|
35975
|
platform by @zuza | Stardance
|
zuza
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: platform by @zuza | Stardance
|
1792612168.9213092
|
1793216968.9213092
|
|
54812
|
plastic vs. live by @Anvi | Stardance
|
Anvi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: plastic vs. live by @Anvi | Stardance
|
1792806615.2771275
|
1793411415.2771275
|
|
13424
|
planter box by @igbro | Stardance
|
igbro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: planter box by @igbro | Stardance
|
1792803047.631964
|
1793407847.631964
|
|
42792
|
plantControl by @Kende | Stardance
|
Kende
|
0
|
30.37
|
0
|
[]
|
[{"post_id": 55409, "ts": "202 [{"post_id": 55409, "ts": "2026-08-27T06:56:54Z", "hours": 3.6319, "text": "devlog #9 - last steps of the designing Yesterday i finished the designing. This is what i done: add some silkscreen to the PCB so it will be easy to wire it written the README.md but that recording is lost in the shadowlands Programmed the main part of the firmware what i have to done today: program the screen submit the project for founding you can read the repo here: https://github.com/csuszcukk/plantcontrol/"}, {"post_id": 52251, "ts": "2026-08-22T10:53:28Z", "hours": 3.4683, "text": "Devlog #8 - Finishing the 3D modelling What I done: redesigned the main boards cover designed the water container designed a metal sheet for the LEDs so they can cool cleaned the repo What i have tho done in the future: make the usb-c on the main board to not be a separate module make the light, temp. and humidity sensor board to a different pcb write the firmware to the esp32 print the 3D models"}, {"post_id": 46554, "ts": "2026-08-13T21:30:32Z", "hours": 7.4989, "text": "Devlog #7 - Sufering with cad and redesigning the power input for the board So i started designing the container for the main board… At first i try to do a cirlular shape but after a hour of trying achive that the usb-c port is looking good from the outside i designed a rectegular shape for the main boards box what will be on the side of the pot. the pot will be allso square like because from now i hate circles. i think i will make the pot doubel layerd and in the inner air i can lead trouh the cabels. I think its enought for now because its half midnight."}, {"post_id": 45413, "ts": "2026-08-11T20:55:57Z", "hours": 2.2003, "text": "Devlog #7 - cleaning the pcb and suffering from cad i found some mistakes on the board so i cleaned it. i also added some silksrceen writhing to the screw terminals so everyone will know where to put the wires. I try to 3dprint the board but it fails because the filament don’t turned."}, {"post_id": 44498, "ts": "2026-08-10T09:29:35Z", "hours": 1.7833, "text": "devlog #6 - finished the pcb I added some graphics what i drew before. and started to writer the README i also wanted to 3d print the board so i can take the sizes easier."}, {"post_id": 44464, "ts": "2026-08-10T07:20:33Z", "hours": 4.9336, "text": "devlog #5 - Layout and some art I started designing the pcb layout. it was not that hard with 4 layers. I use the top and bottom layer for wires and the midel layers for power and Gnd so i can just place a via everywhere where i need power Or gnd. I also added v-cut to the light light and air temp. and humidity sensor it so i can simply break of this. I also started making some art to the pcb. i designed some electric flower and a robot arm what is watering a plant."}, {"post_id": 42047, "ts": "2026-08-06T16:35:47Z", "hours": 3.1167, "text": "devlog #4 - Finishing the shematic and the BOM That was a LOT of work but i done with it. firstly i redesigned the relay circuit because the replaced one was an ESP32 fryer machine because I just connect it directly to the soc i added a transistor and a diode for it. then i made the shematic hierarhic i don’t know at this point why I done it but the repo i now fatter than before. after that i designed a usb-c port for the power i still don’t know how i will power the pump. I added the partnumbers to the bom and the footprints. i still search for some parts but i dont hawe any more energy."}, {"post_id": 41827, "ts": "2026-08-06T08:57:10Z", "hours": 0.7167, "text": "devlog #3 - designing and finishing the shematic Yesterday i finished the shematic with the circuit of the MOSFET and merging it to the main branch. i want to make a devlog at that point but the time was under 15 minutes. Today i start to design the pot and started to thinking about a special sensor what measures the plants health with an infra led and receiver. I hope there will be an another devlog today but i don’t promise anything."}, {"post_id": 41208, "ts": "2026-08-05T09:06:45Z", "hours": 0.7167, "text": "Devlog #2 - cleaning and redesigning Yesterday I was thinking about how can i make the LEDs dim. the solution i came up with an idea to use a MOSFET. Most of the time i was searching for a circuit for the MOSFET. At the rest of the time I cleaned the shematic and i also want to start to add the MOSFET but i don’t have enough energy"}, {"post_id": 39657, "ts": "2026-08-02T19:40:43Z", "hours": 1.4167, "text": "devlog #1 - Designing the shematic I worked on the shematic of the controller board. I also find a good screen for the project so i can give a face to this smart plant pot what can display the data and and give it personality. the onli problem is that i only found an SPi one so i need to manage a lot of wires. i can’t do any good pics in this stage because there is only files about this projects so i just atached a picture of the shematic."}, {"post_id": 39439, "ts": "2026-08-02T12:04:26Z", "hours": 0.8833, "text": "planing and drafting - Devlog #0 Hi everyone! that is my first devlog for this project. To this point I: started planing in Canva made a BOM to write down what parts i need for it and what i need to put on the shematic in the futher start searching for the parts"}]...
|
Title: plantControl by @Kende | Stardance
Devlogs Title: plantControl by @Kende | Stardance
Devlogs:
planing and drafting - Devlog #0 Hi everyone! that is my first devlog for this project. To this point I: started planing in Canva made a BOM to write down what parts i need for it and what i need to put on the shematic in the futher start searching for the parts
devlog #1 - Designing the shematic I worked on the shematic of the controller board. I also find a good screen for the project so i can give a face to this smart plant pot what can display the data and and give it personality. the onli problem is that i only found an SPi one so i need to manage a lot of wires. i can’t do any good pics in this stage because there is only files about this projects so i just atached a picture of the shematic.
Devlog #2 - cleaning and redesigning Yesterday I was thinking about how can i make the LEDs dim. the solution i came up with an idea to use a MOSFET. Most of the time i was searching for a circuit for the MOSFET. At the rest of the time I cleaned the shematic and i also want to start to add the MOSFET but i don’t have enough energy
devlog #3 - designing and finishing the shematic Yesterday i finished the shematic with the circuit of the MOSFET and merging it to the main branch. i want to make a devlog at that point but the time was under 15 minutes. Today i start to design the pot and started to thinking about a special sensor what measures the plants health with an infra led and receiver. I hope there will be an another devlog today but i don’t promise anything.
devlog #4 - Finishing the shematic and the BOM That was a LOT of work but i done with it. firstly i redesigned the relay circuit because the replaced one was an ESP32 fryer machine because I just connect it directly to the soc i added a transistor and a diode for it. then i made the shematic hierarhic i don’t know at this point why I done it but the repo i now fatter than before. after that i designed a usb-c port for the power i still don’t know how i will power the pump. I added the partnumbers to the bom and the footprints. i still search for some parts but i dont hawe any more energy.
devlog #5 - Layout and some art I started designing the pcb layout. it was not that hard with 4 layers. I use the top and bottom layer for wires and the midel layers for power and Gnd so i can just place a via everywhere where i need power Or gnd. I also added v-cut to the light light and air temp. and humidity sensor it so i can simply break of this. I also started making some art to the pcb. i designed some electric flower and a robot arm what is watering a plant.
devlog #6 - finished the pcb I added some graphics what i drew before. and started to writer the README i also wanted to 3d print the board so i can take the sizes easier.
Devlog #7 - cleaning the pcb and suffering from cad i found some mistakes on the board so i cleaned it. i also added some silksrceen writhing to the screw terminals so everyone will know where to put the wires. I try to 3dprint the board but it fails because the filament don’t turned.
Devlog #7 - Sufering with cad and redesigning the power input for the board So i started designing the container for the main board… At first i try to do a cirlular shape but after a hour of trying achive that the usb-c port is looking good from the outside i designed a rectegular shape for the main boards box what will be on the side of the pot. the pot will be allso square like because from now i hate circles. i think i will make the pot doubel layerd and in the inner air i can lead trouh the cabels. I think its enought for now because its half midnight.
Devlog #8 - Finishing the 3D modelling What I done: redesigned the main boards cover designed the water container designed a metal sheet for the LEDs so they can cool cleaned the repo What i have tho done in the future: make the usb-c on the main board to not be a separate module make the light, temp. and humidity sensor board to a different pcb write the firmware to the esp32 print the 3D models
devlog #9 - last steps of the designing Yesterday i finished the designing. This is what i done: add some silkscreen to the PCB so it will be easy to wire it written the README.md but that recording is lost in the shadowlands Programmed the main part of the firmware what i have to done today: program the screen submit the project for founding you can read the repo here: https://github.com/csuszcukk/plantcontrol/...
|
1793188494.0657322
|
1793793294.0657322
|
|
57257
|
planets by @maria2_soitu5 | Stardance
|
maria2_soitu5
|
0
|
1.8
|
0
|
[]
|
[{"post_id": 61057, "ts": "202 [{"post_id": 61057, "ts": "2026-09-03T19:25:33Z", "hours": 1.8008, "text": "I finalised the title screen yayy :)) And i made each button work. Also the background is made by me"}]...
|
Title: planets by @maria2_soitu5 | Stardance
Devl Title: planets by @maria2_soitu5 | Stardance
Devlogs:
I finalised the title screen yayy :)) And i made each button work. Also the background is made by me...
|
1792698751.068006
|
1793303551.068006
|
|
68020
|
planetab by @lynnnguyen3219 | Stardance
|
lynnnguyen3219
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: planetab by @lynnnguyen3219 | Stardance
|
1793116355.2023675
|
1793721155.2023675
|
|
70773
|
planet learning by @fidrl | Stardance
|
fidrl
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: planet learning by @fidrl | Stardance
|
1793267566.575284
|
1793872366.575284
|
|
67625
|
plane simulator by @criisto | Stardance
|
criisto
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: plane simulator by @criisto | Stardance
|
1793112704.3717153
|
1793717504.3717153
|
|
68676
|
plane game by @zhirkopro115 | Stardance
|
zhirkopro115
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: plane game by @zhirkopro115 | Stardance
|
1793123567.8363461
|
1793728367.8363461
|
|
54862
|
plane game by @kazuma | Stardance
|
kazuma
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:53:25Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a plane game, it is my first programming project.", "repo": "https://github.com/kazuma-L/plane-game", "demo": "https://github.com/kazuma-L/plane-game/releases/tag/v0.1"}]...
