session, I mostly worked on the coding. When I saw the code I needed to write I lowkey got scared but it all worked out in the end 😎 What’s new Nothing has been added visually besides the “lives left” image being replaced. It’s a net now! (To catch the stars ofc) Timer on level scene now works Added level count Created in game timer To do Create first level (platformer minigame) Create settings page Draw a background and banner Extra I drew the character sprite! She’s a little girl who carries an oversized net and LOVES stars. I drew a front-facing version that I’m probably not going to use but I wanted to show it off still. It’s not perfect cause I still don’t know how to make pixel art, but I hope yall like it!! The next devlog will be later today after I make the first minigame. Until then!
Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info I said I’d finish making the first minigame yesterday, but I severely underestimated how hard it would be. Building the game was easy but coding it was horrible. The timer wouldn’t work and would automatically close the player. I ended up moving on to the second minigame (image on the right). Making it went smoothly which gave me enough motivation to finish making the first minigame. I still don’t know what was wrong with my code, I just ended up deleting the whole script and rewriting it. What’s New 2 mini games created!! A platformer where you collect 3 stars in under 10 seconds A clicked where you click on 5 stars in under 7 seconds To do Next time I work on this, I want to focus on how the game looks visually cause doing the coding this session was exhausting. Make/draw new background Make a custom title on the home page Change how the platforms look on the platformer minigame Add character walking animation That’s all for now. Until next time!!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info I haven’t been working on this game as much as I should lately, but I swear imma lock in 😭. I made some drawings for the background and made a new banner! I was going to use the banner image for the title screen of the game, but the dimensions didn’t match up so when I resized it, the image looked off. What’s New Mainly focused on visual aspects of the game Added floating animations to the stars Changed the background of the level/time scene and settings page Replaced the old font with a new pixel font To do Draw title screen background Create win/lose screens Add character walking animations Make 3rd minigame Until next time!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s almost done!!! My motivation has been wavering a bit which prevented me from working on this project for a while, but we pushed through😎. New minigame! The third and last minigame. It was originally going to be a whack-a-mole type game but I realized that was above my skill level and I decided to make a clicking/reaction game instead. You have to click on the star 15 times to progress A black hole will appear. If you click on it, you lose a life Text indicating when to click or stop with custom animation! (Inspired by @Gabl ’s Goose Games - Go check it out!) What else is new Created lose screen with retry button Lives and minigames done resets when button is clicked Created win screen with play again+menu buttons Background hasn’t been drawn yet The sprite now changes directions when you move left/right Bug fixes Extra info I decided to keep the title screen image, but I might change the title design. I did have some ideas because I was way too overambitious, but I’m happy with how the game turned out! I hope you do too. I’ll make one last devlog before shipping after I write my Readme and draw the winner’s screen Thank you for all the support so far. Until next time!
Star-Catcher — It’s finally here!! “Catch the Stars!” - Game made for the WarioWare Mission Last Devlog Star-Catcher is done! It feels a bit bittersweet, but I’m glad that I’m finished with this project. Thank you for everyone who supported thus far!! What’s new Finally drew the win screen background Updated the readme Set up the itch.io page Extra info Once again, I just want to thank everyone who liked or commented on my posts! If you see this, go ahead and check it out on my ship post. Until next time!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s back!!! When I saw the continuation to the WarioWare mission, I decided to do it! I haven’t been able to add a lot cause I’ve been busy these days. What’s new Sound effects! I added a lot of sound effects to make the gameplay feel more interactive/immersive Button clicks, star shines, etc. Added music So far only the settings and level scene have music I’ve been trying to find music for the levels and start screen but have been unsuccessful so far😞 I might create some custom music for it Updated settings added volume sliders Created a base for the 4th minigames The idea is that you catch the stars that fall from the sky while avoiding meteors. You lose the minigame if you touch the meteor To-do Finish 4th minigame Update character sprite Add music to minigames That’s it for now. Until next time!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info Sooooo yea it’s been a while lmao. Genuinely I’ve been working on the 4th mini game for the longest cause I could figure out how to connect signals properly😭. But, we’re past that now! (thankfully) What’s new SO most of my effort has been put into making the 4th level so not much has been added Created and finished the 4th minigame Collect 8 stars in under 20 seconds, dodge the meteors (meteor icon hasn’t been drawn yet 💔) Minor bug fixes Appreciation section As I was making this minigame I saw that @lantyrn created a minigame similar to this! Their project really helped me fix my signal connecting issues cause I genuinely had no idea what I was doing. So, thank you latyrn for your amazing project (Starry Scramble) – Go check it out it’s really cool and well made! To-do Draw icons for meteor and new star icons Also finish making sprite animation while I’m at it Figure out how to fade out music using tweens Draw some more backgrounds Make the game more enjoyable to play! If you have any suggestions, let me know. That’s it for now. Until next time!
Star-Catcher - Last Devlog “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s been a looong time since the last devlog. Honestly, I’ve been thinking about this project for awhile now, but I’ve decided to ship this project. What’s new Made the meteor icon for 4th minigame Animations!!!! Meteor animation New sprite walking animation! Minor bug fixes Extra info Thanks for everyone who enjoyed my devlogs and this project, It was really nice seeing you guys enjoy it! I wish I could’ve added more to this game, but I’m happy with how it ended up. Maybe one day I’ll return to this game. Thank you for reading. Until next time!
Ships:
Star-Catcher “Catch the stars!” - A WarioWare styled game This game includes 3 minigames: A platformer, use arrow keys and space A clicker, use mouse/trackpad A reaction test, use mouse/trackpad I hope you enjoy this game as much as I did making it!!
Star-Catcher This is a WarioWare styled game that includes: 4 minigames: A platformer A clicker A reaction test And, catching the falling stars from the sky! Sound effects and background music Custom made pixel assets! Information on how to play each minigame is on the Itch.io and github pages. Hope you enjoy!...
|
1793998491.8496017
|
1794084891.8496017
|
|
63981
|
RocketRikshaw by @teerth | Stardance
|
teerth
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T02:39:52Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "If this is my view outside the auto, you best believe I’m becoming the best auto driver that has ever lived. I have worked with layers on html before, but I got a good taste of layering here because it took me so many trials and errors with all the different z-index to pick the right ones also putting the gradient in the background was a bit tough but I accomplished it anyway I aim to update this in future to add more new tab like features on this website", "repo": "https://github.com/spiceTheCode/rocketRikshaw", "demo": "https://spicethecode.github.io/rocketRikshaw/"}]...
|
[{"post_id": 71572, "ts": "202 [{"post_id": 71572, "ts": "2026-09-21T02:24:06Z", "hours": 2.1047, "text": "rocket rikshaw is now in space!!!! We are now done with a good nasa apod show website!!! not the best nasa apod for demo tho :( added a peek out button so that users can have full fiew also!"}, {"post_id": 71099, "ts": "2026-09-20T09:20:55Z", "hours": 1.3125, "text": "so the auto overlay is here, and the api works fine too, all i need it to just fix some sizing and make the api url media as big as the background ON IT!!"}]...
|
Title: RocketRikshaw by @teerth | Stardance
Devlo Title: RocketRikshaw by @teerth | Stardance
Devlogs:
so the auto overlay is here, and the api works fine too, all i need it to just fix some sizing and make the api url media as big as the background ON IT!!
rocket rikshaw is now in space!!!! We are now done with a good nasa apod show website!!! not the best nasa apod for demo tho :( added a peek out button so that users can have full fiew also!
Ships:
If this is my view outside the auto, you best believe I’m becoming the best auto driver that has ever lived. I have worked with layers on html before, but I got a good taste of layering here because it took me so many trials and errors with all the different z-index to pick the right ones also putting the gradient in the background was a bit tough but I accomplished it anyway I aim to update this in future to add more new tab like features on this website...
|
1793832884.587735
|
1793919284.587735
|
|
47119
|
Polaris - TVC Rocket by @Sreeni | Stardance
|
Sreeni
|
0
|
20.25
|
0
|
[]
|
[{"post_id": 71571, "ts": "202 [{"post_id": 71571, "ts": "2026-09-21T02:22:47Z", "hours": 1.1, "text": "So today I worked on integration, I first began by cutting out the holes for the servo motors to fit and then I installed the tvc mount into the main airframe, everything went pretty well although I overestimated how much of teh cardboard I needed to cut out and made a pretty oversized hole but it fine, My current servo push rods dont really work in the current airframe so I need to make new ones, other than that the resistors I ordered last time still haven’t shipped im going to call digikey customer support and figure out whats going on, I also have to finish assembling the rest of the components and then integrate everythign for its first test flight."}, {"post_id": 66913, "ts": "2026-09-12T21:32:06Z", "hours": 1.8339, "text": "So today I began assembling that actual flight computer, Most of the parts arrived a while ago but I only have time on weekends to work on projects because of school and plus im in my junior year right now. I took a while to plan everything out because I would only have around 2 hours until the solder paste dried so when I put the solder paste on I began speedrunning, Most of the components went smoothly but the really small capacitors were kinda annoying, I still have a bunch of resistors and capacitors I havent placed yet but I placed the majority of the main parts. I haven’t started assembly on the backside of the pcb so that will be next week. I also have some solder bridges on the stm32 chip and I bent one of the pins but I think I can rebend it so it should be fine.Also I realized that I had messed up during ordering one of the parts I had only ordered 5 of the resistors even though I needed 19, I dont know how I missed this but its alright because I had enough money left in my grant to buy the extra so that will also arrive next week and thats basically it. (Also note to reviewer during my lapse for this session I left for around 30 minutes to eat lunch and forgot to pause so you can remove the time accoridngly if thats possible)"}, {"post_id": 62608, "ts": "2026-09-06T02:32:44Z", "hours": 1.95, "text": "So today my 3d printed parts arrived which was awesome, My Body tube had also arrived a while before that so I got to assembling, I first started with the landing mount and assemebled using m3 screws, I used nylon for most of them and heat set inserts but I might switch to steel screws, I used some rubberbands I had lying around and tested wheter it works and it did kinda? there was a weird issue where the whole rocket tilted a little and put all the weight on 3 legs instead of 4, This was probably because of warp in the 3d print probably, I added some blue painter tape to the edges to help with this Another thing I found was that the landing legs themselves acted as a spring, When you dropped it from a certain height or put enough pressure the leg itself bent. I actually like this accidental design because it helps with softer landings The TVC mount was where I messed up. I realized that I hadn’t left space for the bottom y axis mount to move the way it should and structurally there were some issues also, to solve this I used a soldering iron to melt at the plastic and created a messy area for it the move and that helped pretty well, I have to redesign this in v2. Besides that I also forgot to tell my printer I needed my avionics bay printed and that I needed 2 tvc rockets not one, so i’ve decided that I’m going to focus more on getting one succesful flight up and parachute or do something like bps space did with echo and drop the rocket from a drone at high altitudue and try to land it (this is probably what im going to do). The rest of my parts are going arrive in the coming week but school also started so progress will be slow."}, {"post_id": 54781, "ts": "2026-08-25T21:53:33Z", "hours": 2.7669, "text": "Today I worked on finalizing the bom, and I tidied up my repo, I added the old firmware I had coded with the flight computer but I’ll have to update it, I also came across this really weird issue with the pcb, last time I placed a fake order just to see the final price it came out to $350, but today somehow its 270? and also my shipping and customs alone are close to $100 which is crazy, I’m going to fix this pcb issue and submit but thats all, I also made a wiring diagram for the launchpad stuff Edit: So I sent a question in the help channel and I decided that im going to be assembling the pcb my self, this will be much harder but it’s worth it for the cost savings."}, {"post_id": 54014, "ts": "2026-08-24T19:11:48Z", "hours": 5.3372, "text": "Today was working mostly on my landing legs, I first got some inspiration from actual rockets like the falcon 9 and began designing. I first began by modeling the mount that will hold the legs and then worked on actual legs and struts, The main issues was making sure it fit proerly and wouldnt rub against the main ariframe, I made some cutouts in the landing mount to fit the servos, The landing legs will have rubber bands that act as spring and they will be held in the up position with a rubber band, Using a nichrome wire the rubber band will be heated and cut when I need it to deploy. Other than that the final steps will be making the wiring diagram for the launchpad updating github with my code and cad models. I also made a render with gemini that came out suprisingly well."}, {"post_id": 52744, "ts": "2026-08-23T02:28:46Z", "hours": 1.1167, "text": "I did some small work today, I first began by making my own water deluge system, I first made a container that fits under the rocket launch pad and has a small sumersible water pump that pushes water directly under where the motors engine heat will be concentrated, I did this to mainly to lengthen the lifetime of the launchpad because after a certain number of launches this will probably just be too damaged. I also chose the uno r4 edition as my board that will control all my electronics, with this I can control the 2 servos, 2 esp32 cams,5 lights on the launchpad much easier and from a safer distance. I also did some BOM work and figured what parts I would need, I’m hoping this is an x tier project, the flight computer itself is coming out to $230 with shipping so I’ll have to find ways to save costs. The final steps are to make a BOM and finish up the landing legs."}, {"post_id": 51252, "ts": "2026-08-20T19:47:38Z", "hours": 2.9169, "text": "Today was assembly day, I worked on first bringing all the parts together in onshape and I made sure to keep everything organized so its easier in the future for changes, I first began by making the rocket nose and tubing in onshape. I then got a 3d model of my flight controller pcb and made my own avionics bay for it, I made sure to leave space and areas for wiring. After that I began by making the complete assembly, I added the servos to the tvc mount and had to change some dimenions to make sure it fit properly, Then I made a full rocket model, and made sure to add the servos for the control arms on the launchpad. I ran into some dimensions issues but I went back and changed those pretty easily. I then got the lights and cameras in my cad. I added 2 esp32 camera modules to the launchpad to record everything, I’m not sure if these will be fixed posistions ill probably move them around. I als added some WS2812 Breakout boards around the launchpad, and I also want to recreate the strobing red light effect thats used on the blue origin launchpad before it blew up, I didnt add the rgb strip light to the main strucutre yet and ill have to do that later. But that’s basically it, I’m also planning on adding aluminium protection on the flame trench just 5mm plates, and i’m going to add a small water pump to help out more with cooling. The final steps for this project will be making the BOM, writing the code, and finalizing cad."}, {"post_id": 50587, "ts": "2026-08-19T19:53:16Z", "hours": 1.8358, "text": "Today I mainly focused on the TVC mount, There were many avalible models online and using them as refrence I created this, The mount uses sg90 tower servos, and m3 push rods. For the rocket motor I chose the F15 because it has a bunch of documentation on it and has a very predicatable thrust curve. I first began by modeling the motor mount and added a engine block at the top to prevent the motor from flying into the rocket. I then worked on the x and y axis and made sure that everythign was specced to the right dimensions to decrease slack. Other than that I also did some small work on the open rocket sim but didnt record like usual. The final steps will be to design the landing legs which will proably take the longest and finish up the launch pad, and create a full assembly."}, {"post_id": 49676, "ts": "2026-08-18T15:49:58Z", "hours": 0.8386, "text": "Today I did some basic ground work. I first began by looking at my old flight computer I made this during blueprint but I never got to submitting which I don’t know why I didnt, beside that I added some silkscreen on the front and I’m going to add some on the back. After I began work on my rocket, So the main thing I had to think about was how the first and second motor ignition would work, I saw some examples like how joe barnard did with his scout e rocket but I had a diffrent idea. I split my rocket basically into 2 stages The first stage has the ascent motor and is connected to the actual main rocket via a coupler, There is also a tvc mount for this stage which is connected to the flight computer via jumper wires. After the ascent motor is burned out the rocket reaches apoggee and starts coming back down and after a set time a pyro charge ignites the 2nd motor this will basically hot burn the first ascent stage off the rocket, To protect the first stage I’m going to add a thin aluminium bulkhead with a layer of some sort of heat insulation, and during the seperation The servo wires for the first stage tvc will just pull apart. I’m still thinking about wheter I will just let the first stage just fall or find a way for a parachute to fit safely, If anybody has some way I could bring it safely down I would love to here it, I’m going to start working on the landing legs soon and I need to work on a small emergency parachute for the first stage incase the motor doesnt light or the legs don’t come out as intended."}, {"post_id": 47748, "ts": "2026-08-15T21:35:52Z", "hours": 0.55, "text": "This is my first journal entry in what will probably be a really long project, My current plan for this project is to make a tvc rocket that can take off and land by itself, and make a custom launchpad with it. Today I just looked through my old flight computer model I had made and added some silkscreen I also think I’ll probably add a pyro charge to it? I also made rough cad modelling for my launch pad taking inspiration from bps space’s launch pads. I’m going to work a bit more today on the launch pad model and actually make itnto something like a real launchpad."}]...
|
Title: Polaris - TVC Rocket by @Sreeni | Stardance Title: Polaris - TVC Rocket by @Sreeni | Stardance
Devlogs:
This is my first journal entry in what will probably be a really long project, My current plan for this project is to make a tvc rocket that can take off and land by itself, and make a custom launchpad with it. Today I just looked through my old flight computer model I had made and added some silkscreen I also think I’ll probably add a pyro charge to it? I also made rough cad modelling for my launch pad taking inspiration from bps space’s launch pads. I’m going to work a bit more today on the launch pad model and actually make itnto something like a real launchpad.
