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22643
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station-siege by @Abbos | Stardance
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Abbos
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1
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90.0
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1130
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:46:37Z", "hours": 90.0, "multiplier": 15.55, "payout": 1130, "blessing": "neutral", "text": "I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory.", "repo": "https://github.com/Madyarov27/station-siege", "demo": "https://madyarov27.itch.io/station-siege-web"}]...
|
[{"post_id": 75174, "ts": "202 [{"post_id": 75174, "ts": "2026-09-29T11:36:11Z", "hours": 2.5928, "text": "Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS."}, {"post_id": 74902, "ts": "2026-09-28T15:52:46Z", "hours": 16.2392, "text": "#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly."}, {"post_id": 71096, "ts": "2026-09-20T09:08:46Z", "hours": 10.3072, "text": "Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol"}, {"post_id": 67979, "ts": "2026-09-14T09:40:17Z", "hours": 12.8564, "text": "**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door"}, {"post_id": 61005, "ts": "2026-09-03T18:19:05Z", "hours": 10.0069, "text": "Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot."}, {"post_id": 52856, "ts": "2026-08-23T06:59:58Z", "hours": 13.4275, "text": "Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it."}, {"post_id": 19506, "ts": "2026-06-30T20:37:05Z", "hours": 14.3875, "text": "This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned"}, {"post_id": 14666, "ts": "2026-06-23T21:04:15Z", "hours": 6.9606, "text": "Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects."}, {"post_id": 13034, "ts": "2026-06-21T09:59:49Z", "hours": 0.9778, "text": "Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/"}, {"post_id": 12664, "ts": "2026-06-20T18:06:58Z", "hours": 2.1242, "text": "Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie"}]...
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Title: station-siege by @Abbos | Stardance
Devlog Title: station-siege by @Abbos | Stardance
Devlogs:
Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie
Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/
Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects.
This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned
Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it.
Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot.
**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door
Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol
#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly.
Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS.
Ships:
I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory....
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1793346779.416488
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1793433179.416488
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46291
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SmartBedLamp by @Stylt | Stardance
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Stylt
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1
|
0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:10:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a design only! Smart Bed Lamp Welcome to the Smart Bed Lamp project! This is a custom-designed PCB powered by the ESP32-S3 microcontroller. It serves as an intelligent bedside lamp, an alarm clock, and a customizable development platform. Hardware Features & Component Explanations Here is a breakdown of the hardware choices and why specific components were included on the board: Microcontroller: ESP32-S3 Acts as the brain of the lamp, providing Wi-Fi and Bluetooth capabilities for smart home integration (e.g., Home Assistant, MQTT, or a custom app). Lighting: WS2812B LED Ring The board features a circular array of WS2812B addressable RGB LEDs. Why the extra ceramic capacitors? Every single LED is paired with its own ceramic decoupling capacitor. This is crucial for stabilizing the power delivery and preventing any voltage drops, which ensures the LEDs never flicker, even at maximum brightness. Audio: Onboard Buzzer Why a buzzer? Since this functions as a bed lamp, the integrated buzzer serves as an alarm clock speaker. It can be programmed for morning wake-up alarms or simple audio feedback when a button is pressed. User Controls (Push Buttons): RST (Reset): A standard hardware button to reboot the MCU when needed. BOOT: Used to put the ESP32-S3 into bootloader mode for flashing new firmware via USB. FUNCTION: A dedicated, user-programmable button. Why? You can code this button to do whatever you want—snooze the alarm, turn the lamp on/off, cycle through different color modes, or trigger a smart home routine without needing your phone. Power Management: USB Type-C: Included for easy firmware programming and for providing a standard 5V power supply directly from a PC or charger. DC Barrel Jack (DC IN): Allows the lamp to be powered continuously via a standard external wall power adapter. TPS5430DDA Buck Converter: Why is it here? If you use a higher voltage external power supply via the barrel jack, this high-efficiency step-down converter safely drops the voltage down for the LEDs and logic without generating excessive heat. Expansion & Configuration: Breakout Pins (5V, 3V3, GND): Why are they scattered? Power and ground pins are strategically distributed around the perimeter of the PCB. This makes it incredibly easy to solder and connect additional external sensors (like temperature, humidity, or motion sensors) exactly where you need them without creating a mess of crossed wires. Solder Jumpers: Included to allow users to manually configure specific hardware behaviors or trace connections simply by bridging them with solder.", "repo": "https://github.com/Stylt1/bed-lamp", "demo": ""}]...
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[{"post_id": 48245, "ts": "202 [{"post_id": 48245, "ts": "2026-08-16T15:29:21Z", "hours": 0.9667, "text": "Devlog #7 -made some silkscreen Next finishing Slikscreen"}, {"post_id": 47014, "ts": "2026-08-14T16:22:25Z", "hours": 1.8333, "text": "Devlog #6 -finishing up PCB"}, {"post_id": 46222, "ts": "2026-08-13T09:31:02Z", "hours": 2.2047, "text": "Devlog #5 -Did a lot of work on PCB -Laid MCU Leds Caps etc. -Routed them It’s coming together"}, {"post_id": 45709, "ts": "2026-08-12T11:36:47Z", "hours": 2.1, "text": "Devlog #4 -Changed scheamatic bit (added decoupling caps to each diode) -layed and routed buck converter DC IN to 5V Next: Working on layout"}, {"post_id": 45207, "ts": "2026-08-11T15:09:38Z", "hours": 1.2833, "text": "Devlog #3 -Finished schematic -Wired everything -Checked ERC -Changed Block Diagram -Added images -Added passive buzzer -Added switch for functionality Next: Assigning footprints"}, {"post_id": 45054, "ts": "2026-08-11T09:51:20Z", "hours": 2.0667, "text": "Devlog #2 -searched components -worked on schematic"}, {"post_id": 44509, "ts": "2026-08-10T09:52:33Z", "hours": 1.1, "text": "Devlog #1 Starting a new project to get better quality sleep -made basic diagram -searched some components"}]...
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Title: SmartBedLamp by @Stylt | Stardance
Devlogs Title: SmartBedLamp by @Stylt | Stardance
Devlogs:
Devlog #1 Starting a new project to get better quality sleep -made basic diagram -searched some components
Devlog #2 -searched components -worked on schematic
Devlog #3 -Finished schematic -Wired everything -Checked ERC -Changed Block Diagram -Added images -Added passive buzzer -Added switch for functionality Next: Assigning footprints
Devlog #4 -Changed scheamatic bit (added decoupling caps to each diode) -layed and routed buck converter DC IN to 5V Next: Working on layout
Devlog #5 -Did a lot of work on PCB -Laid MCU Leds Caps etc. -Routed them It’s coming together
Devlog #6 -finishing up PCB
Devlog #7 -made some silkscreen Next finishing Slikscreen
Ships:
This is a design only! Smart Bed Lamp Welcome to the Smart Bed Lamp project! This is a custom-designed PCB powered by the ESP32-S3 microcontroller. It serves as an intelligent bedside lamp, an alarm clock, and a customizable development platform. Hardware Features & Component Explanations Here is a breakdown of the hardware choices and why specific components were included on the board: Microcontroller: ESP32-S3 Acts as the brain of the lamp, providing Wi-Fi and Bluetooth capabilities for smart home integration (e.g., Home Assistant, MQTT, or a custom app). Lighting: WS2812B LED Ring The board features a circular array of WS2812B addressable RGB LEDs. Why the extra ceramic capacitors? Every single LED is paired with its own ceramic decoupling capacitor. This is crucial for stabilizing the power delivery and preventing any voltage drops, which ensures the LEDs never flicker, even at maximum brightness. Audio: Onboard Buzzer Why a buzzer? Since this functions as a bed lamp, the integrated buzzer serves as an alarm clock speaker. It can be programmed for morning wake-up alarms or simple audio feedback when a button is pressed. User Controls (Push Buttons): RST (Reset): A standard hardware button to reboot the MCU when needed. BOOT: Used to put the ESP32-S3 into bootloader mode for flashing new firmware via USB. FUNCTION: A dedicated, user-programmable button. Why? You can code this button to do whatever you want—snooze the alarm, turn the lamp on/off, cycle through different color modes, or trigger a smart home routine without needing your phone. Power Management: USB Type-C: Included for easy firmware programming and for providing a standard 5V power supply directly from a PC or charger. DC Barrel Jack (DC IN): Allows the lamp to be powered continuously via a standard external wall power adapter. TPS5430DDA Buck Converter: Why is it here? If you use a higher voltage external power supply via the barrel jack, this high-efficiency step-down converter safely drops the voltage down for the LEDs and logic without generating excessive heat. Expansion & Configuration: Breakout Pins (5V, 3V3, GND): Why are they scattered? Power and ground pins are strategically distributed around the perimeter of the PCB. This makes it incredibly easy to solder and connect additional external sensors (like temperature, humidity, or motion sensors) exactly where you need them without creating a mess of crossed wires. Solder Jumpers: Included to allow users to manually configure specific hardware behaviors or trace connections simply by bridging them with solder....
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1793346778.1952085
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1793433178.1952085
|
|
50516
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Homesick by @UltraViolet | Stardance
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UltraViolet
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1
|
78.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T20:11:26Z", "hours": 78.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I made an exploration game in space, where you spawn on an exoplanet and you need to find your way back to Earth. It is a 2D game programmed in Godot, all art was made by me (except for the planets in the Solar System and the Black hole, those are from Google), no AI was used for any art. What was challenging? The most challenging part was to actually get the game to work, mainly the code. I am a beginner, I got a lot of my code from Youtube tutorials or Godot webpages, but I did use a little help from ChatGPT, too. What am I proud of? Honestly, the whole game. When I look back a month ago and remember how many parts I was willing to cut, I am really happy with the final thing, even though it is not perfect. I am proud of the fact that I made everything mostly myself, as I have almost no prior coding experience. Hope you like my silly little space game :).", "repo": "https://github.com/UltraViolett8/Homesick", "demo": "https://ultraviolett348.itch.io/homesick"}]...
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[{"post_id": 83353, "ts": "202 [{"post_id": 83353, "ts": "2026-10-27T19:57:09Z", "hours": 2.325, "text": "Devlog 18 IT’S OVEEEEER I finally finished the game. Bug fixing was fun (two small bugs, one just a one too many ‘=’… Two hours, y’all), and I am convinced there are some left that I don’t know about. I really want to thank everyone who gave me a like. I know this isn’t a huge game or anything, but I am really thankful for this support. Special thanks to my singular follower, you were here literally since day one. Thank you all, go finish your projects! And now we SHIP!!!"}, {"post_id": 82433, "ts": "2026-10-24T19:48:15Z", "hours": 3.0306, "text": "Devlog 17 WE ARE SOOOOO CLOSE!!! Well, it’s about time too, Stardance ends in like a WEEK? I never expected myself to work on this game for THIS LONG, but here I am. Here is what I’ve done: - rocket minigame - a minigame for specific planets where you crashed during landing and you need to rebuild the rocket - moonstone collecting - so uhh, I added these things, you need to collect 3 of them before landing on Earth, so now even if you find Earth, you need to find at least 3 moonstones first. There are 10 of them in total, so you can challenge yourself and find all of them. That’s basically all, I will just fix a few bugs tomorrow and then send the game out to a few people for testing, and also write the README and then we SHIPPPPPPP. I really hope I can get it done tomorrow. Fingers crossed!!!"}, {"post_id": 80488, "ts": "2026-10-17T20:27:41Z", "hours": 5.2194, "text": "Devlog 16 We are so back y’all. Here’s what I’ve done since the last devlog: - added some easter eggs (in the memory of the testing sprites) - added timers to planets that are too hot or toxic (it just kills you if you stay there for too long) in the form of a vignette (you will basically see the edges getting darker and darker) - added poisonous plants - on one planet there are fruits that you can eat, one is safe and does… well, nothing, and the other one is poisonous… will not tell you which one is which I confess, I DID use AI for the vignette, because I am still learning and I was not able to get it done by myself, nor did I find any good videos on youtube, which is where I often get my code from. I feel terrible about it, pls don’t kill me. That’s all y’all, I didn’t get to do much this week, school has been HELL . See ya :)"}, {"post_id": 77642, "ts": "2026-10-07T18:38:10Z", "hours": 7.1339, "text": "Devlog 15 Another milestone reached, I made the nerd side of this game. Basically, there are a few (20) planets that are interesting in some way, and so I made them kinda like achievements, so when you visit a planet you can find out more about it. Now, this would be difficult with gas planets, so all you need to do is just click on a planet and it will automatically show in the list. If you open the list and click on the planet you visited, you can find out some interesting (or not so interesting, idk) info about it. Just a little detail to the game, but I wanted the planets to have a little meaning. This was like 7-10 hours of research so I am really glad I finally finished it. NO AI WAS USED IN THE PROCESS OF THE RESEARCH I tried it once, but it was no use ALL INFO IS PRIMARILY FROM WIKIPEDIA AND NASA WEBSITES. I will go work on some details, but we are nearing the end!!!"}, {"post_id": 73685, "ts": "2026-09-25T18:00:47Z", "hours": 3.6117, "text": "Devlog 14 This will be a short one. So, what I did since last devlog: -added loading screens -added music and sound effects -finally made the astronaut I don’t know if I forgot anything, I am honestly losing track of the devlogs help. Now here comes the problem, I don’t have enough time to make the little notes about the planets, so I’ve decided to just polish the game as much as I can and ship it the way it is. I will work on some details, play-testing and add a few more easter eggs. I really imagined the game to be a lot more interesting, but turns out learning game development from scratch isn’t a walk in the park. But I am happy with the game and most importantly, WE ARE GETTING THE CERTIFICATE!!! I am not leaving this year’s Stardance without the certificate. Anyway, I will go work on some stuff and I will see y’all at the next (and probably last) devlog"}, {"post_id": 71910, "ts": "2026-09-21T19:10:27Z", "hours": 3.1789, "text": "Devlog 13 It’s time to celebrateeeeeee!!! The game is officially playable. I added the death scenes along with the victory one, and created a main menu (with one pathetic start button). I also added a restart and quit button on each death/win scene, so now you can go in loops or quit after your first death. Unless you are lucky enough to find Earth first, of course. Technically speaking, save for a few details the game is ready for shipping if I don’t have enough time to finish it with all of its original features, and I will ship it in the way it is now if I run out of time. What I will try to work on first though: - gravity warning signs - there are a few planets with so low gravity, that jumping would shoot you into open space, and I made that a way to die (this probably isn’t scientifically correct, don’t quote me on this), but right now you have no way to tell which planets are those, and I won’t be so cruel to at least not give you a hint - small info about a couple of planets - this game was always supposed to be semi-educational, with unnecessary notes to interesting planets in the game. The notes won’t be relevant to finding Earth, just a little info for those who are interested. I didn’t mention it before, because I didn’t know if I would have enough time for that, but in the end I decided that it was a pretty important part of the game and scratched some other things instead. Time is running out so wish me luck y’all. (P.S.: I finally designed the rocket! It’s definitely not better than the previous one, but it’s mine)"}, {"post_id": 70770, "ts": "2026-09-19T18:48:15Z", "hours": 7.2575, "text": "Devlog 12 Okay so we reached an important point in the game development, because now we can not only LAND ON THE PLANETS, but we can also LEAVE THE PLANETS!!! This definitely didn’t take an embarrassing amount of time (tracker speaks for itself) and we did get stuck a few times, but the aftermath is that IT WORKS! What you can do right now: -Travel around the space -Die in at least 5 ways -inspect a planet (meaning you can get a better look at it and see its name) -choose whether you want to land on the planet or not - actually land on the planet -leave the planet (unless it’s a gas giant or you die in a different way) -repeat What’s next : Next I am gonna make a menu screen, because right now you just jump straight into the map. Then I need to make Earth the endgame, because right now it’s the only thing that’s not interactable. After that I make some cool death scenes. What’s coming in the far future : I want to add an oxygen level and make some planets that will be able to refill it. I also want to add at least 3 more ways to die. I also need a starting planet that will disappear after you leave it. I wanted to add a starting animation, but I don’t think I have enough time for that. I also wanted to add some minigame(s) to make it more fun, but again, time is becoming problematic. And I REALLY wanted to add some animals on a couple of planets, but this is at the very bottom of the list and I need to concentrate on the essentials. Wish me luck! (current mental breakdown count: too many to keep track of)"}, {"post_id": 67638, "ts": "2026-09-13T19:42:09Z", "hours": 5.8514, "text": "Devlog 11 Y’ALL I’M FREE! Well, not really yet, BUT I finally finished ALL OF THE SCENES YAY!!! I have officially made over 30 unique exoplanet landscapes, one for each exoplanet (I am just now realizing there are planets in the Solar System as well… NEVERMIND THAT). They aren’t perfect, they aren’t polished, they aren’t gorgeous and mindblowingly stunning, but hey, at least they aren’t AI right? On the first picture is my version of a possible landscape on Kepler-186f , which has to be one of my favorite exoplanets, if not my favorite. Because of its position and the host star dimness, it is possible that if life existed on the planet, plants would be colored in the shades of red, black and purple and I find that INSANELY cool. NEXT UP : I am gonna make all of the planets LANDABLE, meaning that I will connect the landscapes to the planets on the map. It sounds so easy and quick, but I feel like it will take me the whole week. I really hope not. After that, the game will finally be playable, and we can move on to the details that will make it more interesting. See y’all at my next mental breakdown, bye :)"}, {"post_id": 64969, "ts": "2026-09-09T18:29:21Z", "hours": 6.4308, "text": "Devlog 10 Y’all, we are making progress! Very slow one though. I’ve been working on the scenes and, we are moving, and I have around 10 more to make. We are gonna ignore the fact that they are the worst ones. Among others, I made the Mars scene, and hear me out, okay, I just HAD TO add the cat ears to the sun now come on ( first pic ) like it was seriously asking for it. I also wanted to add some funny text next to it, but I am a left-handed person using the mouse with my right hand (don’t ask, idk) and it ended up looking terrible (for the record, my normal handwriting isn’t any better, but yea). NEXT, I am going to finish the scenes (I know I said something similar last time, but it’s a slow process and I hate it) and then connect them to their planets or whatever aand idk. Here are some pictures, pay them some respect, or don’t."