|
[{"post_id": 79120, "ts": "202 [{"post_id": 79120, "ts": "2026-10-12T18:52:09Z", "hours": 0.2811, "text": "I publish the first playable version, and wrote the readme"}, {"post_id": 78243, "ts": "2026-10-10T03:33:29Z", "hours": 0.8608, "text": "I finished it, i think it is pretty good as my first programming project"}, {"post_id": 63279, "ts": "2026-09-07T00:55:24Z", "hours": 1.9361, "text": "plane game project- devlog 2"}, {"post_id": 57789, "ts": "2026-08-30T02:44:28Z", "hours": 2.3081, "text": "plane game"}]...
|
Title: plane game by @kazuma | Stardance
Devlogs: Title: plane game by @kazuma | Stardance
Devlogs:
plane game
plane game project- devlog 2
I finished it, i think it is pretty good as my first programming project
I publish the first playable version, and wrote the readme
Ships:
I made a plane game, it is my first programming project....
|
1793202444.7015462
|
1793288844.7015462
|
|
22027
|
plane display by @philemon_verdyrousseau | Stardan plane display by @philemon_verdyrousseau | Stardance...
|
philemon_verdyrousseau
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: plane display by @philemon_verdyrousseau | Title: plane display by @philemon_verdyrousseau | Stardance...
|
1793231647.3392165
|
1793836447.3392165
|
|
51104
|
plane (based off of y3 vtol) by @jadedragon | Star plane (based off of y3 vtol) by @jadedragon | Stardance...
|
jadedragon
|
0
|
5.87
|
0
|
[]
|
[{"post_id": 73783, "ts": "202 [{"post_id": 73783, "ts": "2026-09-25T23:40:08Z", "hours": 0.7167, "text": "More work"}, {"post_id": 72871, "ts": "2026-09-23T22:02:42Z", "hours": 1.4, "text": "Learning how to build gears!"}, {"post_id": 54112, "ts": "2026-08-24T22:23:57Z", "hours": 1.3, "text": "I made the backfin for the plane and added a spot for the motor"}, {"post_id": 54066, "ts": "2026-08-24T20:41:54Z", "hours": 0.55, "text": "parts for the wings."}, {"post_id": 51396, "ts": "2026-08-21T02:15:41Z", "hours": 1.9, "text": "Plane. I did learn about hack club until recently so this starts half way through a design."}]...
|
Title: plane (based off of y3 vtol) by @jadedragon Title: plane (based off of y3 vtol) by @jadedragon | Stardance
Devlogs:
Plane. I did learn about hack club until recently so this starts half way through a design.
parts for the wings.
I made the backfin for the plane and added a spot for the motor
Learning how to build gears!
More work...
|
1792658885.6404865
|
1793263685.6404865
|
|
7820
|
plan ur day by @alinafatima | Stardance
|
alinafatima
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: plan ur day by @alinafatima | Stardance
|
1792727659.5259511
|
1793332459.5259511
|
|
44655
|
pl_illuminati by @Cool_Cat3275 | Stardance
|
Cool_Cat3275
|
1
|
5.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T19:36:25Z", "hours": 5.0, "multiplier": 1.29, "payout": 7, "blessing": "neutral", "text": "I have made a payload map for Team Fortress 2 using hammer. It is my first map I have made in TF2 so I wanted it to be simple. It was kind of challenging finding a good tutorial and making everything work for my application, but in the end it worked!", "repo": "https://github.com/CoolCat3275/pl_illuminati", "demo": "https://wyattmckenzie.com/pl_illuminati.mp4"}]...
|
[{"post_id": 47094, "ts": "202 [{"post_id": 47094, "ts": "2026-08-14T18:50:30Z", "hours": 0.8072, "text": "Got the texture fixed, also added installation scripts to make installation easier. I think it is ready to be shipped once I add a demo video"}, {"post_id": 42085, "ts": "2026-08-06T17:26:48Z", "hours": 4.5083, "text": "So, I have made the first version of this map, it has a cart, track, The Illuminati, and basic things. Some things I need to add are making The Illuminati spin and bob, adding some actual decoration, and make a readme.md for the REPO. Past that I am pretty much done with it. I just took the screenshot and the texture didn’t load… I will need to fix that… The screenshot with texture is from the VM with the work"}]...
|
Title: pl_illuminati by @Cool_Cat3275 | Stardance
Title: pl_illuminati by @Cool_Cat3275 | Stardance
Devlogs:
So, I have made the first version of this map, it has a cart, track, The Illuminati, and basic things. Some things I need to add are making The Illuminati spin and bob, adding some actual decoration, and make a readme.md for the REPO. Past that I am pretty much done with it. I just took the screenshot and the texture didn’t load… I will need to fix that… The screenshot with texture is from the VM with the work
Got the texture fixed, also added installation scripts to make installation easier. I think it is ready to be shipped once I add a demo video
Ships:
I have made a payload map for Team Fortress 2 using hammer. It is my first map I have made in TF2 so I wanted it to be simple. It was kind of challenging finding a good tutorial and making everything work for my application, but in the end it worked!...
|
1793253017.3545127
|
1793339417.3545127
|
|
19898
|
pkmini by @maddy | Stardance
|
maddy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pkmini by @maddy | Stardance
|
1792785054.43664
|
1793389854.43664
|
|
22050
|
pjboard by @pj | Stardance
|
pj
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 15419, "ts": "202 [{"post_id": 15419, "ts": "2026-06-25T01:55:37Z", "hours": 0.2836, "text": "Today, I started looking at other split keyboards, like the voyager. Then I moved onto more like the Geist Geist, Plaid and then moved onto a keyboard like the corne wich I liked. In the end, I decided on a 5 column layout with three switches for the thumb. Here are pictures of the brainstorming + the VERY start of my KiCad."}]...
|
Title: pjboard by @pj | Stardance
Devlogs:
Today, Title: pjboard by @pj | Stardance
Devlogs:
Today, I started looking at other split keyboards, like the voyager. Then I moved onto more like the Geist Geist, Plaid and then moved onto a keyboard like the corne wich I liked. In the end, I decided on a 5 column layout with three switches for the thumb. Here are pictures of the brainstorming + the VERY start of my KiCad....
|
1792806500.2708461
|
1793411300.2708461
|
|
47976
|
pizzaBot by @pizzalover125 | Stardance
|
pizzalover125
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pizzaBot by @pizzalover125 | Stardance
|
1792900207.7046185
|
1793764207.7046185
|
|
47813
|
pizza-ordering-web by @AyushKushwaha | Stardance
|
AyushKushwaha
|
1
|
20.0
|
136
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T07:10:34Z", "hours": 20.0, "multiplier": 6.72, "payout": 136, "blessing": "neutral", "text": "I have created a pizza ordering web using html , css , js , vite and firebase for backend . I have used neoburtalism ui for clean and attractive build . it has features like , add to cart , increase quantity , total amount , unique order id , and admin dashboard with auth where you can see all orders with status and view order data and make changes of status . The main challenging part was dealing with backend pushing data to firebase and retrieveing data but with firebase documaintation i did with small help with ai . I really enjoy dealing with database it was the very fun part of my project . :D This is my first biggest project , and i was very proud of myself that i have create a fulling working website with backend also . you can use check my project live demo form the ship and also from the github . thanks hope you will like and enjoy this project.", "repo": "https://github.com/ayush-bug/Pixel-pizza", "demo": "https://ayush-bug.github.io/Pixel-pizza/"}]...
|
[{"post_id": 60041, "ts": "202 [{"post_id": 60041, "ts": "2026-09-02T04:38:48Z", "hours": 0.5828, "text": "devlog-15 added admin login box link in the index page and also add a big button for make a order , and finally the pixel pizza is ready to ship ."}, {"post_id": 59729, "ts": "2026-09-01T17:38:38Z", "hours": 0.7436, "text": "devlog-14 now , added admin login in the admin dashboard to secure the data , it was simple using firebase https://firebase.google.com/docs/auth/web/password-auth every thing is almost ready i am very happy will ship it soon"}, {"post_id": 59101, "ts": "2026-08-31T18:40:39Z", "hours": 2.6494, "text": "devlog - 13 completed the admin dashboard with all the features . now you can do this all see all order check a specific order details mark order for out of deliver cancel any order suggest more features in the comment ."}, {"post_id": 58351, "ts": "2026-08-30T18:53:54Z", "hours": 0.8631, "text": "devlog -12 ** guys very funny thing happened while i am retrieve todays data in mu admin dashboard , i was coding from 11 pm something and my code started working when its about to change the date ( 5 min before 00:00 ) and i completed all the work and then run the code and check the and its not working it started showing 0 , 0 , 0 in every field , because of 00:01 am , I was about what the hell going on , then suddenly i realised that and seen the time that time i was laughing for a while and put some more data for today then the it start working again lmao ** thats all thanks"}, {"post_id": 57867, "ts": "2026-08-30T05:51:09Z", "hours": 1.2989, "text": "devlog 11 gyus actully i meshed up my mistakely but any how i done every thing in organised manner . I was about to lose all my changes but i saved it this all happend because i want make some changes in ui , after clearing all thing it took me about 1.5 hours but anyway did it guys"}, {"post_id": 57177, "ts": "2026-08-29T09:00:56Z", "hours": 1.8781, "text": "#devlog - 9 working on dasboard , to make it more comfortable for user to use (best ux of all time)"}, {"post_id": 56473, "ts": "2026-08-28T07:55:24Z", "hours": 0.8233, "text": "devlog-9 getting started with admin dashboard . It will have all the features that a good dashboard must have ."}, {"post_id": 55420, "ts": "2026-08-27T07:23:48Z", "hours": 0.9186, "text": "devlog-8 done with the backend part and added sweet alert . It was really fun to do backend T_T . some time i got stuck in sweet alert but chat gpt help me to find out the problem . it was really fun thats all for now . next move , will create a admin dashboard to manage all orders ."}, {"post_id": 54912, "ts": "2026-08-26T04:06:28Z", "hours": 1.9975, "text": "devlog-7 added firebase in menu to store the orders in the database , really working with database is fun , actually i got stuck but chatgpt helped me to beat the bug and error . more updates coming soon"}, {"post_id": 53146, "ts": "2026-08-23T16:07:21Z", "hours": 2.8447, "text": "devlog-6 now you can add item to cart , increase/decrease quantity , remove the item , and grand total ,bill is their . completed the cart part of the pixel pizza , it was really challenging , it took a lot of time to debug the code , but finally did it. thats all for today , thanks : D"}, {"post_id": 51807, "ts": "2026-08-21T17:24:54Z", "hours": 0.6731, "text": "devlog-5 added the side bar cart and updated the menu section . Any suggestion drop in the comment will sure add your idea. thats all for today ,thanks."}, {"post_id": 51258, "ts": "2026-08-20T19:53:19Z", "hours": 1.2731, "text": "Devlog-4 completing the menu section , will try to improve more and will add more features , in side total price display and also the cart in side bar . Any suggestion , comment down it will really help me thats all for today thanks"}, {"post_id": 50159, "ts": "2026-08-19T08:28:54Z", "hours": 0.7439, "text": "DEVLOP-3 currently working on menu items . please suggest something that i can add in it ."}, {"post_id": 49056, "ts": "2026-08-17T17:22:52Z", "hours": 1.4689, "text": "devlog-2 created marquee of some items and add section on how to order with that done with the main index page . next will move to create the menu page . thats all for today thanks :D"}, {"post_id": 48439, "ts": "2026-08-16T19:45:04Z", "hours": 1.5008, "text": "devlog -1 complete some part of my pizza ordering web . I gave the name as Pixel Pizza. I am using : html ,css , js , vite and will use firebase for backend"}]...
|
Title: pizza-ordering-web by @AyushKushwaha | Star Title: pizza-ordering-web by @AyushKushwaha | Stardance
Devlogs:
devlog -1 complete some part of my pizza ordering web . I gave the name as Pixel Pizza. I am using : html ,css , js , vite and will use firebase for backend
devlog-2 created marquee of some items and add section on how to order with that done with the main index page . next will move to create the menu page . thats all for today thanks :D
DEVLOP-3 currently working on menu items . please suggest something that i can add in it .