Today I did some basic ground work. I first began by looking at my old flight computer I made this during blueprint but I never got to submitting which I don’t know why I didnt, beside that I added some silkscreen on the front and I’m going to add some on the back. After I began work on my rocket, So the main thing I had to think about was how the first and second motor ignition would work, I saw some examples like how joe barnard did with his scout e rocket but I had a diffrent idea. I split my rocket basically into 2 stages The first stage has the ascent motor and is connected to the actual main rocket via a coupler, There is also a tvc mount for this stage which is connected to the flight computer via jumper wires. After the ascent motor is burned out the rocket reaches apoggee and starts coming back down and after a set time a pyro charge ignites the 2nd motor this will basically hot burn the first ascent stage off the rocket, To protect the first stage I’m going to add a thin aluminium bulkhead with a layer of some sort of heat insulation, and during the seperation The servo wires for the first stage tvc will just pull apart. I’m still thinking about wheter I will just let the first stage just fall or find a way for a parachute to fit safely, If anybody has some way I could bring it safely down I would love to here it, I’m going to start working on the landing legs soon and I need to work on a small emergency parachute for the first stage incase the motor doesnt light or the legs don’t come out as intended.
Today I mainly focused on the TVC mount, There were many avalible models online and using them as refrence I created this, The mount uses sg90 tower servos, and m3 push rods. For the rocket motor I chose the F15 because it has a bunch of documentation on it and has a very predicatable thrust curve. I first began by modeling the motor mount and added a engine block at the top to prevent the motor from flying into the rocket. I then worked on the x and y axis and made sure that everythign was specced to the right dimensions to decrease slack. Other than that I also did some small work on the open rocket sim but didnt record like usual. The final steps will be to design the landing legs which will proably take the longest and finish up the launch pad, and create a full assembly.
Today was assembly day, I worked on first bringing all the parts together in onshape and I made sure to keep everything organized so its easier in the future for changes, I first began by making the rocket nose and tubing in onshape. I then got a 3d model of my flight controller pcb and made my own avionics bay for it, I made sure to leave space and areas for wiring. After that I began by making the complete assembly, I added the servos to the tvc mount and had to change some dimenions to make sure it fit properly, Then I made a full rocket model, and made sure to add the servos for the control arms on the launchpad. I ran into some dimensions issues but I went back and changed those pretty easily. I then got the lights and cameras in my cad. I added 2 esp32 camera modules to the launchpad to record everything, I’m not sure if these will be fixed posistions ill probably move them around. I als added some WS2812 Breakout boards around the launchpad, and I also want to recreate the strobing red light effect thats used on the blue origin launchpad before it blew up, I didnt add the rgb strip light to the main strucutre yet and ill have to do that later. But that’s basically it, I’m also planning on adding aluminium protection on the flame trench just 5mm plates, and i’m going to add a small water pump to help out more with cooling. The final steps for this project will be making the BOM, writing the code, and finalizing cad.
I did some small work today, I first began by making my own water deluge system, I first made a container that fits under the rocket launch pad and has a small sumersible water pump that pushes water directly under where the motors engine heat will be concentrated, I did this to mainly to lengthen the lifetime of the launchpad because after a certain number of launches this will probably just be too damaged. I also chose the uno r4 edition as my board that will control all my electronics, with this I can control the 2 servos, 2 esp32 cams,5 lights on the launchpad much easier and from a safer distance. I also did some BOM work and figured what parts I would need, I’m hoping this is an x tier project, the flight computer itself is coming out to $230 with shipping so I’ll have to find ways to save costs. The final steps are to make a BOM and finish up the landing legs.
Today was working mostly on my landing legs, I first got some inspiration from actual rockets like the falcon 9 and began designing. I first began by modeling the mount that will hold the legs and then worked on actual legs and struts, The main issues was making sure it fit proerly and wouldnt rub against the main ariframe, I made some cutouts in the landing mount to fit the servos, The landing legs will have rubber bands that act as spring and they will be held in the up position with a rubber band, Using a nichrome wire the rubber band will be heated and cut when I need it to deploy. Other than that the final steps will be making the wiring diagram for the launchpad updating github with my code and cad models. I also made a render with gemini that came out suprisingly well.
Today I worked on finalizing the bom, and I tidied up my repo, I added the old firmware I had coded with the flight computer but I’ll have to update it, I also came across this really weird issue with the pcb, last time I placed a fake order just to see the final price it came out to $350, but today somehow its 270? and also my shipping and customs alone are close to $100 which is crazy, I’m going to fix this pcb issue and submit but thats all, I also made a wiring diagram for the launchpad stuff Edit: So I sent a question in the help channel and I decided that im going to be assembling the pcb my self, this will be much harder but it’s worth it for the cost savings.
So today my 3d printed parts arrived which was awesome, My Body tube had also arrived a while before that so I got to assembling, I first started with the landing mount and assemebled using m3 screws, I used nylon for most of them and heat set inserts but I might switch to steel screws, I used some rubberbands I had lying around and tested wheter it works and it did kinda? there was a weird issue where the whole rocket tilted a little and put all the weight on 3 legs instead of 4, This was probably because of warp in the 3d print probably, I added some blue painter tape to the edges to help with this Another thing I found was that the landing legs themselves acted as a spring, When you dropped it from a certain height or put enough pressure the leg itself bent. I actually like this accidental design because it helps with softer landings The TVC mount was where I messed up. I realized that I hadn’t left space for the bottom y axis mount to move the way it should and structurally there were some issues also, to solve this I used a soldering iron to melt at the plastic and created a messy area for it the move and that helped pretty well, I have to redesign this in v2. Besides that I also forgot to tell my printer I needed my avionics bay printed and that I needed 2 tvc rockets not one, so i’ve decided that I’m going to focus more on getting one succesful flight up and parachute or do something like bps space did with echo and drop the rocket from a drone at high altitudue and try to land it (this is probably what im going to do). The rest of my parts are going arrive in the coming week but school also started so progress will be slow.
So today I began assembling that actual flight computer, Most of the parts arrived a while ago but I only have time on weekends to work on projects because of school and plus im in my junior year right now. I took a while to plan everything out because I would only have around 2 hours until the solder paste dried so when I put the solder paste on I began speedrunning, Most of the components went smoothly but the really small capacitors were kinda annoying, I still have a bunch of resistors and capacitors I havent placed yet but I placed the majority of the main parts. I haven’t started assembly on the backside of the pcb so that will be next week. I also have some solder bridges on the stm32 chip and I bent one of the pins but I think I can rebend it so it should be fine.Also I realized that I had messed up during ordering one of the parts I had only ordered 5 of the resistors even though I needed 19, I dont know how I missed this but its alright because I had enough money left in my grant to buy the extra so that will also arrive next week and thats basically it. (Also note to reviewer during my lapse for this session I left for around 30 minutes to eat lunch and forgot to pause so you can remove the time accoridngly if thats possible)
So today I worked on integration, I first began by cutting out the holes for the servo motors to fit and then I installed the tvc mount into the main airframe, everything went pretty well although I overestimated how much of teh cardboard I needed to cut out and made a pretty oversized hole but it fine, My current servo push rods dont really work in the current airframe so I need to make new ones, other than that the resistors I ordered last time still haven’t shipped im going to call digikey customer support and figure out whats going on, I also have to finish assembling the rest of the components and then integrate everythign for its first test flight....
|
1793836469.2972834
|
1794441269.2972834
|
|
15205
|
build your villain lair by @Neph | Stardance
|
Neph
|
0
|
0.83
|
0
|
[]
|
[{"post_id": 7156, "ts": "2026 [{"post_id": 7156, "ts": "2026-06-11T23:10:47Z", "hours": 0.8333, "text": "I worked a little on it before I added hackatime, but during the time I had hackatime on the project, I changed some code I had errors in and added the two starting rooms, along with adding a gold amount. I have a small ui to just test the code out, nothing permanent yet :D"}]...
|
Title: build your villain lair by @Neph | Stardanc Title: build your villain lair by @Neph | Stardance
Devlogs:
I worked a little on it before I added hackatime, but during the time I had hackatime on the project, I changed some code I had errors in and added the two starting rooms, along with adding a gold amount. I have a small ui to just test the code out, nothing permanent yet :D...
|
1793537690.6124697
|
1794142490.6124697
|
|
64308
|
Spiderman Media Pipe Project by @gowripaliwal | St Spiderman Media Pipe Project by @gowripaliwal | Stardance...
|
gowripaliwal
|
0
|
349.79
|
0
|
[]
|
[{"post_id": 71550, "ts": "202 [{"post_id": 71550, "ts": "2026-09-21T01:31:21Z", "hours": 349.7869, "text": "Built the model!"}]...
|
Title: Spiderman Media Pipe Project by @gowripaliw Title: Spiderman Media Pipe Project by @gowripaliwal | Stardance
Devlogs:
Built the model!...
|
1793670883.124396
|
1794275683.124396
|
|
60464
|
Fast Delights by @Orbernator | Stardance
|
Orbernator
|
2
|
20.0
|
217
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:26:37Z", "hours": 17.0, "multiplier": 11.1, "payout": 194, "blessing": "neutral", "text": "I made the official Wiki for Fast Delights, this took WAAAAY longer than it should have, and is contaned in a seperate repo, for ease of use. View the Shipped Page here: https://orbernator.github.io/FastDelightsDocs/ And the source code here: https://github.com/Orbernator/FastDelightsDocs Enjoy my Suffering!", "repo": "https://github.com/Orbernator/FastDelights", "demo": "https://modrinth.com/mod/fast-delights"}, {"ship_num": 2, "ts": "2026-09-11T08:12:11Z", "hours": 3.0, "multiplier": 8.74, "payout": 23, "blessing": "neutral", "text": "This is the 0.3.1 release of the mod, just wanting to gauge feedback from the community! More to come over the remaining time of Stardance!", "repo": "https://github.com/Orbernator/FastDelights", "demo": "https://modrinth.com/mod/fast-delights"}]...
|
[{"post_id": 71547, "ts": "202 [{"post_id": 71547, "ts": "2026-09-21T01:24:51Z", "hours": 0.7153, "text": "Alright! Its all done! The Docs are up, and its time to ship! Viewable here: https://orbernator.github.io/FastDelightsDocs/ And source code is here: https://github.com/Orbernator/FastDelightsDocs Enjoy the fruits of my Suffering!"}, {"post_id": 71520, "ts": "2026-09-21T00:00:24Z", "hours": 1.3628, "text": "ALRIGHTY! Got the recipes all in! Just got to make the pages and I can FINALLY SHIP! Time to celebrate!"}, {"post_id": 69931, "ts": "2026-09-18T02:49:43Z", "hours": 2.3581, "text": "Added all cutting board recipes, and the shapeless ones! Just the cooking pots to go!"}, {"post_id": 69535, "ts": "2026-09-17T07:43:20Z", "hours": 2.2547, "text": "Finished fixing all the recipes, added smelting and smoking recipes."}, {"post_id": 68980, "ts": "2026-09-16T04:57:13Z", "hours": 0.8208, "text": "Alright! The Smelting method is in, the AI crap is fully gone, along with the 6 random branches it made and protected. (nothing a little –force couldnt fix) and now I need to rework the recipes to work with the new system. My fingers may fall off."}, {"post_id": 68557, "ts": "2026-09-15T10:05:59Z", "hours": 0.7447, "text": "Well, I have learned why you dont let AI code. In 30min it managed to cause around 6 different error messages, and then crash the site, then proceed to not fix it, but say it was fixed for around 15 minutes. I am never letting AI code by itself again. This has scarred me for life. Thanks to git, I can revert back to working version!"}, {"post_id": 68535, "ts": "2026-09-15T08:41:40Z", "hours": 1.1694, "text": "So, turns out, to get the smelting in, I have to rewrite the recipe files, and the other methods. So guess what wiki wont work right now. Mine. Nose back to the grindstone"}, {"post_id": 68492, "ts": "2026-09-15T06:56:40Z", "hours": 1.1147, "text": "So, all of the Shaped Crafting table recipes are in! Now I just have to add items from other mods so that its happy! Now, to work on the next ones!"}, {"post_id": 68471, "ts": "2026-09-15T05:17:29Z", "hours": 0.9483, "text": "Alright! All of the shaped crafting table recipes are in! Now I need to work out how to get the shapeless, furnace, smoker, cutting-board, cooking pots, and more in! This is taking a lot longer than I thought it would."}, {"post_id": 68420, "ts": "2026-09-15T02:49:47Z", "hours": 0.3225, "text": "Finally, all the items are in! Time to make the recipes, and individual pages!"}, {"post_id": 68370, "ts": "2026-09-15T00:57:58Z", "hours": 0.4306, "text": "Allllrighty! All of the Mod Items are in the database, now to add images, and then the shudders recipes. Wish me luck!"}, {"post_id": 68338, "ts": "2026-09-14T23:30:16Z", "hours": 0.5281, "text": "So far so good! I have about half of the items into the docs, then I just need to add the dependends, and then figure out how to add the custom recipes, like cutting, ect ect"}, {"post_id": 68318, "ts": "2026-09-14T22:37:46Z", "hours": 0.4572, "text": "Ok! So the framework for the wiki is down! Now, to start adding all the items in groans wish me luck guys"}, {"post_id": 67992, "ts": "2026-09-14T10:28:13Z", "hours": 0.9828, "text": "So, the AI code didn’t work, hands up who’s surprised! no-one puts their hands up so. 20m of troubleshootin later, and I figure out the problem! And it works! So, now to add everything!"}, {"post_id": 67874, "ts": "2026-09-14T05:13:54Z", "hours": 1.1494, "text": "Wow, this is longer than I have ever worked on a project without DevLogging, so here we go! So, because I am not, and will not copy-paste AI, I am writing it by hand! It has taken me almost 1h to write about 3 files with a LOOOT of mistakes. But. I have cut out, and reordered, and changed it to be my own. Anyway, nose back to the grindstone, and I hope that when I finish, all of these errors will go away!"}, {"post_id": 67830, "ts": "2026-09-14T02:49:25Z", "hours": 0.2703, "text": "So, after all that, what am I doin now? Well, I gave in and had to look up how to make the recipe page look good. BUT! I have standards! NO AI CODE HAS BEEN COPY PASTED (Which kinda defeats the whole point of AI making stuff shorter), and I am not just using its code. I am still writing it myself. But, that means I do have to update the AI declaration on my project :("}, {"post_id": 67815, "ts": "2026-09-14T02:16:05Z", "hours": 0.3389, "text": "Ok! So in the past 20m, I have made the framework of a website, pushed to github, and am currently setting up GitHub Actions. So far, so good. (Things are gonna go downhill, I can sense it)"}, {"post_id": 67759, "ts": "2026-09-14T00:24:47Z", "hours": 0.3181, "text": "Started work on the Docs, for Fast Delights. These will be held in a seperate repo, to hopefully not get them mixed up. I am using VitePress to make the docs, first time ever using it so, somthing is going to go wrong. Murphys Law and all that"}, {"post_id": 67731, "ts": "2026-09-13T23:01:53Z", "hours": 0.3033, "text": "First DevLog of the day! Committed my changes to Github, fixed the recipes, and added translations! All in all, good start to the day"}, {"post_id": 67219, "ts": "2026-09-13T08:31:56Z", "hours": 0.3767, "text": "Added recipe for Frickles, KFC eat your heart out."}, {"post_id": 66288, "ts": "2026-09-12T01:09:02Z", "hours": 0.2706, "text": "I have created the model of the Frickle, shown below"}, {"post_id": 66273, "ts": "2026-09-12T00:37:03Z", "hours": 0.2606, "text": "I am beginning work on my next update, 0.4.0, the vegtables update, when I see that KFC, now have a whole Pickle menu. So. Guess what I gotta add now? Thats right! Frickles!"}, {"post_id": 65824, "ts": "2026-09-11T07:01:34Z", "hours": 0.9403, "text": "Added new files, and working on adding a avacado plant! Because avacado’s taste really good!"}, {"post_id": 65211, "ts": "2026-09-10T05:49:04Z", "hours": 0.2642, "text": "Fixed the Creative tab not showing items, and changed the logo"}, {"post_id": 65183, "ts": "2026-09-10T04:05:16Z", "hours": 0.3019, "text": "Updated the readme, and patched a issue with the Recipes not saving. Uploading to Modrinth as I type this."}, {"post_id": 65171, "ts": "2026-09-10T03:36:53Z", "hours": 0.7556, "text": "Added the textures for the update, and created the recipes and languages."}, {"post_id": 65108, "ts": "2026-09-10T00:38:27Z", "hours": 0.3467, "text": "Added registrations for items, then added Recipes for sliced_onion and onion_rings"}]...
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Title: Fast Delights by @Orbernator | Stardance
D Title: Fast Delights by @Orbernator | Stardance
Devlogs:
Added registrations for items, then added Recipes for sliced_onion and onion_rings
Added the textures for the update, and created the recipes and languages.
Updated the readme, and patched a issue with the Recipes not saving. Uploading to Modrinth as I type this.
Fixed the Creative tab not showing items, and changed the logo
Added new files, and working on adding a avacado plant! Because avacado’s taste really good!
I am beginning work on my next update, 0.4.0, the vegtables update, when I see that KFC, now have a whole Pickle menu. So. Guess what I gotta add now? Thats right! Frickles!
I have created the model of the Frickle, shown below
Added recipe for Frickles, KFC eat your heart out.
First DevLog of the day! Committed my changes to Github, fixed the recipes, and added translations! All in all, good start to the day
Started work on the Docs, for Fast Delights. These will be held in a seperate repo, to hopefully not get them mixed up. I am using VitePress to make the docs, first time ever using it so, somthing is going to go wrong. Murphys Law and all that
Ok! So in the past 20m, I have made the framework of a website, pushed to github, and am currently setting up GitHub Actions. So far, so good. (Things are gonna go downhill, I can sense it)
So, after all that, what am I doin now? Well, I gave in and had to look up how to make the recipe page look good. BUT! I have standards! NO AI CODE HAS BEEN COPY PASTED (Which kinda defeats the whole point of AI making stuff shorter), and I am not just using its code. I am still writing it myself. But, that means I do have to update the AI declaration on my project :(
Wow, this is longer than I have ever worked on a project without DevLogging, so here we go! So, because I am not, and will not copy-paste AI, I am writing it by hand! It has taken me almost 1h to write about 3 files with a LOOOT of mistakes. But. I have cut out, and reordered, and changed it to be my own. Anyway, nose back to the grindstone, and I hope that when I finish, all of these errors will go away!
