|
12244
|
NULL
|
NULL
|
0
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0.0
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0
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[]
|
[]
|
|
1792936441.0044668
|
1793800441.0044668
|
|
6335
|
Formula Bot by @Eli_Mendez | Stardance
|
Eli_Mendez
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Formula Bot by @Eli_Mendez | Stardance
|
1792936440.184121
|
1793800440.184121
|
|
14251
|
PremOS by @COYG_KNGPLCJMS | Stardance
|
COYG_KNGPLCJMS
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: PremOS by @COYG_KNGPLCJMS | Stardance
|
1792936439.3674867
|
1793800439.3674867
|
|
17995
|
My very own WebOS by @kv_me | Stardance
|
kv_me
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @kv_me | Stardance
|
1792936438.5399134
|
1793800438.5399134
|
|
27085
|
My first slack bot! by @RithvikRT | Stardance
|
RithvikRT
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @RithvikRT | Stardan Title: My first slack bot! by @RithvikRT | Stardance...
|
1792936437.7187152
|
1793800437.7187152
|
|
37317
|
Solder Fume Extractor by @SohamKaran | Stardance
|
SohamKaran
|
0
|
4.78
|
0
|
[]
|
[{"post_id": 35278, "ts": "202 [{"post_id": 35278, "ts": "2026-07-26T16:12:15Z", "hours": 4.7847, "text": "at first i make the bom and chose which parts i needed later i started making case for it i designed the full 3d model later i starter drawing the wiring diagram after finishing the 3D models i started working on my repo at first i write the bom and the readme at last i uploaded all the 3D files and now i am ready to upload this project for review"}]...
|
Title: Solder Fume Extractor by @SohamKaran | Star Title: Solder Fume Extractor by @SohamKaran | Stardance
Devlogs:
at first i make the bom and chose which parts i needed later i started making case for it i designed the full 3d model later i starter drawing the wiring diagram after finishing the 3D models i started working on my repo at first i write the bom and the readme at last i uploaded all the 3D files and now i am ready to upload this project for review...
|
1792936436.8750503
|
1793800436.8750503
|
|
35926
|
Amanda's Digital Notebook by @AmandaBlue | Sta Amanda's Digital Notebook by @AmandaBlue | Stardance...
|
AmandaBlue
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Amanda's Digital Notebook by @AmandaBlu Title: Amanda's Digital Notebook by @AmandaBlue | Stardance...
|
1792936436.054206
|
1793800436.054206
|
|
43938
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936435.2217422
|
1793800435.2217422
|
|
43936
|
NULL
|
NULL
|
0
|
0.0
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0
|
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|
1792936434.399011
|
1793800434.399011
|
|
43931
|
NULL
|
NULL
|
0
|
0.0
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|
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|
1792936433.5791843
|
1793800433.5791843
|
|
43928
|
NULL
|
NULL
|
0
|
0.0
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0
|
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|
1792936432.7590845
|
1793800432.7590845
|
|
43911
|
NULL
|
NULL
|
0
|
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0
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|
1792936431.937609
|
1793800431.937609
|
|
43903
|
NULL
|
NULL
|
0
|
0.0
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0
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|
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|
|
1792936431.1135693
|
1793800431.1135693
|
|
7048
|
Vivae.js by @nathanielramirez | Stardance
|
nathanielramirez
|
0
|
18.0
|
0
|
[]
|
[{"post_id": 32055, "ts": "202 [{"post_id": 32055, "ts": "2026-07-20T23:04:29Z", "hours": 9.0, "text": "Devlog 2 This update mostly includes optimization and changing how things work internally. 3 days ago I saw in my code I was storing a large object in memory just to return it as soon as it was created, it was an easy fix but saves a lot of memory. The next major change was moving my v.next() function into a parameter that could be directly used in middleware. Before: app . use (( v ) => { return v . next () }) After: app . use (( v , next ) => { return next () }) This might seem like nothing but this allows you to write more after the middleware finishes so it is now possible to run code after the next middleware is ran. I also realized I should’ve done this earlier because it gives my framework a better structural advantage so I am able to add more routers which is exactly what I am working on now."}, {"post_id": 29916, "ts": "2026-07-17T02:46:41Z", "hours": 9.0, "text": "Devlog 1 Last year I wanted to make a lightweight version of Express (Node.js based) but now I decided I wanted to take my framework more seriously and make it have better portability, so I switched my web framework’s middleware to use web standard instead. This is how using my framework is like currently import vivae from \" @vivaejs/server \" ; const app = vivae (); const port = 3000 ; app . use ( \" / \" , [ \" GET \" , \" POST \" ], ( v ) => { return v . send ( \" Hello World! \" ); }); Depending on if your using Node.js or Edge runtimes you would put this at the bottom: // Node.js app . listen ( port , () => { console . log ( `Server running on http://localhost: ${ port } ` ); }); // Edge export default { fetch : app . fetch , }; Also I’ve released the first alpha version of my package on npm so it can be installed like this! npm install @vivaejs/ [email protected] I have an API references in my documentation for more information about all the features, majority of this was spent converting my project to web standard instead of Node.js."}]...