Devlog-4 completing the menu section , will try to improve more and will add more features , in side total price display and also the cart in side bar . Any suggestion , comment down it will really help me thats all for today thanks
devlog-5 added the side bar cart and updated the menu section . Any suggestion drop in the comment will sure add your idea. thats all for today ,thanks.
devlog-6 now you can add item to cart , increase/decrease quantity , remove the item , and grand total ,bill is their . completed the cart part of the pixel pizza , it was really challenging , it took a lot of time to debug the code , but finally did it. thats all for today , thanks : D
devlog-7 added firebase in menu to store the orders in the database , really working with database is fun , actually i got stuck but chatgpt helped me to beat the bug and error . more updates coming soon
devlog-8 done with the backend part and added sweet alert . It was really fun to do backend T_T . some time i got stuck in sweet alert but chat gpt help me to find out the problem . it was really fun thats all for now . next move , will create a admin dashboard to manage all orders .
devlog-9 getting started with admin dashboard . It will have all the features that a good dashboard must have .
#devlog - 9 working on dasboard , to make it more comfortable for user to use (best ux of all time)
devlog 11 gyus actully i meshed up my mistakely but any how i done every thing in organised manner . I was about to lose all my changes but i saved it this all happend because i want make some changes in ui , after clearing all thing it took me about 1.5 hours but anyway did it guys
devlog -12 ** guys very funny thing happened while i am retrieve todays data in mu admin dashboard , i was coding from 11 pm something and my code started working when its about to change the date ( 5 min before 00:00 ) and i completed all the work and then run the code and check the and its not working it started showing 0 , 0 , 0 in every field , because of 00:01 am , I was about what the hell going on , then suddenly i realised that and seen the time that time i was laughing for a while and put some more data for today then the it start working again lmao ** thats all thanks
devlog - 13 completed the admin dashboard with all the features . now you can do this all see all order check a specific order details mark order for out of deliver cancel any order suggest more features in the comment .
devlog-14 now , added admin login in the admin dashboard to secure the data , it was simple using firebase https://firebase.google.com/docs/auth/web/password-auth every thing is almost ready i am very happy will ship it soon
devlog-15 added admin login box link in the index page and also add a big button for make a order , and finally the pixel pizza is ready to ship .
Ships:
I have created a pizza ordering web using html , css , js , vite and firebase for backend . I have used neoburtalism ui for clean and attractive build . it has features like , add to cart , increase quantity , total amount , unique order id , and admin dashboard with auth where you can see all orders with status and view order data and make changes of status . The main challenging part was dealing with backend pushing data to firebase and retrieveing data but with firebase documaintation i did with small help with ai . I really enjoy dealing with database it was the very fun part of my project . :D This is my first biggest project , and i was very proud of myself that i have create a fulling working website with backend also . you can use check my project live demo form the ship and also from the github . thanks hope you will like and enjoy this project....
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1793264131.051371
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1793350531.051371
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56120
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pixl by @Gabin | Stardance
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Gabin
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0
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58.07
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0
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[]
|
[{"post_id": 58026, "ts": "202 [{"post_id": 58026, "ts": "2026-08-30T11:28:33Z", "hours": 0.3611, "text": "fixing a few bugs on the pixl player dashboard, the journal was a bit buggy but now it saves what you write even if you close the tab and I added the way of adding a title to the journal. Also I’m lowk doing the sticker sheet and so I’m doing some writing tests in figma"}, {"post_id": 57871, "ts": "2026-08-30T05:59:17Z", "hours": 57.7075, "text": "Pixl pixl pixl pixl yeahhh ikik lowk I was just creating this project in sd to see what I could get and maybe I could unship from macondo but actually I forgot I had to devlog often in sd so yeah ig it’s cooked."}]...
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Title: pixl by @Gabin | Stardance
Devlogs:
Pixl p Title: pixl by @Gabin | Stardance
Devlogs:
Pixl pixl pixl pixl yeahhh ikik lowk I was just creating this project in sd to see what I could get and maybe I could unship from macondo but actually I forgot I had to devlog often in sd so yeah ig it’s cooked.
fixing a few bugs on the pixl player dashboard, the journal was a bit buggy but now it saves what you write even if you close the tab and I added the way of adding a title to the journal. Also I’m lowk doing the sticker sheet and so I’m doing some writing tests in figma...
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1792648298.5482526
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1793253098.5482526
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48255
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pixie by @ricky | Stardance
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ricky
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0
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44.01
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0
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[]
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[{"post_id": 47537, "ts": "202 [{"post_id": 47537, "ts": "2026-08-15T14:45:32Z", "hours": 44.01, "text": "UH WSG GUYS IMMA MAKE THIS SHII LEGOOOOOO"}]...
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Title: pixie by @ricky | Stardance
Devlogs:
UH WS Title: pixie by @ricky | Stardance
Devlogs:
UH WSG GUYS IMMA MAKE THIS SHII LEGOOOOOO...
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1793220829.0724874
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1793825629.0724874
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40345
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pixelpistol by @humanturtleduck | Stardance
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humanturtleduck
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0
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2.36
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0
|
[]
|
[{"post_id": 37837, "ts": "202 [{"post_id": 37837, "ts": "2026-07-30T20:00:38Z", "hours": 1.1586, "text": "I have added gesture identification. I used the cheap solution of calculating the angles between vectors formed by the existing landmarks. Given that each finger had four points(mcp, pip, dip, and tip), I measured the angle at the PIP joint between the mcp-pip vector and the pip-tip vector. Then I used a hodgepodge of if-statements to determine the gesture based on which fingers were curled."}, {"post_id": 35527, "ts": "2026-07-27T00:41:37Z", "hours": 1.2039, "text": "Howdy! This is an ambitious and stubborn attempt to make a game that navigates based on tracked movements of the hand. I heavily referenced content from this paper: https://arxiv.org/abs/2006.10214 . To start, I downloaded a pre-trained neural network (which was 2 convolutional neural networks in a trenchcoat) to track the joints of my hand. One of them is a palm detector that runs on my GPU (fast, but sometimes inaccurate… downsides of a single shot detector model). The other one is a landmark model that takes the palm to predict where the 21 joints could be using an array of coordinates that I yoinked from the MediaPipe Docs. The camera used is a Brio 100 and the model is ran on my RX6600. ( ps. this also works on feet :O )"}]...
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Title: pixelpistol by @humanturtleduck | Stardance Title: pixelpistol by @humanturtleduck | Stardance
Devlogs:
Howdy! This is an ambitious and stubborn attempt to make a game that navigates based on tracked movements of the hand. I heavily referenced content from this paper: https://arxiv.org/abs/2006.10214 . To start, I downloaded a pre-trained neural network (which was 2 convolutional neural networks in a trenchcoat) to track the joints of my hand. One of them is a palm detector that runs on my GPU (fast, but sometimes inaccurate… downsides of a single shot detector model). The other one is a landmark model that takes the palm to predict where the 21 joints could be using an array of coordinates that I yoinked from the MediaPipe Docs. The camera used is a Brio 100 and the model is ran on my RX6600. ( ps. this also works on feet :O )
I have added gesture identification. I used the cheap solution of calculating the angles between vectors formed by the existing landmarks. Given that each finger had four points(mcp, pip, dip, and tip), I measured the angle at the PIP joint between the mcp-pip vector and the pip-tip vector. Then I used a hodgepodge of if-statements to determine the gesture based on which fingers were curled....
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1792687676.4335403
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1793292476.4335403
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13538
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pixelizer by @ethantytang11 | Stardance
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ethantytang11
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0
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0.0
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0
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[]
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[]
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Title: pixelizer by @ethantytang11 | Stardance
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1793137723.8803256
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1793742523.8803256
|
|
58854
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pixeli by @Zephyr | Stardance
|
Zephyr
|
1
|
50.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T16:33:10Z", "hours": 50.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I added a GUI to pixeli! currently, it only supports grid merge, but it fully works and is up and running (runs on port 3000). Make beautiful image mosaics, now outside of your terminal! Make sure to check out the beta release for the latest version of everything, as this is a beta release and not available on the main branch :) it’s on the “pixeli-gui” branch. Hope yall enjoy this last project from me!", "repo": "https://github.com/pakdad-mousavi/pixeli/tree/pixeli-gui", "demo": "https://www.npmjs.com/package/pixeli/v/1.0.6-beta.3"}]...