So, the AI code didn’t work, hands up who’s surprised! no-one puts their hands up so. 20m of troubleshootin later, and I figure out the problem! And it works! So, now to add everything!
Ok! So the framework for the wiki is down! Now, to start adding all the items in groans wish me luck guys
So far so good! I have about half of the items into the docs, then I just need to add the dependends, and then figure out how to add the custom recipes, like cutting, ect ect
Allllrighty! All of the Mod Items are in the database, now to add images, and then the shudders recipes. Wish me luck!
Finally, all the items are in! Time to make the recipes, and individual pages!
Alright! All of the shaped crafting table recipes are in! Now I need to work out how to get the shapeless, furnace, smoker, cutting-board, cooking pots, and more in! This is taking a lot longer than I thought it would.
So, all of the Shaped Crafting table recipes are in! Now I just have to add items from other mods so that its happy! Now, to work on the next ones!
So, turns out, to get the smelting in, I have to rewrite the recipe files, and the other methods. So guess what wiki wont work right now. Mine. Nose back to the grindstone
Well, I have learned why you dont let AI code. In 30min it managed to cause around 6 different error messages, and then crash the site, then proceed to not fix it, but say it was fixed for around 15 minutes. I am never letting AI code by itself again. This has scarred me for life. Thanks to git, I can revert back to working version!
Alright! The Smelting method is in, the AI crap is fully gone, along with the 6 random branches it made and protected. (nothing a little –force couldnt fix) and now I need to rework the recipes to work with the new system. My fingers may fall off.
Finished fixing all the recipes, added smelting and smoking recipes.
Added all cutting board recipes, and the shapeless ones! Just the cooking pots to go!
ALRIGHTY! Got the recipes all in! Just got to make the pages and I can FINALLY SHIP! Time to celebrate!
Alright! Its all done! The Docs are up, and its time to ship! Viewable here: https://orbernator.github.io/FastDelightsDocs/ And source code is here: https://github.com/Orbernator/FastDelightsDocs Enjoy the fruits of my Suffering!
Ships:
This is the 0.3.1 release of the mod, just wanting to gauge feedback from the community! More to come over the remaining time of Stardance!
I made the official Wiki for Fast Delights, this took WAAAAY longer than it should have, and is contaned in a seperate repo, for ease of use. View the Shipped Page here: https://orbernator.github.io/FastDelightsDocs/ And the source code here: https://github.com/Orbernator/FastDelightsDocs Enjoy my Suffering!...
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1793411599.6039703
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1794275599.6039703
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9616
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revo by @ratmuds | Stardance
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ratmuds
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1
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134.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:26:40Z", "hours": 134.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I wanted to make a robot arm that punched above it’s weight. The price is pretty similar to smaller robot arms on Amazon that may not include cameras, which would need to be purchased seperately. The way this is achieved by using cheap servos, servos that are 100% NOT made for this purpose, and adding most of the functionality of a smart servo back by using a TON of PCBs. It was a lot of soldering. I just wanted to make something that had more features for less money :) This project was SUPER difficult for me, and pushed my limits a bit. The amount of tolerences especially for the stupid custom motor case and magnet and PCBs and the crazy mainboard and generally having everything play well together took so long, I had many days where I quit frustrated. I’m very happy about how it turned out though, even seeing the lots of shortcomings it has.", "repo": "https://github.com/ratmuds/revo", "demo": ""}]...
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[{"post_id": 71545, "ts": "202 [{"post_id": 71545, "ts": "2026-09-21T01:17:14Z", "hours": 1.7336, "text": "Finish Project Up :) I wrote a ton in the repository im tired :( https://github.com/ratmuds/revo"}, {"post_id": 71258, "ts": "2026-09-20T15:14:42Z", "hours": 3.1572, "text": "Setup VR and Gripper, Robot Rapidly Disassembles my robot arm is broken I setup VR and fixed some more IK when I go into VR and try playing around, it instantly flies out and throws itself off the table and breaks into pieces. This is going to be fun to fix."}, {"post_id": 70809, "ts": "2026-09-19T19:55:52Z", "hours": 3.8861, "text": "Integration Hell I’ve just been like trying to get this stupid project to work. Screws keep falling out, the IK keeps failing, things are hitting each other and wires are being strained I’m in integration hell. Everything works fine on its own, but combining everything is horrible. I’ve been reassembling and trying to fix this stupid thing for so long. Anyway I’ve went through a few more revisions of some CAD and some more refinements and the gripper and camera is now mounted but this is just incredibly incredibly annoying :(((("}, {"post_id": 69881, "ts": "2026-09-18T00:05:17Z", "hours": 3.8311, "text": "Fixed Broken Magnet, Redoing all IK joint data and offsets, Stereo depth test An encoder magnet broke off, so I had to disassemble and reassemble the top half of the arm to get to the encoder magnet and glue it back on. I also started properly punching in the IK joint data, before it was mostly just random data but now almost all of the data is mostly correct, and I’m waiting for a print to complete that will flip a motor to finally get the IK simulation matching with real life and have the IK endpoint be tracked at the tip of the gripper. It was a lot of trial and error and measurements. I also started experimenting with adding depth estimation. Eventually this could add collision avoidance IK pathfinding, which would be really cool but it’s just a pointcloud in the render right now. But the robot arm is slowly coming together finally! I’ll be able to grab something soon I think."}, {"post_id": 68903, "ts": "2026-09-16T00:31:34Z", "hours": 2.8461, "text": "Assembled Full Arm (not all motors active yet for safety) and Basic Interpolation for Control I assembled the new full arm assembly minus the end effector and didn’t plug in the first two motors as they have the highest chance of doing something really bad. I also made some general changes to the code and also added a flag to some motors to interpolate their movement slowly to not explode the robot arm while controlling it."}, {"post_id": 68352, "ts": "2026-09-15T00:17:44Z", "hours": 2.5044, "text": "Significantly Better Motor Control and Gripper CAD The motor code was getting a bit messy, so I rewrote it. I separated the motor code from the main control code which cleaned it up a bit. LADRC I’m using LADRC now. It’s kind of like PID, but advanced. I took the implementation from online. I feed it the motor current, encoder value, and the target and it goes. The algorithm or whatever somehow calculates the velocity of the motor and how much “effort” it’s using and then gives an effort to put to the motor. It somehow cancels out like disturbances like gravity, backlash, the general physics, etc. As you can see, the motor control is so so so much better than before. It cleanly decelerates. It handles load and dynamically increases effort. Before there was some oscillation because it just couldn’t figure out how to get to the target, this one is just so much better and so hands off. There’s basically like no calibration as it does it over time :)))"}, {"post_id": 67779, "ts": "2026-09-14T00:57:25Z", "hours": 1.4489, "text": "Assembled last 4 DoF for Integrated Test I assembled the MG996R servos in a test piece that will represent the full regular arm segment to test if everything worked. With some fiddling it worked. As you can see there’s more transparent pieces. The pieces that connect the previous joint are transparent to show the Neopixel below it a lot better as before the LED was almost completely occluded. The bright green LEDs power status ones are too bright but I can cover them later."}, {"post_id": 67735, "ts": "2026-09-13T23:20:04Z", "hours": 6.6769, "text": "Dashboard Revamp WIP, Tons of CAD changes, Code Updates, Tolerances I’ve just been refining everything and it’s just going really slowly. Many problems. Magnets shorting out stuff. Magnet too far and not being detected. Wires breaking. I’ve also redesigned the dashboard UI to hopefully look better. I’m still working on it, hopefully it will look more polished later. The dashboard It shows a load speedometer type thing, with the load (max current from a motor out of 500mA) and the temp on the right (for now just dummy value) The motors have cool little animations now too and look less cluttered. I’ve just been working on it a lot. Just everything in general tbh."}, {"post_id": 65061, "ts": "2026-09-09T22:13:56Z", "hours": 5.7644, "text": "Debugging and Fixing Is Killing Me and the Mainboard Exploded :( I have spent SO many hours trying to get this to work. It’s so annoying. This isn’t near how many hours I spent, I’ve been too frustrated to log it. The case is incredibly annoying. Getting the initial case works fine. Doing all of this stuff makes it complicated and break and jam up. The RS485 busses just randomly stop working. The servo output is wiggly and not stable. A PCB header snapped and I didn’t have replacements so I had to bodge solder it back on. The mainboard voltage regulator literally exploded. It was a cheap part but yeah that literally just broke stuff. Fixes to everything. CAD. Firmware. bruh"}, {"post_id": 60577, "ts": "2026-09-03T00:49:54Z", "hours": 6.7731, "text": "MG996Rs Finally Working The servos finally work. I don’t even think this amount of hours logged is equal to how long this took, because I just got tired of it. I think I printed like 20 new revisions of the case and servo mount. It was just so so annoying. While the general case worked, getting a reliable magnet output shaft was impossible. From tolerances, to my own errors to binding to hot glue getting everywhere, or superglue binding random gears, or my getting my fingers stuck to the actual case from superglue (was not fun and hurt) The case finally works. And the prototype code somewhat works too. It basically rotates until the sensor hits zero, it resets the “ticks”. A tick is a raw output from the AS5600. Because this magnet shaft spins faster than the output shaft, like 10x faster, the MCU needs to poll the sensor super quickly, which also needed some optimizations to clear the blocking bus communication wait that would let the magnet skip multiple full turns. The sensor doesn’t internally count turns so we just need to count manually and detect when it jumps from 4096-0 or the other way around. It then spins around until the sensor is hit AGAIN to calculate tick to degrees, assuming the sensor was zeroed before, and then the current ticks would equal 360 degrees. Another problem was the servo needs a PWM signal to move. The threshold from stop to go is pretty garbage on these cheap servos, leading it to spin quite fast already when at the lowest PWM value. Instead when far from the value it increases the PWM signal, closer it brings to minimum and starts linearly flickering the PWM signal from 0 to the speed, with the closer it is the more ratio of time stopped to inch it closer to the target. It actually surprisingly works. It’s very fragile though, any skipped reads, from potentially slow bus transfers would completely throw it off, so all the code running locally on the weak 8 bit MCU needs to be extremely lightweight. Yeah this was super super painful. I’ve been sitting here redoing superglue and code for hours."}, {"post_id": 58979, "ts": "2026-08-31T15:36:35Z", "hours": 3.4036, "text": "Servo Code I did some slight refining to the servo case again, making the tolerances tighter to keep the gears from wobbling. It’s still sort of loose, so I need to just keep trying over and over again. I’m also still writing the servo code. It’s already much more organized than before. I’m also learning Vim keybinds and stuff to try and code faster. The RS485 bus communication works now, and it’s just sending dummy telemetry data back right now. It can also control the servo fine. I’ve just been doing like the lower level architecting I guess, or not really I’m not sure. Before everything was crammed into a single file and now there’s actually header files and multiple source files and it’s actually somewhat readable. I had an issue with LED control for a second but that’s fixed now :)"}, {"post_id": 58467, "ts": "2026-08-30T21:44:37Z", "hours": 2.4922, "text": "V2 Servo Case Working; Servo Code Revamp WIP After around 10 more revisions, the new servo case is fully working with the magnetic extender. The V2 is significantly better designed and higher efficiency than the last, more guess and check result. I’ve also started to rewrite the servo code. Right now, its really messy and just kind of snowballed over time as I’ve slapped on patches and features to a fundamentally weak base. I’m in the progress of writing that now, hopefully it will be done soon. It will also include the new auto calibration and encoder usage and PID (and potentially advanced auto tuned curve to combat motor acceleration overshoot and backlash)"}, {"post_id": 57778, "ts": "2026-08-30T02:16:49Z", "hours": 3.8514, "text": "Working on IK System & Resoldered Joints Again Bruh so my robot arm after finally being assembled by the way exceeded it’s limits and tore its wires out. I had to take apart the mainboard assembly again, which just is SO TEDIOUS. I just dumped solder and hot glue again and fixed a short caused from another wire being sheared off. Also I’m working on the IK system, but it’s not really going well right now. I need to add offsets and config to each of the motors to get them to work correctly. The motors hooked up right now started crashing into my table sadly. Hopefully it will work soon. I also continued working on the servo case. I still haven’t added the code to calibrate and get closed loop control on the MG996R servos. The DS5180 encoders should be easier though."}, {"post_id": 57272, "ts": "2026-08-29T11:42:11Z", "hours": 3.1006, "text": "Reprinted Arm Segments; Added Segment Cover; Servo Mount Working; Working on Web UI I reprinted the arm segments, hopefully for one of the last times, I’ve went through so much filament already. It now allows the mainboard to be neatly packed inside, hiding most of it while still allowing wires to come out. Due to the design of the mainboard, the wires do have to stick out the front like that sadly. To avoid crushing wires, the servo mount has been expanded to allow more clearance for wires and general electronics. The servo mount works now with a new design. I remeasured and adjusted the sketches and added proper hole sizes and a little chamfer to allow the insert to slot in before using a soldering iron to melt it in to help align much better than before. The web UI now shows a representation of the arm. It’s not tuned yet, so the angles are wrong but I’ll fix it soon. I had to move everything from Fusion to Onshape to create the assemblies, and then use a Python library to convert the Onshape assembly into a URDF file that can be rendered with the correct joints inside ThreeJS. Next, I’ll be adding IK and general arm control."}, {"post_id": 56800, "ts": "2026-08-28T18:32:28Z", "hours": 3.1978, "text": "Heatset Inserts Working; Fixing Faulty Motor Power Connections; Internal Fan Power Connectors I verified that the servo cover works, and it’s much much better than the last version. The tolerances are much better this time, leading to less stress on the gears. The same amount of turning uses around 100mA compared to 300mA before, almost reaching it’s limit without any load. Some motor power connectors disconnected, so I found it with a multimeter and added hot glue to some connectors to secure them. I soldered the fan power things inside the PCB, but realized that the JST connectors I’m using are different from the fans. I might have to make a sort of adapter or something by crimping more wires. And the heatset inserts finally work after some tweaking, before the inserts would get misaligned when put in, now with a aligning lip thing it can be slotted in and melted in more accurately."}, {"post_id": 56316, "ts": "2026-08-28T01:34:32Z", "hours": 4.6306, "text": "New Mainboard Cover, Wiring, Bearing Revamp, Heatset Inserts, Servo Cover I added space for the mainboard segment, now it has clearance to actually fit, I redid the cover for this segment, and now it can allow the wires to come out The servo mount now has heatset inserts, because the previous screw in print kept slipping out, but this time the screws just would not go into the inserts through the mount for some reason? The screws went in normally, but with the tolerances, when multiple screws go in they just fight and push against the edge of the insert instead of going in. The MG996R servo housing now has been redesigned, based off of picture references and calipers to attempt to be more accurate than the last one to try and reduce the amount of bad tolerances affecting the gears and making them misaligned, reducing torque output. And just general wiring and CAD work."}, {"post_id": 55294, "ts": "2026-08-27T01:14:32Z", "hours": 2.9064, "text": "Assembled Basic Arm Parts and Packaged Main Board Assembly; Reprogrammed servo MCUs & worked on web UI I redid some soldering on the mainboard PCB, secured connections, and secured everything with tape for now. I’ll likely have to reprint the first arm segment to fit everything in flush because as you can see there are wires and things bulging out of the segment itself right now. I also redesigned the CAD to include heat set inserts. I did programming and a bunch of bug testing and fixing too. An hour of time was lost because Lapse errored out :((((( very sad about that :( I also had an issue with data corruption on the RS485 bus but that is fixed now, and it works like it should."}, {"post_id": 54840, "ts": "2026-08-26T00:29:08Z", "hours": 4.3236, "text": "Mainboard Stack Redo & Firmware Updates and Test Web UI I had to take the electronics out, and redo some of the wiring. The screw terminals are pretty cheap and suck, which makes it incredibly annoying to use as it’s impossible to fit these thicker AWG wires in and they sometimes slide out of the terminals. When I’m done I’m probably going to hot glue the wires. The incredibly fragile flexible extension jumpers for data transfer between the stack is also super fragile, and especially doesn’t grip. Sometimes the data wires just slip out. I took apart the arm, as during testing the motor stripped some screws. I’ve ordered some heat set inserts to prevent that from happening again, which will require me to reprint all the arm segments again. I also added a simple web UI for moving the joints. There is an empty ThreeJS sidebar and the right has some graphs (real data) from the mainboard sensors. The smaller MG996R servos haven’t been mounted yet due to a power delivery issue from the mainboard but hopefully that will be fixed soon."