}, {"post_id": 59074, "ts": "2026-08-31T17:59:42Z", "hours": 3.9275, "text": "Devlog 9 Y’all, I’m backk! I kinda slowed down on the project, I’m losing motivation slightly, because drawing all these scenes is taking AGES, and when I compare the amazing projects y’all are making to my little silly rocket game, I just wanna quit. But I am not giving up (yet). So far, I’ve made a couple of the scenes, and finished all the scenes for the Lich pulsar planets (let’s act like there’s not only 3 of them) and a few gas planets. There are still a lot of them to do, but there is some progress. I will keep y’all updated on how it’s (not) going aaand I hope you have a nice day! (pic: a heavily judgmental kiwi bird on Alpha Centauri A b)"}, {"post_id": 54705, "ts": "2026-08-25T19:34:48Z", "hours": 1.9561, "text": "Devlog 8 I started drawing the scenes for the planets and let me tell you, not a fun process… This one took over an hour and a half, and considering the fact that I have like 5 million more to make, my project will be 5% coding, 10% building and 85% Lapse… Anyway, I am trying to be as scientifically accurate as possible, but considering how little information we have about most exoplanets I will have to use my imagination quite a bit. Just like the rocket, the astronaut is just there for testing, not the final version because I am keeping the worst parts for last. ( pic: background for Poltergeist, an exoplanet orbiting the Lich pulsar )"}, {"post_id": 53904, "ts": "2026-08-24T16:42:57Z", "hours": 4.1136, "text": "Devlog 7 I finally finished the map, so now there are all of the planets, and stars, and other things waiting to kill you. I also added a bunch of asteroids that are just there… but you probably don’t want to crash into them. I still haven’t fixed the camera transition (I honestly forgot), but first I will concentrate on drawing the scenes for the planets you will be able to land on. So far so good, but it will go downhill pretty soon, I can feel it."}, {"post_id": 51805, "ts": "2026-08-21T17:23:38Z", "hours": 2.27, "text": "Devlog 6 I finished designing the exoplanets (yipee) and that’s all for now. All of the planets are inspired by whatever Google fed me, so it’s not completely made up. My head hurts, but I will be back after the weekend. Let me know what you think of the planets :) Have a nice weekend!!"}, {"post_id": 51653, "ts": "2026-08-21T13:27:20Z", "hours": 2.5964, "text": "Devlog 5 I made the Alpha Centauri system, though you can’t land on the planets yet, just get yourself killed in the stars. I’m designing all of the exoplanets, because Google images aren’t any good. I also drew the star types (they aren’t perfect, but oh well) for the same reason. I still have 9 star systems and around 20 planets to make, but I feel like the map will still be quite empty, so if you have suggestions on cool exoplanets that I could add, let me know :)"}, {"post_id": 51210, "ts": "2026-08-20T18:51:57Z", "hours": 6.1006, "text": "Devlog 4 Today I figured out how to make landing possible (which definitely didn’t take a ridiculous amount of time), and I am quite satisfied with how it works, but it’s still missing transitions between cameras, so I will work on that later. I’m not happy with the planet font, but it’ll have to do for now. I made the gas planets landable, but there are still so many of them to do, and it’s not a fun process… send help."}, {"post_id": 50277, "ts": "2026-08-19T13:04:03Z", "hours": 2.3567, "text": "Devlog 3 I added stars to the map background, because it was hard to tell if you were moving and which direction you were going. I also added orbits to the planets (they are there, I promise), because without them, it was almost impossible to find any planets. Also, I fixed the black hole, and next I want to figure out how to make the planets landable. (I’m new to Godot and I’m learning as I go, so bear with me) Wish me luck!"}, {"post_id": 49759, "ts": "2026-08-18T17:59:41Z", "hours": 1.825, "text": "Devlog 2 I finished making the backgrounds for Jupiter, Saturn, Uranus and Neptune. I also added a black hole that pulls you towards it, but I am not quite happy with how it works so I will be working on that. Also, I am adding easter eggs even before the actual game is working… Anyway, I’m a fan of birds so I am just adding random birds in random spots. Hope you like them! (pic: duck on Neptune)"}, {"post_id": 49639, "ts": "2026-08-18T15:05:18Z", "hours": 8.8375, "text": "Devlog 1 I am making a space game in Godot, where you play as an astronaut who woke up stranded on an alien planet and has to find his way back to Earth. So far I’ve made the rocket, the solar system, and the map where you travel around and look for planets. I’ve also started drawing backgrounds for planets that you will be able to land on. I plan on drawing the rocket myself and possibly even the planets if I have enough time for it, but for now it is just so I am able to test if the game works (which it doesn’t most of the time) (Also please ignore the 8 hours 💀, I had to restart after about 5 hours because I didn’t like it)"}]...
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Title: Homesick by @UltraViolet | Stardance
Devlo Title: Homesick by @UltraViolet | Stardance
Devlogs:
Devlog 1 I am making a space game in Godot, where you play as an astronaut who woke up stranded on an alien planet and has to find his way back to Earth. So far I’ve made the rocket, the solar system, and the map where you travel around and look for planets. I’ve also started drawing backgrounds for planets that you will be able to land on. I plan on drawing the rocket myself and possibly even the planets if I have enough time for it, but for now it is just so I am able to test if the game works (which it doesn’t most of the time) (Also please ignore the 8 hours 💀, I had to restart after about 5 hours because I didn’t like it)
Devlog 2 I finished making the backgrounds for Jupiter, Saturn, Uranus and Neptune. I also added a black hole that pulls you towards it, but I am not quite happy with how it works so I will be working on that. Also, I am adding easter eggs even before the actual game is working… Anyway, I’m a fan of birds so I am just adding random birds in random spots. Hope you like them! (pic: duck on Neptune)
Devlog 3 I added stars to the map background, because it was hard to tell if you were moving and which direction you were going. I also added orbits to the planets (they are there, I promise), because without them, it was almost impossible to find any planets. Also, I fixed the black hole, and next I want to figure out how to make the planets landable. (I’m new to Godot and I’m learning as I go, so bear with me) Wish me luck!
Devlog 4 Today I figured out how to make landing possible (which definitely didn’t take a ridiculous amount of time), and I am quite satisfied with how it works, but it’s still missing transitions between cameras, so I will work on that later. I’m not happy with the planet font, but it’ll have to do for now. I made the gas planets landable, but there are still so many of them to do, and it’s not a fun process… send help.
Devlog 5 I made the Alpha Centauri system, though you can’t land on the planets yet, just get yourself killed in the stars. I’m designing all of the exoplanets, because Google images aren’t any good. I also drew the star types (they aren’t perfect, but oh well) for the same reason. I still have 9 star systems and around 20 planets to make, but I feel like the map will still be quite empty, so if you have suggestions on cool exoplanets that I could add, let me know :)
Devlog 6 I finished designing the exoplanets (yipee) and that’s all for now. All of the planets are inspired by whatever Google fed me, so it’s not completely made up. My head hurts, but I will be back after the weekend. Let me know what you think of the planets :) Have a nice weekend!!
Devlog 7 I finally finished the map, so now there are all of the planets, and stars, and other things waiting to kill you. I also added a bunch of asteroids that are just there… but you probably don’t want to crash into them. I still haven’t fixed the camera transition (I honestly forgot), but first I will concentrate on drawing the scenes for the planets you will be able to land on. So far so good, but it will go downhill pretty soon, I can feel it.
Devlog 8 I started drawing the scenes for the planets and let me tell you, not a fun process… This one took over an hour and a half, and considering the fact that I have like 5 million more to make, my project will be 5% coding, 10% building and 85% Lapse… Anyway, I am trying to be as scientifically accurate as possible, but considering how little information we have about most exoplanets I will have to use my imagination quite a bit. Just like the rocket, the astronaut is just there for testing, not the final version because I am keeping the worst parts for last. ( pic: background for Poltergeist, an exoplanet orbiting the Lich pulsar )
Devlog 9 Y’all, I’m backk! I kinda slowed down on the project, I’m losing motivation slightly, because drawing all these scenes is taking AGES, and when I compare the amazing projects y’all are making to my little silly rocket game, I just wanna quit. But I am not giving up (yet). So far, I’ve made a couple of the scenes, and finished all the scenes for the Lich pulsar planets (let’s act like there’s not only 3 of them) and a few gas planets. There are still a lot of them to do, but there is some progress. I will keep y’all updated on how it’s (not) going aaand I hope you have a nice day! (pic: a heavily judgmental kiwi bird on Alpha Centauri A b)
Devlog 10 Y’all, we are making progress! Very slow one though. I’ve been working on the scenes and, we are moving, and I have around 10 more to make. We are gonna ignore the fact that they are the worst ones. Among others, I made the Mars scene, and hear me out, okay, I just HAD TO add the cat ears to the sun now come on ( first pic ) like it was seriously asking for it. I also wanted to add some funny text next to it, but I am a left-handed person using the mouse with my right hand (don’t ask, idk) and it ended up looking terrible (for the record, my normal handwriting isn’t any better, but yea). NEXT, I am going to finish the scenes (I know I said something similar last time, but it’s a slow process and I hate it) and then connect them to their planets or whatever aand idk. Here are some pictures, pay them some respect, or don’t.
Devlog 11 Y’ALL I’M FREE! Well, not really yet, BUT I finally finished ALL OF THE SCENES YAY!!! I have officially made over 30 unique exoplanet landscapes, one for each exoplanet (I am just now realizing there are planets in the Solar System as well… NEVERMIND THAT). They aren’t perfect, they aren’t polished, they aren’t gorgeous and mindblowingly stunning, but hey, at least they aren’t AI right? On the first picture is my version of a possible landscape on Kepler-186f , which has to be one of my favorite exoplanets, if not my favorite. Because of its position and the host star dimness, it is possible that if life existed on the planet, plants would be colored in the shades of red, black and purple and I find that INSANELY cool. NEXT UP : I am gonna make all of the planets LANDABLE, meaning that I will connect the landscapes to the planets on the map. It sounds so easy and quick, but I feel like it will take me the whole week. I really hope not. After that, the game will finally be playable, and we can move on to the details that will make it more interesting. See y’all at my next mental breakdown, bye :)
Devlog 12 Okay so we reached an important point in the game development, because now we can not only LAND ON THE PLANETS, but we can also LEAVE THE PLANETS!!! This definitely didn’t take an embarrassing amount of time (tracker speaks for itself) and we did get stuck a few times, but the aftermath is that IT WORKS! What you can do right now: -Travel around the space -Die in at least 5 ways -inspect a planet (meaning you can get a better look at it and see its name) -choose whether you want to land on the planet or not - actually land on the planet -leave the planet (unless it’s a gas giant or you die in a different way) -repeat What’s next : Next I am gonna make a menu screen, because right now you just jump straight into the map. Then I need to make Earth the endgame, because right now it’s the only thing that’s not interactable. After that I make some cool death scenes. What’s coming in the far future : I want to add an oxygen level and make some planets that will be able to refill it. I also want to add at least 3 more ways to die. I also need a starting planet that will disappear after you leave it. I wanted to add a starting animation, but I don’t think I have enough time for that. I also wanted to add some minigame(s) to make it more fun, but again, time is becoming problematic. And I REALLY wanted to add some animals on a couple of planets, but this is at the very bottom of the list and I need to concentrate on the essentials. Wish me luck! (current mental breakdown count: too many to keep track of)
Devlog 13 It’s time to celebrateeeeeee!!! The game is officially playable. I added the death scenes along with the victory one, and created a main menu (with one pathetic start button). I also added a restart and quit button on each death/win scene, so now you can go in loops or quit after your first death. Unless you are lucky enough to find Earth first, of course. Technically speaking, save for a few details the game is ready for shipping if I don’t have enough time to finish it with all of its original features, and I will ship it in the way it is now if I run out of time. What I will try to work on first though: - gravity warning signs - there are a few planets with so low gravity, that jumping would shoot you into open space, and I made that a way to die (this probably isn’t scientifically correct, don’t quote me on this), but right now you have no way to tell which planets are those, and I won’t be so cruel to at least not give you a hint - small info about a couple of planets - this game was always supposed to be semi-educational, with unnecessary notes to interesting planets in the game. The notes won’t be relevant to finding Earth, just a little info for those who are interested. I didn’t mention it before, because I didn’t know if I would have enough time for that, but in the end I decided that it was a pretty important part of the game and scratched some other things instead. Time is running out so wish me luck y’all. (P.S.: I finally designed the rocket! It’s definitely not better than the previous one, but it’s mine)
Devlog 14 This will be a short one. So, what I did since last devlog: -added loading screens -added music and sound effects -finally made the astronaut I don’t know if I forgot anything, I am honestly losing track of the devlogs help. Now here comes the problem, I don’t have enough time to make the little notes about the planets, so I’ve decided to just polish the game as much as I can and ship it the way it is. I will work on some details, play-testing and add a few more easter eggs. I really imagined the game to be a lot more interesting, but turns out learning game development from scratch isn’t a walk in the park. But I am happy with the game and most importantly, WE ARE GETTING THE CERTIFICATE!!! I am not leaving this year’s Stardance without the certificate. Anyway, I will go work on some stuff and I will see y’all at the next (and probably last) devlog
Devlog 15 Another milestone reached, I made the nerd side of this game. Basically, there are a few (20) planets that are interesting in some way, and so I made them kinda like achievements, so when you visit a planet you can find out more about it. Now, this would be difficult with gas planets, so all you need to do is just click on a planet and it will automatically show in the list. If you open the list and click on the planet you visited, you can find out some interesting (or not so interesting, idk) info about it. Just a little detail to the game, but I wanted the planets to have a little meaning. This was like 7-10 hours of research so I am really glad I finally finished it. NO AI WAS USED IN THE PROCESS OF THE RESEARCH I tried it once, but it was no use ALL INFO IS PRIMARILY FROM WIKIPEDIA AND NASA WEBSITES. I will go work on some details, but we are nearing the end!!!
Devlog 16 We are so back y’all. Here’s what I’ve done since the last devlog: - added some easter eggs (in the memory of the testing sprites) - added timers to planets that are too hot or toxic (it just kills you if you stay there for too long) in the form of a vignette (you will basically see the edges getting darker and darker) - added poisonous plants - on one planet there are fruits that you can eat, one is safe and does… well, nothing, and the other one is poisonous… will not tell you which one is which I confess, I DID use AI for the vignette, because I am still learning and I was not able to get it done by myself, nor did I find any good videos on youtube, which is where I often get my code from. I feel terrible about it, pls don’t kill me. That’s all y’all, I didn’t get to do much this week, school has been HELL . See ya :)
Devlog 17 WE ARE SOOOOO CLOSE!!! Well, it’s about time too, Stardance ends in like a WEEK? I never expected myself to work on this game for THIS LONG, but here I am. Here is what I’ve done: - rocket minigame - a minigame for specific planets where you crashed during landing and you need to rebuild the rocket - moonstone collecting - so uhh, I added these things, you need to collect 3 of them before landing on Earth, so now even if you find Earth, you need to find at least 3 moonstones first. There are 10 of them in total, so you can challenge yourself and find all of them. That’s basically all, I will just fix a few bugs tomorrow and then send the game out to a few people for testing, and also write the README and then we SHIPPPPPPP. I really hope I can get it done tomorrow. Fingers crossed!!!