|
[{"post_id": 77604, "ts": "202 [{"post_id": 77604, "ts": "2026-10-07T16:30:25Z", "hours": 5.0356, "text": "Final devlog… forever (turning 19 tomorrow, so this is the last devlog :D) I finally released the beta!!! We got the GUI running (only for grid merge so far) but it works! I added state management inside of local storage so changes dont keep disappearing, and I also added the export button functionality! Have fun!"}, {"post_id": 74358, "ts": "2026-09-27T07:21:57Z", "hours": 9.205, "text": "LADIES AND GENTLEMEN, GUESS WHAT TIME IT IS. (devlog time ) First of all, I added a summary and continue section in the sidebar on the right to provide a more “guided” user experience I guess you could say. :> Then, I also, changed the left sidebar to make things simpler; there will only be a single page for all merges now. :D And the rest? I’ve just been adding fields in the merge page for all the different settings the user can mess around with (there’s a LOT). Once I finish with that, I’ll be actually rendering the final product to the user so they can see what they get once they export!"}, {"post_id": 72996, "ts": "2026-09-24T05:54:31Z", "hours": 9.8092, "text": "DEVLOG! Okay SO. Image selection is now complete: users can choose which images they want to proceed with. I also added shift-clicking, so users can select multiple images more easily (see the video!). Next: Responsiveness ✨ I made the main sidebar responsive so far, so the layout of the page seems to be working fine, at least up until around the sm / md breakpoints. I’ll also have to handle making the secondary sidebar responsive in mobile screens. Finally: Light mode and dark mode! FINALLY, I added a button to toggle between the two, should be much easier to design either theme now :> Next step is to add a bar on the bottom of the screen which helps guide the user’s next step. Then we can start with the merge pages!"}, {"post_id": 71045, "ts": "2026-09-20T07:40:21Z", "hours": 9.9878, "text": "NEW DEVLOG! Alright ladies and gentlemen, I’ve made a layout for the images, where the user can choose either a compact layout or a normal (slot-like) layout. I’m using animejs for the smooth, snappy animations, in case anyone out there was curious :> Now, I need to allow the user to select which images they want, then, I’d also like to add some sort of utility bar on the top/bottom. Then, I’ll use those images to make the merge pages! wish me luck :>"}, {"post_id": 66402, "ts": "2026-09-12T06:48:35Z", "hours": 5.9064, "text": "OKAY. Some progress (and some setbacks :>) So I’ve worked on the uploaded design, as well as the backend that was meant to write the file to the /tmp directory. The problem I needed to solve was to figure out a way to store the files on the backend that didn’t involve writing duplicates to the user’s disk. This is a very difficult task, because I can’t get file paths from the input field in the frontend, only the filename and file content (and some other unrelated details). Solution? Implement a different system that DOESN’T involve file uploads :D If I just use the directory im in when the user runs the command to start the loopback GUI, I can define a “project scope” in a sense, where I only try to use images in that directory. This way, it’s up to the user to choose which folder they want to use as their project. :> So now I need to refactor BOTH my design and backend to support this HA. Awesome"}, {"post_id": 64620, "ts": "2026-09-09T04:51:06Z", "hours": 9.5767, "text": "Initial Devlog! Okay so: I’m back. :> I’ve started working on a project I’ve been meaning to do for a while, called “Pixeli”, a CLI for merging images together! I actually already made this project before, and now I’m adding a GUI to it. Currently, I’m working on the file upload and rendering mechanisms. :D Will also be doing dark mode :0"}]...
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Title: pixeli by @Zephyr | Stardance
Devlogs:
Ini Title: pixeli by @Zephyr | Stardance
Devlogs:
Initial Devlog! Okay so: I’m back. :> I’ve started working on a project I’ve been meaning to do for a while, called “Pixeli”, a CLI for merging images together! I actually already made this project before, and now I’m adding a GUI to it. Currently, I’m working on the file upload and rendering mechanisms. :D Will also be doing dark mode :0
OKAY. Some progress (and some setbacks :>) So I’ve worked on the uploaded design, as well as the backend that was meant to write the file to the /tmp directory. The problem I needed to solve was to figure out a way to store the files on the backend that didn’t involve writing duplicates to the user’s disk. This is a very difficult task, because I can’t get file paths from the input field in the frontend, only the filename and file content (and some other unrelated details). Solution? Implement a different system that DOESN’T involve file uploads :D If I just use the directory im in when the user runs the command to start the loopback GUI, I can define a “project scope” in a sense, where I only try to use images in that directory. This way, it’s up to the user to choose which folder they want to use as their project. :> So now I need to refactor BOTH my design and backend to support this HA. Awesome
NEW DEVLOG! Alright ladies and gentlemen, I’ve made a layout for the images, where the user can choose either a compact layout or a normal (slot-like) layout. I’m using animejs for the smooth, snappy animations, in case anyone out there was curious :> Now, I need to allow the user to select which images they want, then, I’d also like to add some sort of utility bar on the top/bottom. Then, I’ll use those images to make the merge pages! wish me luck :>
DEVLOG! Okay SO. Image selection is now complete: users can choose which images they want to proceed with. I also added shift-clicking, so users can select multiple images more easily (see the video!). Next: Responsiveness ✨ I made the main sidebar responsive so far, so the layout of the page seems to be working fine, at least up until around the sm / md breakpoints. I’ll also have to handle making the secondary sidebar responsive in mobile screens. Finally: Light mode and dark mode! FINALLY, I added a button to toggle between the two, should be much easier to design either theme now :> Next step is to add a bar on the bottom of the screen which helps guide the user’s next step. Then we can start with the merge pages!
LADIES AND GENTLEMEN, GUESS WHAT TIME IT IS. (devlog time ) First of all, I added a summary and continue section in the sidebar on the right to provide a more “guided” user experience I guess you could say. :> Then, I also, changed the left sidebar to make things simpler; there will only be a single page for all merges now. :D And the rest? I’ve just been adding fields in the merge page for all the different settings the user can mess around with (there’s a LOT). Once I finish with that, I’ll be actually rendering the final product to the user so they can see what they get once they export!
Final devlog… forever (turning 19 tomorrow, so this is the last devlog :D) I finally released the beta!!! We got the GUI running (only for grid merge so far) but it works! I added state management inside of local storage so changes dont keep disappearing, and I also added the export button functionality! Have fun!
Ships:
I added a GUI to pixeli! currently, it only supports grid merge, but it fully works and is up and running (runs on port 3000). Make beautiful image mosaics, now outside of your terminal! Make sure to check out the beta release for the latest version of everything, as this is a beta release and not available on the main branch :) it’s on the “pixeli-gui” branch. Hope yall enjoy this last project from me!...
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1793152530.8478527
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1793238930.8478527
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43366
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pixelart-galaxy by @Leon | Stardance
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Leon
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1
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3.0
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12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T11:30:10Z", "hours": 3.0, "multiplier": 4.22, "payout": 12, "blessing": "neutral", "text": "soooooo, uhmm this project is me having fun with simple math, noise, and colors….(dont zoom out to far lol). had a pretty fast building curve…like i did not need to learn new stuff for it (nvm hex to hsl conversion was a pain in my a**) …I js love how the noise and color thing worked out in the end…and that the ui does not look to shitty at the end finally my first ship! cant wait to rate projects!!!", "repo": "https://github.com/Leonhoch5/pixelart-something", "demo": "https://pixelart-galaxy.qoig.dev"}]...
|
[{"post_id": 40020, "ts": "202 [{"post_id": 40020, "ts": "2026-08-03T11:24:08Z", "hours": 0.4958, "text": "yayyy scnd logg css @Lumethra forced me its basically a grid… The body is the main grid container, and each element gets assigned to a specific area: the canvas takes the top row the slider, color picker, and toggle go in the middle row the palette sits in the bottom row hope your happy now (scnd image is the answer) good evening"}, {"post_id": 39992, "ts": "2026-08-03T10:46:36Z", "hours": 2.4983, "text": "the one and only? idk if i am calling this project finished already…but its kinda done…js looks ugly it started as like a canvas experiment ts, i basically wanted a pixelart playground or whatever…and then i asked myself…why not let it generate a galaxy like shapeee… and how i did it was drawing a simple grid, generating an even simpler spiral and every point that was in a gridcell decides that this cell is getting colored…easy right? yup… color palette for the coloring, had a little fun there bc i found a SUPERRR interesing video ( https://www.youtube.com/watch?v=gnUYoQ1pwes ) and i wanted to kinda let the palette generate from one base color…so i made like hex to hsl conversion with the given color so i could adjust the hue and created several colors from that base hue: background: a dark, muted versiondust: a darker, desaturated tonenebula: a medium, vivid tonecore: a brighter, lighter highlightstars: a very light near-white toneglow: a brighter accent color, which is not random, but a nice always fiting palette… the actual coloring so i used a simple (copied) noise script to decide where which color needs to go, and then for each weight (or height) of each pixel of the noise it chose one of the set colors…. funsies for funsies one can look at the noise…bc why not final words this project ig is more about play, having fun with overcomplicated ways of doing shit and less about polishing a great ui… have a nice day <3"}]...
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Title: pixelart-galaxy by @Leon | Stardance
Devlo Title: pixelart-galaxy by @Leon | Stardance
Devlogs:
the one and only? idk if i am calling this project finished already…but its kinda done…js looks ugly it started as like a canvas experiment ts, i basically wanted a pixelart playground or whatever…and then i asked myself…why not let it generate a galaxy like shapeee… and how i did it was drawing a simple grid, generating an even simpler spiral and every point that was in a gridcell decides that this cell is getting colored…easy right? yup… color palette for the coloring, had a little fun there bc i found a SUPERRR interesing video ( https://www.youtube.com/watch?v=gnUYoQ1pwes ) and i wanted to kinda let the palette generate from one base color…so i made like hex to hsl conversion with the given color so i could adjust the hue and created several colors from that base hue: background: a dark, muted versiondust: a darker, desaturated tonenebula: a medium, vivid tonecore: a brighter, lighter highlightstars: a very light near-white toneglow: a brighter accent color, which is not random, but a nice always fiting palette… the actual coloring so i used a simple (copied) noise script to decide where which color needs to go, and then for each weight (or height) of each pixel of the noise it chose one of the set colors…. funsies for funsies one can look at the noise…bc why not final words this project ig is more about play, having fun with overcomplicated ways of doing shit and less about polishing a great ui… have a nice day <3
yayyy scnd logg css @Lumethra forced me its basically a grid… The body is the main grid container, and each element gets assigned to a specific area: the canvas takes the top row the slider, color picker, and toggle go in the middle row the palette sits in the bottom row hope your happy now (scnd image is the answer) good evening
Ships:
soooooo, uhmm this project is me having fun with simple math, noise, and colors….(dont zoom out to far lol). had a pretty fast building curve…like i did not need to learn new stuff for it (nvm hex to hsl conversion was a pain in my a**) …I js love how the noise and color thing worked out in the end…and that the ui does not look to shitty at the end finally my first ship! cant wait to rate projects!!!...
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1793274919.1275766
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1793361319.1275766
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61004
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pixel-run by @Momina | Stardance
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Momina
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0
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0.65
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0
|
[]
|
[{"post_id": 66835, "ts": "202 [{"post_id": 66835, "ts": "2026-09-12T19:09:29Z", "hours": 0.6542, "text": "Added animations and a parallax backgroud lessgoooo"}]...
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Title: pixel-run by @Momina | Stardance
Devlogs:
Title: pixel-run by @Momina | Stardance
Devlogs:
Added animations and a parallax backgroud lessgoooo...