|
Title: Vivae.js by @nathanielramirez | Stardance
Title: Vivae.js by @nathanielramirez | Stardance
Devlogs:
Devlog 1 Last year I wanted to make a lightweight version of Express (Node.js based) but now I decided I wanted to take my framework more seriously and make it have better portability, so I switched my web framework’s middleware to use web standard instead. This is how using my framework is like currently import vivae from " @vivaejs/server " ; const app = vivae (); const port = 3000 ; app . use ( " / " , [ " GET " , " POST " ], ( v ) => { return v . send ( " Hello World! " ); }); Depending on if your using Node.js or Edge runtimes you would put this at the bottom: // Node.js app . listen ( port , () => { console . log ( `Server running on http://localhost: ${ port } ` ); }); // Edge export default { fetch : app . fetch , }; Also I’ve released the first alpha version of my package on npm so it can be installed like this! npm install @vivaejs/ [email protected] I have an API references in my documentation for more information about all the features, majority of this was spent converting my project to web standard instead of Node.js.
Devlog 2 This update mostly includes optimization and changing how things work internally. 3 days ago I saw in my code I was storing a large object in memory just to return it as soon as it was created, it was an easy fix but saves a lot of memory. The next major change was moving my v.next() function into a parameter that could be directly used in middleware. Before: app . use (( v ) => { return v . next () }) After: app . use (( v , next ) => { return next () }) This might seem like nothing but this allows you to write more after the middleware finishes so it is now possible to run code after the next middleware is ran. I also realized I should’ve done this earlier because it gives my framework a better structural advantage so I am able to add more routers which is exactly what I am working on now....
|
1792936430.1828203
|
1793800430.1828203
|
|
9876
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936429.1100307
|
1793800429.1100307
|
|
18
|
Blaze quencher by @Aditya | Stardance
|
Aditya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Blaze quencher by @Aditya | Stardance
|
1792936428.2788203
|
1793800428.2788203
|
|
40897
|
AI Learning Assistant by @elvincheung0321 | Starda AI Learning Assistant by @elvincheung0321 | Stardance...
|
elvincheung0321
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AI Learning Assistant by @elvincheung0321 | Title: AI Learning Assistant by @elvincheung0321 | Stardance...
|
1792936427.4539227
|
1793800427.4539227
|
|
34076
|
Bell 206L4 by @anay_ | Stardance
|
anay_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Bell 206L4 by @anay_ | Stardance
|
1792936426.6173334
|
1793800426.6173334
|
|
26890
|
My awesome macropad! by @aadityakumarsah | Stardan My awesome macropad! by @aadityakumarsah | Stardance...
|
aadityakumarsah
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @aadityakumarsah | Title: My awesome macropad! by @aadityakumarsah | Stardance...
|
1792936425.7738516
|
1793800425.7738516
|
|
50724
|
WarioWare Game by @Sainath | Stardance
|
Sainath
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @Sainath | Stardance
|
1792936424.9554133
|
1793800424.9554133
|
|
35440
|
WarioWare Game by @vansh_suvarna | Stardance
|
vansh_suvarna
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @vansh_suvarna | Stardanc Title: WarioWare Game by @vansh_suvarna | Stardance...