Devlog 18 IT’S OVEEEEER I finally finished the game. Bug fixing was fun (two small bugs, one just a one too many ‘=’… Two hours, y’all), and I am convinced there are some left that I don’t know about. I really want to thank everyone who gave me a like. I know this isn’t a huge game or anything, but I am really thankful for this support. Special thanks to my singular follower, you were here literally since day one. Thank you all, go finish your projects! And now we SHIP!!!
Ships:
What did I make? I made an exploration game in space, where you spawn on an exoplanet and you need to find your way back to Earth. It is a 2D game programmed in Godot, all art was made by me (except for the planets in the Solar System and the Black hole, those are from Google), no AI was used for any art. What was challenging? The most challenging part was to actually get the game to work, mainly the code. I am a beginner, I got a lot of my code from Youtube tutorials or Godot webpages, but I did use a little help from ChatGPT, too. What am I proud of? Honestly, the whole game. When I look back a month ago and remember how many parts I was willing to cut, I am really happy with the final thing, even though it is not perfect. I am proud of the fact that I made everything mostly myself, as I have almost no prior coding experience. Hope you like my silly little space game :)....
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24081
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Spacey by @amanA | Stardance
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amanA
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Title: Spacey by @amanA | Stardance
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1793346775.9304976
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1793951575.9304976
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1280
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Solar Assisted Electric Boat by @teeranop_em | Sta Solar Assisted Electric Boat by @teeranop_em | Stardance...
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teeranop_em
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[]
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Title: Solar Assisted Electric Boat by @teeranop_e Title: Solar Assisted Electric Boat by @teeranop_em | Stardance...
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1793346774.996893
|
1793951574.996893
|
|
50514
|
Versus by @CreatorPoints | Stardance
|
CreatorPoints
|
0
|
1.44
|
0
|
[]
|
[{"post_id": 50910, "ts": "202 [{"post_id": 50910, "ts": "2026-08-20T11:43:06Z", "hours": 1.1575, "text": "I never knew Chess could do this? making huge fixes"}, {"post_id": 49078, "ts": "2026-08-17T18:05:19Z", "hours": 0.2792, "text": "Currently working to polish the UX and improving the theme!"}]...
|
Title: Versus by @CreatorPoints | Stardance
Devlo Title: Versus by @CreatorPoints | Stardance
Devlogs:
Currently working to polish the UX and improving the theme!
I never knew Chess could do this? making huge fixes...
|
1793346774.0442848
|
1793951574.0442848
|
|
32075
|
Untitled project by @omr | Stardance
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omr
|
0
|
0.0
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0
|
[]
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[]
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Title: Untitled project by @omr | Stardance
|
1793346773.0966902
|
1793951573.0966902
|
|
46281
|
ASTRA by @BobbyLovesShrek | Stardance
|
BobbyLovesShrek
|
1
|
87.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T09:22:20Z", "hours": 87.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ASTRA 3D is an interactive Solar System explorer. You can change the date and clock speed, select planets, compare distances, experiment with orbital parameters, and try simplified flights and transfers. It also includes a local notebook and an offline guide. The challenging part was connecting the orbital calculations to an interactive 3D scene while making clear what the simplified model can and cannot tell you. I’m proud that the project lets people explore these ideas hands-on and explains its limits: it isn’t a full physics simulation or a mission-planning tool. To try it, start the app with pnpm install and pnpm dev, then use the controls to change the date, select planets, measure distances, or launch an experiment.", "repo": "https://github.com/Sid95-44/ASTRA-3D", "demo": "https://sid95-44.github.io/ASTRA-3D/"}]...
|
[{"post_id": 74795, "ts": "202 [{"post_id": 74795, "ts": "2026-09-28T08:44:38Z", "hours": 11.8558, "text": "Alright guys, It might genuinely be time to ship this Goddamn I finished milestone 4 and 5 now, last minute grind Milestone 4 is where ASTRA gets more interactive. There’s more satellites, moons, spacecraft, etc. You can move around the 3d environment, so that it starts actually feeling like space simulation. In milestone 5, you can actually do stuff with those objects. You can create a mission, choose a destination, set objectives, plan the mission steps, and see everything play out in the 3D environment."}, {"post_id": 74010, "ts": "2026-09-26T14:53:28Z", "hours": 12.6856, "text": "Guys, so like I started grinding on this thing Like this has been my main centre of focus atp. I finished building milestone 3 and added some features. Milestone 3 is the Expedition phase: adding moons, spacecraft missions, live data, and guided learning and discovery tools. Basically, ASTRA grows from exploring the solar system to taking little learning trips through it. Some of the trickier parts of milestone 3 were getting planets and moons to move in a convincing way, while keeping the controls responsive; showing useful live readouts without making the screen feel overloaded; and making spacecraft trips and orbital data understandable without pretending they’re accurate enough for real mission planning. The project simplifies some of the physics, and the roadmap still calls out live data and guided discovery as future work."}, {"post_id": 73012, "ts": "2026-09-24T06:48:26Z", "hours": 13.2147, "text": "Milestone 2 is basically about taking ASTRA from a working demo to a more complete learning tool, with things like extra satellites, better mission lessons, more detailed visuals, and useful features like saving or exporting your measurements. Added ASTRA Guide, a built-in educational assistant. It can explain planets, orbital speed, orbital periods, Kepler-inspired motion, eccentricity, inclination, AU, simulation time, distances, and the model’s limits. Answers use the currently selected planet, simulation date, speed, and active distance measurement. Added suggested questions to help beginners know what to ask. Milestone 3 will probably focus on making ASTRA more advanced and useful, with deeper mission-planning lessons, more satellites, better visuals, and tools for saving or exporting your measurements."}, {"post_id": 72035, "ts": "2026-09-22T01:15:27Z", "hours": 11.0403, "text": "Devlog #6: Milestone 1 is where ASTRA stops being just a cool landing page and becomes an actual interactive Solar System. You can look around in 3D, select planets and moons, speed up or pause time, check live information, measure distances, and try simple spacecraft missions and orbit experiments. There were a few challenges along the way of building milestone 1, bugs and alot of errors. But I’ve created milestone 1, and I’m simultaenoulsy creating milestone 2."}, {"post_id": 70959, "ts": "2026-09-20T03:17:22Z", "hours": 6.7439, "text": "Devlog #5: Hello Earthlings, For Milestone 0, I upgraded the landing page into a proper interactive intro for ASTRA. It now has the orbital blueprint design, animated planet cards, scroll and pointer effects, section reveals, mobile navigation, reduced-motion support, and a clearer button that takes you into the simulation. The simulation itself stayed mostly the same for now, while I focused on making the first screen feel more polished and connected to the project’s space-science theme. As you can see, the design of the website has been improved a lot from before. I had some help from my friends at school, but I did around 65% of the work."}, {"post_id": 69171, "ts": "2026-09-16T15:01:55Z", "hours": 7.0864, "text": "So, hello It has been a long time since I made my previous devlog. I actually went from milestone 1 to making milestone 0. So milestone 0 is the landing page, that describes what ASTRA 3D is and has a scroll driven narrative system. Clicking the ‘enter observatory’ button will take the user into the main logic of this website. I’ve integrated milestone 1 and milestone 0, and I’m progressing through milestone 2. That’s it, I guess. Byeeeeeeee"}, {"post_id": 51372, "ts": "2026-08-21T00:36:22Z", "hours": 6.1872, "text": "Devlog#3-ish Hello mighty earthlings, I’m not really done with phase 3 of my project, hell, I’m not even done with phase 2 . I am currently adding moon textures and planet textures to the planets to make them look more realistic and I’m improving my UI. The thing is, there is a lot of errors and bugs, so this might be the most boring and brain-draining part yet. I think I would need another 6-7 hours to stop all errors and polish it. Until next time I guess"}, {"post_id": 50863, "ts": "2026-08-20T09:49:11Z", "hours": 10.8689, "text": "Devlog#2: Hello earthlings I have a lot of bugs and errors in phase 2 development. I can see that its a long road of fixing. But hey, atleast it’s for a good cause"}, {"post_id": 49304, "ts": "2026-08-18T01:28:06Z", "hours": 7.5714, "text": "Devlog #1: Hello Earthlings So I started with phase 1 of ASTRA-3D, which is a website that shows a lot of stuff, like 3D Solar System, info about planets, asteroid details, weather details and might have a ASTRA AI Chatbot as we progress through more updates and phases. Phase 1 is basic and basically shows the 3D solar system and you can rotate to move the camera around. Moreover, you can click on planets to display the info abt them. Thats it Thx"}]...
|
Title: ASTRA by @BobbyLovesShrek | Stardance
Devl Title: ASTRA by @BobbyLovesShrek | Stardance
Devlogs:
Devlog #1: Hello Earthlings So I started with phase 1 of ASTRA-3D, which is a website that shows a lot of stuff, like 3D Solar System, info about planets, asteroid details, weather details and might have a ASTRA AI Chatbot as we progress through more updates and phases. Phase 1 is basic and basically shows the 3D solar system and you can rotate to move the camera around. Moreover, you can click on planets to display the info abt them. Thats it Thx
Devlog#2: Hello earthlings I have a lot of bugs and errors in phase 2 development. I can see that its a long road of fixing. But hey, atleast it’s for a good cause
Devlog#3-ish Hello mighty earthlings, I’m not really done with phase 3 of my project, hell, I’m not even done with phase 2 . I am currently adding moon textures and planet textures to the planets to make them look more realistic and I’m improving my UI. The thing is, there is a lot of errors and bugs, so this might be the most boring and brain-draining part yet. I think I would need another 6-7 hours to stop all errors and polish it. Until next time I guess
So, hello It has been a long time since I made my previous devlog. I actually went from milestone 1 to making milestone 0. So milestone 0 is the landing page, that describes what ASTRA 3D is and has a scroll driven narrative system. Clicking the ‘enter observatory’ button will take the user into the main logic of this website. I’ve integrated milestone 1 and milestone 0, and I’m progressing through milestone 2. That’s it, I guess. Byeeeeeeee
Devlog #5: Hello Earthlings, For Milestone 0, I upgraded the landing page into a proper interactive intro for ASTRA. It now has the orbital blueprint design, animated planet cards, scroll and pointer effects, section reveals, mobile navigation, reduced-motion support, and a clearer button that takes you into the simulation. The simulation itself stayed mostly the same for now, while I focused on making the first screen feel more polished and connected to the project’s space-science theme. As you can see, the design of the website has been improved a lot from before. I had some help from my friends at school, but I did around 65% of the work.
Devlog #6: Milestone 1 is where ASTRA stops being just a cool landing page and becomes an actual interactive Solar System. You can look around in 3D, select planets and moons, speed up or pause time, check live information, measure distances, and try simple spacecraft missions and orbit experiments. There were a few challenges along the way of building milestone 1, bugs and alot of errors. But I’ve created milestone 1, and I’m simultaenoulsy creating milestone 2.
Milestone 2 is basically about taking ASTRA from a working demo to a more complete learning tool, with things like extra satellites, better mission lessons, more detailed visuals, and useful features like saving or exporting your measurements. Added ASTRA Guide, a built-in educational assistant. It can explain planets, orbital speed, orbital periods, Kepler-inspired motion, eccentricity, inclination, AU, simulation time, distances, and the model’s limits. Answers use the currently selected planet, simulation date, speed, and active distance measurement. Added suggested questions to help beginners know what to ask. Milestone 3 will probably focus on making ASTRA more advanced and useful, with deeper mission-planning lessons, more satellites, better visuals, and tools for saving or exporting your measurements.
Guys, so like I started grinding on this thing Like this has been my main centre of focus atp. I finished building milestone 3 and added some features. Milestone 3 is the Expedition phase: adding moons, spacecraft missions, live data, and guided learning and discovery tools. Basically, ASTRA grows from exploring the solar system to taking little learning trips through it. Some of the trickier parts of milestone 3 were getting planets and moons to move in a convincing way, while keeping the controls responsive; showing useful live readouts without making the screen feel overloaded; and making spacecraft trips and orbital data understandable without pretending they’re accurate enough for real mission planning. The project simplifies some of the physics, and the roadmap still calls out live data and guided discovery as future work.
Alright guys, It might genuinely be time to ship this Goddamn I finished milestone 4 and 5 now, last minute grind Milestone 4 is where ASTRA gets more interactive. There’s more satellites, moons, spacecraft, etc. You can move around the 3d environment, so that it starts actually feeling like space simulation. In milestone 5, you can actually do stuff with those objects. You can create a mission, choose a destination, set objectives, plan the mission steps, and see everything play out in the 3D environment.
Ships:
ASTRA 3D is an interactive Solar System explorer. You can change the date and clock speed, select planets, compare distances, experiment with orbital parameters, and try simplified flights and transfers. It also includes a local notebook and an offline guide. The challenging part was connecting the orbital calculations to an interactive 3D scene while making clear what the simplified model can and cannot tell you. I’m proud that the project lets people explore these ideas hands-on and explains its limits: it isn’t a full physics simulation or a mission-planning tool. To try it, start the app with pnpm install and pnpm dev, then use the controls to change the date, select planets, measure distances, or launch an experiment....
|
1793346771.8558
|
1793433171.8558
|
|
50513
|
tower plattformer by @eshaan | Stardance
|
eshaan
|
0
|
0.46
|
0
|
[]
|
[{"post_id": 50409, "ts": "202 [{"post_id": 50409, "ts": "2026-08-19T15:56:18Z", "hours": 0.4569, "text": "I’ve added the player in and I’ve gotten started on building the tower for the platformer"}]...
|
Title: tower plattformer by @eshaan | Stardance
D Title: tower plattformer by @eshaan | Stardance
Devlogs:
I’ve added the player in and I’ve gotten started on building the tower for the platformer...
|
1793346770.9569209
|
1793951570.9569209
|
|
24361
|
Frictionless by @bryent | Stardance
|
bryent
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @bryent | Stardance
|
1793346770.0073667
|
1793951570.0073667
|
|
46259
|
OEDO by @Cherish9 | Stardance
|
Cherish9
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T23:52:48Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally shipped my second ever cad project!! (First one was a wire organizer but not on stardance) Designed this whole multi-part build in FreeCAD across a few weeks of weekend grinding to solve my messy desk problem since my essentials kept getting misplaced. It holds my watche, pens, bracelet, USB and Micro SD cards. I learned a lot from this experience like threading, fastener workbench, and assembly. It took around 9 hours but it doesn’t include the time outside where I was figuring out how to do certain stuff. So I’m super happy to finally ship this!", "repo": "https://github.com/Cherish-everything/OEDO", "demo": ""}]...
|
[{"post_id": 76353, "ts": "202 [{"post_id": 76353, "ts": "2026-10-03T08:58:48Z", "hours": 0.5, "text": "FINAL UPDATE ON OEDO!! Omg this has been a long long journey and countless hours figuring out how things work. It was a nice learning journey as I learned assembly and threading (that was a painn) now I’m probably not going print this out because I haven’t gotten access to a 3d printer yet but when I do I’ll maybe try it out (but by then I’d probably have atleast 3 other projects lol)"}, {"post_id": 57970, "ts": "2026-08-30T09:35:31Z", "hours": 0.7667, "text": "I’m almost done modeling this! The middle body was rlly hard for me to model since I wanted it to have this snap lock hanger for my watch and bracelets and then it has a camfollower thing inside that hopefully if it works pushes out my usb and sd card as I turn the part Though next session I’ll do these fixes cuz i just realized it won’t work without these and i’m too tired to do it rn Remove threads on hanger body, replace with smooth insert like the one I made under the pencil holder The camfollower connects to pole that goes through hanger body from top of drawer section, act as pivot"}, {"post_id": 52904, "ts": "2026-08-23T08:57:39Z", "hours": 3.2669, "text": "Today I modeled the camfollower (idk what it’s called but it’s supposed to pushed things out when rotated, don’t have a pic rn) and also finally figured out how to make easy male and female threads. This whole thing took a lot of crashing out on freeCAD haha but I’m finally getting somewhere! So my plan is to have the drawer, hanger for my watch & braceletes and slots for usb and my sd card. If you’re wondering why I’m adding threads it’s because to learn I will print at a library like 30 minutes from here and I can only at max print for 4 hours so I need to find a way to do one section at a time then assemble them together lol. So I also learned how to add joints in assembly so I can see it coming together. Next session I’ll finish up the cam follower thing and fix up the hanger measurements because it doesn’t quite fit and this thing is already stressing me out. Then after those are done I just need to add a sticky note holder + a pencil holder on top and done! (+ a second drawer but I just need the same drawer piece twice for that)"}, {"post_id": 52233, "ts": "2026-08-22T10:23:08Z", "hours": 1.6172, "text": "I modelled the hanger part but oh my days this took so long just because FreeCad kept giving me errors lol but I’m one step closer to finishing OEDO!"}, {"post_id": 50187, "ts": "2026-08-19T09:50:31Z", "hours": 1.5336, "text": "Today I learned how to do threads so I can at some point screw them together ig since I’ll be printing them seperately, I also modelled the simple base platform for it"}, {"post_id": 48070, "ts": "2026-08-16T11:02:30Z", "hours": 1.7169, "text": "Made the drawer section of OEDO (Over-engineered desk organizer"}]...
|
Title: OEDO by @Cherish9 | Stardance
Devlogs:
Mad Title: OEDO by @Cherish9 | Stardance
Devlogs:
Made the drawer section of OEDO (Over-engineered desk organizer
Today I learned how to do threads so I can at some point screw them together ig since I’ll be printing them seperately, I also modelled the simple base platform for it
I modelled the hanger part but oh my days this took so long just because FreeCad kept giving me errors lol but I’m one step closer to finishing OEDO!