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1793037153.5525587
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1793641953.5525587
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47017
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pixel run by @rizz | Stardance
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rizz
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1
|
5.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T04:05:12Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "honestly the fun part was when the first level just… worked. moving the ship around and dodging rocks felt good pretty fast. also those tiny things like the screen shake and the button getting a little bigger when you press it. dumb stuff but it made the game feel less dead. connecting everything was cool too. once the levels actually led into each other with the garlic lives and that little waiting screen, it stopped feeling like a bunch of tests and started feeling like a real game. and finishing it. that part felt nice. most stuff i start never gets there. the hard part was mostly the backgrounds and the screen. i spent way too long fighting stretch modes and cameras and weird gray bars. the actual gameplay ideas were easy compared to just making the picture fill the window properly. also kept wanting to add more. “just one more level” or “maybe powerups.” had to stop myself a lot. and level 3 was annoying at first because it felt too similar to the first one until i changed it. yeah. fun was the feel and the finishing. hard was the technical screen stuff and not overdoing it.", "repo": "https://github.com/STEVEALEX-source/PIXELRUN", "demo": "https://ewwrizz.itch.io/pixelrun"}]...
|
[{"post_id": 46688, "ts": "202 [{"post_id": 46688, "ts": "2026-08-14T03:56:23Z", "hours": 1.1025, "text": "PIXEL RUN – Last Devlog alright. this is the last one. the game’s done. or done enough. you can start it, play through the levels, lose your garlic, try again, finish it. it has a beginning and an end. that was the whole point. looking back it’s still just a small thing. nothing crazy. but it’s finished, and most of my projects aren’t, so I’m taking the win. a lot of the time went into dumb stuff. backgrounds not filling the screen. menus looking wrong. little bugs that only showed up after connecting everything. the actual gameplay ideas were the easy part. no big plans after this. maybe I’ll tweak difficulty later if people play it. maybe I won’t touch it again. both are fine. thanks if you followed along for some reason. that’s it. game’s out. I’m going to go touch grass or open a new empty project. haven’t decided yet."}, {"post_id": 46408, "ts": "2026-08-13T16:21:47Z", "hours": 1.0633, "text": "PIXEL RUN – Devlog #4 not much of a plan this time. mostly just cleaned things up and made the levels actually connect to each other. before this, finishing one level didn’t really go anywhere useful. now it does. you clear it, you get that little intermission screen with the garlic lives and the timer, then the next one starts. feels more like a real game and less like separate tests stuck in a folder. also fixed a bunch of small dumb stuff. backgrounds were cutting off. camera was doing something weird. scores weren’t saving right. the usual. still no music. still not sure if i’ll add any. the game is playable start to finish now though. that feels good. probably gonna mess with the difficulty a bit next. some parts are too easy, some are annoying for the wrong reasons. anyway. that’s four. still going."}, {"post_id": 46244, "ts": "2026-08-13T10:59:47Z", "hours": 1.2267, "text": "Okay so… third one. This time I actually put the first real level in. It’s the dodge one. You’re the little ship at the bottom, rocks fall, you move left and right, try not to die for 25 seconds. That’s it. Sounds simple when I say it like that. It was simple. That’s why I started with it. I spent most of the time just making the rocks feel less boring. At first they all fell at the same speed and it was just… waiting. So I made some small and fast, some big and slow, and later in the timer they start coming in groups. Suddenly you actually have to look instead of just sliding left and right on autopilot. Also added a tiny score that goes up every time you dodge one. Not the main goal or anything, just so the screen isn’t completely empty. The background is space with a planet at the bottom. Nothing fancy. Just enough so it doesn’t look like a blank void. Still no music. Just the hit sound and the little score beep. I’m okay with that for now. Next I’ll keep building from here and try not to break everything while I do it. That’s it. First level is in. It works. I’m calling that progress."}, {"post_id": 45820, "ts": "2026-08-12T15:27:53Z", "hours": 0.5903, "text": "Devlog #2 What’s New Start Menu Overhaul The main menu got a complete visual and functional refresh: Cleaner UI Layout, Streamlined button placement and spacing for better readability Improved Visual Hierarchy, Title and CTA buttons stand out more Better Mobile Responsiveness, Menu scales properly across device sizes Polish Pass , Tweaked colors, fonts, and animations for a more polished feel Smooth Transitions, Button states and state changes feel responsive"}, {"post_id": 45732, "ts": "2026-08-12T12:40:58Z", "hours": 0.7344, "text": "Okay so… this is the first devlog. And I’m only gonna talk about the start menu. Yeah. Just the menu. I know that sounds dumb. It’s one screen. But I kept changing it and deleting stuff and second-guessing it, so I figured I might as well talk about it. When you open the game right now, it’s basically nothing. Dark green background. Some tiny stars floating down. One yellow button that says START. And if you’ve played before, it shows your best score at the bottom in small text. That’s the whole thing. No title. No “Pixel Run” written big. No character waving at you. No “press any key to continue.” Just the button. First version was the normal one. You know the kind. Big title in the middle. Some little subtitle under it. Start button. Maybe a quit button. Controls listed at the bottom so people don’t get confused. It looked fine. It looked like a game. But it also looked like every other small project I’ve opened. Felt generic. Like I was following a template without thinking. So I started cutting things. Subtitle went first. Then the controls text. Then I sat there looking at the big title and thought… do I actually need this? And I deleted it. The screen felt weirdly better. Quieter. Like it wasn’t trying to impress me. I went back and forth on the no-title thing a lot. Part of me was like “you need the name on the screen, that’s just how games work.” But another part was like… it’s a tiny game. You’re in it for two minutes. The name doesn’t need to sell anything. The button is the only thing that matters. So I left it off. The name’s still in the window title if anyone cares. Colors took a bit too. Originally the background was more blue-dark. Felt cold. Kind of default. Switched it to this deep green-black and suddenly it felt warmer. More intentional. Button is yellow. Pretty loud yellow. I tried softer yellows and they disappeared into the background. Tried white text on the button — too bright. Black text felt harsh. Ended up with dark green text on the yellow button so it feels like it belongs to the same palette. Not sure if it’s “correct” design. But I like how it looks. The stars are just there so the screen doesn’t feel dead. They’re tiny. Different speeds. They wrap around when they go off the bottom. No fancy twinkling or anything. I tried making them pulse and it looked try-hard, so I stopped. They make the menu feel a little alive while you’re sitting there. That’s all I wanted. The button does this small scale thing when you press it. Gets a bit bigger, then goes back. Takes like a tenth of a second. Doesn’t matter. But without it the press felt flat. With it, it feels like the game actually heard you. Same reason the best score is down there. It’s small. Easy to miss. But if you’ve played before, it’s nice that the game remembers. I think that’s it. I kept wanting to add more. A little character. A logo. Some flavor text. Every time I did, the screen got noisier and I liked it less. So I left it almost empty on purpose. Maybe it’s too empty. Maybe people will open it and think the game is broken. I don’t know. But for now I’m sticking with it. Anyway. That’s the menu. Next time I’ll actually talk about the levels or something."}]...
|
Title: pixel run by @rizz | Stardance
Devlogs:
Ok Title: pixel run by @rizz | Stardance
Devlogs:
Okay so… this is the first devlog. And I’m only gonna talk about the start menu. Yeah. Just the menu. I know that sounds dumb. It’s one screen. But I kept changing it and deleting stuff and second-guessing it, so I figured I might as well talk about it. When you open the game right now, it’s basically nothing. Dark green background. Some tiny stars floating down. One yellow button that says START. And if you’ve played before, it shows your best score at the bottom in small text. That’s the whole thing. No title. No “Pixel Run” written big. No character waving at you. No “press any key to continue.” Just the button. First version was the normal one. You know the kind. Big title in the middle. Some little subtitle under it. Start button. Maybe a quit button. Controls listed at the bottom so people don’t get confused. It looked fine. It looked like a game. But it also looked like every other small project I’ve opened. Felt generic. Like I was following a template without thinking. So I started cutting things. Subtitle went first. Then the controls text. Then I sat there looking at the big title and thought… do I actually need this? And I deleted it. The screen felt weirdly better. Quieter. Like it wasn’t trying to impress me. I went back and forth on the no-title thing a lot. Part of me was like “you need the name on the screen, that’s just how games work.” But another part was like… it’s a tiny game. You’re in it for two minutes. The name doesn’t need to sell anything. The button is the only thing that matters. So I left it off. The name’s still in the window title if anyone cares. Colors took a bit too. Originally the background was more blue-dark. Felt cold. Kind of default. Switched it to this deep green-black and suddenly it felt warmer. More intentional. Button is yellow. Pretty loud yellow. I tried softer yellows and they disappeared into the background. Tried white text on the button — too bright. Black text felt harsh. Ended up with dark green text on the yellow button so it feels like it belongs to the same palette. Not sure if it’s “correct” design. But I like how it looks. The stars are just there so the screen doesn’t feel dead. They’re tiny. Different speeds. They wrap around when they go off the bottom. No fancy twinkling or anything. I tried making them pulse and it looked try-hard, so I stopped. They make the menu feel a little alive while you’re sitting there. That’s all I wanted. The button does this small scale thing when you press it. Gets a bit bigger, then goes back. Takes like a tenth of a second. Doesn’t matter. But without it the press felt flat. With it, it feels like the game actually heard you. Same reason the best score is down there. It’s small. Easy to miss. But if you’ve played before, it’s nice that the game remembers. I think that’s it. I kept wanting to add more. A little character. A logo. Some flavor text. Every time I did, the screen got noisier and I liked it less. So I left it almost empty on purpose. Maybe it’s too empty. Maybe people will open it and think the game is broken. I don’t know. But for now I’m sticking with it. Anyway. That’s the menu. Next time I’ll actually talk about the levels or something.
Devlog #2 What’s New Start Menu Overhaul The main menu got a complete visual and functional refresh: Cleaner UI Layout, Streamlined button placement and spacing for better readability Improved Visual Hierarchy, Title and CTA buttons stand out more Better Mobile Responsiveness, Menu scales properly across device sizes Polish Pass , Tweaked colors, fonts, and animations for a more polished feel Smooth Transitions, Button states and state changes feel responsive
Okay so… third one. This time I actually put the first real level in. It’s the dodge one. You’re the little ship at the bottom, rocks fall, you move left and right, try not to die for 25 seconds. That’s it. Sounds simple when I say it like that. It was simple. That’s why I started with it. I spent most of the time just making the rocks feel less boring. At first they all fell at the same speed and it was just… waiting. So I made some small and fast, some big and slow, and later in the timer they start coming in groups. Suddenly you actually have to look instead of just sliding left and right on autopilot. Also added a tiny score that goes up every time you dodge one. Not the main goal or anything, just so the screen isn’t completely empty. The background is space with a planet at the bottom. Nothing fancy. Just enough so it doesn’t look like a blank void. Still no music. Just the hit sound and the little score beep. I’m okay with that for now. Next I’ll keep building from here and try not to break everything while I do it. That’s it. First level is in. It works. I’m calling that progress.