|
1792936424.1248062
|
1793800424.1248062
|
|
50716
|
my APOD site by @AdityaV7 | Stardance
|
AdityaV7
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my APOD site by @AdityaV7 | Stardance
|
1792936423.3037808
|
1793800423.3037808
|
|
14243
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936422.4891198
|
1793800422.4891198
|
|
13580
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936421.6677403
|
1793800421.6677403
|
|
21949
|
fantasy game by @jonathanwillner | Stardance
|
jonathanwillner
|
0
|
69.0
|
0
|
[]
|
[{"post_id": 13325, "ts": "202 [{"post_id": 13325, "ts": "2026-06-21T20:27:05Z", "hours": 23.0, "text": "i added player, animations,and deth"}, {"post_id": 15901, "ts": "2026-06-25T20:55:51Z", "hours": 29.0, "text": "ok so this is a mix of my 3d godot game and my fantasy game idk why but i added dying animations to godot game and added sword and sword animations to fantasy game and debuged"}, {"post_id": 18432, "ts": "2026-06-29T16:16:52Z", "hours": 15.0, "text": "this did not take 15h my hacktime is gliched Devlog — Switched from 3rd Person to First Person Camera System and added map I switched my project from a 3rd-person camera setup to a full first-person controller, which meant completely removing the camera pivot system and rebuilding movement to feel correct without a visible character model guiding direction. The hardest part was fixing movement and facing direction after the switch — my original system used camera-relative controls and a rotating model, but in first-person that broke everything and made movement feel backwards or disconnected. I ended up rewriting the movement to be cleaner and removing the dependency on camera-based rotation entirely. It took a while to get the character to stop going the wrong way, but after removing the old camera logic, and the animations since thay were still expecting the third-person model rotation. the controller now works in first-person, with movement and animations aligned properly, and I can start adding combat and other features. the video is the third person camera not working well now the animations dont show so im going to try and fix the third persion camera and i made a video but i cant show it so"}, {"post_id": 19547, "ts": "2026-06-30T21:27:45Z", "hours": 1.0, "text": "I built the first real version of my inventory system where items can be dragged between slots and now picked up from the world. The biggest change is that the inventory is no longer just UI — it actually connects to gameplay through item pickups and world objects. The hardest part was getting Godot’s drag-and-drop system working correctly. At first, items would disappear or not register drops because I was clearing slots too early and missing the proper _get_drag_data() flow. I also had to fix mouse filtering so the slots would actually receive input. After that, I added a simple world item system using an Area3D, so walking into the sword adds it directly into the first empty inventory slot. Wiring the inventory as a global group took a bit of trial and error, but it finally connects cleanly now. Right now it’s still very basic — no stacking or hotbar yet — but the foundation is solid: items exist in the world, can be picked up, and moved freely between slots. This is the first step toward a full RPG inventory system."}, {"post_id": 19612, "ts": "2026-06-30T23:48:30Z", "hours": 1.0, "text": "i added hotbar to tired to make a paragraph"}]...
|
Title: fantasy game by @jonathanwillner | Stardanc Title: fantasy game by @jonathanwillner | Stardance
Devlogs:
i added player, animations,and deth
ok so this is a mix of my 3d godot game and my fantasy game idk why but i added dying animations to godot game and added sword and sword animations to fantasy game and debuged
this did not take 15h my hacktime is gliched Devlog — Switched from 3rd Person to First Person Camera System and added map I switched my project from a 3rd-person camera setup to a full first-person controller, which meant completely removing the camera pivot system and rebuilding movement to feel correct without a visible character model guiding direction. The hardest part was fixing movement and facing direction after the switch — my original system used camera-relative controls and a rotating model, but in first-person that broke everything and made movement feel backwards or disconnected. I ended up rewriting the movement to be cleaner and removing the dependency on camera-based rotation entirely. It took a while to get the character to stop going the wrong way, but after removing the old camera logic, and the animations since thay were still expecting the third-person model rotation. the controller now works in first-person, with movement and animations aligned properly, and I can start adding combat and other features. the video is the third person camera not working well now the animations dont show so im going to try and fix the third persion camera and i made a video but i cant show it so
I built the first real version of my inventory system where items can be dragged between slots and now picked up from the world. The biggest change is that the inventory is no longer just UI — it actually connects to gameplay through item pickups and world objects. The hardest part was getting Godot’s drag-and-drop system working correctly. At first, items would disappear or not register drops because I was clearing slots too early and missing the proper _get_drag_data() flow. I also had to fix mouse filtering so the slots would actually receive input. After that, I added a simple world item system using an Area3D, so walking into the sword adds it directly into the first empty inventory slot. Wiring the inventory as a global group took a bit of trial and error, but it finally connects cleanly now. Right now it’s still very basic — no stacking or hotbar yet — but the foundation is solid: items exist in the world, can be picked up, and moved freely between slots. This is the first step toward a full RPG inventory system.
i added hotbar to tired to make a paragraph...