}, {"post_id": 28657, "ts": "2026-07-15T01:25:27Z", "hours": 4.0167, "text": "Test assembly and fitting of robot arm I am mostly done with the core functionality of the mainboard, so i packed everything together and double checked eerything works including power Then I started assembling most of the servos The smaller servo casing doesn’t fit very well, and the transparent window doesn’t fit either But the magnetic cover for the arm segments works great :) It was a lot of fitting, screwing, testing with multimeter, etc"}, {"post_id": 28409, "ts": "2026-07-14T17:26:49Z", "hours": 5.1303, "text": "Finalizing hardware I crimped and soldered almost the remaining wires, I’ve made some last redesigns to the arm CAD and I’m now fitting everything into the new prints and assembling. I’ve also had a ton of trouble with my servo PCBs lately, but I found out a lot of the issue was my programmer is actually fried somehow, so I’m now using an old RPi Pico to act as a UPDI adapter so PlatformIO can now successfully program the ATtinys much better now. A lot of the CAD was slightly tweaked so that everything fits better"}, {"post_id": 26853, "ts": "2026-07-11T21:36:43Z", "hours": 1.175, "text": "Servo firmware almost done The servo firmware now (with the mainboard) sends validation data back and forth so both the servo and mainboard can verify that the data was sent successfully and can ignore corrupted packets because my wiring can be flaky sometimes The firmware now sends real data again and is much more robust, with a proper stateful LED that shows useful information, like offline, online and driving motor, homing, error (fast flashing of LED as red), and the error state is also triggered in the case of corrupted packets (I tried it and it works :)) I’m also still printing out the pieces to assemble the arm. I actually have more hours working on it, I just forgot to log :((((((("}, {"post_id": 26218, "ts": "2026-07-10T21:40:32Z", "hours": 8.1217, "text": "Rewrote all firmware; Fixing Servo Cover and a ton of other CAD; Almost fried everything For the CAD, it doesn’t look like much changed, but I’ve basically redesigned a bunch of things and fixed tolerances and now it should move really smoothly. With the bearings added, everything moves incredibly smoothly now Especially the servo cover was annoying. I needed to attach a magnet to the shaft which was really annoying. I haven’t logged that well, I’ve done more like 15 hours of work instead of just 5 but whatever Most of those hours was the painful debugging. RS-485 busses, JSON not communcating with the PC, dropped connections, corrupted data, disconnected jumpers, FTDI programmer becoming flaky for some reason It’s just been pain :((( Now the PC (screenshot) recieves all the data and sends all the data You can see a lot (not all) of the telemetry being received. Ignore the volts though my math is wrong. Realtime connecting now works smoothly, as you can see the other RS485 servos are offline."}, {"post_id": 24091, "ts": "2026-07-07T13:11:08Z", "hours": 5.9586, "text": "Bidirectional Communication To PC/RPi 5 with LeRobot & More CAD changes I setup a basic class for my robot in LeRobot (which was a little confusing) and then I also got communication between the Pico and my PC working. Originally I have SPI pins exposed on my mainboard PCB to connect to the RPi 5’s GPIO pins, but for some reason after lots of debugging, even running it at super low speeds it just would not work. So I switched to just using serial over USB, and using the SerialTransfer library to send data more reliably. The script on the PC now can send target joint angles, and receive a lot of data back, like if the joint is online, temp, current, angle, homing sensor, home status, LED, firmware version, voltage, etc I also iterated on the CAD for everything, and it should be done soon. It’s just a bunch of tolerance fixes to make everything fit at this point and some new things like mounts for encoders and DC buck modules and fixing the CAD for the custom MG996R case."}, {"post_id": 23468, "ts": "2026-07-06T13:46:37Z", "hours": 1.9767, "text": "Mainboard and other CAD I got the mainboard to stack on top of each other with a weird jumper and two piece jumper holder and some screws setup which required some revisions and trying to get everything to fit. I’ve squeezed one of the DC buck modules into between the mainboard, and the second arm segment will hold the two remaining DC buck modules. The bottom mainboard PCB also has 2 smaller buck modules. There’s a lot of things going on with the voltages in this project due to the servos peak current draw being so large. I also refined the arm segment CAD by some reprints and made the DS5180 servo fit better. I’ve also made one of the buck module mounts for the second arm segment to fit more cleanly."}, {"post_id": 22393, "ts": "2026-07-04T21:03:02Z", "hours": 4.3272, "text": "Servo Control Working, More CAD and 3D Printing I got the mainboard to be able to control the servo on the servo PCBs. I also tested a bunch of the functions, like the magnetic sensor, neopixel LED, etc The communication now sends the PCB ID, and the target speed and the servo PCB echos it back and moves the servo. I also worked on the CAD (and refined) for the mainboard connector that will make connecting the two mainboards not a total pain. I also soldered the connectors on the mainboard PCBs for them to connect to each other."}, {"post_id": 21568, "ts": "2026-07-03T16:23:00Z", "hours": 0.4833, "text": "Servo PCB Daisy Chaining Working I plugged in the JST VH and JST 1.25mm wires into the PCBs, and they seem to work! I adjusted the message struct to hold a desired PCB sort of address or ID. When the MCU detects that the ID matches the PCB (by using the solder jumpers at the bottom of each PCB to program the PCB ID), only then it lights up the LED and replies to the main board. The mainboard now loops through IDs and sends a message and waits for a response. I’m very very happy this worked without any really big problems."}, {"post_id": 21540, "ts": "2026-07-03T15:45:12Z", "hours": 3.4667, "text": "Crimped JST VH wires, Connected JST 1.25mm wires, Soldered more PCB connectors Crimping JST VH wires is a ton easier than JST 1.25mm, and after a bunch of failed attempts still, I got some okay crimps that work finally. It took me a long time because I didn’t know that I had to rotate the wire for the hook on the terminal to go into the housing hole, and then also that the box shape part on the terminal actually has to stick out of the crimper or the crimper will crush the whole terminal into bits"}, {"post_id": 21185, "ts": "2026-07-03T00:14:50Z", "hours": 4.7722, "text": "Finished Soldering all Smaller PCBs & Got RS-485 communication working from main board to servo PCBs First, I finished soldering the PCBs. I added the connectors for power and the small data connectors. I also finished the servo expansion boards that hold the magnetic encoder and sensor. I also finished soldering the joint encoder PCBs that will track shoulder and elbow lift servo positions. I also got the bus communication to work. It was really really painful and I was really scared it wouldn’t work. First, the PCBs wouldn’t communicate at all. But eventually, I realized that it was because I wasn’t supplying 3.3V to the main board. This is when I realized that I haven’t adjusted the buck converters on the main board to supply the correct voltage, so I was about to unsolder the buck converter when I realized that I could just set the power supply to 5V (which the ICs on the mainboard can handle luckily), and then adjust the voltage down to 3.3V. But after a really long time of debugging, it still wasn’t working. The connection would sometimes work but was really flaky. Eventually, I soldered on the RPi Pico 2 onto the board completely and then found out the reason, it was because the ATtiny3216 was set to clock at a slow speed that would mess with the communication. I made them use the SerialTransfer library to send data more reliably and it now can communicate properly :)"}, {"post_id": 20354, "ts": "2026-07-01T22:40:54Z", "hours": 5.5597, "text": "Done Soldering Most PCBs, Crimped JST wires kind of I’m pretty much done soldering, I just have like 3 more tiny PCBs and I should be done. The big main board PCBs are pretty much done, I just need to make some botched tall headers since the clearance of regular headers are too small, and the servo PCBs are almost done, with just some connectors left to solder. Soldering JST 1.25mm wires ARE THE WORST EVER THING TO EVER EXIST I spent 2 hours crimping terminals on multiple wires and its so so so annoying. I can barely hold the terminal itself and they are so easy to bend. I couldn’t afford the real tool to crimp them, so I have cheap crimpers that are the wrong size and can’t technically crimp these. If crimping the metal things wasn’t bad enough, inserting the terminals into the housing was even worse. The housing would bend, or I would accidentally somehow insert it where it shorts the pin next to it??? Also while soldering a JST 1.25mm connector on a PCB, I ripped the pads clean off the PCB. I guess that one just will be missing the daisy chain feature because it only has one connector for data now and all the components and MCU are already soldered on, which really sucks. The rest of the servo PCB (4 in total for now) went fine though, and I’m getting faster at it."}, {"post_id": 18843, "ts": "2026-06-30T01:27:03Z", "hours": 4.7572, "text": "Worked on firmware & CAD & Soldered Second PCB I got the PCB and ATtiny3216 to power a servo. I soldered on the remaining components on it, like the custom LED (which just turns on when the motor is spinning for now) and the 100uF capacitor and also the RS485 bus IC. I also changed the CAD of the arm to use a bearing and changed the servo horn to fit inside of the bearing. I’ve ordered right angle headers and the bearing and metal servo horn already. I also added some transparent parts to the arm design to make it look more interesting hopefully. I also am almost done soldering the second servo PCB. Now that I have all the parts ready and I actually got better at soldering ICs I can do it faster now."}, {"post_id": 17022, "ts": "2026-06-27T17:00:47Z", "hours": 4.0433, "text": "Finally got ATtiny3216 on PCB Working This took so so long. Basically, I spent hours trying to get it to work. First, the 3.3V rail wasn’t getting power and the LED wasn’t lighting so I had to resolder the voltage regulator and then both green LEDs lit up, meaning everything was working. Then I got my FTDI programmer, and plugged it into my PCB. Because I have a FTDI programmer and the ATtiny3216 has a UPDI programming interface, there is a resistor on the board to combine the two pins into one. Even just getting megaTinyCore installed in Arduino IDE was a pain. The website that hosted the package info was down again, with an expired certificate. Apparently, this happens very often with it but I found an alternative mirror. Then I tried flashing code, and it didn’t work. Then I realized that the board type I was using was the Optiboot version, and I couldn’t find the non Optiboot version so I had to flash Optiboot onto the MCU. I did not realize that doing this would cause problems later on. I also had to switch the programmer from the one that programs Arduinos to the UPDI programmer. But I STILL couldn’t get any GPIO to work. I just tried things for hours. I switched to PlatformIO. I tried switching from C to Arduino in PlatformIO. I tried unplugging the programmer because I saw some voltage leaking from it. I tried emptying the caps and trying again. I probed every single pin to see if I wrote the wrong pin. Then after all of that, when I switched to non Optiboot (having to find online that I have to downgrade megaTinyCore), and flashing that, it works. I think it was because flashing a bootloader burns some fuses to expect a bootloader, but when I flash my code it actually overwrites the bootloader code because I don’t have access to the TX and RX pins typically used to flash when Optiboot is installed, and that just caused the code to not run."}, {"post_id": 14058, "ts": "2026-06-23T01:15:22Z", "hours": 2.3747, "text": "Soldered Smaller PCBs, Ordered Missing Parts, Continued CAD work I soldered most of the small PCBs, but now I need to order the parts I missed from the first order I placed. I’m also running out of 0.1uF caps, which sucks. I added a spot and holes for a fan on the camera mount and also some arm segment CAD improvements and back plating to hold the metal rods in. I printed out a test and it works fine. As for the PCBs, I’m still waiting for a few parts."}, {"post_id": 13444, "ts": "2026-06-22T00:49:23Z", "hours": 2.6311, "text": "Continued Soldering PCB (Diodes/LEDs, power circuitry, etc) and worked on arm CAD. For the PCB, after some time, I got the power switching circuit to output power. It’s a collection of things that I hope will make it safer, with a some diodes and a fuse, some MOSFETs, so the main MCU can command to send power, and also another stage that requires the E-STOP to not be pressed to actually be able to send power through with two MOSFETs (one main power, another switch the main MOSFET). I added a fan to the global shutter main wrist camera since it gets hot, and added a new “head” to the arm segment CAD (the heads are swappable depending on what you need to print) for the smaller motor for the last DOFs in the arm. It fits my custom daisy chaining two part PCB hat for the MG996R to give it current, temp, power sensing, and daisy chaining power and data via a RS485 bus with an onboard MCU to provide communication and control. I added some holes for airflow for this PCB. I also added some screw holes to actually connect the halves of the arm together."}, {"post_id": 12830, "ts": "2026-06-21T00:22:41Z", "hours": 1.6036, "text": "Continued Soldering and Working on CAD I snapped some headers and soldered on some more ICs on the PCBs. I did also mess up and ordered a wrong footprint for a part, so now I have to delay that too. It’s so tiny I can barely see the pins. I also worked on the CAD, where I designed the stereo camera holder, added a spot for the RPi 5 to go on top, and maybe a display. I also made a V2 of my grabber since the old one didn’t work well. It also seems that Stardance isn’t syncing my time properly, and it’s missing a few hours so that’s annoying :("}, {"post_id": 12281, "ts": "2026-06-20T01:43:23Z", "hours": 5.3406, "text": "I soldered some parts on the PCB, and worked on the CAD files some more I did realize that I forgot some parts, so I ordered them on DigiKey. I’ll continue soldering the rest tomorrow. One of the parts was the LDO, which I only found out because I soldered the parts and realized that the voltage being put on the 3.3V rail is 5V My project needs both versions of the same LDO and I only bought the 5V one I also bought the wrong resistors. I’ve ordered them and they should arrive in a week or so. My design of stacking the PCBs and then adding the buck modules in the middle might be very challenging, and I might need to stack multiple headers on top of each other to fit the modules inside. Hopefully it will still fit inside my arm segment and not short anything. There also needs to be sufficient airflow, which is def a challenge"}, {"post_id": 10584, "ts": "2026-06-17T12:06:26Z", "hours": 1.8508, "text": "Added Bottom Reinforcements with holes for magnets and wiring Added Fans and airflow holes And just fixed and refined the CAD, like adding spots for magnetic attached front and back plates and more"}]...
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Title: revo by @ratmuds | Stardance
Devlogs:
Adde Title: revo by @ratmuds | Stardance
Devlogs:
Added Bottom Reinforcements with holes for magnets and wiring Added Fans and airflow holes And just fixed and refined the CAD, like adding spots for magnetic attached front and back plates and more
I soldered some parts on the PCB, and worked on the CAD files some more I did realize that I forgot some parts, so I ordered them on DigiKey. I’ll continue soldering the rest tomorrow. One of the parts was the LDO, which I only found out because I soldered the parts and realized that the voltage being put on the 3.3V rail is 5V My project needs both versions of the same LDO and I only bought the 5V one I also bought the wrong resistors. I’ve ordered them and they should arrive in a week or so. My design of stacking the PCBs and then adding the buck modules in the middle might be very challenging, and I might need to stack multiple headers on top of each other to fit the modules inside. Hopefully it will still fit inside my arm segment and not short anything. There also needs to be sufficient airflow, which is def a challenge
Continued Soldering and Working on CAD I snapped some headers and soldered on some more ICs on the PCBs. I did also mess up and ordered a wrong footprint for a part, so now I have to delay that too. It’s so tiny I can barely see the pins. I also worked on the CAD, where I designed the stereo camera holder, added a spot for the RPi 5 to go on top, and maybe a display. I also made a V2 of my grabber since the old one didn’t work well. It also seems that Stardance isn’t syncing my time properly, and it’s missing a few hours so that’s annoying :(
Continued Soldering PCB (Diodes/LEDs, power circuitry, etc) and worked on arm CAD. For the PCB, after some time, I got the power switching circuit to output power. It’s a collection of things that I hope will make it safer, with a some diodes and a fuse, some MOSFETs, so the main MCU can command to send power, and also another stage that requires the E-STOP to not be pressed to actually be able to send power through with two MOSFETs (one main power, another switch the main MOSFET). I added a fan to the global shutter main wrist camera since it gets hot, and added a new “head” to the arm segment CAD (the heads are swappable depending on what you need to print) for the smaller motor for the last DOFs in the arm. It fits my custom daisy chaining two part PCB hat for the MG996R to give it current, temp, power sensing, and daisy chaining power and data via a RS485 bus with an onboard MCU to provide communication and control. I added some holes for airflow for this PCB. I also added some screw holes to actually connect the halves of the arm together.
Soldered Smaller PCBs, Ordered Missing Parts, Continued CAD work I soldered most of the small PCBs, but now I need to order the parts I missed from the first order I placed. I’m also running out of 0.1uF caps, which sucks. I added a spot and holes for a fan on the camera mount and also some arm segment CAD improvements and back plating to hold the metal rods in. I printed out a test and it works fine. As for the PCBs, I’m still waiting for a few parts.
Finally got ATtiny3216 on PCB Working This took so so long. Basically, I spent hours trying to get it to work. First, the 3.3V rail wasn’t getting power and the LED wasn’t lighting so I had to resolder the voltage regulator and then both green LEDs lit up, meaning everything was working. Then I got my FTDI programmer, and plugged it into my PCB. Because I have a FTDI programmer and the ATtiny3216 has a UPDI programming interface, there is a resistor on the board to combine the two pins into one. Even just getting megaTinyCore installed in Arduino IDE was a pain. The website that hosted the package info was down again, with an expired certificate. Apparently, this happens very often with it but I found an alternative mirror. Then I tried flashing code, and it didn’t work. Then I realized that the board type I was using was the Optiboot version, and I couldn’t find the non Optiboot version so I had to flash Optiboot onto the MCU. I did not realize that doing this would cause problems later on. I also had to switch the programmer from the one that programs Arduinos to the UPDI programmer. But I STILL couldn’t get any GPIO to work. I just tried things for hours. I switched to PlatformIO. I tried switching from C to Arduino in PlatformIO. I tried unplugging the programmer because I saw some voltage leaking from it. I tried emptying the caps and trying again. I probed every single pin to see if I wrote the wrong pin. Then after all of that, when I switched to non Optiboot (having to find online that I have to downgrade megaTinyCore), and flashing that, it works. I think it was because flashing a bootloader burns some fuses to expect a bootloader, but when I flash my code it actually overwrites the bootloader code because I don’t have access to the TX and RX pins typically used to flash when Optiboot is installed, and that just caused the code to not run.
Worked on firmware & CAD & Soldered Second PCB I got the PCB and ATtiny3216 to power a servo. I soldered on the remaining components on it, like the custom LED (which just turns on when the motor is spinning for now) and the 100uF capacitor and also the RS485 bus IC. I also changed the CAD of the arm to use a bearing and changed the servo horn to fit inside of the bearing. I’ve ordered right angle headers and the bearing and metal servo horn already. I also added some transparent parts to the arm design to make it look more interesting hopefully. I also am almost done soldering the second servo PCB. Now that I have all the parts ready and I actually got better at soldering ICs I can do it faster now.