PIXEL RUN – Devlog #4 not much of a plan this time. mostly just cleaned things up and made the levels actually connect to each other. before this, finishing one level didn’t really go anywhere useful. now it does. you clear it, you get that little intermission screen with the garlic lives and the timer, then the next one starts. feels more like a real game and less like separate tests stuck in a folder. also fixed a bunch of small dumb stuff. backgrounds were cutting off. camera was doing something weird. scores weren’t saving right. the usual. still no music. still not sure if i’ll add any. the game is playable start to finish now though. that feels good. probably gonna mess with the difficulty a bit next. some parts are too easy, some are annoying for the wrong reasons. anyway. that’s four. still going.
PIXEL RUN – Last Devlog alright. this is the last one. the game’s done. or done enough. you can start it, play through the levels, lose your garlic, try again, finish it. it has a beginning and an end. that was the whole point. looking back it’s still just a small thing. nothing crazy. but it’s finished, and most of my projects aren’t, so I’m taking the win. a lot of the time went into dumb stuff. backgrounds not filling the screen. menus looking wrong. little bugs that only showed up after connecting everything. the actual gameplay ideas were the easy part. no big plans after this. maybe I’ll tweak difficulty later if people play it. maybe I won’t touch it again. both are fine. thanks if you followed along for some reason. that’s it. game’s out. I’m going to go touch grass or open a new empty project. haven’t decided yet.
Ships:
honestly the fun part was when the first level just… worked. moving the ship around and dodging rocks felt good pretty fast. also those tiny things like the screen shake and the button getting a little bigger when you press it. dumb stuff but it made the game feel less dead. connecting everything was cool too. once the levels actually led into each other with the garlic lives and that little waiting screen, it stopped feeling like a bunch of tests and started feeling like a real game. and finishing it. that part felt nice. most stuff i start never gets there. the hard part was mostly the backgrounds and the screen. i spent way too long fighting stretch modes and cameras and weird gray bars. the actual gameplay ideas were easy compared to just making the picture fill the window properly. also kept wanting to add more. “just one more level” or “maybe powerups.” had to stop myself a lot. and level 3 was annoying at first because it felt too similar to the first one until i changed it. yeah. fun was the feel and the finishing. hard was the technical screen stuff and not overdoing it....
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1793141680.0259407
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1793228080.0259407
|
|
48251
|
pixel os by @thomas2070 | Stardance
|
thomas2070
|
0
|
4.02
|
0
|
[]
|
[{"post_id": 49159, "ts": "202 [{"post_id": 49159, "ts": "2026-08-17T19:49:29Z", "hours": 1.9647, "text": "I made the welcome window dragable and added 2 icons to the task bar one is for notes(comming soon) the other is for searching (wikipedia window)"}, {"post_id": 47730, "ts": "2026-08-15T20:50:42Z", "hours": 1.3842, "text": "I made the taskbar and a button that lets you close the welcome window"}, {"post_id": 47636, "ts": "2026-08-15T17:39:34Z", "hours": 0.6664, "text": "made a welcome screen for my Web OS, its gonna have a pixel theme"}]...
|
Title: pixel os by @thomas2070 | Stardance
Devlog Title: pixel os by @thomas2070 | Stardance
Devlogs:
made a welcome screen for my Web OS, its gonna have a pixel theme
I made the taskbar and a button that lets you close the welcome window
I made the welcome window dragable and added 2 icons to the task bar one is for notes(comming soon) the other is for searching (wikipedia window)...
|
1793220821.4416811
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1793825621.4416811
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|
71074
|
pixel leap by @its_bhuvanesh | Stardance
|
its_bhuvanesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pixel leap by @its_bhuvanesh | Stardance
|
1792781223.0918036
|
1793386023.0918036
|
|
53198
|
pixel game by @BlazeO8 | Stardance
|
BlazeO8
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pixel game by @BlazeO8 | Stardance
|
1792738419.0866983
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1793343219.0866983
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|
49728
|
pixel dash by @gopuabhayan5 | Stardance
|
gopuabhayan5
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pixel dash by @gopuabhayan5 | Stardance
|
1792914744.9350572
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1793778744.9350572
|
|
53004
|
pixel by @hridaybhatia1501 | Stardance
|
hridaybhatia1501
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pixel by @hridaybhatia1501 | Stardance
|
1792734466.9727523
|
1793339266.9727523
|
|
53005
|
pixel by @hridaybhatia1501 | Stardance
|
hridaybhatia1501
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pixel by @hridaybhatia1501 | Stardance
|
1792734467.8201334
|
1793339267.8201334
|
|
9943
|
pixdraw by @ttyChud | Stardance
|
ttyChud
|
1
|
9.0
|
70
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T15:13:23Z", "hours": 9.0, "multiplier": 7.01, "payout": 70, "blessing": "neutral", "text": "pixdraw is a terminal canvas. you can draw what ever in the terminal. you can also load png files from your local storage and edit them in pixel style. just press ? for more command there are many i hope u enjoy", "repo": "https://github.com/Himanshu121865/pixdraw", "demo": "https://crates.io/crates/pixdraw"}]...
|
[{"post_id": 16301, "ts": "202 [{"post_id": 16301, "ts": "2026-06-26T15:04:05Z", "hours": 9.2331, "text": "pixdraw ##Terminal-based pixel art editor You can draw anything."}]...
|
Title: pixdraw by @ttyChud | Stardance
Devlogs:
p Title: pixdraw by @ttyChud | Stardance
Devlogs:
pixdraw ##Terminal-based pixel art editor You can draw anything.
Ships:
pixdraw is a terminal canvas. you can draw what ever in the terminal. you can also load png files from your local storage and edit them in pixel style. just press ? for more command there are many i hope u enjoy...
|
1792878552.4250941
|
1793742552.4250941
|
|
67535
|
piplup desktop pet! by @herch | Stardance
|
herch
|
0
|
6.98
|
0
|
[]
|
[{"post_id": 77590, "ts": "202 [{"post_id": 77590, "ts": "2026-10-07T15:44:13Z", "hours": 1.5244, "text": "figuring out gravity now"}, {"post_id": 77356, "ts": "2026-10-06T17:17:14Z", "hours": 0.7703, "text": "finally fixed the bug! shoutout to this thread for giving the code i needed to fix this bug, so I can finally consider this bug a close! also figured out that the screen bug is most likely caused by my OS so i’ll test it out when i’m done with this code! can finally focus on adding more features to the code gonna work on adding the sleeping animation now. gotta give a concept of energy! Tasks: to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug (ON HOLD) animation and sound pushing thru despite already letting go of desk"}, {"post_id": 77334, "ts": "2026-10-06T15:52:02Z", "hours": 0.71, "text": "honestly did nothing but stare at my code kidding, i’ve been looking for ways on how to remove the bug that causes the pet to push thru with the code after"}, {"post_id": 76803, "ts": "2026-10-04T16:43:00Z", "hours": 0.4194, "text": "audio has been added! finally figured out how to add audio and stuff to the charge and attack. Plus! Shoutout to my frfiend who gave me the idea of adding audio Because of this tho, I ended up discovering a bug that the timer still pushes thru despite the code supposedly ending. probably gonna be my next fix (p.s. I just remembered that this is a gif and you cant hear the audio haha… so you’ll only see the bug take place in the gif) TASK UPDATES (you may ignore this!) to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug NEW [] animation and sound pushing thru despite already letting go of desk"}, {"post_id": 76788, "ts": "2026-10-04T15:59:27Z", "hours": 0.5292, "text": "adding sound effects now still kinda figuring out how to play it tho"}, {"post_id": 76542, "ts": "2026-10-03T21:34:14Z", "hours": 0.2889, "text": "piplup will now get angry at you… after holding piplup for some time, it will start charging up. Once he is released, he will shoot at you! figured the code when I put two and two together hehe. I’m sure there’s an easier way to do the code somehow, but if it ain’t broke, dont fix it! TASK UPDATE: to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug"}, {"post_id": 76533, "ts": "2026-10-03T21:01:21Z", "hours": 0.9458, "text": "got the press and hold thing to work! spent the whole log minutes searching how to do it, and encountered waaaay too many complicated when the code just ended up being this: await get_tree().create_timer(4).timeout cant say i wasnt frustrated to see it work hahaha! right now, i’m figuring out how to trigger the attack on release and have it charge in the background to add: press and hold long enough, piplup will attack charge up NEW - [] on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug"}, {"post_id": 76512, "ts": "2026-10-03T19:43:27Z", "hours": 0.3547, "text": "added an animation when piplup gets dragged! might add the ff: [] press and hold long enough, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug"}, {"post_id": 76490, "ts": "2026-10-03T18:53:12Z", "hours": 0.5378, "text": "got lil bro to move around the screen when it reaches the left side of my screen tho, it doesn’t actually go fully to the left of my screen so it ends up not bouncing off. can someone help? for context, this part of the code was done up until the 2nd to the last step of the idle code I’m an ultimate beginner when it comes to stuff like this so do pls bear with me! any help is appreciated"}, {"post_id": 76345, "ts": "2026-10-03T08:03:13Z", "hours": 0.8981, "text": "hackatime just didnt let me post but just been following the tutorial rn"}]...
|
Title: piplup desktop pet! by @herch | Stardance
Title: piplup desktop pet! by @herch | Stardance
Devlogs:
hackatime just didnt let me post but just been following the tutorial rn
got lil bro to move around the screen when it reaches the left side of my screen tho, it doesn’t actually go fully to the left of my screen so it ends up not bouncing off. can someone help? for context, this part of the code was done up until the 2nd to the last step of the idle code I’m an ultimate beginner when it comes to stuff like this so do pls bear with me! any help is appreciated
added an animation when piplup gets dragged! might add the ff: [] press and hold long enough, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug
got the press and hold thing to work! spent the whole log minutes searching how to do it, and encountered waaaay too many complicated when the code just ended up being this: await get_tree().create_timer(4).timeout cant say i wasnt frustrated to see it work hahaha! right now, i’m figuring out how to trigger the attack on release and have it charge in the background to add: press and hold long enough, piplup will attack charge up NEW - [] on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug
piplup will now get angry at you… after holding piplup for some time, it will start charging up. Once he is released, he will shoot at you! figured the code when I put two and two together hehe. I’m sure there’s an easier way to do the code somehow, but if it ain’t broke, dont fix it! TASK UPDATE: to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug
adding sound effects now still kinda figuring out how to play it tho
audio has been added! finally figured out how to add audio and stuff to the charge and attack. Plus! Shoutout to my frfiend who gave me the idea of adding audio Because of this tho, I ended up discovering a bug that the timer still pushes thru despite the code supposedly ending. probably gonna be my next fix (p.s. I just remembered that this is a gif and you cant hear the audio haha… so you’ll only see the bug take place in the gif) TASK UPDATES (you may ignore this!) to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug NEW [] animation and sound pushing thru despite already letting go of desk
honestly did nothing but stare at my code kidding, i’ve been looking for ways on how to remove the bug that causes the pet to push thru with the code after
finally fixed the bug! shoutout to this thread for giving the code i needed to fix this bug, so I can finally consider this bug a close! also figured out that the screen bug is most likely caused by my OS so i’ll test it out when i’m done with this code! can finally focus on adding more features to the code gonna work on adding the sleeping animation now. gotta give a concept of energy! Tasks: to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug (ON HOLD) animation and sound pushing thru despite already letting go of desk
figuring out gravity now...