|
1792936420.812668
|
1793800420.812668
|
|
12954
|
KYUUBY I by @Kyuuby_ | Stardance
|
Kyuuby_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: KYUUBY I by @Kyuuby_ | Stardance
|
1792936419.9693203
|
1793800419.9693203
|
|
12858
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936419.1444032
|
1793800419.1444032
|
|
32013
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936418.3295195
|
1793800418.3295195
|
|
12711
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936417.519383
|
1793800417.519383
|
|
8828
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936416.696566
|
1793800416.696566
|
|
6639
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936415.8679576
|
1793800415.8679576
|
|
38748
|
My own site! by @ImLuke | Stardance
|
ImLuke
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @ImLuke | Stardance
|
1792936415.0597107
|
1793800415.0597107
|
|
10966
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936414.2345338
|
1793800414.2345338
|
|
10948
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936413.4120593
|
1793800413.4120593
|
|
54223
|
Hackpad by @SarthakVishwakarma | Stardance
|
SarthakVishwakarma
|
0
|
0.89
|
0
|
[]
|
[{"post_id": 60659, "ts": "202 [{"post_id": 60659, "ts": "2026-09-03T05:02:43Z", "hours": 0.885, "text": "Working on my new and very own Hack pad. :}"}]...
|
Title: Hackpad by @SarthakVishwakarma | Stardance
Title: Hackpad by @SarthakVishwakarma | Stardance
Devlogs:
Working on my new and very own Hack pad. :}...
|
1792936412.5911922
|
1793800412.5911922
|
|
43895
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936410.0458636
|
1793800410.0458636
|
|
32532
|
WarioWare Game by @Jacko | Stardance
|
Jacko
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @Jacko | Stardance
|
1792936409.1597898
|
1793800409.1597898
|
|
35843
|
Dying Star Game by @Abhinav_C3 | Stardance
|
Abhinav_C3
|
0
|
15.26
|
0
|
[]
|
[{"post_id": 40529, "ts": "202 [{"post_id": 40529, "ts": "2026-08-04T03:43:16Z", "hours": 7.4847, "text": "Made the game actually look like a game instead of plain buttons. Cards are color coded like red for attack, blue for block, green for heal. This makes it so you know what a card does just by looking at it. I also added HP bars, floating damage/heal numbers, screen shake when you get hit, and a shield icon that pops up when you block. The boss fight also turns the whole screen red now to feel more intense. Now instead of just a plain button. Feels way more like an actual game now. I think my next steps are to add a place where you can always see what your relics do when you get them and I also am going to try to add sound effects and make the star fragments look better. (please comment any ideas you think would be cool to add)"}, {"post_id": 31050, "ts": "2026-07-19T04:06:05Z", "hours": 3.6239, "text": "After a lot of trial and error I was able to add a boss feature. After 3 rounds there is a boss and after you defeat the boss the game is over and you win. I think after I add the CSS I can make new additions to the game and add more bosses."}, {"post_id": 30456, "ts": "2026-07-18T00:46:34Z", "hours": 0.4569, "text": "I added how after you win a round you can now pick a reward and the reward helps you for future rounds. I also made it so each round gets harder and harder as the enemy deals more damage every round. (I also think i am going to make these devlogs be more spread apart. I will post the next one when I think Im ready to add all the CSS and make the game look clean and look like an actual game.)"}, {"post_id": 30255, "ts": "2026-07-17T17:59:56Z", "hours": 1.4389, "text": "I now made the cycle infinite so now after you win or lose you can press try again and play the game again. To be honest this took me a while becuase there were a lot of bugs and they took me a while to find."}, {"post_id": 29785, "ts": "2026-07-16T21:57:06Z", "hours": 1.3103, "text": "I added some more to the game there were a lot of bugs I had to fix so it took a while. I added more cards to it and have the idea more thought out now."}, {"post_id": 29266, "ts": "2026-07-16T02:22:34Z", "hours": 0.9414, "text": "Working on a card game called “Dying Star” . You’re playing pieces of a dying star. Your cards themselves wear down every time you use them once a card hits 0 durability it’s gone for good. So the real question every fight is should I burn my best card now or save it not just do I have enough health. When your durability hits 0 the star burns out and dies so you lose the game. (This is just what I started with I am still working on it. Please comment if you have any questions)"}]...
|
Title: Dying Star Game by @Abhinav_C3 | Stardance
Title: Dying Star Game by @Abhinav_C3 | Stardance
Devlogs:
Working on a card game called “Dying Star” . You’re playing pieces of a dying star. Your cards themselves wear down every time you use them once a card hits 0 durability it’s gone for good. So the real question every fight is should I burn my best card now or save it not just do I have enough health. When your durability hits 0 the star burns out and dies so you lose the game. (This is just what I started with I am still working on it. Please comment if you have any questions)
I added some more to the game there were a lot of bugs I had to fix so it took a while. I added more cards to it and have the idea more thought out now.