Done Soldering Most PCBs, Crimped JST wires kind of I’m pretty much done soldering, I just have like 3 more tiny PCBs and I should be done. The big main board PCBs are pretty much done, I just need to make some botched tall headers since the clearance of regular headers are too small, and the servo PCBs are almost done, with just some connectors left to solder. Soldering JST 1.25mm wires ARE THE WORST EVER THING TO EVER EXIST I spent 2 hours crimping terminals on multiple wires and its so so so annoying. I can barely hold the terminal itself and they are so easy to bend. I couldn’t afford the real tool to crimp them, so I have cheap crimpers that are the wrong size and can’t technically crimp these. If crimping the metal things wasn’t bad enough, inserting the terminals into the housing was even worse. The housing would bend, or I would accidentally somehow insert it where it shorts the pin next to it??? Also while soldering a JST 1.25mm connector on a PCB, I ripped the pads clean off the PCB. I guess that one just will be missing the daisy chain feature because it only has one connector for data now and all the components and MCU are already soldered on, which really sucks. The rest of the servo PCB (4 in total for now) went fine though, and I’m getting faster at it.
Finished Soldering all Smaller PCBs & Got RS-485 communication working from main board to servo PCBs First, I finished soldering the PCBs. I added the connectors for power and the small data connectors. I also finished the servo expansion boards that hold the magnetic encoder and sensor. I also finished soldering the joint encoder PCBs that will track shoulder and elbow lift servo positions. I also got the bus communication to work. It was really really painful and I was really scared it wouldn’t work. First, the PCBs wouldn’t communicate at all. But eventually, I realized that it was because I wasn’t supplying 3.3V to the main board. This is when I realized that I haven’t adjusted the buck converters on the main board to supply the correct voltage, so I was about to unsolder the buck converter when I realized that I could just set the power supply to 5V (which the ICs on the mainboard can handle luckily), and then adjust the voltage down to 3.3V. But after a really long time of debugging, it still wasn’t working. The connection would sometimes work but was really flaky. Eventually, I soldered on the RPi Pico 2 onto the board completely and then found out the reason, it was because the ATtiny3216 was set to clock at a slow speed that would mess with the communication. I made them use the SerialTransfer library to send data more reliably and it now can communicate properly :)
Crimped JST VH wires, Connected JST 1.25mm wires, Soldered more PCB connectors Crimping JST VH wires is a ton easier than JST 1.25mm, and after a bunch of failed attempts still, I got some okay crimps that work finally. It took me a long time because I didn’t know that I had to rotate the wire for the hook on the terminal to go into the housing hole, and then also that the box shape part on the terminal actually has to stick out of the crimper or the crimper will crush the whole terminal into bits
Servo PCB Daisy Chaining Working I plugged in the JST VH and JST 1.25mm wires into the PCBs, and they seem to work! I adjusted the message struct to hold a desired PCB sort of address or ID. When the MCU detects that the ID matches the PCB (by using the solder jumpers at the bottom of each PCB to program the PCB ID), only then it lights up the LED and replies to the main board. The mainboard now loops through IDs and sends a message and waits for a response. I’m very very happy this worked without any really big problems.
Servo Control Working, More CAD and 3D Printing I got the mainboard to be able to control the servo on the servo PCBs. I also tested a bunch of the functions, like the magnetic sensor, neopixel LED, etc The communication now sends the PCB ID, and the target speed and the servo PCB echos it back and moves the servo. I also worked on the CAD (and refined) for the mainboard connector that will make connecting the two mainboards not a total pain. I also soldered the connectors on the mainboard PCBs for them to connect to each other.
Mainboard and other CAD I got the mainboard to stack on top of each other with a weird jumper and two piece jumper holder and some screws setup which required some revisions and trying to get everything to fit. I’ve squeezed one of the DC buck modules into between the mainboard, and the second arm segment will hold the two remaining DC buck modules. The bottom mainboard PCB also has 2 smaller buck modules. There’s a lot of things going on with the voltages in this project due to the servos peak current draw being so large. I also refined the arm segment CAD by some reprints and made the DS5180 servo fit better. I’ve also made one of the buck module mounts for the second arm segment to fit more cleanly.
Bidirectional Communication To PC/RPi 5 with LeRobot & More CAD changes I setup a basic class for my robot in LeRobot (which was a little confusing) and then I also got communication between the Pico and my PC working. Originally I have SPI pins exposed on my mainboard PCB to connect to the RPi 5’s GPIO pins, but for some reason after lots of debugging, even running it at super low speeds it just would not work. So I switched to just using serial over USB, and using the SerialTransfer library to send data more reliably. The script on the PC now can send target joint angles, and receive a lot of data back, like if the joint is online, temp, current, angle, homing sensor, home status, LED, firmware version, voltage, etc I also iterated on the CAD for everything, and it should be done soon. It’s just a bunch of tolerance fixes to make everything fit at this point and some new things like mounts for encoders and DC buck modules and fixing the CAD for the custom MG996R case.
Rewrote all firmware; Fixing Servo Cover and a ton of other CAD; Almost fried everything For the CAD, it doesn’t look like much changed, but I’ve basically redesigned a bunch of things and fixed tolerances and now it should move really smoothly. With the bearings added, everything moves incredibly smoothly now Especially the servo cover was annoying. I needed to attach a magnet to the shaft which was really annoying. I haven’t logged that well, I’ve done more like 15 hours of work instead of just 5 but whatever Most of those hours was the painful debugging. RS-485 busses, JSON not communcating with the PC, dropped connections, corrupted data, disconnected jumpers, FTDI programmer becoming flaky for some reason It’s just been pain :((( Now the PC (screenshot) recieves all the data and sends all the data You can see a lot (not all) of the telemetry being received. Ignore the volts though my math is wrong. Realtime connecting now works smoothly, as you can see the other RS485 servos are offline.
Servo firmware almost done The servo firmware now (with the mainboard) sends validation data back and forth so both the servo and mainboard can verify that the data was sent successfully and can ignore corrupted packets because my wiring can be flaky sometimes The firmware now sends real data again and is much more robust, with a proper stateful LED that shows useful information, like offline, online and driving motor, homing, error (fast flashing of LED as red), and the error state is also triggered in the case of corrupted packets (I tried it and it works :)) I’m also still printing out the pieces to assemble the arm. I actually have more hours working on it, I just forgot to log :(((((((
Finalizing hardware I crimped and soldered almost the remaining wires, I’ve made some last redesigns to the arm CAD and I’m now fitting everything into the new prints and assembling. I’ve also had a ton of trouble with my servo PCBs lately, but I found out a lot of the issue was my programmer is actually fried somehow, so I’m now using an old RPi Pico to act as a UPDI adapter so PlatformIO can now successfully program the ATtinys much better now. A lot of the CAD was slightly tweaked so that everything fits better
Test assembly and fitting of robot arm I am mostly done with the core functionality of the mainboard, so i packed everything together and double checked eerything works including power Then I started assembling most of the servos The smaller servo casing doesn’t fit very well, and the transparent window doesn’t fit either But the magnetic cover for the arm segments works great :) It was a lot of fitting, screwing, testing with multimeter, etc
Mainboard Stack Redo & Firmware Updates and Test Web UI I had to take the electronics out, and redo some of the wiring. The screw terminals are pretty cheap and suck, which makes it incredibly annoying to use as it’s impossible to fit these thicker AWG wires in and they sometimes slide out of the terminals. When I’m done I’m probably going to hot glue the wires. The incredibly fragile flexible extension jumpers for data transfer between the stack is also super fragile, and especially doesn’t grip. Sometimes the data wires just slip out. I took apart the arm, as during testing the motor stripped some screws. I’ve ordered some heat set inserts to prevent that from happening again, which will require me to reprint all the arm segments again. I also added a simple web UI for moving the joints. There is an empty ThreeJS sidebar and the right has some graphs (real data) from the mainboard sensors. The smaller MG996R servos haven’t been mounted yet due to a power delivery issue from the mainboard but hopefully that will be fixed soon.
Assembled Basic Arm Parts and Packaged Main Board Assembly; Reprogrammed servo MCUs & worked on web UI I redid some soldering on the mainboard PCB, secured connections, and secured everything with tape for now. I’ll likely have to reprint the first arm segment to fit everything in flush because as you can see there are wires and things bulging out of the segment itself right now. I also redesigned the CAD to include heat set inserts. I did programming and a bunch of bug testing and fixing too. An hour of time was lost because Lapse errored out :((((( very sad about that :( I also had an issue with data corruption on the RS485 bus but that is fixed now, and it works like it should.
New Mainboard Cover, Wiring, Bearing Revamp, Heatset Inserts, Servo Cover I added space for the mainboard segment, now it has clearance to actually fit, I redid the cover for this segment, and now it can allow the wires to come out The servo mount now has heatset inserts, because the previous screw in print kept slipping out, but this time the screws just would not go into the inserts through the mount for some reason? The screws went in normally, but with the tolerances, when multiple screws go in they just fight and push against the edge of the insert instead of going in. The MG996R servo housing now has been redesigned, based off of picture references and calipers to attempt to be more accurate than the last one to try and reduce the amount of bad tolerances affecting the gears and making them misaligned, reducing torque output. And just general wiring and CAD work.
Heatset Inserts Working; Fixing Faulty Motor Power Connections; Internal Fan Power Connectors I verified that the servo cover works, and it’s much much better than the last version. The tolerances are much better this time, leading to less stress on the gears. The same amount of turning uses around 100mA compared to 300mA before, almost reaching it’s limit without any load. Some motor power connectors disconnected, so I found it with a multimeter and added hot glue to some connectors to secure them. I soldered the fan power things inside the PCB, but realized that the JST connectors I’m using are different from the fans. I might have to make a sort of adapter or something by crimping more wires. And the heatset inserts finally work after some tweaking, before the inserts would get misaligned when put in, now with a aligning lip thing it can be slotted in and melted in more accurately.
Reprinted Arm Segments; Added Segment Cover; Servo Mount Working; Working on Web UI I reprinted the arm segments, hopefully for one of the last times, I’ve went through so much filament already. It now allows the mainboard to be neatly packed inside, hiding most of it while still allowing wires to come out. Due to the design of the mainboard, the wires do have to stick out the front like that sadly. To avoid crushing wires, the servo mount has been expanded to allow more clearance for wires and general electronics. The servo mount works now with a new design. I remeasured and adjusted the sketches and added proper hole sizes and a little chamfer to allow the insert to slot in before using a soldering iron to melt it in to help align much better than before. The web UI now shows a representation of the arm. It’s not tuned yet, so the angles are wrong but I’ll fix it soon. I had to move everything from Fusion to Onshape to create the assemblies, and then use a Python library to convert the Onshape assembly into a URDF file that can be rendered with the correct joints inside ThreeJS. Next, I’ll be adding IK and general arm control.
Working on IK System & Resoldered Joints Again Bruh so my robot arm after finally being assembled by the way exceeded it’s limits and tore its wires out. I had to take apart the mainboard assembly again, which just is SO TEDIOUS. I just dumped solder and hot glue again and fixed a short caused from another wire being sheared off. Also I’m working on the IK system, but it’s not really going well right now. I need to add offsets and config to each of the motors to get them to work correctly. The motors hooked up right now started crashing into my table sadly. Hopefully it will work soon. I also continued working on the servo case. I still haven’t added the code to calibrate and get closed loop control on the MG996R servos. The DS5180 encoders should be easier though.
V2 Servo Case Working; Servo Code Revamp WIP After around 10 more revisions, the new servo case is fully working with the magnetic extender. The V2 is significantly better designed and higher efficiency than the last, more guess and check result. I’ve also started to rewrite the servo code. Right now, its really messy and just kind of snowballed over time as I’ve slapped on patches and features to a fundamentally weak base. I’m in the progress of writing that now, hopefully it will be done soon. It will also include the new auto calibration and encoder usage and PID (and potentially advanced auto tuned curve to combat motor acceleration overshoot and backlash)
Servo Code I did some slight refining to the servo case again, making the tolerances tighter to keep the gears from wobbling. It’s still sort of loose, so I need to just keep trying over and over again. I’m also still writing the servo code. It’s already much more organized than before. I’m also learning Vim keybinds and stuff to try and code faster. The RS485 bus communication works now, and it’s just sending dummy telemetry data back right now. It can also control the servo fine. I’ve just been doing like the lower level architecting I guess, or not really I’m not sure. Before everything was crammed into a single file and now there’s actually header files and multiple source files and it’s actually somewhat readable. I had an issue with LED control for a second but that’s fixed now :)
MG996Rs Finally Working The servos finally work. I don’t even think this amount of hours logged is equal to how long this took, because I just got tired of it. I think I printed like 20 new revisions of the case and servo mount. It was just so so annoying. While the general case worked, getting a reliable magnet output shaft was impossible. From tolerances, to my own errors to binding to hot glue getting everywhere, or superglue binding random gears, or my getting my fingers stuck to the actual case from superglue (was not fun and hurt) The case finally works. And the prototype code somewhat works too. It basically rotates until the sensor hits zero, it resets the “ticks”. A tick is a raw output from the AS5600. Because this magnet shaft spins faster than the output shaft, like 10x faster, the MCU needs to poll the sensor super quickly, which also needed some optimizations to clear the blocking bus communication wait that would let the magnet skip multiple full turns. The sensor doesn’t internally count turns so we just need to count manually and detect when it jumps from 4096-0 or the other way around. It then spins around until the sensor is hit AGAIN to calculate tick to degrees, assuming the sensor was zeroed before, and then the current ticks would equal 360 degrees. Another problem was the servo needs a PWM signal to move. The threshold from stop to go is pretty garbage on these cheap servos, leading it to spin quite fast already when at the lowest PWM value. Instead when far from the value it increases the PWM signal, closer it brings to minimum and starts linearly flickering the PWM signal from 0 to the speed, with the closer it is the more ratio of time stopped to inch it closer to the target. It actually surprisingly works. It’s very fragile though, any skipped reads, from potentially slow bus transfers would completely throw it off, so all the code running locally on the weak 8 bit MCU needs to be extremely lightweight. Yeah this was super super painful. I’ve been sitting here redoing superglue and code for hours.
Debugging and Fixing Is Killing Me and the Mainboard Exploded :( I have spent SO many hours trying to get this to work. It’s so annoying. This isn’t near how many hours I spent, I’ve been too frustrated to log it. The case is incredibly annoying. Getting the initial case works fine. Doing all of this stuff makes it complicated and break and jam up. The RS485 busses just randomly stop working. The servo output is wiggly and not stable. A PCB header snapped and I didn’t have replacements so I had to bodge solder it back on. The mainboard voltage regulator literally exploded. It was a cheap part but yeah that literally just broke stuff. Fixes to everything. CAD. Firmware. bruh
Dashboard Revamp WIP, Tons of CAD changes, Code Updates, Tolerances I’ve just been refining everything and it’s just going really slowly. Many problems. Magnets shorting out stuff. Magnet too far and not being detected. Wires breaking. I’ve also redesigned the dashboard UI to hopefully look better. I’m still working on it, hopefully it will look more polished later. The dashboard It shows a load speedometer type thing, with the load (max current from a motor out of 500mA) and the temp on the right (for now just dummy value) The motors have cool little animations now too and look less cluttered. I’ve just been working on it a lot. Just everything in general tbh.
Assembled last 4 DoF for Integrated Test I assembled the MG996R servos in a test piece that will represent the full regular arm segment to test if everything worked. With some fiddling it worked. As you can see there’s more transparent pieces. The pieces that connect the previous joint are transparent to show the Neopixel below it a lot better as before the LED was almost completely occluded. The bright green LEDs power status ones are too bright but I can cover them later.
Significantly Better Motor Control and Gripper CAD The motor code was getting a bit messy, so I rewrote it. I separated the motor code from the main control code which cleaned it up a bit. LADRC I’m using LADRC now. It’s kind of like PID, but advanced. I took the implementation from online. I feed it the motor current, encoder value, and the target and it goes. The algorithm or whatever somehow calculates the velocity of the motor and how much “effort” it’s using and then gives an effort to put to the motor. It somehow cancels out like disturbances like gravity, backlash, the general physics, etc. As you can see, the motor control is so so so much better than before. It cleanly decelerates. It handles load and dynamically increases effort. Before there was some oscillation because it just couldn’t figure out how to get to the target, this one is just so much better and so hands off. There’s basically like no calibration as it does it over time :)))
Assembled Full Arm (not all motors active yet for safety) and Basic Interpolation for Control I assembled the new full arm assembly minus the end effector and didn’t plug in the first two motors as they have the highest chance of doing something really bad. I also made some general changes to the code and also added a flag to some motors to interpolate their movement slowly to not explode the robot arm while controlling it.
Fixed Broken Magnet, Redoing all IK joint data and offsets, Stereo depth test An encoder magnet broke off, so I had to disassemble and reassemble the top half of the arm to get to the encoder magnet and glue it back on. I also started properly punching in the IK joint data, before it was mostly just random data but now almost all of the data is mostly correct, and I’m waiting for a print to complete that will flip a motor to finally get the IK simulation matching with real life and have the IK endpoint be tracked at the tip of the gripper. It was a lot of trial and error and measurements. I also started experimenting with adding depth estimation. Eventually this could add collision avoidance IK pathfinding, which would be really cool but it’s just a pointcloud in the render right now. But the robot arm is slowly coming together finally! I’ll be able to grab something soon I think.
Integration Hell I’ve just been like trying to get this stupid project to work. Screws keep falling out, the IK keeps failing, things are hitting each other and wires are being strained I’m in integration hell. Everything works fine on its own, but combining everything is horrible. I’ve been reassembling and trying to fix this stupid thing for so long. Anyway I’ve went through a few more revisions of some CAD and some more refinements and the gripper and camera is now mounted but this is just incredibly incredibly annoying :((((
Setup VR and Gripper, Robot Rapidly Disassembles my robot arm is broken I setup VR and fixed some more IK when I go into VR and try playing around, it instantly flies out and throws itself off the table and breaks into pieces. This is going to be fun to fix.