|
1793112577.7082872
|
1793717377.7082872
|
|
65758
|
pip-boy cyberdeck by @swiftjay | Stardance
|
swiftjay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pip-boy cyberdeck by @swiftjay | Stardance
|
1793091066.7308872
|
1793695866.7308872
|
|
31195
|
pinterest dress-up game! by @selena | Stardance
|
selena
|
0
|
0.59
|
0
|
[]
|
[{"post_id": 25703, "ts": "202 [{"post_id": 25703, "ts": "2026-07-10T03:58:03Z", "hours": 0.5894, "text": "I made a drag and drop function for my dress up game! I found these clothes off my pinterest and right now I’m using a smiski as a placeholder model, I’m very confident that I’ll finish this because this is really fun :)"}]...
|
Title: pinterest dress-up game! by @selena | Stard Title: pinterest dress-up game! by @selena | Stardance
Devlogs:
I made a drag and drop function for my dress up game! I found these clothes off my pinterest and right now I’m using a smiski as a placeholder model, I’m very confident that I’ll finish this because this is really fun :)...
|
1792734829.7172136
|
1793339629.7172136
|
|
69871
|
pingu by @lollo22 | Stardance
|
lollo22
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pingu by @lollo22 | Stardance
|
1792918115.9063888
|
1793522915.9063888
|
|
69872
|
pingu by @lollo22 | Stardance
|
lollo22
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pingu by @lollo22 | Stardance
|
1792918116.7603047
|
1793522916.7603047
|
|
69873
|
pingu by @lollo22 | Stardance
|
lollo22
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pingu by @lollo22 | Stardance
|
1792918117.622552
|
1793522917.622552
|
|
9848
|
pingrs by @sivaprakashkrp | Stardance
|
sivaprakashkrp
|
1
|
5.0
|
21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T08:21:20Z", "hours": 5.0, "multiplier": 4.16, "payout": 21, "blessing": "neutral", "text": "I made a ping utility written in Rust. It provides coloured output with statistics about the packets sent and received. I first tried to use ICMP packets but it seems Rust requires elevated privileges for it. So I turned to UDP packets. But UDP packets had problems from the server side. So I checked for other cross-platform implementations of ping in Rust and found ping-rs crate. So I used it to send and receive ping packets. Around it, I wrote the core logic of the application. Then I formatted the output and gave it colours. pingrs also provides configurability for TTL, timeout and number of packets to send.", "repo": "https://github.com/sivaprakashkrp/pingrs", "demo": "https://github.com/sivaprakashkrp/pingrs/releases/latest"}]...
|
[{"post_id": 9119, "ts": "2026 [{"post_id": 9119, "ts": "2026-06-15T08:12:30Z", "hours": 2.0706, "text": "After trying to create an ICMP socket, a UDP socket, I decided it was time to try other crates that offered cross platform ICMP sockets. One such crate was ping-rs . I included it in the project to send ping requests and receive the replies. Then I wrote the logic for calculating the no. of packets that were sent, received and lost. Calculated the maximum, minimum and average RTT for the entire ping command. Then formatted the output and added colour to it. Wrote the README.md file. Published the application to cargo . You can try it out by cargo install pingrs . Created a GitHub release and ready to ship!!"}, {"post_id": 9080, "ts": "2026-06-15T05:27:43Z", "hours": 1.2558, "text": "Tried to implement UDP Sockets for Pinging the server with a Echo Request. By tracking the time needed for the response, I can find RTT. But issues in using UDP sockets from the server side. Also a problem arises when IPv6 is used instead of IPv4. So, back to square 1. Searching for other possible options."}, {"post_id": 6886, "ts": "2026-06-11T15:25:57Z", "hours": 1.7669, "text": "Created a Basic working of the ping command in Rust. Started with writing my own ICMP socket with the socket2 crate, but the implementation was primarily for Linux and didn’t work on Windows. For a more cross-platform option, I chose to use crates that could provide the functionality. One such crate was pinger . Used it to create the basic implementation that is shown in the picture."}]...
|
Title: pingrs by @sivaprakashkrp | Stardance
Devl Title: pingrs by @sivaprakashkrp | Stardance
Devlogs:
Created a Basic working of the ping command in Rust. Started with writing my own ICMP socket with the socket2 crate, but the implementation was primarily for Linux and didn’t work on Windows. For a more cross-platform option, I chose to use crates that could provide the functionality. One such crate was pinger . Used it to create the basic implementation that is shown in the picture.
Tried to implement UDP Sockets for Pinging the server with a Echo Request. By tracking the time needed for the response, I can find RTT. But issues in using UDP sockets from the server side. Also a problem arises when IPv6 is used instead of IPv4. So, back to square 1. Searching for other possible options.
After trying to create an ICMP socket, a UDP socket, I decided it was time to try other crates that offered cross platform ICMP sockets. One such crate was ping-rs . I included it in the project to send ping requests and receive the replies. Then I wrote the logic for calculating the no. of packets that were sent, received and lost. Calculated the maximum, minimum and average RTT for the entire ping command. Then formatted the output and added colour to it. Wrote the README.md file. Published the application to cargo . You can try it out by cargo install pingrs . Created a GitHub release and ready to ship!!
Ships:
I made a ping utility written in Rust. It provides coloured output with statistics about the packets sent and received. I first tried to use ICMP packets but it seems Rust requires elevated privileges for it. So I turned to UDP packets. But UDP packets had problems from the server side. So I checked for other cross-platform implementations of ping in Rust and found ping-rs crate. So I used it to send and receive ping packets. Around it, I wrote the core logic of the application. Then I formatted the output and gave it colours. pingrs also provides configurability for TTL, timeout and number of packets to send....
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1793234876.6803463
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1793321276.6803463
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71896
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ping-pong by @safwanxd | Stardance
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safwanxd
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Title: ping-pong by @safwanxd | Stardance
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1793281653.1624837
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1793886453.1624837
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31469
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ping pong ball turret by @arthurwhung | Stardance
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arthurwhung
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Title: ping pong ball turret by @arthurwhung | Sta Title: ping pong ball turret by @arthurwhung | Stardance...
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1793278295.343524
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1793883095.343524
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54451
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pinel by @kashyap | Stardance
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kashyap
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0
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5.92
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[{"post_id": 61954, "ts": "202 [{"post_id": 61954, "ts": "2026-09-05T04:19:57Z", "hours": 2.7233, "text": "Discord RPC This devlog mainly talks about Discord RPC and my experience implementing it. I spent about 70% of the time writing out the code for it, but then handed off the testing and dealing with the env secrets for the discord application related stuff to claude. And then, I had to manually add 150+ assets to the developer platform so that whenever you open a file, it also displays an icon of the language you’re editing. Attached is an example. Smaller Changes Some other QoL changes include: Opening folder instructions on mac now (the command button) now uses icon instead of text First file has padding and is therefore pushed down in the sidebar Sidebar icons now includes a settings icon that opens (you guessed it), settings, when you click on it Changelog feat[discord]: add discord_rpc client wrapper module (unconnected) ( 836c006 ) refactor: funnel active-file changes through a single ActiveFileChanged message ( df76e2f ) feat(activity): Add ActiveFileState scaffold for tracking the active file ( 6fbf53f ) feat(settings): add Discord RPC toggle to settings page ( b02488a )…"}, {"post_id": 58638, "ts": "2026-08-31T03:54:27Z", "hours": 1.3508, "text": "Context menu! That is the topic for this devlog and building it was quite a pain. While the time logged was only a little over an hour I actually spent about 2 hours planning this out since it is quite a big diff. About 600 lines of code were written for this mainly due to the fact that it deal with a lot of key components. They include: Subscription based event management Sidebar handling New styling methods (for the fading high contrast lines) And a whole new feature file Overall not too bad but it was a pain. There are a couple bugs that I’m working towards fixing tomorrow and they revolve around the fading bar and the menu not activating in certain areas. These bugs along with a few vulnerabilities will be dealt with in tomorrows devlog! Changelog feat[context-menu]: added rest of update files and formatting ( b624534 ) feat[context-menu]: WIP - add menu to sidebar and logic file ( bc15028 ) feat[context-menu]: WIP - add message logic to menu related values ( 891cfa2 )"}, {"post_id": 58220, "ts": "2026-08-30T16:02:55Z", "hours": 1.0239, "text": "Vim mode! And more… Pinel now features a minimal vim mode! I was able to import the core functionality from the package iced-code-editor (you will see me using this quite a lot) and it includes the following for vim: Visual, normal and insert mode (along with different ways to go into insert mode Saving/Saving and exiting vim mode Line operators and file navigating Search patterns and quite a bit more Additionally, I’ve been working on a context menu! Think of the field like box that pops up when you right click on a file in the VSCode file explorer… its that. Here are some of the options that will be included in the context menu for now: File/folder creation FIle/folder renaming Opening a file/folder in finder (or the equivalent to your OS) Changelog feat[context-menu]: WIP - add file tree and message types ( 64b58f5 ) ci: nightly fmt run (+4) ( 325073f ) ci: remove dead vim.rs file in replacement for dep code ( 8a58d8f ) feat[vim]: add settings page toggle and enums ( 3a4f2ee ) feat[vim]: WIP - add wires for editor constructions and live-apply helper ( 64ba157 )"}, {"post_id": 57018, "ts": "2026-08-29T02:50:43Z", "hours": 0.8219, "text": "Hiya! This is the first devlog I’ve made on this updated project. So, picking up where I left off since the last YSWS (macondo) there were quite a few new updates to my main dependency known as iced-code-editor . Some of them include a new command palette (which already exists in my editor), comment toggling, dots for spaces, safety nets, and more! And so I was implement a few of these key features in the code editor one of them being the comment toggling feature. This allowed you to comment out a whole line by pressing Cntrl + / or Command + / if you’re on mac. Quite a useful feature that I use quite often. Additionally, I worked on a cargo fmt file for linting the whole codebase every night for nightly builds. The images below show the before and after of the comment toggling feature."}]...