Today I modeled the camfollower (idk what it’s called but it’s supposed to pushed things out when rotated, don’t have a pic rn) and also finally figured out how to make easy male and female threads. This whole thing took a lot of crashing out on freeCAD haha but I’m finally getting somewhere! So my plan is to have the drawer, hanger for my watch & braceletes and slots for usb and my sd card. If you’re wondering why I’m adding threads it’s because to learn I will print at a library like 30 minutes from here and I can only at max print for 4 hours so I need to find a way to do one section at a time then assemble them together lol. So I also learned how to add joints in assembly so I can see it coming together. Next session I’ll finish up the cam follower thing and fix up the hanger measurements because it doesn’t quite fit and this thing is already stressing me out. Then after those are done I just need to add a sticky note holder + a pencil holder on top and done! (+ a second drawer but I just need the same drawer piece twice for that)
I’m almost done modeling this! The middle body was rlly hard for me to model since I wanted it to have this snap lock hanger for my watch and bracelets and then it has a camfollower thing inside that hopefully if it works pushes out my usb and sd card as I turn the part Though next session I’ll do these fixes cuz i just realized it won’t work without these and i’m too tired to do it rn Remove threads on hanger body, replace with smooth insert like the one I made under the pencil holder The camfollower connects to pole that goes through hanger body from top of drawer section, act as pivot
FINAL UPDATE ON OEDO!! Omg this has been a long long journey and countless hours figuring out how things work. It was a nice learning journey as I learned assembly and threading (that was a painn) now I’m probably not going print this out because I haven’t gotten access to a 3d printer yet but when I do I’ll maybe try it out (but by then I’d probably have atleast 3 other projects lol)
Ships:
Finally shipped my second ever cad project!! (First one was a wire organizer but not on stardance) Designed this whole multi-part build in FreeCAD across a few weeks of weekend grinding to solve my messy desk problem since my essentials kept getting misplaced. It holds my watche, pens, bracelet, USB and Micro SD cards. I learned a lot from this experience like threading, fastener workbench, and assembly. It took around 9 hours but it doesn’t include the time outside where I was figuring out how to do certain stuff. So I’m super happy to finally ship this!...
|
1793346768.7613401
|
1793433168.7613401
|
|
50512
|
Card game by @mons_reinus | Stardance
|
mons_reinus
|
0
|
10.0
|
0
|
[]
|
[{"post_id": 76830, "ts": "202 [{"post_id": 76830, "ts": "2026-10-04T19:09:23Z", "hours": 10.0011, "text": "I am making a card game and the current moment all you can do is draw cards, place mana and discard cards. I waited so long to post something because I felt it wasn’t enough to post before"}]...
|
Title: Card game by @mons_reinus | Stardance
Devl Title: Card game by @mons_reinus | Stardance
Devlogs:
I am making a card game and the current moment all you can do is draw cards, place mana and discard cards. I waited so long to post something because I felt it wasn’t enough to post before...
|
1793346767.8515582
|
1793951567.8515582
|
|
5674
|
Stardance by @uv | Stardance
|
uv
|
0
|
0.87
|
0
|
[]
|
[{"post_id": 1164, "ts": "2026 [{"post_id": 1164, "ts": "2026-06-03T00:34:07Z", "hours": 0.2817, "text": "Improving UI/UX Fixing issues from Stardance Scouts bug tracker! Fix wrong colour icon Make the entire link a hackatime project clickable Attachments: First shows the behaviour difference between Stardance and my updated version Second shows the icon before, Third shows the icon after"}, {"post_id": 1112, "ts": "2026-06-02T22:51:25Z", "hours": 0.5917, "text": "User projects page redesign I got annoyed by how my banners were being displayed differently in different pages, so I redesigned the projects page to be more consistent! Now the projects are listed in two columns on larger devices, with banners above and a fixed aspect ratio of 3 First screenshot is the new design, Second is the mobile view, Last screenshot is the old"}]...
|
Title: Stardance by @uv | Stardance
Devlogs:
User Title: Stardance by @uv | Stardance
Devlogs:
User projects page redesign I got annoyed by how my banners were being displayed differently in different pages, so I redesigned the projects page to be more consistent! Now the projects are listed in two columns on larger devices, with banners above and a fixed aspect ratio of 3 First screenshot is the new design, Second is the mobile view, Last screenshot is the old
Improving UI/UX Fixing issues from Stardance Scouts bug tracker! Fix wrong colour icon Make the entire link a hackatime project clickable Attachments: First shows the behaviour difference between Stardance and my updated version Second shows the icon before, Third shows the icon after...
|
1793346766.8370862
|
1793951566.8370862
|
|
56348
|
LightScanner by @belbel | Stardance
|
belbel
|
2
|
20.0
|
321
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T06:21:13Z", "hours": 4.0, "multiplier": 17.93, "payout": 91, "blessing": "neutral", "text": "Okay so here it comes new version for Lightscanner web app! After my friends using it for a while, they gave me a feedback saying it would be great if it has a ‘fit to page’ option for the page size. This way, the user wouldn’t have to go through complicated process on zooming in the pictures or trying different page sizes when it is not needed. This one was kind of challenging to pull because it means I also need to change a little bit parts of my FastAPI backend. Additionally I’ve also added custom page sizing so that the user can use whatever page size they want! My mom also needs this for her photocopy and printing tasks so I made it. Another feature is also we will be able to rename our files before downloading, would be helpful for mobile devices where the prompt asking something like the name file just doesn’t pop up. Then a day later I also added print preview feature or PDF preview feature. Say I’ve added 25 images and have cropped and zoomed each one then I want to do a rechecking. So Instead of doing it per images which could be harder and complicated, I’ve added a feature where the user will be able to check the entire PDF file with a single click. I took my time to draw more Nyny. Because so far there’s only three drawings of her, so let’s add one more! Basically Nyny now hangs on top of some modal interfaces. I used google meet to record my Lapse when drawing on Ibis Paint.", "repo": "https://github.com/nabeellagi/client-lightscanner", "demo": "https://lightscanner.vercel.app"}, {"ship_num": 2, "ts": "2026-09-27T06:15:32Z", "hours": 16.0, "multiplier": 14.56, "payout": 230, "blessing": "neutral", "text": "HI!! So this is my project, Lightscanner! A simpler, lighter alternative for CamScanner or any other image-scanning mobile app. And an image-to-PDF converter like ILovePDF but with built-in filters! It’s been a while since I’ve coded with both Next.js and FastAPI, and here we are! When it comes to developing any web app-related projects, these two always come to my mind first. The reason why I made this project was funny honestly. So my mom and I lived in Indonesia, and she has this small photocopy and printing business. Almost everyday, there’s a lot of customers that want to print documents that were directly captured from the camera. There are lots of issues, for example, resolution issues; the pictures don’t match the ratio for the paper size and orientation; and then in my place, not everyone was able to operate a PC and use Microsoft-related tools or GDocs. There are tools like Ms. Words, but my mom can’t operate it well, and so do the customers sometimes. Then apps like Camscanner feel laggy and filled with ads. This is why I made Lightscanner! I’ve testes this web app. My friends also used it for their assignments. When there’s handwritten homework or assignments and the teacher told us to send the pictures to Google Forms in the form of PDF, my friends tried to use this web app, and it worked. As for my mom, she said she was able to use this app and so far enjoys it. Because it is much faster and simpler. So if you want to test my project, find any pictures and try to convert them into PDF files. Try to experiment with the options! I think making usable web apps like this is something that I am proud of! Also new OC!!!! Although she only like has two inconsistent sprites lol. I think the challenging part wasn’t coding the UI or the API but rather coding using Pillow because I wasn’t that familiar with image processing stuff! SO THIS IS MY PLACE TO LEARN!.", "repo": "https://github.com/nabeellagi/client-lightscanner", "demo": "https://lightscanner.vercel.app"}]...
|
[{"post_id": 76321, "ts": "202 [{"post_id": 76321, "ts": "2026-10-03T06:12:08Z", "hours": 2.3231, "text": "NEW FEATURE AND NEW SPRITE Now before downloading, users will be able to see the preview of their PDF file based on the page sizes and orientation that they are choosing. More Nyny! New additional Nyny sprite where she ‘hangs’ around the modal user interface Touch particle effect, for the vibe and polishing"}, {"post_id": 76171, "ts": "2026-10-02T15:53:35Z", "hours": 1.9375, "text": "NEW FEATURES! I’ve received feedbacks from my friends, so for this project I’ve added Fit-to-page sizing where the PDF will follow the original page size/ratio Custom sizing, users can now input any sizes to their liking. Min. 10 cm and Max. 60 cm Before downloading, users would be able to change the file name"}, {"post_id": 74334, "ts": "2026-09-27T05:58:37Z", "hours": 0.3883, "text": "GITHUB IS READY!! Updated BOTH READMEs FOR BOTH REPOS!! New screenshots also added, alongside the tutorial how to run the project locally!"}, {"post_id": 74256, "ts": "2026-09-27T02:43:21Z", "hours": 0.4664, "text": "Deployment test The app has been shipped. Next.js app on Vercel FastAPI server on FastAPI cloud I’m gonna try to test the web app on different devices first before proceeding to write README.md!"}, {"post_id": 74218, "ts": "2026-09-26T22:56:02Z", "hours": 1.5956, "text": "API KEY Since the client uses Next.JS and the backend uses FastAPI, I added more security layer to prevent another app from accessing the web."}, {"post_id": 73947, "ts": "2026-09-26T11:57:24Z", "hours": 1.9642, "text": "Working on FastAPI Added new Filter and some docs as well! Omw to find a way to limit the API requests."}, {"post_id": 71961, "ts": "2026-09-21T21:14:51Z", "hours": 5.6494, "text": "Image Upload Mechanism Here are new updates for LightScanner I’ve implemented the drag and drop menu so that users would be able to easily upload their images. Up to 10 MB, max 25 imager per batch. Users will be able to choose the paper size and page orientation to their liking In this web we can also crop and zoom the image directly For mobile, user will be able to capture the pict of their document or anything on camera Added an errorboundary to handle images that cannot be decoded especially on mobile."}, {"post_id": 64308, "ts": "2026-09-08T16:27:06Z", "hours": 4.0986, "text": "Updated homepage for my Image-to-PDF site. I’ve added animated checker backgrounds with some paper texture so it wouldn’t feel too bland. As well as animated the text Also made a new oc as the guide/mascot for the web app too lol. Still omw to implement shimejii like character on the homepage."}, {"post_id": 61527, "ts": "2026-09-04T14:09:18Z", "hours": 1.6481, "text": "LightScanner Time I have an idea to create my own version for Image-to-PDF site similliar to ILovePDF and CamScanner. I’ve finished the set up for the web app, and done with importing fonts and added new color theme"}]...
|
Title: LightScanner by @belbel | Stardance
Devlog Title: LightScanner by @belbel | Stardance
Devlogs:
LightScanner Time I have an idea to create my own version for Image-to-PDF site similliar to ILovePDF and CamScanner. I’ve finished the set up for the web app, and done with importing fonts and added new color theme
Updated homepage for my Image-to-PDF site. I’ve added animated checker backgrounds with some paper texture so it wouldn’t feel too bland. As well as animated the text Also made a new oc as the guide/mascot for the web app too lol. Still omw to implement shimejii like character on the homepage.
Image Upload Mechanism Here are new updates for LightScanner I’ve implemented the drag and drop menu so that users would be able to easily upload their images. Up to 10 MB, max 25 imager per batch. Users will be able to choose the paper size and page orientation to their liking In this web we can also crop and zoom the image directly For mobile, user will be able to capture the pict of their document or anything on camera Added an errorboundary to handle images that cannot be decoded especially on mobile.
Working on FastAPI Added new Filter and some docs as well! Omw to find a way to limit the API requests.
API KEY Since the client uses Next.JS and the backend uses FastAPI, I added more security layer to prevent another app from accessing the web.
Deployment test The app has been shipped. Next.js app on Vercel FastAPI server on FastAPI cloud I’m gonna try to test the web app on different devices first before proceeding to write README.md!
GITHUB IS READY!! Updated BOTH READMEs FOR BOTH REPOS!! New screenshots also added, alongside the tutorial how to run the project locally!
NEW FEATURES! I’ve received feedbacks from my friends, so for this project I’ve added Fit-to-page sizing where the PDF will follow the original page size/ratio Custom sizing, users can now input any sizes to their liking. Min. 10 cm and Max. 60 cm Before downloading, users would be able to change the file name
NEW FEATURE AND NEW SPRITE Now before downloading, users will be able to see the preview of their PDF file based on the page sizes and orientation that they are choosing. More Nyny! New additional Nyny sprite where she ‘hangs’ around the modal user interface Touch particle effect, for the vibe and polishing
Ships:
HI!! So this is my project, Lightscanner! A simpler, lighter alternative for CamScanner or any other image-scanning mobile app. And an image-to-PDF converter like ILovePDF but with built-in filters! It’s been a while since I’ve coded with both Next.js and FastAPI, and here we are! When it comes to developing any web app-related projects, these two always come to my mind first. The reason why I made this project was funny honestly. So my mom and I lived in Indonesia, and she has this small photocopy and printing business. Almost everyday, there’s a lot of customers that want to print documents that were directly captured from the camera. There are lots of issues, for example, resolution issues; the pictures don’t match the ratio for the paper size and orientation; and then in my place, not everyone was able to operate a PC and use Microsoft-related tools or GDocs. There are tools like Ms. Words, but my mom can’t operate it well, and so do the customers sometimes. Then apps like Camscanner feel laggy and filled with ads. This is why I made Lightscanner! I’ve testes this web app. My friends also used it for their assignments. When there’s handwritten homework or assignments and the teacher told us to send the pictures to Google Forms in the form of PDF, my friends tried to use this web app, and it worked. As for my mom, she said she was able to use this app and so far enjoys it. Because it is much faster and simpler. So if you want to test my project, find any pictures and try to convert them into PDF files. Try to experiment with the options! I think making usable web apps like this is something that I am proud of! Also new OC!!!! Although she only like has two inconsistent sprites lol. I think the challenging part wasn’t coding the UI or the API but rather coding using Pillow because I wasn’t that familiar with image processing stuff! SO THIS IS MY PLACE TO LEARN!.