Finish Project Up :) I wrote a ton in the repository im tired :( https://github.com/ratmuds/revo
Ships:
I wanted to make a robot arm that punched above it’s weight. The price is pretty similar to smaller robot arms on Amazon that may not include cameras, which would need to be purchased seperately. The way this is achieved by using cheap servos, servos that are 100% NOT made for this purpose, and adding most of the functionality of a smart servo back by using a TON of PCBs. It was a lot of soldering. I just wanted to make something that had more features for less money :) This project was SUPER difficult for me, and pushed my limits a bit. The amount of tolerences especially for the stupid custom motor case and magnet and PCBs and the crazy mainboard and generally having everything play well together took so long, I had many days where I quit frustrated. I’m very happy about how it turned out though, even seeing the lots of shortcomings it has....
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1793803911.892453
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1794667911.892453
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43242
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mtg tool by @flyingfish | Stardance
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flyingfish
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1
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46.0
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400
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:16:08Z", "hours": 46.0, "multiplier": 8.6, "payout": 400, "blessing": "neutral", "text": "i made a tool for making custom mtg cards in bulk i dont aurally know anything about mtg my brother just wanted me to make this", "repo": "https://github.com/dinotiger01/frfr", "demo": "https://github.com/dinotiger01/frfr/releases/tag/idk"}]...
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[{"post_id": 71543, "ts": "202 [{"post_id": 71543, "ts": "2026-09-21T01:14:49Z", "hours": 1.4325, "text": "just some last minute repo fixes"}, {"post_id": 44887, "ts": "2026-08-10T22:42:40Z", "hours": 9.2114, "text": "it works on windows"}, {"post_id": 43638, "ts": "2026-08-09T00:43:02Z", "hours": 8.2292, "text": "i have spent the past 4 HOURS trying to fix a bug and nothing works(i am going to try to ship by the end of today if i can fix this stupid bug)"}, {"post_id": 42311, "ts": "2026-08-06T23:27:47Z", "hours": 8.6642, "text": "it can conect to an api now"}, {"post_id": 41448, "ts": "2026-08-05T17:41:26Z", "hours": 9.0586, "text": "it can export now"}, {"post_id": 39896, "ts": "2026-08-03T05:48:25Z", "hours": 4.0275, "text": "its too late in the day for this jusdt work for like 10 hrs today"}, {"post_id": 39784, "ts": "2026-08-02T23:52:07Z", "hours": 5.8589, "text": "ykyk"}]...
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Title: mtg tool by @flyingfish | Stardance
Devlog Title: mtg tool by @flyingfish | Stardance
Devlogs:
ykyk
its too late in the day for this jusdt work for like 10 hrs today
it can export now
it can conect to an api now
i have spent the past 4 HOURS trying to fix a bug and nothing works(i am going to try to ship by the end of today if i can fix this stupid bug)
it works on windows
just some last minute repo fixes
Ships:
i made a tool for making custom mtg cards in bulk i dont aurally know anything about mtg my brother just wanted me to make this...
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1794016464.6336787
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1794102864.6336787
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62717
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GMM_Tab by @GMM | Stardance
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GMM
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2
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11.0
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:17:40Z", "hours": 8.0, "multiplier": 1.18, "payout": 5, "blessing": "neutral", "text": "I just made a site that updates the nasa image daily (and that was the most difficult part). In it, I added a calculator, a search bar and a button I thought would be cool, just to fill in the blank. I am very proud that I used my creativity in it.", "repo": "https://github.com/GuilhermeMartins-GMM/GMM_Tab", "demo": "https://guilhermemartins-gmm.github.io/GMM_Tab/"}, {"ship_num": 2, "ts": "2026-09-16T16:40:00Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a searching site, I tried to put the NASA thing and a calculator, but, even though it worked in my tablet, when I uploaded, it didn’t. So, IT’S NOT COMPLETE. I’m going to make them work. But, by now, I think the result is doing great.", "repo": "https://github.com/GuilhermeMartins-GMM/GMM_Tab", "demo": "https://guilhermemartins-gmm.github.io/GMM_Tab/"}]...
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[{"post_id": 71541, "ts": "202 [{"post_id": 71541, "ts": "2026-09-21T01:13:40Z", "hours": 1.5689, "text": "I added an interactive button (replacing the snake game that was AI made)"}, {"post_id": 70805, "ts": "2026-09-19T19:49:05Z", "hours": 1.3311, "text": "I re-wrote the code, removed the AI snake game, and updated the readme."}, {"post_id": 70407, "ts": "2026-09-19T03:56:43Z", "hours": 0.2769, "text": "I added mouse spotlight."}, {"post_id": 70400, "ts": "2026-09-19T03:26:23Z", "hours": 2.6092, "text": "Uptated the readme and re-wrote the code."}, {"post_id": 69401, "ts": "2026-09-16T23:53:46Z", "hours": 1.8861, "text": "Now it can be used in phones too."}, {"post_id": 69218, "ts": "2026-09-16T16:35:30Z", "hours": 3.1586, "text": "I am trying to add a calculator, but the site is looking great."}]...
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Title: GMM_Tab by @GMM | Stardance
Devlogs:
I am Title: GMM_Tab by @GMM | Stardance
Devlogs:
I am trying to add a calculator, but the site is looking great.
Now it can be used in phones too.
Uptated the readme and re-wrote the code.
I added mouse spotlight.
I re-wrote the code, removed the AI snake game, and updated the readme.
I added an interactive button (replacing the snake game that was AI made)
Ships:
I made a searching site, I tried to put the NASA thing and a calculator, but, even though it worked in my tablet, when I uploaded, it didn’t. So, IT’S NOT COMPLETE. I’m going to make them work. But, by now, I think the result is doing great.
I just made a site that updates the nasa image daily (and that was the most difficult part). In it, I added a calculator, a search bar and a button I thought would be cool, just to fill in the blank. I am very proud that I used my creativity in it....
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1793832456.5182986
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1793918856.5182986
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62003
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Rune of Foot by @NotIdhant | Stardance
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NotIdhant
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:12:15Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Rune of Foot was a rollercoaster for me. Now that Chapter 1 is finished, I guess I can finally have my sleep hehe - but really though, it was difficult because it was my first ever time coding a big Python project like this. So I’m exceptionally proud. Check it out on my Github page, just download the ZIP and you’re good! Thank you for all the support!", "repo": "https://github.com/NotIdhant/Rune-of-Foot/", "demo": "https://humble-space-halibut-qv4qvgq7rww4fx4xw.github.dev/"}]...
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[{"post_id": 71538, "ts": "202 [{"post_id": 71538, "ts": "2026-09-21T01:07:58Z", "hours": 2.4781, "text": "FINISHED AND READY TO SHIP BABY - chapter 1, the village and the forest, are finished, with save files"}, {"post_id": 71348, "ts": "2026-09-20T17:53:30Z", "hours": 3.0286, "text": "yeep its been a while since i did my last devlog, and i’ve worked rlly hard! so here’s some updates for rUnE oF fOoTtTtTtTt so first of all, i finished the first level of the game <3 the forest is complete! so is the Tax Collector™! you’ll meet him later hehe - also i completed a save file system so that you don’t permadie after an hour of grinding and lose all your progress. also finished the creepy place called the pocket. so yea, thats what i did, cya when its shipped !!!"}, {"post_id": 70339, "ts": "2026-09-19T00:01:01Z", "hours": 0.4728, "text": "Hey yall !! Chances are you have no idea what my game is because I have literally one follower :( but now’s your time to stop scrolling and uh be enlightened i guess !! 😅 so Rune of Foot is a text-based Python RPG. contrary to popular belief its not just a wall of if statements! theres a whole lotta meat to it (im so sorry) and you should check it out by clickin on my profile! so rn i worked on some new enemies and debugged my spawning mechanic! so so excited to ship this, it’ll be my first ever project! so cya !!"}, {"post_id": 70307, "ts": "2026-09-18T22:11:16Z", "hours": 0.3983, "text": "hehe, doors fans might recognize this, but I added a rift-like feature to my game (image below from Doors, not my game lmao) called the Pocket. you can store items inside and they get saved upon death! pretty neat, right?"}, {"post_id": 69917, "ts": "2026-09-18T02:07:51Z", "hours": 0.4153, "text": "my new fav enemy in my game: Rock, Paper, Scissors! he sounds very simple but is actually very deadly. His top attack does up to 20 damage (almost 50% of your health when you first have the chance to meet him), and his lesser attacks do really. really. really bad status effects. imagine the wither effect in minecraft but at the same time ur bleeding out :I so yea, i rlly enjoy fighting him, it is strategic because you need to defend so that you dont bleed out or get demolished by rock attacks but also attack because he doesnt have very much health!"}, {"post_id": 69894, "ts": "2026-09-18T00:57:54Z", "hours": 0.3575, "text": "in love with my player.attack() function <3. a good game developer would prob look down on me and say “gosh this kid is stupid, he’s so proud of making an absurd text based game in python.” but nah, i’ve evolved from those stupid if statement choose-your-own-adventure spirals (rune of foot is so much more than that, check my project’s repository) and i’m genuinely so happy rn so let me be plz :DDDD"}, {"post_id": 69869, "ts": "2026-09-17T23:26:09Z", "hours": 0.7617, "text": "The Hackatime thing isnt working :( i have 2 hours 22 minutes but it shows 45 minutes only. But anyways Devlog 1: Crap I’ve come far, finished 75% of brawling mechanics (I have 3 current actions, attack, defend, and check, planning to add a use inventory action next, no I’m not copying Undertale harrumph ). Also finished the status effects system, just gotta - uh - add status effects 😅 Also got the first enemy (Frail Psychopath) down, it’s a very easy but nice introductory brawl. So yea, hopefully Hackatime fixes itself soon and cya in devlog 2!"}]...
|
Title: Rune of Foot by @NotIdhant | Stardance
Dev Title: Rune of Foot by @NotIdhant | Stardance
Devlogs:
The Hackatime thing isnt working :( i have 2 hours 22 minutes but it shows 45 minutes only. But anyways Devlog 1: Crap I’ve come far, finished 75% of brawling mechanics (I have 3 current actions, attack, defend, and check, planning to add a use inventory action next, no I’m not copying Undertale harrumph ). Also finished the status effects system, just gotta - uh - add status effects 😅 Also got the first enemy (Frail Psychopath) down, it’s a very easy but nice introductory brawl. So yea, hopefully Hackatime fixes itself soon and cya in devlog 2!
in love with my player.attack() function <3. a good game developer would prob look down on me and say “gosh this kid is stupid, he’s so proud of making an absurd text based game in python.” but nah, i’ve evolved from those stupid if statement choose-your-own-adventure spirals (rune of foot is so much more than that, check my project’s repository) and i’m genuinely so happy rn so let me be plz :DDDD
my new fav enemy in my game: Rock, Paper, Scissors! he sounds very simple but is actually very deadly. His top attack does up to 20 damage (almost 50% of your health when you first have the chance to meet him), and his lesser attacks do really. really. really bad status effects. imagine the wither effect in minecraft but at the same time ur bleeding out :I so yea, i rlly enjoy fighting him, it is strategic because you need to defend so that you dont bleed out or get demolished by rock attacks but also attack because he doesnt have very much health!
hehe, doors fans might recognize this, but I added a rift-like feature to my game (image below from Doors, not my game lmao) called the Pocket. you can store items inside and they get saved upon death! pretty neat, right?
Hey yall !! Chances are you have no idea what my game is because I have literally one follower :( but now’s your time to stop scrolling and uh be enlightened i guess !! 😅 so Rune of Foot is a text-based Python RPG. contrary to popular belief its not just a wall of if statements! theres a whole lotta meat to it (im so sorry) and you should check it out by clickin on my profile! so rn i worked on some new enemies and debugged my spawning mechanic! so so excited to ship this, it’ll be my first ever project! so cya !!
yeep its been a while since i did my last devlog, and i’ve worked rlly hard! so here’s some updates for rUnE oF fOoTtTtTtTt so first of all, i finished the first level of the game <3 the forest is complete! so is the Tax Collector™! you’ll meet him later hehe - also i completed a save file system so that you don’t permadie after an hour of grinding and lose all your progress. also finished the creepy place called the pocket. so yea, thats what i did, cya when its shipped !!!
FINISHED AND READY TO SHIP BABY - chapter 1, the village and the forest, are finished, with save files
Ships:
Rune of Foot was a rollercoaster for me. Now that Chapter 1 is finished, I guess I can finally have my sleep hehe - but really though, it was difficult because it was my first ever time coding a big Python project like this. So I’m exceptionally proud. Check it out on my Github page, just download the ZIP and you’re good! Thank you for all the support!...
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1793829165.7465453
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1793915565.7465453
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52596
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My first slack bot! - Blackreaper by @DaviSilva | My first slack bot! - Blackreaper by @DaviSilva | Stardance...
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DaviSilva
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:02:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I built I made a Slack bot called BlackReaper. It has a few different commands like ping, help, cat facts, jokes, dice, coin flip, and random dog photos. Some of them also use APIs, like the cat fact, joke, and dog photo commands. I also added the three extra commands that were required for the challenge. They are all in my code, but for some reason the three new ones aren’t showing up in Slack. I’m not really sure what happened with the configuration, but I’m still shipping the project since the commands are already in the code. If someone knows what I did wrong or can help me get them working in Slack, I’d really appreciate it. What was challenging I started this project basically knowing nothing about JavaScript, so there was definitely a lot to figure out. The setup was probably the hardest part for me, especially VS Code and the Nest configuration. I ran into a bunch of problems and had to use AI to help me figure some of them out, but I also learned from fixing those problems. What I’m proud of I’m really proud that I actually finished the project. This is my first project on StarDance, and I started it without really knowing JavaScript or how to make a bot. Seeing everything actually work after all the problems I had was really cool. What people should know I put a lot of time and effort into this project and made it with a lot of care. The main commands are working, and the three extra commands are already in the code. The only thing I’m still trying to figure out is why those new commands aren’t showing up in Slack. If someone can help me fix that, I’d really appreciate it!", "repo": "https://github.com/X-BlackScythe/BlackReaper---First-Slack-Bot-", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 71534, "ts": "202 [{"post_id": 71534, "ts": "2026-09-21T00:54:33Z", "hours": 0.35, "text": "So for this new version I added 4 new commands, the joke example from the mission guide, roll a dice, flip a coin and dog photo, Idk if I have to restart something or what but on the VsCode the code for the commands is there but when I try using them on Slack they do not appear…. I’ll ship the project because IDK what to do now, But I did my work with everything that I have :)"}, {"post_id": 62372, "ts": "2026-09-05T18:18:48Z", "hours": 0.3969, "text": "Almost done! - First Slack Bot. Today I made my nest account and got to put my bot (BlackReaper) to work 24/7, I had some problems along the way and had the help of AI to explain it to me, the biggest problem that I had was with the name Index.js hahahaha, I was trying to run it by writing “ node index.js” and it wasn’t working because I had to write “ node Index.js” with the big “i”, I spent 5 minutes just to notice this. I want to add at least 1 more command with API before finishing the project. I also added in the GitHub repository the “README.ms”. Thanks for reading!"}, {"post_id": 54788, "ts": "2026-08-25T22:04:23Z", "hours": 0.4278, "text": "(DevLog #01) First Slack Bot - Blackreaper Until yesterday I didn’t know anything about a slack bot, but today I got to make one and put it to work! I named it Blackreaper, it main purpose its to respond commands in the channel #bot-spam on (Hack Club - Slack) , it has the commands /blackreaper-ping /blackreaper-help and /blackreaper-catfacts ( The last one use an API to get the facts!), I got some problems with VsCode Git and NodeJS but nothing seriously just some configurations, I want to add more commands that uses API’s in the future. That is my first DevLog! Thanks!"}]...
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Title: My first slack bot! - Blackreaper by @DaviS Title: My first slack bot! - Blackreaper by @DaviSilva | Stardance
Devlogs:
(DevLog #01) First Slack Bot - Blackreaper Until yesterday I didn’t know anything about a slack bot, but today I got to make one and put it to work! I named it Blackreaper, it main purpose its to respond commands in the channel #bot-spam on (Hack Club - Slack) , it has the commands /blackreaper-ping /blackreaper-help and /blackreaper-catfacts ( The last one use an API to get the facts!), I got some problems with VsCode Git and NodeJS but nothing seriously just some configurations, I want to add more commands that uses API’s in the future. That is my first DevLog! Thanks!
Almost done! - First Slack Bot. Today I made my nest account and got to put my bot (BlackReaper) to work 24/7, I had some problems along the way and had the help of AI to explain it to me, the biggest problem that I had was with the name Index.js hahahaha, I was trying to run it by writing “ node index.js” and it wasn’t working because I had to write “ node Index.js” with the big “i”, I spent 5 minutes just to notice this. I want to add at least 1 more command with API before finishing the project. I also added in the GitHub repository the “README.ms”. Thanks for reading!