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Title: pinel by @kashyap | Stardance
Devlogs:
Hiy Title: pinel by @kashyap | Stardance
Devlogs:
Hiya! This is the first devlog I’ve made on this updated project. So, picking up where I left off since the last YSWS (macondo) there were quite a few new updates to my main dependency known as iced-code-editor . Some of them include a new command palette (which already exists in my editor), comment toggling, dots for spaces, safety nets, and more! And so I was implement a few of these key features in the code editor one of them being the comment toggling feature. This allowed you to comment out a whole line by pressing Cntrl + / or Command + / if you’re on mac. Quite a useful feature that I use quite often. Additionally, I worked on a cargo fmt file for linting the whole codebase every night for nightly builds. The images below show the before and after of the comment toggling feature.
Vim mode! And more… Pinel now features a minimal vim mode! I was able to import the core functionality from the package iced-code-editor (you will see me using this quite a lot) and it includes the following for vim: Visual, normal and insert mode (along with different ways to go into insert mode Saving/Saving and exiting vim mode Line operators and file navigating Search patterns and quite a bit more Additionally, I’ve been working on a context menu! Think of the field like box that pops up when you right click on a file in the VSCode file explorer… its that. Here are some of the options that will be included in the context menu for now: File/folder creation FIle/folder renaming Opening a file/folder in finder (or the equivalent to your OS) Changelog feat[context-menu]: WIP - add file tree and message types ( 64b58f5 ) ci: nightly fmt run (+4) ( 325073f ) ci: remove dead vim.rs file in replacement for dep code ( 8a58d8f ) feat[vim]: add settings page toggle and enums ( 3a4f2ee ) feat[vim]: WIP - add wires for editor constructions and live-apply helper ( 64ba157 )
Context menu! That is the topic for this devlog and building it was quite a pain. While the time logged was only a little over an hour I actually spent about 2 hours planning this out since it is quite a big diff. About 600 lines of code were written for this mainly due to the fact that it deal with a lot of key components. They include: Subscription based event management Sidebar handling New styling methods (for the fading high contrast lines) And a whole new feature file Overall not too bad but it was a pain. There are a couple bugs that I’m working towards fixing tomorrow and they revolve around the fading bar and the menu not activating in certain areas. These bugs along with a few vulnerabilities will be dealt with in tomorrows devlog! Changelog feat[context-menu]: added rest of update files and formatting ( b624534 ) feat[context-menu]: WIP - add menu to sidebar and logic file ( bc15028 ) feat[context-menu]: WIP - add message logic to menu related values ( 891cfa2 )
Discord RPC This devlog mainly talks about Discord RPC and my experience implementing it. I spent about 70% of the time writing out the code for it, but then handed off the testing and dealing with the env secrets for the discord application related stuff to claude. And then, I had to manually add 150+ assets to the developer platform so that whenever you open a file, it also displays an icon of the language you’re editing. Attached is an example. Smaller Changes Some other QoL changes include: Opening folder instructions on mac now (the command button) now uses icon instead of text First file has padding and is therefore pushed down in the sidebar Sidebar icons now includes a settings icon that opens (you guessed it), settings, when you click on it Changelog feat[discord]: add discord_rpc client wrapper module (unconnected) ( 836c006 ) refactor: funnel active-file changes through a single ActiveFileChanged message ( df76e2f ) feat(activity): Add ActiveFileState scaffold for tracking the active file ( 6fbf53f ) feat(settings): add Discord RPC toggle to settings page ( b02488a )…...
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1792792154.612277
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1793396954.612277
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1244
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pikumin by @froppii | Stardance
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froppii
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Title: pikumin by @froppii | Stardance
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1792799446.2386658
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71860
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piko by @Pranjal_Singh | Stardance
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Pranjal_Singh
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Title: piko by @Pranjal_Singh | Stardance
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1793260025.5983927
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pika by @elipseday | Stardance
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elipseday
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Title: pika by @elipseday | Stardance
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48154
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pik.im by @olio | Stardance
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olio
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Title: pik.im by @olio | Stardance
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1793216937.345301
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69026
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pigpy by @diynotaguy | Stardance
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diynotaguy
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[{"post_id": 79668, "ts": "202 [{"post_id": 79668, "ts": "2026-10-15T00:50:56Z", "hours": 8.6183, "text": "evlogday 2 devlog 2 in piglatin I haven’t posted a devlog in over 8 hours of work because I’ve been working on pretty much the same function for ages!! I think I’d better just bite the bullet and write about it even when it’s still not finished What I’m working on: I’m writing a function called combine that will combine the translated English 3D list input (which I talked about in the previous devlog) into a list of all the possible full translations of the pigpy program I will then create a new python file, then write and test each full translation on that document by writing one of the elements of the combine output and then executing it as a python file. Most of the opening, writing, and executing (with try:, except:) is complete, I just need to finish writing combine. One of my many issues: One issue I encountered was that when you multiply a list in python - e.g.: lst = lst * 2 - the added section on the end of the new lst, which is a repeat of the original lst, will actually point to the same memory as the original lst. This is an issue because after multiplying the list, I need the elements to be able to branch off into having different content to make different translation combinations, but that wasn’t working. To solve this I had to import copy and use copy.deepcopy() alongside for loops to make sure they would point to different memory locations Improvements: I have started using a tests.py file (see screenie) to test functions using assert. I’m very new to this, but it does seem quite useful I am in the process of making organisation changes: I am planning on having multiple .py files so that I can write a lot of functions in one of them, then import them into the other to reduce clutter. I think it’s so cool that you can import your own files just like regular libraries, though I suppose that’s just what libraries are! ^- This will be especially useful for the combine function, because it is (imo) so long and complex, and I’d like to break it up into smaller functions to make it easier to read, understand, and debug!!"}, {"post_id": 78410, "ts": "2026-10-10T18:04:47Z", "hours": 6.3222, "text": "ollehway umanshway! Pig latin is not a good language… I’m working on a python program that runs pigpy and outputs the result. I’m not sure if I’m the first to make pigpy as a language, but it’s essentially python where each word is translated into pig latin. The major flaw: Now, you may think this program is simple enough since I just have to translate pig latin into english then run it through python, but there’s one major flaw. English to pig latin translation is a many-to-one function: up to two English words can translate to the same pig latin word. E.g. ‘in’ and ‘win’ both translate to ‘inway’. Because of this, there’s no way to tell if inway should translate back to in or way. Luckily , in most cases where pig latin translates to two possible words, only one of them makes sense, and is an actual word. Thus I can use this to my advantage when narrowing down possbile translations. What I’ve made: Separation function that separates pigpy words from the symbols in the user-written code Translation function that translates each separate pigpy word into its possible English versions. Statement that checks possible translations against set of English words and python keywords. Invalid words are eliminated Error message and quitting if a pigpy word has no valid English translations (i.e. pigpy spelling is wrong) Function that calculates how many possible full translation combinations there are based on the remaining valid English translation possibilities ##The screenshot: The screenshot shows the output of separating and finding translations for a pigpy program before adding the dictionary. After adding the dictionary, the totalPossibilities (for the full translation) reduced by 508 to just 4 ! What’s next? Next is to test each translation combination by running them through python. Hopefully all but one combination are eliminated, and therefore the correct output can be given to the user."}]...
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Title: pigpy by @diynotaguy | Stardance
Devlogs:
Title: pigpy by @diynotaguy | Stardance
Devlogs:
ollehway umanshway! Pig latin is not a good language… I’m working on a python program that runs pigpy and outputs the result. I’m not sure if I’m the first to make pigpy as a language, but it’s essentially python where each word is translated into pig latin. The major flaw: Now, you may think this program is simple enough since I just have to translate pig latin into english then run it through python, but there’s one major flaw. English to pig latin translation is a many-to-one function: up to two English words can translate to the same pig latin word. E.g. ‘in’ and ‘win’ both translate to ‘inway’. Because of this, there’s no way to tell if inway should translate back to in or way. Luckily , in most cases where pig latin translates to two possible words, only one of them makes sense, and is an actual word. Thus I can use this to my advantage when narrowing down possbile translations. What I’ve made: Separation function that separates pigpy words from the symbols in the user-written code Translation function that translates each separate pigpy word into its possible English versions. Statement that checks possible translations against set of English words and python keywords. Invalid words are eliminated Error message and quitting if a pigpy word has no valid English translations (i.e. pigpy spelling is wrong) Function that calculates how many possible full translation combinations there are based on the remaining valid English translation possibilities ##The screenshot: The screenshot shows the output of separating and finding translations for a pigpy program before adding the dictionary. After adding the dictionary, the totalPossibilities (for the full translation) reduced by 508 to just 4 ! What’s next? Next is to test each translation combination by running them through python. Hopefully all but one combination are eliminated, and therefore the correct output can be given to the user.
evlogday 2 devlog 2 in piglatin I haven’t posted a devlog in over 8 hours of work because I’ve been working on pretty much the same function for ages!! I think I’d better just bite the bullet and write about it even when it’s still not finished What I’m working on: I’m writing a function called combine that will combine the translated English 3D list input (which I talked about in the previous devlog) into a list of all the possible full translations of the pigpy program I will then create a new python file, then write and test each full translation on that document by writing one of the elements of the combine output and then executing it as a python file. Most of the opening, writing, and executing (with try:, except:) is complete, I just need to finish writing combine. One of my many issues: One issue I encountered was that when you multiply a list in python - e.g.: lst = lst * 2 - the added section on the end of the new lst, which is a repeat of the original lst, will actually point to the same memory as the original lst. This is an issue because after multiplying the list, I need the elements to be able to branch off into having different content to make different translation combinations, but that wasn’t working. To solve this I had to import copy and use copy.deepcopy() alongside for loops to make sure they would point to different memory locations Improvements: I have started using a tests.py file (see screenie) to test functions using assert. I’m very new to this, but it does seem quite useful I am in the process of making organisation changes: I am planning on having multiple .py files so that I can write a lot of functions in one of them, then import them into the other to reduce clutter. I think it’s so cool that you can import your own files just like regular libraries, though I suppose that’s just what libraries are! ^- This will be especially useful for the combine function, because it is (imo) so long and complex, and I’d like to break it up into smaller functions to make it easier to read, understand, and debug!!...
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1793130441.533369
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1793735241.533369
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57526
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pigeon quest x by @aether | Stardance
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aether
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Title: pigeon quest x by @aether | Stardance
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1792709553.975964
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1793314353.975964
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7267
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pienso crear un Jarvis que pueda funcionar en cual pienso crear un Jarvis que pueda funcionar en cualquier computadora sin importar que prosesador o componentes internos:) by @jefrivera15 | Stardance...
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jefrivera15
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Title: pienso crear un Jarvis que pueda funcionar Title: pienso crear un Jarvis que pueda funcionar en cualquier computadora sin importar que prosesador o componentes internos:) by @jefrivera15 | Stardance...
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1793299949.3817632
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1793904749.3817632
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