Okay so here it comes new version for Lightscanner web app! After my friends using it for a while, they gave me a feedback saying it would be great if it has a ‘fit to page’ option for the page size. This way, the user wouldn’t have to go through complicated process on zooming in the pictures or trying different page sizes when it is not needed. This one was kind of challenging to pull because it means I also need to change a little bit parts of my FastAPI backend. Additionally I’ve also added custom page sizing so that the user can use whatever page size they want! My mom also needs this for her photocopy and printing tasks so I made it. Another feature is also we will be able to rename our files before downloading, would be helpful for mobile devices where the prompt asking something like the name file just doesn’t pop up. Then a day later I also added print preview feature or PDF preview feature. Say I’ve added 25 images and have cropped and zoomed each one then I want to do a rechecking. So Instead of doing it per images which could be harder and complicated, I’ve added a feature where the user will be able to check the entire PDF file with a single click. I took my time to draw more Nyny. Because so far there’s only three drawings of her, so let’s add one more! Basically Nyny now hangs on top of some modal interfaces. I used google meet to record my Lapse when drawing on Ibis Paint....
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1793346765.5616713
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1793433165.5616713
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50511
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MyPersonalWebsite by @Erfan | Stardance
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Erfan
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0
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0.0
|
0
|
[]
|
[]
|
Title: MyPersonalWebsite by @Erfan | Stardance
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1793346764.6293814
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1793951564.6293814
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19318
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A.S.T.R.A by @dhruvsai_kaniti | Stardance
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dhruvsai_kaniti
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0
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0.0
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0
|
[]
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[]
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Title: A.S.T.R.A by @dhruvsai_kaniti | Stardance
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1793346763.6871197
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1793951563.6871197
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50510
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Staros by @Ben10 | Stardance
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Ben10
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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: Staros by @Ben10 | Stardance
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1793346762.7669067
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1793951562.7669067
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28032
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Camp by @DannyLew | Stardance
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DannyLew
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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: Camp by @DannyLew | Stardance
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1793346761.8173094
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1793951561.8173094
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51115
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Sakura.dev by @sp6k | Stardance
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sp6k
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1
|
4.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T22:28:36Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Sakura.dev, A Minecraft utility useful for: Sharing Texture Packs, Mods, Resources and many more!. What problem does this solve? It solves having many different tools spread across different pages and apps, put cleanly into 1. Over 9 months have been put into this project, (Only 4 hours here because Im new here :/) Peer-reviewed by many different people so suggestions and ideas are always welcome Any questions and complaints can be routed to my discord @sp6k or the official discord server found at the bottom of the sites! Thank you so so much for your support! -Hyper (Chris)", "repo": "https://github.com/vHyp3r/sakura.xyz", "demo": "https://sakura-xyz.onrender.com/"}]...
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[{"post_id": 71981, "ts": "202 [{"post_id": 71981, "ts": "2026-09-21T21:56:33Z", "hours": 0.9108, "text": "Shop updates shopRefresh has been defined now and fixes to the sites have been coming"}, {"post_id": 68039, "ts": "2026-09-14T12:44:55Z", "hours": 0.6078, "text": "New Admin Panel Created adminPanel and adminVar"}, {"post_id": 65947, "ts": "2026-09-11T12:52:15Z", "hours": 0.3694, "text": "New Shop Update! shopRotation1 and shopRotationX the main shop will rotate weekly and special shop items rotated either biweekly and/or monthly"}, {"post_id": 65370, "ts": "2026-09-10T13:47:19Z", "hours": 0.4675, "text": "Site Overhaul in Progress, and new variables userConfig and renderDev"}, {"post_id": 64839, "ts": "2026-09-09T15:08:42Z", "hours": 0.2606, "text": "Pack System Overhaul! packSchema now has been made recursive"}, {"post_id": 64820, "ts": "2026-09-09T14:31:50Z", "hours": 0.8075, "text": "Working strong right now!"}, {"post_id": 60805, "ts": "2026-09-03T12:27:52Z", "hours": 0.7397, "text": "updated ui!"}, {"post_id": 59514, "ts": "2026-09-01T11:50:18Z", "hours": 0.3247, "text": "Reworking ui as of right now"}]...
|
Title: Sakura.dev by @sp6k | Stardance
Devlogs:
R Title: Sakura.dev by @sp6k | Stardance
Devlogs:
Reworking ui as of right now
updated ui!
Working strong right now!
Pack System Overhaul! packSchema now has been made recursive
Site Overhaul in Progress, and new variables userConfig and renderDev
New Shop Update! shopRotation1 and shopRotationX the main shop will rotate weekly and special shop items rotated either biweekly and/or monthly
New Admin Panel Created adminPanel and adminVar
Shop updates shopRefresh has been defined now and fixes to the sites have been coming
Ships:
Sakura.dev, A Minecraft utility useful for: Sharing Texture Packs, Mods, Resources and many more!. What problem does this solve? It solves having many different tools spread across different pages and apps, put cleanly into 1. Over 9 months have been put into this project, (Only 4 hours here because Im new here :/) Peer-reviewed by many different people so suggestions and ideas are always welcome Any questions and complaints can be routed to my discord @sp6k or the official discord server found at the bottom of the sites! Thank you so so much for your support! -Hyper (Chris)...
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1793346756.8327584
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1793433156.8327584
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50509
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VasuBot by @Paachu | Stardance
|
Paachu
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0
|
2.48
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0
|
[]
|
[{"post_id": 49487, "ts": "202 [{"post_id": 49487, "ts": "2026-08-18T11:03:41Z", "hours": 1.1019, "text": "VasuBot Devlog — Day 2 Spent 1h 4m on VasuBot today 😭 Made commands load automatically from the commands folder Added centralized error handling Made /vasu-help generate commands automatically Finally fixed /vasu-clear 💀 Added /vasu-ping and /vasu-info Started /vasu-remind with 10s , 5m , 1h support Reminders now ping the user who created them Next up: /vasu-reminders + /vasu-cancel VasuBot is slowly becoming an actual bot 🤖"}, {"post_id": 49075, "ts": "2026-08-17T17:58:53Z", "hours": 1.3808, "text": "VasuBot -My bot"}]...
|
Title: VasuBot by @Paachu | Stardance
Devlogs:
Va Title: VasuBot by @Paachu | Stardance
Devlogs:
VasuBot -My bot
VasuBot Devlog — Day 2 Spent 1h 4m on VasuBot today 😭 Made commands load automatically from the commands folder Added centralized error handling Made /vasu-help generate commands automatically Finally fixed /vasu-clear 💀 Added /vasu-ping and /vasu-info Started /vasu-remind with 10s , 5m , 1h support Reminders now ping the user who created them Next up: /vasu-reminders + /vasu-cancel VasuBot is slowly becoming an actual bot 🤖...
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1793346754.7407744
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1793951554.7407744
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14801
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My first slack bot! by @007dinonuggie | Stardance
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007dinonuggie
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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: My first slack bot! by @007dinonuggie | Sta Title: My first slack bot! by @007dinonuggie | Stardance...
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1793346752.8428624
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1793951552.8428624
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51109
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Shooting with Shapes by @thecatsmeow | Stardance
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thecatsmeow
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1
|
20.0
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282
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:30:56Z", "hours": 20.0, "multiplier": 14.4, "payout": 282, "blessing": "neutral", "text": "This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!", "repo": "https://github.com/luke-p28/Shooting-with-Shapes", "demo": "https://thecatsmeow47.itch.io/shooting-with-shapes"}]...
|
[{"post_id": 75409, "ts": "202 [{"post_id": 75409, "ts": "2026-09-30T00:35:29Z", "hours": 10.1594, "text": "Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen."}, {"post_id": 66958, "ts": "2026-09-12T22:59:49Z", "hours": 4.5903, "text": "Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached"}, {"post_id": 52648, "ts": "2026-08-22T21:46:13Z", "hours": 4.9881, "text": "I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example)."}]...
|
Title: Shooting with Shapes by @thecatsmeow | Star Title: Shooting with Shapes by @thecatsmeow | Stardance
Devlogs:
I had been working on this game previously and gotten feedback on its alpha stage, but had stopped working on it recently. After I picked up the project again, my first main goal was to implement the feedback I had received on the alpha version, namely adding more enemy types. In my game, the player is on a small spaceship and must pick up ammo in geometric shapes to bring it to the corresponding launcher and use it to fend off the corresponding shape of enemy. As of now, I have added two out of four planned types. The first is the NOT enemy, which needs to be hit with any shape that is not its, then needs to be hit with its shape. The second is the hardy enemy, which simply needs to be hit twice. It’s worth noting that there was previously only one type of enemy, so I also added a weighted probability system for different types of enemies. I also made a fair amount of QoL updates, such as making new ammo spawn at a more intuitive time and adding offsets to different RNG instances to make the game seem more random (by preventing enemy placement from predicting enemy type, for example).
Spawner and Boss Enemies and Final Level Spawner Enemy Added the spawner enemy, which splits into two normal enemies of the same type when killed, and appears on level 18. Boss Enemy Added the boss enemy, which splits into two spawner enemies of random types once killed, and appears on level 24 (the last level) Final Level Tweaked the weights and enemy count for the last level so that one boss enemy would appear right at the end Playtesting Finished testing all the levels of the game and adjusted the weights and speeds of enemies to make later levels easier Debugging Fixed an issue where killing any spawned enemy would result in winning the level prematurely, and fixed the tutorial level, which had broken after recent changes QoL Updates Updated the checkmark asset to a better version, added an exit button to the main menu, and made enemies stop spawning after the count has been reached
Adding JUICE In this session, I focused on making the game feel good to play by adding sound effects, screen shake, and music, among other things. Background music I added five background music tracks, with one being for the ending cutscene, three alternating ones for normal gameplay, and a fifth for menu scenes. Sound effects, screen flash, particle effects, and camera shake I spruced up the game by adding a screen flash when an enemy hits the ship, particle effects when enemies are killed, a camera shake when an explosion happens or an enemy hits the ship, and sound effects for all of those events (plus clicking buttons in menus) Difficulty updates I had noticed that some players struggled with the first levels, while others breezed through them. To help with this, I added a dynamic difficulty system to make the game a bit easier for players on a losing streak and a bit harder for players who are getting comfortable. I also discouraged players from letting the tougher enemies through by making the special enemies do two damage and the boss enemy take away all three hearts. Lastly, I made enemies more likely to spawn close to each other to maximize the satisfaction of taking out two at once. UI additions To help better communicate with the player, I added a progress bar to indicate what fraction of the level’s enemies have spawned, as well as a reference page with information on all the different enemy types. Debugging Finally, I fixed a multitude of bugs, such as the player respawning at the wrong Z position when falling off the map or a second music player being created when the user returned to the title screen.
Ships:
This is an arcade-style top-down shooter where the player must defend their ship from approaching enemies. The enemies all have one of six shapes, and the player must bring the corresponding shape to the corresponding launcher to shoot at and defeat them. As the game progresses, more types of enemies appear, which require more effort to defeat. I started this game before the summer, so this project specifically adds the new enemy types and onwards (see the git history for more info). The most challenging part of this project was teaching new players how to play. I say that because I obviously know the game better than anyone else, so it was hard for me to tell what new players would struggle with. One example is the NOT enemy, which has to be hit with the wrong shape before being hit with the right one. I spent a long time trying to figure out how to convey this concept to the player without interrupting the flow of gameplay, and eventually settled on a way to explain it with the design of the enemy, as well as an enemy reference page as a backup. Another example is the overall difficulty of the game, which some players found too difficult and others too easy. To avoid the hassle and potential negative feelings of having players manually change their difficulty, I created a dynamic difficulty system which learns from the player’s win rate to make the game easier or harder. I think I’m the proudest of the “juice” (sound and video effects, music, etc.) I added to the project. The programming and logic side of game development has always appealed to me more than the more creative side, such as choosing/making assets, so I was worried I wouldn’t get the game to look or feel good. However, after a fair amount of effort, I was able to get that aspect of the game to a place that I’m happy with, which was a good learning experience. To play the game, you can simply go to the demo link below. It’s a Unity WebGL project hosted on itch.io, so it should run on any device. Keep in mind that the game is meant to be played with a keyboard and mouse, so it may not work or be an enjoyable experience if you try it without those. Thanks, and I hope you enjoy!...
|
1793346751.6252973
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1793433151.6252973
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50508
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Ground penetrating radar by @Didi | Stardance
|
Didi
|
0
|
19.02
|
0
|
[]
|
[{"post_id": 56539, "ts": "202 [{"post_id": 56539, "ts": "2026-08-28T10:23:22Z", "hours": 2.0033, "text": "Reading up on some FMCW publications since the radar will essentially be an FMCW, but I won’t need to detect moving objects since we will be looking at stationary objects below the ground"}, {"post_id": 54019, "ts": "2026-08-24T19:19:35Z", "hours": 9.9233, "text": "finished all the math lectures on differential equations and double integrals that I think I’m gonna need so far. “Nothing’s gonna change my world”"}, {"post_id": 50518, "ts": "2026-08-19T18:19:59Z", "hours": 0.9, "text": "Finishing off the day (probably) with some systems of differential equations"}, {"post_id": 50482, "ts": "2026-08-19T17:21:28Z", "hours": 3.45, "text": "Solving lots and lots of differential equations using the Fourier series. I know that what I am doing may seem like a waste of time and I know that this project will not be finished by september 30th, but this is my graduation project. This means I need to finish it by december to graduate high-school and I need to write a paper as well as build the radar. After I do that I need to defend my project and the work I’ve done on it. So that’s why I am doing all of this theory work"}, {"post_id": 49675, "ts": "2026-08-18T15:48:21Z", "hours": 1.4167, "text": "Fourier series study time"}, {"post_id": 49456, "ts": "2026-08-18T09:44:58Z", "hours": 1.3261, "text": "Studying Lagrange’s method for solving differential equations (Lagrange maxing). I need this for this project I swear"}]...
|
Title: Ground penetrating radar by @Didi | Stardan Title: Ground penetrating radar by @Didi | Stardance
Devlogs:
Studying Lagrange’s method for solving differential equations (Lagrange maxing). I need this for this project I swear
Fourier series study time
Solving lots and lots of differential equations using the Fourier series. I know that what I am doing may seem like a waste of time and I know that this project will not be finished by september 30th, but this is my graduation project. This means I need to finish it by december to graduate high-school and I need to write a paper as well as build the radar. After I do that I need to defend my project and the work I’ve done on it. So that’s why I am doing all of this theory work
Finishing off the day (probably) with some systems of differential equations
finished all the math lectures on differential equations and double integrals that I think I’m gonna need so far. “Nothing’s gonna change my world”
Reading up on some FMCW publications since the radar will essentially be an FMCW, but I won’t need to detect moving objects since we will be looking at stationary objects below the ground...
|
1793346750.4345005
|
1793951550.4345005
|
|
3974
|
My awesome macropad! by @Arushi | Stardance
|
Arushi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Arushi | Stardance
|
1793346749.5172744
|
1793951549.5172744
|
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5680
|
Portfolio website for future projects by @MWCMan10 Portfolio website for future projects by @MWCMan10 | Stardance...
|
MWCMan10
|
0
|
0.31
|
0
|
[]
|
[{"post_id": 1457, "ts": "2026 [{"post_id": 1457, "ts": "2026-06-03T14:40:50Z", "hours": 0.3081, "text": "I just laid out some base text for it but i need to make it look nice still"}]...
|
Title: Portfolio website for future projects by @M Title: Portfolio website for future projects by @MWCMan10 | Stardance
Devlogs:
I just laid out some base text for it but i need to make it look nice still...
|
1793346748.5685656
|
1793951548.5685656
|
|
50507
|
Untitled project by @ujalakhan | Stardance
|
ujalakhan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @ujalakhan | Stardance
|
1793346747.6737235
|
1793951547.6737235
|
|
130
|
Frictionless by @shiekhuu | Stardance
|
shiekhuu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @shiekhuu | Stardance
|
1793346746.7420301
|
1793951546.7420301
|
|
50506
|
Tuned Mass Damper (TMD) Project Replica - SCIENCE Tuned Mass Damper (TMD) Project Replica - SCIENCE FAIR 2026 by @Isaac_HerazDiaz | Stardance...
|
Isaac_HerazDiaz
|
0
|
0.75
|
0
|
[]
|
[{"post_id": 49135, "ts": "202 [{"post_id": 49135, "ts": "2026-08-17T19:26:19Z", "hours": 0.7506, "text": "PHYSICS SIMULATOR OF TMD SYSTEMS"}]...
|
Title: Tuned Mass Damper (TMD) Project Replica - S Title: Tuned Mass Damper (TMD) Project Replica - SCIENCE FAIR 2026 by @Isaac_HerazDiaz | Stardance
Devlogs:
PHYSICS SIMULATOR OF TMD SYSTEMS...