So for this new version I added 4 new commands, the joke example from the mission guide, roll a dice, flip a coin and dog photo, Idk if I have to restart something or what but on the VsCode the code for the commands is there but when I try using them on Slack they do not appear…. I’ll ship the project because IDK what to do now, But I did my work with everything that I have :)
Ships:
What I built I made a Slack bot called BlackReaper. It has a few different commands like ping, help, cat facts, jokes, dice, coin flip, and random dog photos. Some of them also use APIs, like the cat fact, joke, and dog photo commands. I also added the three extra commands that were required for the challenge. They are all in my code, but for some reason the three new ones aren’t showing up in Slack. I’m not really sure what happened with the configuration, but I’m still shipping the project since the commands are already in the code. If someone knows what I did wrong or can help me get them working in Slack, I’d really appreciate it. What was challenging I started this project basically knowing nothing about JavaScript, so there was definitely a lot to figure out. The setup was probably the hardest part for me, especially VS Code and the Nest configuration. I ran into a bunch of problems and had to use AI to help me figure some of them out, but I also learned from fixing those problems. What I’m proud of I’m really proud that I actually finished the project. This is my first project on StarDance, and I started it without really knowing JavaScript or how to make a bot. Seeing everything actually work after all the problems I had was really cool. What people should know I put a lot of time and effort into this project and made it with a lot of care. The main commands are working, and the three extra commands are already in the code. The only thing I’m still trying to figure out is why those new commands aren’t showing up in Slack. If someone can help me fix that, I’d really appreciate it!...
|
1794023540.8567767
|
1794109940.8567767
|
|
6985
|
Model United Nations - A Software Approach by @Sea Model United Nations - A Software Approach by @SeanBlitz | Stardance...
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SeanBlitz
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0
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15.27
|
0
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[]
|
[{"post_id": 7153, "ts": "2026 [{"post_id": 7153, "ts": "2026-06-11T23:00:33Z", "hours": 2.8156, "text": "Fully debugged my Command Line Interface after moving everything into OOP. Change twin logic variable call (it was supposed to call list index 0, but called 1) to solve linking issue for double delegate committees. Fix relative imports by adding “.” to my init .py files. During this I learned a lot about how the python interpreter views files and locations. Also separated responsibilities by splitting functions. Now, my libraries are no longer aware of each other, to allow for easier debug and changes later. I will need to take out my business logic from the infrastructure and put it with my main files, to further separate responsibilties."}, {"post_id": 6470, "ts": "2026-06-10T21:42:22Z", "hours": 2.8264, "text": "Moved everything into Object Oriented Programming Classes This included Gmail, Sheets, and Drive Functions. I will probably do the same for the other folders soon, but they are not connected. I have yet to fully debug the command line interface, especially after these changes. Will do that soon."}, {"post_id": 5979, "ts": "2026-06-10T00:56:27Z", "hours": 1.085, "text": "Continued debugging my command line interface and adding some necessary business features. Previously a new committee was only checked against the main list of names. Now, it is split by type of committee to prevent switching between types. Add ability to print suggestions to user if committee selections are double, advising them to change the other delegate in the same committee if needed. Fix twin logic error and place code into more organized functions. With this part of the debugging, I began to understand the importance of splitting all code into functions, and grouping those functions into classes. Previously, all my code was a rough draft minimum viable product designed to just get the job done. Now, with the need to edit things in the future and share with other developers in my team, I began to sort things into functions (which turn out to be amazingly useful and easy to debug). In the next update I might begin writing classes."}, {"post_id": 5726, "ts": "2026-06-09T17:00:07Z", "hours": 2.3719, "text": "Began debugging my command line interface code. Discover that the columns which referred to my Google Sheet were incorrect; fixed string in code. Bold print statements in terminal for readability, and fixed ANSI escape codes to properly clear the terminal. Fix iterator problems. Previously, there did not exist a global tracker variable, and since i reset after every while loop, the number stored to finalassignments dictionary was incorrect. Fix infinite looping in the while loop for edge cases where none of the conditions are satisfied. Now with a proper error statement and ending of loop. Added a continue statement to prevent code from pushing before the questionary interface has finished receiving all inputs. Most of these errors were small bugs in the system, not major conceptual issues. However, I did learn how to use the VSCode debugging feature while going through this, as it is a program that is easy to set breakpoints in and analyze variables."}, {"post_id": 5249, "ts": "2026-06-08T23:15:54Z", "hours": 4.1458, "text": "Finished making the Command Line Interface. It checks for availability whenever the user inputs assignments in the questionary interface using sets. Stores all assignments in a dictionary, which is then converted into a cell map after the user finished all assignments. This cell map accurately recreates the cells that were pulled, except that used assignments now get blank cells. School assignments go into a separate sheet, where they are listed as “country name (committee name)”. During this process I learned a lot about safely converting data between types, i.e. from dictionaries to lists to sets, and their respective advantages for later processing. For example, sets are great with the “in” keyword, which gives O(1) time complexity, an important feature when I expect datasets with 800+ values. I also learned some intuitive strategies on improving code efficiency. Instead of writing multiple for loops, using tuples to do multiple jobs within one loop is usually much more efficient. Converting the dictionary that contains {(“committee”, “country_name”): “sheet_coordinate”} into a dictionary with the sheet coordinate as the key and the value as committee and country name took some thought and studying into dictionary rules in python. The function add_assignments_and_map_cells() took a lot of editing. What started as a simple questionary function that returns user inputs in a dictionary evolved into a full input-checker and cell mapper. I originally wanted the latter process to happen in the main code, but I discovered that the function had all necessary variables, and that it would be cleaner to simply pass back all the completed variables. Also decided that pushes are inherently untrustworthy, because my data goes from Google Sheets into a dictionary into a cell map, and finally back to Google Sheets. Multiple edge cases and errors may be possible during this time. Implemented a basic checker at the very end to confirm against the counta() function built into the sheet. Screenshot is not all; have yet to test the code for errors. Very excited to see this work! It used to take dozens of hours to complete, with plenty of human errors (especially double assignments), but with the loop pushing final values after every school and only operating within the list of possible assignments, many human errors are eliminated."}, {"post_id": 1953, "ts": "2026-06-04T06:19:55Z", "hours": 0.7656, "text": "Added an Inquirer to confirm committee auto-assignments and add assignments manually."}, {"post_id": 1932, "ts": "2026-06-04T05:29:00Z", "hours": 1.2558, "text": "Finished committee auto-selection greedy algorithm, accounting for double delegation committees and committee types."}]...
|
Title: Model United Nations - A Software Approach Title: Model United Nations - A Software Approach by @SeanBlitz | Stardance
Devlogs:
Finished committee auto-selection greedy algorithm, accounting for double delegation committees and committee types.
Added an Inquirer to confirm committee auto-assignments and add assignments manually.
Finished making the Command Line Interface. It checks for availability whenever the user inputs assignments in the questionary interface using sets. Stores all assignments in a dictionary, which is then converted into a cell map after the user finished all assignments. This cell map accurately recreates the cells that were pulled, except that used assignments now get blank cells. School assignments go into a separate sheet, where they are listed as “country name (committee name)”. During this process I learned a lot about safely converting data between types, i.e. from dictionaries to lists to sets, and their respective advantages for later processing. For example, sets are great with the “in” keyword, which gives O(1) time complexity, an important feature when I expect datasets with 800+ values. I also learned some intuitive strategies on improving code efficiency. Instead of writing multiple for loops, using tuples to do multiple jobs within one loop is usually much more efficient. Converting the dictionary that contains {(“committee”, “country_name”): “sheet_coordinate”} into a dictionary with the sheet coordinate as the key and the value as committee and country name took some thought and studying into dictionary rules in python. The function add_assignments_and_map_cells() took a lot of editing. What started as a simple questionary function that returns user inputs in a dictionary evolved into a full input-checker and cell mapper. I originally wanted the latter process to happen in the main code, but I discovered that the function had all necessary variables, and that it would be cleaner to simply pass back all the completed variables. Also decided that pushes are inherently untrustworthy, because my data goes from Google Sheets into a dictionary into a cell map, and finally back to Google Sheets. Multiple edge cases and errors may be possible during this time. Implemented a basic checker at the very end to confirm against the counta() function built into the sheet. Screenshot is not all; have yet to test the code for errors. Very excited to see this work! It used to take dozens of hours to complete, with plenty of human errors (especially double assignments), but with the loop pushing final values after every school and only operating within the list of possible assignments, many human errors are eliminated.
Began debugging my command line interface code. Discover that the columns which referred to my Google Sheet were incorrect; fixed string in code. Bold print statements in terminal for readability, and fixed ANSI escape codes to properly clear the terminal. Fix iterator problems. Previously, there did not exist a global tracker variable, and since i reset after every while loop, the number stored to finalassignments dictionary was incorrect. Fix infinite looping in the while loop for edge cases where none of the conditions are satisfied. Now with a proper error statement and ending of loop. Added a continue statement to prevent code from pushing before the questionary interface has finished receiving all inputs. Most of these errors were small bugs in the system, not major conceptual issues. However, I did learn how to use the VSCode debugging feature while going through this, as it is a program that is easy to set breakpoints in and analyze variables.
Continued debugging my command line interface and adding some necessary business features. Previously a new committee was only checked against the main list of names. Now, it is split by type of committee to prevent switching between types. Add ability to print suggestions to user if committee selections are double, advising them to change the other delegate in the same committee if needed. Fix twin logic error and place code into more organized functions. With this part of the debugging, I began to understand the importance of splitting all code into functions, and grouping those functions into classes. Previously, all my code was a rough draft minimum viable product designed to just get the job done. Now, with the need to edit things in the future and share with other developers in my team, I began to sort things into functions (which turn out to be amazingly useful and easy to debug). In the next update I might begin writing classes.
Moved everything into Object Oriented Programming Classes This included Gmail, Sheets, and Drive Functions. I will probably do the same for the other folders soon, but they are not connected. I have yet to fully debug the command line interface, especially after these changes. Will do that soon.
Fully debugged my Command Line Interface after moving everything into OOP. Change twin logic variable call (it was supposed to call list index 0, but called 1) to solve linking issue for double delegate committees. Fix relative imports by adding “.” to my init .py files. During this I learned a lot about how the python interpreter views files and locations. Also separated responsibilities by splitting functions. Now, my libraries are no longer aware of each other, to allow for easier debug and changes later. I will need to take out my business logic from the infrastructure and put it with my main files, to further separate responsibilties....
|
1793364725.7625513
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1793969525.7625513
|
|
3071
|
Planet Shalom by @shalabdulai | Stardance
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shalabdulai
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0
|
44.0
|
0
|
[]
|
[{"post_id": 71525, "ts": "202 [{"post_id": 71525, "ts": "2026-09-21T00:27:00Z", "hours": 5.3572, "text": "I’M FINALLY DONE WITH MY WEBOS. School came along, so I was busy and couldn’t commit enough hours. I had so many app ideas for my OS, but I couldn’t execute them properly because of my lack of coding knowledge (plus I didn’t want to rely on Claude code too much). So here’s my finisehd project. I’m super excited to continue working on other things now. I made a Photbooth app, but I didn’t end up keeping it in because I didn’t like the aesthetic feel of it."}, {"post_id": 35414, "ts": "2026-07-26T20:05:26Z", "hours": 10.6128, "text": "I’ve attached my app windows so you see that progress has been made. So far, we have 5 apps but only 4 of them have some content. I still have to debug my Contact Me app, as it actually doesn’t send out an email. For next time, here’s my to-do list: 1. Debug Contact Me, 2. Work on my game mode 3. Add some of my projects to Archive"}, {"post_id": 29377, "ts": "2026-07-16T09:15:32Z", "hours": 7.8853, "text": "Lots of progress, guys! We’ve made 4 apps - The Archive, Photobooth, Gallery and Links. I have so many new ideas, it’ overwhelming - I’m thinking of adding a game mode, a contact app, making my windows resizeable, adding some sound effects/ background music. Also, I’m really excited to continue making my Photobooth app - it will be an app that creates a little photo id to show that people have visited my “planet”. For tomorrow: Make the app icons, and finish the content for the apps. Bye for now, guys. I wish you all the best in your endeavours."}, {"post_id": 25775, "ts": "2026-07-10T07:17:09Z", "hours": 4.4131, "text": "I’m proud of myself for making it this far. I’m almost done with this mission, and I’ve created my first app icon. (Also, I fixed my previous bug). As usual, there are a few problems. First, when I select my app icon, it doesn’t deselect immediately. Second, the my app window hides behind my home window - so it isn’t actually visible. Ugh, I’m lowkey fed up with fixing these annoying bugs."}, {"post_id": 18131, "ts": "2026-06-29T04:30:13Z", "hours": 8.1547, "text": "We’ve made some progress! - my welcome window is now draggable, and closeable. However, there are a few bugs. For instance, the welcome window breaks after reopening it (as shown in this video). For tomorrow, I plan to fix that bug, customize my window by adding apps and other cool features. Bye for now!"}, {"post_id": 16825, "ts": "2026-06-27T10:02:09Z", "hours": 7.575, "text": "You can now read the current time from my webpage. Notice how I’m working on this at 2 am! Anyways, today, I added the top bar and the time feature. For tomorrow, I’m going to make a Window graphic design, and make it draggable, closable and openable. Bye for now!"}]...
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Title: Planet Shalom by @shalabdulai | Stardance
Title: Planet Shalom by @shalabdulai | Stardance
Devlogs:
You can now read the current time from my webpage. Notice how I’m working on this at 2 am! Anyways, today, I added the top bar and the time feature. For tomorrow, I’m going to make a Window graphic design, and make it draggable, closable and openable. Bye for now!
We’ve made some progress! - my welcome window is now draggable, and closeable. However, there are a few bugs. For instance, the welcome window breaks after reopening it (as shown in this video). For tomorrow, I plan to fix that bug, customize my window by adding apps and other cool features. Bye for now!
I’m proud of myself for making it this far. I’m almost done with this mission, and I’ve created my first app icon. (Also, I fixed my previous bug). As usual, there are a few problems. First, when I select my app icon, it doesn’t deselect immediately. Second, the my app window hides behind my home window - so it isn’t actually visible. Ugh, I’m lowkey fed up with fixing these annoying bugs.
Lots of progress, guys! We’ve made 4 apps - The Archive, Photobooth, Gallery and Links. I have so many new ideas, it’ overwhelming - I’m thinking of adding a game mode, a contact app, making my windows resizeable, adding some sound effects/ background music. Also, I’m really excited to continue making my Photobooth app - it will be an app that creates a little photo id to show that people have visited my “planet”. For tomorrow: Make the app icons, and finish the content for the apps. Bye for now, guys. I wish you all the best in your endeavours.
I’ve attached my app windows so you see that progress has been made. So far, we have 5 apps but only 4 of them have some content. I still have to debug my Contact Me app, as it actually doesn’t send out an email. For next time, here’s my to-do list: 1. Debug Contact Me, 2. Work on my game mode 3. Add some of my projects to Archive
I’M FINALLY DONE WITH MY WEBOS. School came along, so I was busy and couldn’t commit enough hours. I had so many app ideas for my OS, but I couldn’t execute them properly because of my lack of coding knowledge (plus I didn’t want to rely on Claude code too much). So here’s my finisehd project. I’m super excited to continue working on other things now. I made a Photbooth app, but I didn’t end up keeping it in because I didn’t like the aesthetic feel of it....
|
1793379297.2617874
|
1793984097.2617874
|
|
36238
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DIY Solder Fume Extractor + Air Quality Sensor by DIY Solder Fume Extractor + Air Quality Sensor by @james-lian | Stardance...
|
james-lian
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T00:57:44Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a small hobbyist solder fume extractor complete with an air quality sensor for soldering applications. Features include: powered by a 12V DC power supply 0.91inch OLED SSD1306 LM2596-3.3 buck converter for 3V3 supply ENS160+AHT21 sensor to detect VOCs and eCO2 ESP-01S microcontroller custom 3d-printed casing 12V desk fan which pulls solder fumes through an activated carbon filter flip flop switch circuit + MOSFET to control the fan, flyback diode to prevent MOSFET damage A challenge that pushed the project’s completion date back was a manufacturing error that occurred on my PCB. The specific buck converter I ordered from JLCPCB assembly was the LM2596-3.3, but the first batch that was sent to me had the LM2596-ADJ, which output the default ~1.3V instead of 3V3. I only found out about this after soldering on both PCB boards, which meant I had wasted time, effort, and some good usable components which I failed to desolder.", "repo": "https://github.com/James-Lian/Solder-Fume-Extractor", "demo": ""}]...