I now made the cycle infinite so now after you win or lose you can press try again and play the game again. To be honest this took me a while becuase there were a lot of bugs and they took me a while to find.
I added how after you win a round you can now pick a reward and the reward helps you for future rounds. I also made it so each round gets harder and harder as the enemy deals more damage every round. (I also think i am going to make these devlogs be more spread apart. I will post the next one when I think Im ready to add all the CSS and make the game look clean and look like an actual game.)
After a lot of trial and error I was able to add a boss feature. After 3 rounds there is a boss and after you defeat the boss the game is over and you win. I think after I add the CSS I can make new additions to the game and add more bosses.
Made the game actually look like a game instead of plain buttons. Cards are color coded like red for attack, blue for block, green for heal. This makes it so you know what a card does just by looking at it. I also added HP bars, floating damage/heal numbers, screen shake when you get hit, and a shield icon that pops up when you block. The boss fight also turns the whole screen red now to feel more intense. Now instead of just a plain button. Feels way more like an actual game now. I think my next steps are to add a place where you can always see what your relics do when you get them and I also am going to try to add sound effects and make the star fragments look better. (please comment any ideas you think would be cool to add)...
|
1792936408.3532314
|
1793800408.3532314
|
|
43864
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936407.535845
|
1793800407.535845
|
|
43862
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936406.7230718
|
1793800406.7230718
|
|
43856
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936405.897387
|
1793800405.897387
|
|
59016
|
g by @Andrea | Stardance
|
Andrea
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: g by @Andrea | Stardance
|
1792936405.0694096
|
1793800405.0694096
|
|
59015
|
My own site! by @harsh_bhadu | Stardance
|
harsh_bhadu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @harsh_bhadu | Stardance
|
1792936404.2467558
|
1793800404.2467558
|
|
12725
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936403.402925
|
1793800403.402925
|
|
18715
|
Rc plane by @jonathan | Stardance
|
jonathan
|
0
|
2.0
|
0
|
[]
|
[{"post_id": 13189, "ts": "202 [{"post_id": 13189, "ts": "2026-06-21T16:16:46Z", "hours": 2.0, "text": "I started the main design of the plane i decided on trying to make a flying wing"}]...
|
Title: Rc plane by @jonathan | Stardance
Devlogs: Title: Rc plane by @jonathan | Stardance
Devlogs:
I started the main design of the plane i decided on trying to make a flying wing...
|
1792936402.5528805
|
1793800402.5528805
|
|
59006
|
Advance WebOS by @TanmayPathe | Stardance
|
TanmayPathe
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Advance WebOS by @TanmayPathe | Stardance
|
1792936401.7288756
|
1793800401.7288756
|
|
29703
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792936400.8706188
|
1793800400.8706188
|
|
11064
|
The Kimoyo Beads by @Adriel | Stardance
|
Adriel
|
0
|
0.42
|
0
|
[]
|
[{"post_id": 5805, "ts": "2026 [{"post_id": 5805, "ts": "2026-06-09T18:50:29Z", "hours": 0.4236, "text": "Ok first log of kimoyo, one of the chips i am going to be using for as a LoRa and MCU in one is the ASR6502 , but it turns out KiCad dose not have a symbol or footprint for it, so i am making it from scratch and Open sourcing it. I am using the datasheet i found online, some part i did not understand so i had to use deepseek to guide and understand it. :)"}]...
|
Title: The Kimoyo Beads by @Adriel | Stardance
De Title: The Kimoyo Beads by @Adriel | Stardance
Devlogs:
Ok first log of kimoyo, one of the chips i am going to be using for as a LoRa and MCU in one is the ASR6502 , but it turns out KiCad dose not have a symbol or footprint for it, so i am making it from scratch and Open sourcing it. I am using the datasheet i found online, some part i did not understand so i had to use deepseek to guide and understand it. :)...
|
1792936400.050956
|
1793800400.050956
|
|
3322
|
Watch.. or not by @Lee | Stardance
|
Lee
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Watch.. or not by @Lee | Stardance
|
1792936399.2345042
|
1793800399.2345042
|
|
32353
|
My own site! by @BenjaminLewis | Stardance
|
BenjaminLewis
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @BenjaminLewis | Stardance
|
1792936398.4144573
|
1793800398.4144573
|