|
1793346745.7789032
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1793951545.7789032
|
|
56330
|
double-or-nothing by @M4RC086 | Stardance
|
M4RC086
|
1
|
19.0
|
103
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T08:25:51Z", "hours": 19.0, "multiplier": 5.3, "payout": 103, "blessing": "neutral", "text": "So I made a simple web game were you have a score and a coin. If you decide to flip the coin, you can duplicate your score or lose it, you take the risk. I used flask (even if it wasn’t the more ideal for this project). I learned how to use flask, Javascript, databases and fetch, so it was a project to learn things. I’m really proud of the leaderboard in real time but unfortunately I use the free plan of Supabase and Vercel so it can have some lag, but I tried to lower it all I could. I hope you like the mini game!", "repo": "https://github.com/M4RC086/double-or-nothing", "demo": "https://double-or-nothing-eta.vercel.app/"}]...
|
[{"post_id": 67202, "ts": "202 [{"post_id": 67202, "ts": "2026-09-13T08:11:08Z", "hours": 1.6578, "text": "Bugs, bugs, more bugs! I had bugs but in fact I think those but existed because I accidentally deleted lines of code that were needed"}, {"post_id": 65355, "ts": "2026-09-10T13:20:45Z", "hours": 3.4994, "text": "I deployed it in Vercel and Supabase for the database. It wasn’t really hard to do but it was boring and very long to do. I will make small changes and I ship it. :)"}, {"post_id": 64858, "ts": "2026-09-09T15:32:36Z", "hours": 2.2994, "text": "Well, well, well. I thing the project is near to be over. I need to deploy it. I think I’m going to use nest because it’s hard to find a platform that accept databases. I want to move the leaderboard to the left of the score and little details like that but nothing very big"}, {"post_id": 62848, "ts": "2026-09-06T11:37:24Z", "hours": 1.9247, "text": "I did some CSS and I think is great. I also fixed some bugs and improved a little the code but nothing very important"}, {"post_id": 62155, "ts": "2026-09-05T12:30:10Z", "hours": 3.0353, "text": "I added a coin that flips with a CSS animation. I have to say that I love and hate javascript at the same level. I had a LOT of help of Claude and Deepseek for the coin CSS but like always I took my time to understand it and customize it. There’re a few bugs. Apart from the aesthetics, I could say it’s ready but I will change lots of things like always for no reason. I NEED A CLEAN CODE!"}, {"post_id": 60762, "ts": "2026-09-03T10:53:48Z", "hours": 1.1658, "text": "I did the leaderboard in real time… I hate javascript. Thanks Claude…"}, {"post_id": 60239, "ts": "2026-09-02T14:14:00Z", "hours": 2.0994, "text": "I made the connection between the database and the login. So now you log with your username and is stored in the cookies with the flask session module so if you enter again you have your username automatically set. I need to refactor the hole code because it’s a mess. I have to admit that I used a lot of Claude for this part but I made sure I knew what I was doing. I know I am not doing it the best way but I’ll try to improve the code slowly"}, {"post_id": 59476, "ts": "2026-09-01T10:45:05Z", "hours": 1.0508, "text": "I made the database connection! I used sqlite3 and it was easier than what I thought it would be. I also removed the stay button because it makes no sense: if you want to stay you only need to not to press the double button :v. Now I need to do the login before doing all the css, animations and stuff."}, {"post_id": 59235, "ts": "2026-08-31T22:13:25Z", "hours": 1.6658, "text": "The main mechanic is done except for the database. I have to figure out how to do it. I thought the game could be like a Russian roulette because is the same idea (the gun shooting the money or something like that?) but I don’t know how to do all this but I will take my time to learn for this project and do a good CSS."}, {"post_id": 58725, "ts": "2026-08-31T08:29:47Z", "hours": 0.9381, "text": "This is the firs devlog of a larger project. This project will be a web made with Flask (because I don’t know js). The idea is you have a score and you have 50% of chances of double it and 50% of chances you come back to 0 or you can stay with your points. I also want to implement a leaderboard because the funny part is to be the one with most points. I think people like this sort of projects :)"}]...
|
Title: double-or-nothing by @M4RC086 | Stardance
Title: double-or-nothing by @M4RC086 | Stardance
Devlogs:
This is the firs devlog of a larger project. This project will be a web made with Flask (because I don’t know js). The idea is you have a score and you have 50% of chances of double it and 50% of chances you come back to 0 or you can stay with your points. I also want to implement a leaderboard because the funny part is to be the one with most points. I think people like this sort of projects :)
The main mechanic is done except for the database. I have to figure out how to do it. I thought the game could be like a Russian roulette because is the same idea (the gun shooting the money or something like that?) but I don’t know how to do all this but I will take my time to learn for this project and do a good CSS.
I made the database connection! I used sqlite3 and it was easier than what I thought it would be. I also removed the stay button because it makes no sense: if you want to stay you only need to not to press the double button :v. Now I need to do the login before doing all the css, animations and stuff.
I made the connection between the database and the login. So now you log with your username and is stored in the cookies with the flask session module so if you enter again you have your username automatically set. I need to refactor the hole code because it’s a mess. I have to admit that I used a lot of Claude for this part but I made sure I knew what I was doing. I know I am not doing it the best way but I’ll try to improve the code slowly
I did the leaderboard in real time… I hate javascript. Thanks Claude…
I added a coin that flips with a CSS animation. I have to say that I love and hate javascript at the same level. I had a LOT of help of Claude and Deepseek for the coin CSS but like always I took my time to understand it and customize it. There’re a few bugs. Apart from the aesthetics, I could say it’s ready but I will change lots of things like always for no reason. I NEED A CLEAN CODE!
I did some CSS and I think is great. I also fixed some bugs and improved a little the code but nothing very important
Well, well, well. I thing the project is near to be over. I need to deploy it. I think I’m going to use nest because it’s hard to find a platform that accept databases. I want to move the leaderboard to the left of the score and little details like that but nothing very big
I deployed it in Vercel and Supabase for the database. It wasn’t really hard to do but it was boring and very long to do. I will make small changes and I ship it. :)
Bugs, bugs, more bugs! I had bugs but in fact I think those but existed because I accidentally deleted lines of code that were needed
Ships:
So I made a simple web game were you have a score and a coin. If you decide to flip the coin, you can duplicate your score or lose it, you take the risk. I used flask (even if it wasn’t the more ideal for this project). I learned how to use flask, Javascript, databases and fetch, so it was a project to learn things. I’m really proud of the leaderboard in real time but unfortunately I use the free plan of Supabase and Vercel so it can have some lag, but I tried to lower it all I could. I hope you like the mini game!...
|
1793346744.5000582
|
1793433144.5000582
|
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16280
|
Subwoofer by @ngkhh | Stardance
|
ngkhh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Subwoofer by @ngkhh | Stardance
|
1793346743.5626502
|
1793951543.5626502
|
|
50504
|
My awesome macropad! by @Alpha-strutz | Stardance
|
Alpha-strutz
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Alpha-strutz | Sta Title: My awesome macropad! by @Alpha-strutz | Stardance...
|
1793346742.6221035
|
1793951542.6221035
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30784
|
My first slack bot! by @kratak | Stardance
|
kratak
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T06:06:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ship Check out the repo for the full project details! Here’s a quick recap of what kratakbot can do: Available Commands: /kratakbot-ping - Check bot latency /kratakbot-catfact - Get a cat fact /kratakbot-joke - Get a random joke /kratakbot-quote - Get an inspirational quote /kratakbot-help - View all commands The build process was fairly easy overall.", "repo": "https://github.com/Kratak78/slackbot-stardance_challenge", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 71619, "ts": "202 [{"post_id": 71619, "ts": "2026-09-21T05:33:31Z", "hours": 0.9583, "text": "Version 1.0 I made this slack bot for the challenge like 2 months ago or so but kinda forgot about it till now, so im finally making this devblog and also ship it right after. The bot is on nest so it should run 24/7 and it is on the hack club slack. commands: /kratakbot-ping - shows latency /kratakbot-catfact - returns a random cat fact /kratakbot-joke - returns a random joke /kratakbot-quote - returns a random quote It was my first time using javascript and also my first time making a slack bot, so I have definitely learned something new."}]...
|
Title: My first slack bot! by @kratak | Stardance
Title: My first slack bot! by @kratak | Stardance
Devlogs:
Version 1.0 I made this slack bot for the challenge like 2 months ago or so but kinda forgot about it till now, so im finally making this devblog and also ship it right after. The bot is on nest so it should run 24/7 and it is on the hack club slack. commands: /kratakbot-ping - shows latency /kratakbot-catfact - returns a random cat fact /kratakbot-joke - returns a random joke /kratakbot-quote - returns a random quote It was my first time using javascript and also my first time making a slack bot, so I have definitely learned something new.
Ships:
Ship Check out the repo for the full project details! Here’s a quick recap of what kratakbot can do: Available Commands: /kratakbot-ping - Check bot latency /kratakbot-catfact - Get a cat fact /kratakbot-joke - Get a random joke /kratakbot-quote - Get an inspirational quote /kratakbot-help - View all commands The build process was fairly easy overall....
|
1793346741.4208832
|
1793433141.4208832
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50503
|
CollabCode by @NamishDawar | Stardance
|
NamishDawar
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0
|
0.0
|
0
|
[]
|
[]
|
Title: CollabCode by @NamishDawar | Stardance
|
1793346740.4519527
|
1793951540.4519527
|
|
50502
|
Tung Tung Bot by @Harnav | Stardance
|
Harnav
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tung Tung Bot by @Harnav | Stardance
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1793346739.4934237
|
1793951539.4934237
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|
50501
|
Tung Tung Bot by @Harnav | Stardance
|
Harnav
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tung Tung Bot by @Harnav | Stardance
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1793346738.5316238
|
1793951538.5316238
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|
16126
|
My awesome macropad! by @Shota | Stardance
|
Shota
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Shota | Stardance
|
1793346737.6035364
|
1793951537.6035364
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50500
|
Tung Tung Bot by @Harnav | Stardance
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Harnav
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Tung Tung Bot by @Harnav | Stardance
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1793346736.6925437
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1793951536.6925437
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4276
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Camera Based Cat Detector by @reetncosine | Starda Camera Based Cat Detector by @reetncosine | Stardance...
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reetncosine
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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: Camera Based Cat Detector by @reetncosine | Title: Camera Based Cat Detector by @reetncosine | Stardance...
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1793346735.7622013
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1793951535.7622013
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70879
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Chess Project by @gogulahasit | Stardance
|
gogulahasit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Chess Project by @gogulahasit | Stardance
|
1793346734.8424418
|
1793951534.8424418
|
|
70878
|
OS by @gogulahasit | Stardance
|
gogulahasit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: OS by @gogulahasit | Stardance
|
1793346733.9325244
|
1794210733.9325244
|
|
70877
|
Python project by @gogulahasit | Stardance
|
gogulahasit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Python project by @gogulahasit | Stardance
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1793346733.035537
|
1794210733.035537
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|
70876
|
Python project by @gogulahasit | Stardance
|
gogulahasit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Python project by @gogulahasit | Stardance
|
1793346732.1131153
|
1794210732.1131153
|
|
70875
|
test by @catlover125r | Stardance
|
catlover125r
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @catlover125r | Stardance
|
1793346731.160123
|
1793951531.160123
|
|
70874
|
My awesome macropad! by @hannazhu6 | Stardance
|
hannazhu6
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @hannazhu6 | Starda Title: My awesome macropad! by @hannazhu6 | Stardance...
|
1793346730.1877587
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1793951530.1877587
|
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56281
|
xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardanc xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance...
|
Asta_does_stuff
|
1
|
34.63
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T08:14:34Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU", "repo": "https://github.com/aryasatyaardy-cell/xX_Shadow_Hunter_Xx", "demo": ""}]...
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[{"post_id": 80539, "ts": "202 [{"post_id": 80539, "ts": "2026-10-18T03:47:06Z", "hours": 6.0067, "text": "ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously"}, {"post_id": 79459, "ts": "2026-10-14T03:37:57Z", "hours": 0.785, "text": "Organizing Just putting vibration sensing codes in their designated files"}, {"post_id": 79002, "ts": "2026-10-12T09:40:53Z", "hours": 0.5564, "text": "#YAYA it works"}, {"post_id": 78984, "ts": "2026-10-12T08:00:56Z", "hours": 1.6869, "text": "Codes for vibration sensor"}, {"post_id": 78648, "ts": "2026-10-11T05:08:36Z", "hours": 2.0417, "text": "2 DoF Inverse Kinematics tried it, theoretically works, practically nope"}, {"post_id": 78239, "ts": "2026-10-10T02:45:32Z", "hours": 9.7806, "text": "assembling charger module and gluing all the parts"}, {"post_id": 75880, "ts": "2026-10-01T13:42:26Z", "hours": 0.9022, "text": "idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…"}, {"post_id": 75807, "ts": "2026-10-01T06:37:25Z", "hours": 2.2919, "text": "Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135"}, {"post_id": 74739, "ts": "2026-09-28T03:14:47Z", "hours": 1.68, "text": "Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number"}, {"post_id": 74485, "ts": "2026-09-27T14:19:46Z", "hours": 0.4442, "text": "Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)"}, {"post_id": 74451, "ts": "2026-09-27T12:18:04Z", "hours": 0.4578, "text": "ERORRRRRRRRRRRRRS"}, {"post_id": 74370, "ts": "2026-09-27T08:13:08Z", "hours": 1.0003, "text": "Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works"}, {"post_id": 73882, "ts": "2026-09-26T07:51:20Z", "hours": 0.4169, "text": "Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving"}, {"post_id": 73876, "ts": "2026-09-26T07:22:30Z", "hours": 0.6336, "text": "Finished writing readme with all I’ve done for this project"}, {"post_id": 73841, "ts": "2026-09-26T04:40:56Z", "hours": 0.8719, "text": "Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first"}, {"post_id": 73513, "ts": "2026-09-25T08:47:10Z", "hours": 0.6667, "text": "Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)"}, {"post_id": 73367, "ts": "2026-09-25T00:27:00Z", "hours": 0.805, "text": "Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque"}, {"post_id": 73116, "ts": "2026-09-24T12:48:25Z", "hours": 1.5989, "text": "I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!"}, {"post_id": 73051, "ts": "2026-09-24T08:48:54Z", "hours": 1.3989, "text": "Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface"}, {"post_id": 72148, "ts": "2026-09-22T10:07:02Z", "hours": 0.7014, "text": "Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)"}, {"post_id": 70504, "ts": "2026-09-19T09:11:23Z", "hours": 0.9617, "text": "Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^"}, {"post_id": 70424, "ts": "2026-09-19T05:09:43Z", "hours": 1.0456, "text": "Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height"}, {"post_id": 69641, "ts": "2026-09-17T13:57:28Z", "hours": 0.6864, "text": "Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)"}, {"post_id": 67161, "ts": "2026-09-13T07:22:14Z", "hours": 0.7939, "text": "Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit"}, {"post_id": 67132, "ts": "2026-09-13T06:07:25Z", "hours": 0.7392, "text": "Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness"}, {"post_id": 66594, "ts": "2026-09-12T13:20:34Z", "hours": 0.8753, "text": "Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly"}, {"post_id": 66541, "ts": "2026-09-12T11:56:46Z", "hours": 0.3242, "text": "First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?"}, {"post_id": 66277, "ts": "2026-09-12T00:47:47Z", "hours": 0.3003, "text": "Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy"}, {"post_id": 65989, "ts": "2026-09-11T14:33:12Z", "hours": 1.4019, "text": "Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2"}, {"post_id": 65854, "ts": "2026-09-11T08:50:18Z", "hours": 0.3003, "text": "Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing"}, {"post_id": 65367, "ts": "2026-09-10T13:42:38Z", "hours": 1.3903, "text": "Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff"}, {"post_id": 64824, "ts": "2026-09-09T14:36:05Z", "hours": 0.8414, "text": "Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error"}, {"post_id": 60007, "ts": "2026-09-02T03:11:32Z", "hours": 1.0306, "text": "First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO"}]...
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Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | S Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance
Devlogs:
First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO
Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error
Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff
Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing
Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2
Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy
First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?
Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly
Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness
Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit
Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)
Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height
Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^
Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)
Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface
I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!
Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque
Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)
Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first
Finished writing readme with all I’ve done for this project
Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving
Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works
ERORRRRRRRRRRRRRS
Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)
Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number
Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135
idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…
assembling charger module and gluing all the parts
2 DoF Inverse Kinematics tried it, theoretically works, practically nope
Codes for vibration sensor
#YAYA it works
Organizing Just putting vibration sensing codes in their designated files
ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously
Ships:
xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU...