|
[{"post_id": 71524, "ts": "202 [{"post_id": 71524, "ts": "2026-09-21T00:25:53Z", "hours": 3.2508, "text": "Devlog #7: Completion The replacement PCB board from JLCPCB arrived today, and I spent a couple hours resoldering all the components. Finally, it’s done!"}, {"post_id": 59947, "ts": "2026-09-02T00:32:00Z", "hours": 5.5417, "text": "Devlog #6: Getting throttled Attempting to complete my PCBs, and I’m going through it, fr. Fried transistors + attempted fixes After receiving my PCBs, I got to work to solder my components. I had ordered PCBA for any components I didn’t have, such as inductors, the barrel jack connection, etc., but I was planning to save money by hand-soldering components I DID already have, such as transistors and my entire MCU system. This also gave me the added benefit of testing these components beforehand, and it allowed me to go through several iterations of code on the ESP-01S. The first issue I encountered with hand-soldering was with soldering the tiny, microscopic transistor holes (it was my first time doing so). The copper pads for my PN2222 breadboard transistors are super close together, and with my shaky hands, I accidentally whiffed, put too much solder, and left a solder connection between all three pads. Whoops! I eventually managed to fix it with a solder sucker. But after soldering, I decided to test the transistors with a multimeter to check if they were damaged, and both transistors were duds. I probably spent too long trying to fix it with the soldering iron and ended up frying them both. After this, I attempted to salvage the project by desoldering some of the more expensive components from the board and using it on the second backup PCBA I ordered from JLCPCB. I managed to salvage the OLED screen, but while desoldering the ESP-01S, I broke off several pins, essentially leaving the chip unusable. I decided not to salvage the bigger chips (e.g. ESP-01S, ENS160+AHT21), and decided to just reorder some components instead for the second attempt. New attempt: flip-flop switch fix + MCU not working I managed to solder all components to the second PCB cleanly, without any hiccups. However, on trying my project out, I encountered two issues: The flip flop switch turns on the fan, but it doesn’t turn it off. The 3.3V MCU system (including the OLED, ESP-01S, and ENS160+AHT21 sensor) doesn’t seem to turn on. The first issue was relatively easy to fix. Turns out, I had forgotten to add a pull-up resistor near the bottom of the flip-flop switch, and thus my steering capacitors had no path to VCC to “refill” (reset) their charge after the initial button press. I quickly soldered a pull-up resistor to VCC to fix it. The second issue stumped me for a while. I found out that I had forgotten to connect pin 4 (EN) of the ESP-01S to 3V3, so I quickly soldered a connection, but it still wasn’t working. Eventually, I took a look with my multimeter and found the problem: my 3V3 logic chips were actually running on 1.23V for some reason. It turns out, JLCPCB had sent me PCBA’s with the WRONG BUCK CONVERTER. I had ordered an TDSEMIC LM2596S-3.3, which would normally work perfectly, but JLCPCB had sent me PCBA’s with TDSEMIC LM2596S-ADJ instead. I’ll have to either contact JLCPCB for a refund, or attempt to salvage the PCB myself by modding it. I’ve burnt enough allowance on this ;-; Below: desoldering fail, attempted fixes (2), close-up of LM2596S-ADJ vs what I actually ordered ( https://www.lcsc.com/product-detail/C42421958.html?s_z=n_q_C42421958&globalKeyword=C42421958 )"}, {"post_id": 54994, "ts": "2026-08-26T12:52:38Z", "hours": 5.3325, "text": "Devlog #5 CAD Modeling With the code and PCB done, I needed a frame to hold all of the hardware together. Therefore, I spent a couple hours designing two cases in Fusion360 - one to house the PCB, and one to house the fan and the carbon filter I was using. PCB Case This PCB case is a little different than the ones I’ve designed so far. For one, the MOSFET and the capacitor that arrived on the PCB assembly I ordered from JLCPCB were much larger than I’d imagined, so I needed to design holes in my casing to accommodate for their size. Additionally, the ENS160 + AHT21 sensor needs generous access to air in order to provide accurate readings. I couldn’t encase them in the casing entirely, so I needed several unusual holes in my design so as not to interfere with the placements on my PCB board. I ended up designing a snap-fit housing with two parts - top and bottom (my first time designing a snap-fit joint!). The top part has several holes to ensure enough spacing for PCB components such as the OLED screen and keyswitch. It’s not air tight, but I really only need it to keep the PCB isolated and make things more presentable. Fan Holder Case I also needed to model a CAD case for the desktop fan to hold it and the active carbon filter in place. The fan case itself is actually a very simple design - three separate “panels” held in place with 4 screws and heat inserts."}, {"post_id": 54243, "ts": "2026-08-25T04:02:06Z", "hours": 3.2061, "text": "Devlog #4 Finalizing MCU program I used the breadboard prototype I had from Devlog #1 to finalize a working version of the ENS160 + AHT21 sensor program on the ESP-01S. I use the Adafruit libraries for these components to extract their readings, and then display it on a scrolling background on my 0.91 inch OLED SSD1306. This program is the final step before I solder the remaining components onto my PCB, which conveniently arrived as I was on vacation. It displays the following information: Line 1: Temp (deg C), Temp (deg F), Humidity (relative %) Line 2: Air Quality Index (AQI), Total Volatile Organic Compounds (ppb - TVOC), eCO2 (ppm - estimated CO2)"}, {"post_id": 31068, "ts": "2026-07-19T05:01:26Z", "hours": 1.7156, "text": "Devlog #3 - PCB design Once I had the design finalized from the schematic, it was straightforward enough to convert it into a PCB. I spent some time rearranging components to try and use as little space as possible. I had to leave some extra space for the ENS160+AHT21 air quality sensor, as it doesn’t work without consistent exposure to air."}, {"post_id": 30977, "ts": "2026-07-19T00:12:45Z", "hours": 1.6228, "text": "Devlog #2 - schematic design After confirming that the ESP-01S was a viable microcontroller for this project, I continued with designing the schematic for the PCB. Power Management ESP-01S is a 3.3V native controller, and the ENS160+AHT21 and the I2C OLED both use 3.3V logic. If I plug my 12V DC adapter directly into the ESP-01S, I’ll fry all my MCU components. Thus, I’m using an LM2596 buck converter to step-down some of the charge to 3.3V. Air Quality Sensor + MCU This section contains the sensor components and MCU. The air quality sensors and the OLED both share the same SCL/SDA I2C communication pins, which we established was possible in the previous devlog. Flip-Flop Switch + MOSFET Since the pins on the ESP-01S are being used, I decided to try exploring other options to turn my fan ON/OFF. I decided to use a flip-flop switch circuit. This allows me to persistently alter the fan’s ON/OFF state by simply clicking one pushbutton. The flip-flop switch circuit is a bistable multivibrator. It has two stable states where it can output a persistent signal (either 0 or 1), thus why we say it can represent a single bit of information. One of the states (transistors) is connected to a MOSFET (STP55NF06L), a heavy-duty voltage-controlled component which handles heavy loads much better than a simple transistor. The MOSFET helps control the fan. I attached a flyback diode in parallel to the fan. Because a fan is fundamentally wire coiled around magnets (an inductor), when the flip-flop switch suddenly turns off, the magnetic field of the fan collapses, converting back into an extremely high-voltage electric signal that, if not protected against, could instantly fry my MOSFET. The flyback diode allows the current to loop back around through the inductor until it is harmlessly dissipated as heat. Power-On Circuit On its own, the flip-flop switch’s initial state is hard to control . It’s based on chance, and small manufacturing differences between identical resistors and capacitors used in the circuit. To ensure the flip-flop switch always initializes to an OFF state, I added a tiny 10nF capacitor to one of the transistors. This makes one of the transistors slightly slower, thus ensuring the other one will always “win” the race condition. Next, I’ll be designing the PCB and programming the ESP-01S!"}, {"post_id": 30435, "ts": "2026-07-17T23:44:14Z", "hours": 0.7667, "text": "Devlog #1 - breadboard prototype I’ve been soldering a lot more recently thanks to starting a variety of electronics projects, and I’m starting to feel the need to get a fume extractor and some sort of air quality sensor to monitor my workspace. After some consideration, I decided making my own fume extractor would be a fun project idea, and also a great way to use up some electronics components that I have lying around. Components To make this project, I ordered some cheap $6 12V cooling fans meant for PC setups. For the microcontroller, I’ll be using an ESP-01S, an ENS160+AHT21 (which can measure air quality and VOCs), and an I2C 0.91 inch OLED display, all components I already have. I spent some time desoldering the OLED display from an older PCB project to reuse it in this one. Breadboarding The ESP-01S is an incredibly small controller, with only two pins (GPIO0 and GPIO2) available as digital pins (apart from RX and TX, but I plan to use those for debugging). Since both the OLED and the ENS160+AHT21 are I2C components that communicate with Serial Data (SDA) and Serial Clock (SCL), theoretically these components could share GPIO0 and GPIO2 as SDA and SCL pins if they had different device addresses. However, to be sure, I breadboarded and flashed a quick program to output the addresses and confirm that I had three separate, unique identifiers. Now that I have this information, I’m ready to design the PCB next."}]...
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Title: DIY Solder Fume Extractor + Air Quality Sen Title: DIY Solder Fume Extractor + Air Quality Sensor by @james-lian | Stardance
Devlogs:
Devlog #1 - breadboard prototype I’ve been soldering a lot more recently thanks to starting a variety of electronics projects, and I’m starting to feel the need to get a fume extractor and some sort of air quality sensor to monitor my workspace. After some consideration, I decided making my own fume extractor would be a fun project idea, and also a great way to use up some electronics components that I have lying around. Components To make this project, I ordered some cheap $6 12V cooling fans meant for PC setups. For the microcontroller, I’ll be using an ESP-01S, an ENS160+AHT21 (which can measure air quality and VOCs), and an I2C 0.91 inch OLED display, all components I already have. I spent some time desoldering the OLED display from an older PCB project to reuse it in this one. Breadboarding The ESP-01S is an incredibly small controller, with only two pins (GPIO0 and GPIO2) available as digital pins (apart from RX and TX, but I plan to use those for debugging). Since both the OLED and the ENS160+AHT21 are I2C components that communicate with Serial Data (SDA) and Serial Clock (SCL), theoretically these components could share GPIO0 and GPIO2 as SDA and SCL pins if they had different device addresses. However, to be sure, I breadboarded and flashed a quick program to output the addresses and confirm that I had three separate, unique identifiers. Now that I have this information, I’m ready to design the PCB next.
Devlog #2 - schematic design After confirming that the ESP-01S was a viable microcontroller for this project, I continued with designing the schematic for the PCB. Power Management ESP-01S is a 3.3V native controller, and the ENS160+AHT21 and the I2C OLED both use 3.3V logic. If I plug my 12V DC adapter directly into the ESP-01S, I’ll fry all my MCU components. Thus, I’m using an LM2596 buck converter to step-down some of the charge to 3.3V. Air Quality Sensor + MCU This section contains the sensor components and MCU. The air quality sensors and the OLED both share the same SCL/SDA I2C communication pins, which we established was possible in the previous devlog. Flip-Flop Switch + MOSFET Since the pins on the ESP-01S are being used, I decided to try exploring other options to turn my fan ON/OFF. I decided to use a flip-flop switch circuit. This allows me to persistently alter the fan’s ON/OFF state by simply clicking one pushbutton. The flip-flop switch circuit is a bistable multivibrator. It has two stable states where it can output a persistent signal (either 0 or 1), thus why we say it can represent a single bit of information. One of the states (transistors) is connected to a MOSFET (STP55NF06L), a heavy-duty voltage-controlled component which handles heavy loads much better than a simple transistor. The MOSFET helps control the fan. I attached a flyback diode in parallel to the fan. Because a fan is fundamentally wire coiled around magnets (an inductor), when the flip-flop switch suddenly turns off, the magnetic field of the fan collapses, converting back into an extremely high-voltage electric signal that, if not protected against, could instantly fry my MOSFET. The flyback diode allows the current to loop back around through the inductor until it is harmlessly dissipated as heat. Power-On Circuit On its own, the flip-flop switch’s initial state is hard to control . It’s based on chance, and small manufacturing differences between identical resistors and capacitors used in the circuit. To ensure the flip-flop switch always initializes to an OFF state, I added a tiny 10nF capacitor to one of the transistors. This makes one of the transistors slightly slower, thus ensuring the other one will always “win” the race condition. Next, I’ll be designing the PCB and programming the ESP-01S!
Devlog #3 - PCB design Once I had the design finalized from the schematic, it was straightforward enough to convert it into a PCB. I spent some time rearranging components to try and use as little space as possible. I had to leave some extra space for the ENS160+AHT21 air quality sensor, as it doesn’t work without consistent exposure to air.
Devlog #4 Finalizing MCU program I used the breadboard prototype I had from Devlog #1 to finalize a working version of the ENS160 + AHT21 sensor program on the ESP-01S. I use the Adafruit libraries for these components to extract their readings, and then display it on a scrolling background on my 0.91 inch OLED SSD1306. This program is the final step before I solder the remaining components onto my PCB, which conveniently arrived as I was on vacation. It displays the following information: Line 1: Temp (deg C), Temp (deg F), Humidity (relative %) Line 2: Air Quality Index (AQI), Total Volatile Organic Compounds (ppb - TVOC), eCO2 (ppm - estimated CO2)
Devlog #5 CAD Modeling With the code and PCB done, I needed a frame to hold all of the hardware together. Therefore, I spent a couple hours designing two cases in Fusion360 - one to house the PCB, and one to house the fan and the carbon filter I was using. PCB Case This PCB case is a little different than the ones I’ve designed so far. For one, the MOSFET and the capacitor that arrived on the PCB assembly I ordered from JLCPCB were much larger than I’d imagined, so I needed to design holes in my casing to accommodate for their size. Additionally, the ENS160 + AHT21 sensor needs generous access to air in order to provide accurate readings. I couldn’t encase them in the casing entirely, so I needed several unusual holes in my design so as not to interfere with the placements on my PCB board. I ended up designing a snap-fit housing with two parts - top and bottom (my first time designing a snap-fit joint!). The top part has several holes to ensure enough spacing for PCB components such as the OLED screen and keyswitch. It’s not air tight, but I really only need it to keep the PCB isolated and make things more presentable. Fan Holder Case I also needed to model a CAD case for the desktop fan to hold it and the active carbon filter in place. The fan case itself is actually a very simple design - three separate “panels” held in place with 4 screws and heat inserts.
Devlog #6: Getting throttled Attempting to complete my PCBs, and I’m going through it, fr. Fried transistors + attempted fixes After receiving my PCBs, I got to work to solder my components. I had ordered PCBA for any components I didn’t have, such as inductors, the barrel jack connection, etc., but I was planning to save money by hand-soldering components I DID already have, such as transistors and my entire MCU system. This also gave me the added benefit of testing these components beforehand, and it allowed me to go through several iterations of code on the ESP-01S. The first issue I encountered with hand-soldering was with soldering the tiny, microscopic transistor holes (it was my first time doing so). The copper pads for my PN2222 breadboard transistors are super close together, and with my shaky hands, I accidentally whiffed, put too much solder, and left a solder connection between all three pads. Whoops! I eventually managed to fix it with a solder sucker. But after soldering, I decided to test the transistors with a multimeter to check if they were damaged, and both transistors were duds. I probably spent too long trying to fix it with the soldering iron and ended up frying them both. After this, I attempted to salvage the project by desoldering some of the more expensive components from the board and using it on the second backup PCBA I ordered from JLCPCB. I managed to salvage the OLED screen, but while desoldering the ESP-01S, I broke off several pins, essentially leaving the chip unusable. I decided not to salvage the bigger chips (e.g. ESP-01S, ENS160+AHT21), and decided to just reorder some components instead for the second attempt. New attempt: flip-flop switch fix + MCU not working I managed to solder all components to the second PCB cleanly, without any hiccups. However, on trying my project out, I encountered two issues: The flip flop switch turns on the fan, but it doesn’t turn it off. The 3.3V MCU system (including the OLED, ESP-01S, and ENS160+AHT21 sensor) doesn’t seem to turn on. The first issue was relatively easy to fix. Turns out, I had forgotten to add a pull-up resistor near the bottom of the flip-flop switch, and thus my steering capacitors had no path to VCC to “refill” (reset) their charge after the initial button press. I quickly soldered a pull-up resistor to VCC to fix it. The second issue stumped me for a while. I found out that I had forgotten to connect pin 4 (EN) of the ESP-01S to 3V3, so I quickly soldered a connection, but it still wasn’t working. Eventually, I took a look with my multimeter and found the problem: my 3V3 logic chips were actually running on 1.23V for some reason. It turns out, JLCPCB had sent me PCBA’s with the WRONG BUCK CONVERTER. I had ordered an TDSEMIC LM2596S-3.3, which would normally work perfectly, but JLCPCB had sent me PCBA’s with TDSEMIC LM2596S-ADJ instead. I’ll have to either contact JLCPCB for a refund, or attempt to salvage the PCB myself by modding it. I’ve burnt enough allowance on this ;-; Below: desoldering fail, attempted fixes (2), close-up of LM2596S-ADJ vs what I actually ordered ( https://www.lcsc.com/product-detail/C42421958.html?s_z=n_q_C42421958&globalKeyword=C42421958 )
Devlog #7: Completion The replacement PCB board from JLCPCB arrived today, and I spent a couple hours resoldering all the components. Finally, it’s done!
Ships:
I made a small hobbyist solder fume extractor complete with an air quality sensor for soldering applications. Features include: powered by a 12V DC power supply 0.91inch OLED SSD1306 LM2596-3.3 buck converter for 3V3 supply ENS160+AHT21 sensor to detect VOCs and eCO2 ESP-01S microcontroller custom 3d-printed casing 12V desk fan which pulls solder fumes through an activated carbon filter flip flop switch circuit + MOSFET to control the fan, flyback diode to prevent MOSFET damage A challenge that pushed the project’s completion date back was a manufacturing error that occurred on my PCB. The specific buck converter I ordered from JLCPCB assembly was the LM2596-3.3, but the first batch that was sent to me had the LM2596-ADJ, which output the default ~1.3V instead of 3V3. I only found out about this after soldering on both PCB boards, which meant I had wasted time, effort, and some good usable components which I failed to desolder....
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1794023519.6514766
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1794109919.6514766
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63966
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tab of stars by @arsenal4eva | Stardance
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arsenal4eva
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1
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1.38
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T09:54:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ayy finally shipped had some deployment errors due to unfamiliarity with vite but managed to figure it out, had a fun time adding animations. (The nasa api is slow, if it says connection timeout for the daily pics just refresh)", "repo": "https://github.com/arsenal4eva/tab-of-stars", "demo": "https://arsenal4eva.github.io/tab-of-stars"}]...
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[{"post_id": 71522, "ts": "202 [{"post_id": 71522, "ts": "2026-09-21T00:09:26Z", "hours": 0.3836, "text": "Turns out I forgot to update my README how silly also good news I fixed all my stuff."}, {"post_id": 71098, "ts": "2026-09-20T09:14:30Z", "hours": 1.0014, "text": "tab of stars: first draft complete, but having some issues with deployment. Trying to fix"}]...
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Title: tab of stars by @arsenal4eva | Stardance
D Title: tab of stars by @arsenal4eva | Stardance
Devlogs:
tab of stars: first draft complete, but having some issues with deployment. Trying to fix
Turns out I forgot to update my README how silly also good news I fixed all my stuff.
Ships:
Ayy finally shipped had some deployment errors due to unfamiliarity with vite but managed to figure it out, had a fun time adding animations. (The nasa api is slow, if it says connection timeout for the daily pics just refresh)...
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1793958827.6909604
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1794822827.6909604
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