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ProjectGen - Powered by HackAI by @fanouriakisharr ProjectGen - Powered by HackAI by @fanouriakisharry | Stardance...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T19:43:06Z", "hours": 19.0, "multiplier": 15.43, "payout": 293, "blessing": "neutral", "text": "ProjectGen - AI Powered Project Idea Generator Hey there! I’ve had the idea to build this for a while, and I finally did it! ProjectGen is a desktop app, coded in Python and packaged both for mac and windows using Pyinstaller . In simple words, it’s an app powered by artificial intelligence, that can generate your next project ideas tailored to your exact requirements (project type, time, budget, difficulty level, etc.). It’s built to solve a specific problem I, and I’m sure all other tinkerers have: we have this feeling that we wanna start a new project, but have no idea what, and when we finally land on a specific idea, we often realize that we don’t have the right components, enough time, or the budget to actually build it. It is powered using HackAI, HackClub’s own free LLM API, and using gemini-3.8-flash as the model. How it works! When you open the app, you are met with the main screen, which features separate entry boxes and dropdown menus for the project type (software or hardware), difficulty level, available components if it’s a hardware project, and programming language if it’s software. There are also input fields for the time you can devote and your budget for the project. Oh, something I forgot to mention is that there’s an upload image button for the components, to avoid the hassle of having to type each and every one of your parts manually, and just upload an image of your components drawer. When you click “Generate ideas!”, after some time, 5 ideas will show up. Each one of those ideas has a “Build this!” button under it, that once pressed, generates a complete build guide for the specific project, covering everything you’ll need to build it yourself (overview, parts, wiring, code, instructions, etc.). What was challenging? The biggest challenge for this project, was probably packaging everything. The macOS dock icon constantly refused to work properly, because when I was launching the app, it would show the actual app icon for half a second and then switch to the deafult ttkbootstrap icon. Eventually, after asking AI, I ended up using PyObjC to keep re-applying the icon every 500ms while the app was running. Since I’m developing on a Mac, I also couldn’t build the Windows .exe myself on my computer, so I used GitHub Actions and a workflow written by ChatGpt to build it for me. I then created a Windows VM using UTM to make sure the .exe actually worked properly. What I’m happy with! I genuinely feel pretty happy with how the finished app turned out, especially considering how it started as a 70-line terminal-based Python script that only worked through VS code, and evolved into a proper packaged app that people can download and use without even needing Python installed. I’m also really happy with the component image upload feature, cause it just saves so much time! Instead of having to manually type out each one of the components you have, you can just take a picture of your components drawer and let the AI figure out what you have. How can you test it? Windows release: https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0_Windows Extract the ZIP file and run ProjectGen.exe . MacOS release: https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0 When you double click to open the app, it will refuse saying that Apple can’t verify it doesn’t contain malware. Go to Settings, then click Privacy & Security, scroll down, find the section about ProjectGen and click “Open anyway”.", "repo": "https://github.com/HarFProFour12/projectgen", "demo": "https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0"}]...
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[{"post_id": 79303, "ts": "202 [{"post_id": 79303, "ts": "2026-10-13T13:10:49Z", "hours": 0.3097, "text": "Added back the API key dialog, so the app uses the user’s key, instead of leaking mine."}, {"post_id": 74851, "ts": "2026-09-28T13:20:20Z", "hours": 0.6281, "text": "Updated the github releases (both for Windows and MacOS), so the app runs straight out the box without needing the user to input their own api key. This was done upon request from the Shipwrights."}, {"post_id": 71185, "ts": "2026-09-20T12:35:23Z", "hours": 4.4536, "text": "Devlog #7: Packaging the app and shipping! Heyy there! Continuing from what I said on the next devlog, what I did today was finally turn ProjectGen into an actual app that people can download and run on their pc instead of just through VS code, as well as add some new features. Then, I used PyInstaller to package everything into a proper macOS .app , including the fonts and icon. The biggest problem I ran into was the dock icon not working for some reason. My actual ProjectGen icon would appear for half a second before default ttkbootstrap icon would take its place. After asking AI to help me find a solution, I ended up using PyObjC to keep re-applying my icon while the app is running, which sometimes works and sometimes just doesn’t, but I decided not to give it too much attention. Since, I am on mac, I couldn’t locally create the .exe file using pyinstaller , so I used Github Actions plus a script Chatgpt wrote to create it from there. Then I set up a windows vm in UTM, to check if the .exe file works properly. Thankfully it does, so that’s great! Other than that, there were some errosr with indentation and syntax, which I easily fixed. Finally, I made a .gitignore , added requirements.txt , uploaded everything to GitHub, and uploaded the packaged .app as a github release so people can download and run ProjectGen without needing Python or VS Code installed. I used AI a lot in this step, because the icon issue was driving me insane and also to create help create the Windows app. That’s it for now, see you on the next devlog!"}, {"post_id": 66790, "ts": "2026-09-12T17:52:31Z", "hours": 1.9661, "text": "Devlog #6: Photo upload for the components + copy code button! Hey there! Following up on what I said in the last devlog, what I did today what add a way to uplaod a photo of your components drawer instead of typing each componetn manually. There’s nwo an “or” and an “upload image” button right next to the components field, so the user can pick whichever way is more convenient for them. I used base64 to then encode the image and send it to the AI along with the rest of the prompt, along with some extra instructions. When an image is picked, the components field just shows “Image uploaded” so the user can tell the AI will be looking at the photo instead of reading from the entry field, plus I added a red X button next to the upload button so the user can cancel it to pick another image or use txet instead. Other than that, I also added a “Copy code” button to the build guide’s code section, so you don’t have to manually select text out of the text box anymore to copy it. Later, I found out that command=self._copy_code(code) doesn’t work the way it looks like it would, since the parentheses call the function immediately instead of waiting for a the button to be cliced. To solve that, I wrapped it in a lambda function so it only runs when the button’s actually pressed. I used AI to create the new prompt for the image upload and also to help me understand some errors the terminal was showing. That’s for now, see you on the next devlog!"}, {"post_id": 65299, "ts": "2026-09-10T10:41:54Z", "hours": 2.8261, "text": "Devlog #5: Build guide screen, project types, and caching! Heyyy! I’ve been putting off writing this devlog, since there’s a lot off stuff I need to talk about. So, picking up from where I left off in devlog #4, since I said I’d give the build guide it’s own screen and fix the colors, that’s mostly what this devlog is about. The build guide now renders as a seperate screen with seperate sections (Overview, Components, Wiring, Build Steps, Code), pulled from the AI call that returns structured json. I also fixed the fact that the build guide screen was using a blue theme instead of my olive green one, which was because I was using bootstyle=\"primary\" that pulls from ttkbootstrap ’s default theme instead of my custom styles. I also added a project type dropdown in the beginning of the home screen, so the user can choose whether they want a hardware or a software project. Picking software, hides the budget field (since software projects are mostly free), and relabels the components field to programming language. I fixed another annoying bug where clicking “Build this!” twice on the same project, re-called the AI every time, instead of using the old response. To fix tat, I added a small cache keyed my project name, so if it detects that the build button has already been pressed for the specific project, it displays the old instructions instead of creating new ones every time. I also fixed a small bug with the “Back to ideas” button and debugged some typos. Next time, I’m thinking of letting users upload a photo of their components drawer and having the AI think of ideas using those components. That’s it for now, see you on the next devlog!"}, {"post_id": 63443, "ts": "2026-09-07T09:17:41Z", "hours": 3.5797, "text": "Devlog #4: Moving to ttkbootstrap + adding a “Build this!“button Heyyyy! I was gonna write this devlog yesterday, but it was getting kinda late, so I decided to do it toady. So here’s what’s new: First of all, I switched the app over from plain tkinter widgets to ttkbootstrap , to basically just make things easier. Before, the “Generate ideas!” button was just a label pretending to be a button, with custom hover colors and click bindings, because MacOS (my operating system) was applying an ugly outdated gray/silverish button with no styling, and I wasn’t able to change it. The switch was relatively smooth, since for most commands, I just had to change the prefix from tk. to tb. Only problem was that these new widgets don’t take bg= / fg= like my previous ones did, so I had to define named styled in the beginning instead. I also added a difficulty field in the beginning, so the user can control the difficulty level of the project ideas, and also a progress bar along with the cycling messages, so the user actually knows when the Ai is thinking. I also gave each card a “Build this! button, which once pressed, sends another prompt to the ai asking for a full guide, including components, wiring, build instructions, and code if needed. I ran into some errors along the way, mostly typos, which I debugged with the help of Ai. Next time I’ll give the build guide it’s own screen instead of sitting underneath the entry fields, and make the colors of the app consistent between all the screens. That’s it for now, see you on the next devlog!"}, {"post_id": 62750, "ts": "2026-09-06T08:23:14Z", "hours": 3.7319, "text": "Devlog #3: Displaying each idea in it’s own dedicated card Hey there! Today, I switched from dumping all he project ideas the AI gave me into one big ScrolledText box, since just a wall of text with no specific layout or format isn’t excactly great UX. The main thing I changed, was swapping the text box with a scrollable list of widgets (boxes), with each widget having its own colored background, border, a Label for the project name, one for the description and the extra components and lastly one for the time and cost to make. Since tkinter frames don’t scroll by default, I had to create a seperate canvas with a scrollbar bound to it and the cards embedded inside it. Because cards are real widgets now instead of just plain text you can use .delete() , when the user clicked the button again to regenerate ideas, it also had to clean up the previous cards before drawing the new ones, since otherwise all the ideas would just pile up one after the other. I ran into quite some bugs along the way, such as small syntax errors and typos, which I used AI to help me debug. Next time I’ll probably add some buttons for each card, such as a “copy idea” or a “build this one” button. That’s it for now, see you on the next devlog!"}, {"post_id": 59863, "ts": "2026-09-01T20:51:27Z", "hours": 1.5997, "text": "Devlog #2: Transferring project to tkinter ! Today I moved the project from a terminal-based script to an actual GUI using the tkinter library, since typing into input() prompts and just reading a wall of terminal text isn’t exactly a great user experience. The main structure translated pretty easily: text boxes (entry widgets) for components, hours and budget, a “Generate Ideas!” button and an output area for the results. The most difficult part was keeping the window responsive: calling the AI API directly would freeze the whole window until the response came back, so the request now runs in the background, with the result handed back to the main thread safely using root.after(). I used the same rotating status messages from the terminal version (“Brainstorming…”, “Thinking”, etc.), which now update live in the GUI while it waits. Because this was my first time using tkinter , I used Claude to get me up to speed with the core concepts (widgets, entries, `.pack(), etc.). Once I wrote the code, I also used it to help me debug it. Next time I’m probably gonna make the ai output structures json so I can display each project idea in it’s own “card”, and generally work in making the GUI look prettier. That’s it for today, see you on the next devlog!"}, {"post_id": 59186, "ts": "2026-08-31T20:42:01Z", "hours": 0.8419, "text": "Devlog #1: Coding MVP Hey there! First devlog for this project! So the idea of this project is that you write what components you have, how much time you can devote and what your budget is, and AI brainstorms 5 different project ideas you can make that fit those criteria. The project is coded in Python. First, I generated a new API key from HackAi to use as the brain, and integrated it. Then I wrote 1 master prompt which gets sent to the AI every time and includes the info the user has given (components, time available, budget), along with instructions on what format to return each idea in (name, description, extra components needed, cost, and time estimate). I used the rich library to make the terminal output look prettier: rendering the AI’s response as formatted markdown instead of plain text, adding colors and even a colored spinner along with some phrases (such as thinking... , brainstorming... , ect.) so the user knows somethings is happening instead of just guessing if the program has frozen or not. I used AI to help make the prompt and debug. Next up: I’ll probably switch to Tkinter to give it an actual GUI instead of a terminal prompt. Probably gonna have text boxes for components/time/budget, a “Generate Ideas” button, and each idea shown in its own card instead of one long markdown dump. Follow along to see how it turns out!"}]...
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Title: ProjectGen - Powered by HackAI by @fanouria Title: ProjectGen - Powered by HackAI by @fanouriakisharry | Stardance
Devlogs:
Devlog #1: Coding MVP Hey there! First devlog for this project! So the idea of this project is that you write what components you have, how much time you can devote and what your budget is, and AI brainstorms 5 different project ideas you can make that fit those criteria. The project is coded in Python. First, I generated a new API key from HackAi to use as the brain, and integrated it. Then I wrote 1 master prompt which gets sent to the AI every time and includes the info the user has given (components, time available, budget), along with instructions on what format to return each idea in (name, description, extra components needed, cost, and time estimate). I used the rich library to make the terminal output look prettier: rendering the AI’s response as formatted markdown instead of plain text, adding colors and even a colored spinner along with some phrases (such as thinking... , brainstorming... , ect.) so the user knows somethings is happening instead of just guessing if the program has frozen or not. I used AI to help make the prompt and debug. Next up: I’ll probably switch to Tkinter to give it an actual GUI instead of a terminal prompt. Probably gonna have text boxes for components/time/budget, a “Generate Ideas” button, and each idea shown in its own card instead of one long markdown dump. Follow along to see how it turns out!
Devlog #2: Transferring project to tkinter ! Today I moved the project from a terminal-based script to an actual GUI using the tkinter library, since typing into input() prompts and just reading a wall of terminal text isn’t exactly a great user experience. The main structure translated pretty easily: text boxes (entry widgets) for components, hours and budget, a “Generate Ideas!” button and an output area for the results. The most difficult part was keeping the window responsive: calling the AI API directly would freeze the whole window until the response came back, so the request now runs in the background, with the result handed back to the main thread safely using root.after(). I used the same rotating status messages from the terminal version (“Brainstorming…”, “Thinking”, etc.), which now update live in the GUI while it waits. Because this was my first time using tkinter , I used Claude to get me up to speed with the core concepts (widgets, entries, `.pack(), etc.). Once I wrote the code, I also used it to help me debug it. Next time I’m probably gonna make the ai output structures json so I can display each project idea in it’s own “card”, and generally work in making the GUI look prettier. That’s it for today, see you on the next devlog!
Devlog #3: Displaying each idea in it’s own dedicated card Hey there! Today, I switched from dumping all he project ideas the AI gave me into one big ScrolledText box, since just a wall of text with no specific layout or format isn’t excactly great UX. The main thing I changed, was swapping the text box with a scrollable list of widgets (boxes), with each widget having its own colored background, border, a Label for the project name, one for the description and the extra components and lastly one for the time and cost to make. Since tkinter frames don’t scroll by default, I had to create a seperate canvas with a scrollbar bound to it and the cards embedded inside it. Because cards are real widgets now instead of just plain text you can use .delete() , when the user clicked the button again to regenerate ideas, it also had to clean up the previous cards before drawing the new ones, since otherwise all the ideas would just pile up one after the other. I ran into quite some bugs along the way, such as small syntax errors and typos, which I used AI to help me debug. Next time I’ll probably add some buttons for each card, such as a “copy idea” or a “build this one” button. That’s it for now, see you on the next devlog!
Devlog #4: Moving to ttkbootstrap + adding a “Build this!“button Heyyyy! I was gonna write this devlog yesterday, but it was getting kinda late, so I decided to do it toady. So here’s what’s new: First of all, I switched the app over from plain tkinter widgets to ttkbootstrap , to basically just make things easier. Before, the “Generate ideas!” button was just a label pretending to be a button, with custom hover colors and click bindings, because MacOS (my operating system) was applying an ugly outdated gray/silverish button with no styling, and I wasn’t able to change it. The switch was relatively smooth, since for most commands, I just had to change the prefix from tk. to tb. Only problem was that these new widgets don’t take bg= / fg= like my previous ones did, so I had to define named styled in the beginning instead. I also added a difficulty field in the beginning, so the user can control the difficulty level of the project ideas, and also a progress bar along with the cycling messages, so the user actually knows when the Ai is thinking. I also gave each card a “Build this! button, which once pressed, sends another prompt to the ai asking for a full guide, including components, wiring, build instructions, and code if needed. I ran into some errors along the way, mostly typos, which I debugged with the help of Ai. Next time I’ll give the build guide it’s own screen instead of sitting underneath the entry fields, and make the colors of the app consistent between all the screens. That’s it for now, see you on the next devlog!
Devlog #5: Build guide screen, project types, and caching! Heyyy! I’ve been putting off writing this devlog, since there’s a lot off stuff I need to talk about. So, picking up from where I left off in devlog #4, since I said I’d give the build guide it’s own screen and fix the colors, that’s mostly what this devlog is about. The build guide now renders as a seperate screen with seperate sections (Overview, Components, Wiring, Build Steps, Code), pulled from the AI call that returns structured json. I also fixed the fact that the build guide screen was using a blue theme instead of my olive green one, which was because I was using bootstyle="primary" that pulls from ttkbootstrap ’s default theme instead of my custom styles. I also added a project type dropdown in the beginning of the home screen, so the user can choose whether they want a hardware or a software project. Picking software, hides the budget field (since software projects are mostly free), and relabels the components field to programming language. I fixed another annoying bug where clicking “Build this!” twice on the same project, re-called the AI every time, instead of using the old response. To fix tat, I added a small cache keyed my project name, so if it detects that the build button has already been pressed for the specific project, it displays the old instructions instead of creating new ones every time. I also fixed a small bug with the “Back to ideas” button and debugged some typos. Next time, I’m thinking of letting users upload a photo of their components drawer and having the AI think of ideas using those components. That’s it for now, see you on the next devlog!
Devlog #6: Photo upload for the components + copy code button! Hey there! Following up on what I said in the last devlog, what I did today what add a way to uplaod a photo of your components drawer instead of typing each componetn manually. There’s nwo an “or” and an “upload image” button right next to the components field, so the user can pick whichever way is more convenient for them. I used base64 to then encode the image and send it to the AI along with the rest of the prompt, along with some extra instructions. When an image is picked, the components field just shows “Image uploaded” so the user can tell the AI will be looking at the photo instead of reading from the entry field, plus I added a red X button next to the upload button so the user can cancel it to pick another image or use txet instead. Other than that, I also added a “Copy code” button to the build guide’s code section, so you don’t have to manually select text out of the text box anymore to copy it. Later, I found out that command=self._copy_code(code) doesn’t work the way it looks like it would, since the parentheses call the function immediately instead of waiting for a the button to be cliced. To solve that, I wrapped it in a lambda function so it only runs when the button’s actually pressed. I used AI to create the new prompt for the image upload and also to help me understand some errors the terminal was showing. That’s for now, see you on the next devlog!
Devlog #7: Packaging the app and shipping! Heyy there! Continuing from what I said on the next devlog, what I did today was finally turn ProjectGen into an actual app that people can download and run on their pc instead of just through VS code, as well as add some new features. Then, I used PyInstaller to package everything into a proper macOS .app , including the fonts and icon. The biggest problem I ran into was the dock icon not working for some reason. My actual ProjectGen icon would appear for half a second before default ttkbootstrap icon would take its place. After asking AI to help me find a solution, I ended up using PyObjC to keep re-applying my icon while the app is running, which sometimes works and sometimes just doesn’t, but I decided not to give it too much attention. Since, I am on mac, I couldn’t locally create the .exe file using pyinstaller , so I used Github Actions plus a script Chatgpt wrote to create it from there. Then I set up a windows vm in UTM, to check if the .exe file works properly. Thankfully it does, so that’s great! Other than that, there were some errosr with indentation and syntax, which I easily fixed. Finally, I made a .gitignore , added requirements.txt , uploaded everything to GitHub, and uploaded the packaged .app as a github release so people can download and run ProjectGen without needing Python or VS Code installed. I used AI a lot in this step, because the icon issue was driving me insane and also to create help create the Windows app. That’s it for now, see you on the next devlog!
Updated the github releases (both for Windows and MacOS), so the app runs straight out the box without needing the user to input their own api key. This was done upon request from the Shipwrights.
Added back the API key dialog, so the app uses the user’s key, instead of leaking mine.
Ships:
ProjectGen - AI Powered Project Idea Generator Hey there! I’ve had the idea to build this for a while, and I finally did it! ProjectGen is a desktop app, coded in Python and packaged both for mac and windows using Pyinstaller . In simple words, it’s an app powered by artificial intelligence, that can generate your next project ideas tailored to your exact requirements (project type, time, budget, difficulty level, etc.). It’s built to solve a specific problem I, and I’m sure all other tinkerers have: we have this feeling that we wanna start a new project, but have no idea what, and when we finally land on a specific idea, we often realize that we don’t have the right components, enough time, or the budget to actually build it. It is powered using HackAI, HackClub’s own free LLM API, and using gemini-3.8-flash as the model. How it works! When you open the app, you are met with the main screen, which features separate entry boxes and dropdown menus for the project type (software or hardware), difficulty level, available components if it’s a hardware project, and programming language if it’s software. There are also input fields for the time you can devote and your budget for the project. Oh, something I forgot to mention is that there’s an upload image button for the components, to avoid the hassle of having to type each and every one of your parts manually, and just upload an image of your components drawer. When you click “Generate ideas!”, after some time, 5 ideas will show up. Each one of those ideas has a “Build this!” button under it, that once pressed, generates a complete build guide for the specific project, covering everything you’ll need to build it yourself (overview, parts, wiring, code, instructions, etc.). What was challenging? The biggest challenge for this project, was probably packaging everything. The macOS dock icon constantly refused to work properly, because when I was launching the app, it would show the actual app icon for half a second and then switch to the deafult ttkbootstrap icon. Eventually, after asking AI, I ended up using PyObjC to keep re-applying the icon every 500ms while the app was running. Since I’m developing on a Mac, I also couldn’t build the Windows .exe myself on my computer, so I used GitHub Actions and a workflow written by ChatGpt to build it for me. I then created a Windows VM using UTM to make sure the .exe actually worked properly. What I’m happy with! I genuinely feel pretty happy with how the finished app turned out, especially considering how it started as a 70-line terminal-based Python script that only worked through VS code, and evolved into a proper packaged app that people can download and use without even needing Python installed. I’m also really happy with the component image upload feature, cause it just saves so much time! Instead of having to manually type out each one of the components you have, you can just take a picture of your components drawer and let the AI figure out what you have. How can you test it? Windows release: https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0_Windows Extract the ZIP file and run ProjectGen.exe . MacOS release: https://github.com/HarFProFour12/projectgen/releases/tag/v1.0.0 When you double click to open the app, it will refuse saying that Apple can’t verify it doesn’t contain malware. Go to Settings, then click Privacy & Security, scroll down, find the section about ProjectGen and click “Open anyway”....
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App to help Seniors protect themselves against sca App to help Seniors protect themselves against scams in India by @Mykulkar | Stardance...
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Mykulkar
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1
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30.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T01:35:56Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "KinGuard - An app to protect seniors against everyday scams. My grandfather was one of the victims of a scam. When I heard about the incident from him, I started researching these scams. Impersonation scams & threatening calls were on the rise and there was no good medium that could help educate seniors and protect them against the scams. This was my inspiration to create an app that would serve the senior community. I initially built this for scams in India and in the latest release I’ve included a US module as similar scams are on the rise here too. The design of the app was the most challenging aspect. What I set out to do was make an app which was graphical and icon based with accessibility options. The end goal was to make it very easy to use for seniors. Testing the features was another challenge as it needed 2 phones or a phone and a browser combination. I learnt a lot creating and integrating multi language support(English, Hindi, Kannada, Telugu and Tamil). I’m proud that I was able to officially launch the app on the Google Play Store and have 13 users within a short space of time. My grandfather has the app too and he appreciated the thought and the ease with which it can be used. KinGuard is very easy to install and use. https://mykit.pythonanywhere.com/how-it-works explains how to use the app. The family member downloads the app through the Google Play Store or by opening it from https://mykit.pythonanywhere.com and adding it to home screen, complete registration and finishes setup. The app gives a private link to share with the elder. The elder opens this link on the phone and it pairs with the family. A single tester can use a combination of one device and browser window or two browser windows.", "repo": "https://github.com/mykulkarvt/KinGuard", "demo": "https://youtube.com/shorts/aS_OT5WA54Q?feature=share"}]...
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[{"post_id": 75090, "ts": "202 [{"post_id": 75090, "ts": "2026-09-29T04:08:52Z", "hours": 3.1739, "text": "Continued Devlog on Password reset deploy to Production I tested the password reset functionality again to ensure it does not break Production. Pushed my changes to GitHub repo Copied the changed files over to pythonanywhere checked each one against the repo with md5sum set the new Gmail SMTP settings in the WSGI file Reloaded the application The first real password reset email failed with a 535 “Username and Password not accepted” message After a fair bit of troubleshooting I realized I had copied the wrong password in the WSGI file(from a different gmail account) Recreated the password from the right account and updated the WSGI file Reloaded the application Tested the full password reset workflow Got the email this time and was able to reset and login with the new password It might land in spam which I have noted down I also tested rest of the functionality of the app and everything works fine. After this I published v1.0.1 release on GitHub, updated the README and added Repo description, website and topics. This completes my development effort for the moment."}, {"post_id": 74743, "ts": "2026-09-28T03:41:54Z", "hours": 8.2256, "text": "Continued Devlog on Password reset Password reset build complete end to end. A new password_resets table was created, single use tokens that expire after 30 minutes are stored in hash form(not in plaintext) and a reset that logs out every session once it completes. Used Gmail SMTP to send the reset link. Users can request a rest of password, get the email, set a new password and login. Did a lot of testing locally to confirm the old one does not work after a password has been reset. Faced some Python issues to compile the new code. There were also some bugs related to windows copy-paste which took a lot of time to diagonize and fix, In the mean time my laptop crashed and upon reboot hacktime trackign stopped working. I had to spend a couple of hours to troubleshoot the issue which was related to Norton anti-virus on my laptop. It had quarantined the WakaTime tracking tool thinking it was suspicious. Finished testing and ready to roll this into production tomorrow."}, {"post_id": 73462, "ts": "2026-09-25T04:19:37Z", "hours": 8.2314, "text": "Build out a password reset feature based on feedback from users: Started with research on if paid hosting would be needed as KinGuard is hosted on free tier. Outbound email through Gmail is allowed on free tier. Built a Database table to store reset tokens securely, the actual email sending code, request a reset and complete the backend that verifies the token and resets the password. Fixed a bug which broke account registration logic. Faced another issue with the text editor which saved some garbage characters. I had to recreate the file. Created the forgot password html file Verified the backend and all the features of the app multiple times. Reset password logic still has to be built into templates followed by full test(local) and deploy to production More in my next Devlog"}, {"post_id": 72061, "ts": "2026-09-22T03:06:47Z", "hours": 3.1456, "text": "Deployed the US country-support module from Github to the live site on Pythonanywhere. Fixed a couple of issues as well that came along the way. Kinguard app is live on pythonanywhere. This means deployment to local, Github and to Pythonanywhere. As the repo is public now, I used the bash console on PythonAnywhere and directly pulled the changed files from the repo with curl commands. I then verified if the deployed files work correctly by runnign md5sum on all the changed files. I then compared the numbers with my local copies to make sure the numebrs matched. One of the files was not copied over correctly so I had to redo it. After this, I reloaded the app from the web console of pythonanywhere. This ensures changes are propogated and take effect. The README on GitHub is updated now to reflect the changes made and both India & US available as country options. Did a full regression check on the India and US side of the app after deploying. This is to ensure country-support changes had not broken anythign else in the app for the India users who are live on them. Fixed a bug which was leaving a stary character in commit and showing oddly in GitHub history. Fixed with plain ASCII encoding. Verified the “Call for help” and “report” buttons showed correct numbers for India and working as before."}, {"post_id": 69865, "ts": "2026-09-17T23:10:22Z", "hours": 3.3942, "text": "Continuing the US Country-support Build for KinGuard: Researched and wrote the US Scam catalog Mapped 5 categories for India with US Fixed a bug around help dial 1930 Added country specific names Fixed a bug around family screen not getting the alert for the US module Deployed the code locally and verified everything works"}, {"post_id": 68947, "ts": "2026-09-16T02:56:28Z", "hours": 1.9725, "text": "Continuing the US Country-support Build for KinGuard: Wired the country field through push notification(send_push() in app.py) Added country picker to the setup page above the language dropdown Compiled and verified the python code: python -m py_compile app.py conducted a live browser test to verify changes appeared"}, {"post_id": 68477, "ts": "2026-09-15T05:50:12Z", "hours": 2.1247, "text": "KinGuard passed Google Play review and is live in production. 14 installs(12 testers), no crashes. All bugs fixed. Enhancement request made: Develop a US based alerting for Seniors Started the country refactor: RULES now keyed by country Intent is to add new COUNTRIES table Add what varies per country (languages, voice locales, grid order, emergency number, who to report to)"}]...
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Title: App to help Seniors protect themselves agai Title: App to help Seniors protect themselves against scams in India by @Mykulkar | Stardance
Devlogs:
KinGuard passed Google Play review and is live in production. 14 installs(12 testers), no crashes. All bugs fixed. Enhancement request made: Develop a US based alerting for Seniors Started the country refactor: RULES now keyed by country Intent is to add new COUNTRIES table Add what varies per country (languages, voice locales, grid order, emergency number, who to report to)
Continuing the US Country-support Build for KinGuard: Wired the country field through push notification(send_push() in app.py) Added country picker to the setup page above the language dropdown Compiled and verified the python code: python -m py_compile app.py conducted a live browser test to verify changes appeared
Continuing the US Country-support Build for KinGuard: Researched and wrote the US Scam catalog Mapped 5 categories for India with US Fixed a bug around help dial 1930 Added country specific names Fixed a bug around family screen not getting the alert for the US module Deployed the code locally and verified everything works
Deployed the US country-support module from Github to the live site on Pythonanywhere. Fixed a couple of issues as well that came along the way. Kinguard app is live on pythonanywhere. This means deployment to local, Github and to Pythonanywhere. As the repo is public now, I used the bash console on PythonAnywhere and directly pulled the changed files from the repo with curl commands. I then verified if the deployed files work correctly by runnign md5sum on all the changed files. I then compared the numbers with my local copies to make sure the numebrs matched. One of the files was not copied over correctly so I had to redo it. After this, I reloaded the app from the web console of pythonanywhere. This ensures changes are propogated and take effect. The README on GitHub is updated now to reflect the changes made and both India & US available as country options. Did a full regression check on the India and US side of the app after deploying. This is to ensure country-support changes had not broken anythign else in the app for the India users who are live on them. Fixed a bug which was leaving a stary character in commit and showing oddly in GitHub history. Fixed with plain ASCII encoding. Verified the “Call for help” and “report” buttons showed correct numbers for India and working as before.
Build out a password reset feature based on feedback from users: Started with research on if paid hosting would be needed as KinGuard is hosted on free tier. Outbound email through Gmail is allowed on free tier. Built a Database table to store reset tokens securely, the actual email sending code, request a reset and complete the backend that verifies the token and resets the password. Fixed a bug which broke account registration logic. Faced another issue with the text editor which saved some garbage characters. I had to recreate the file. Created the forgot password html file Verified the backend and all the features of the app multiple times. Reset password logic still has to be built into templates followed by full test(local) and deploy to production More in my next Devlog
Continued Devlog on Password reset Password reset build complete end to end. A new password_resets table was created, single use tokens that expire after 30 minutes are stored in hash form(not in plaintext) and a reset that logs out every session once it completes. Used Gmail SMTP to send the reset link. Users can request a rest of password, get the email, set a new password and login. Did a lot of testing locally to confirm the old one does not work after a password has been reset. Faced some Python issues to compile the new code. There were also some bugs related to windows copy-paste which took a lot of time to diagonize and fix, In the mean time my laptop crashed and upon reboot hacktime trackign stopped working. I had to spend a couple of hours to troubleshoot the issue which was related to Norton anti-virus on my laptop. It had quarantined the WakaTime tracking tool thinking it was suspicious. Finished testing and ready to roll this into production tomorrow.
Continued Devlog on Password reset deploy to Production I tested the password reset functionality again to ensure it does not break Production. Pushed my changes to GitHub repo Copied the changed files over to pythonanywhere checked each one against the repo with md5sum set the new Gmail SMTP settings in the WSGI file Reloaded the application The first real password reset email failed with a 535 “Username and Password not accepted” message After a fair bit of troubleshooting I realized I had copied the wrong password in the WSGI file(from a different gmail account) Recreated the password from the right account and updated the WSGI file Reloaded the application Tested the full password reset workflow Got the email this time and was able to reset and login with the new password It might land in spam which I have noted down I also tested rest of the functionality of the app and everything works fine. After this I published v1.0.1 release on GitHub, updated the README and added Repo description, website and topics. This completes my development effort for the moment.
Ships:
KinGuard - An app to protect seniors against everyday scams. My grandfather was one of the victims of a scam. When I heard about the incident from him, I started researching these scams. Impersonation scams & threatening calls were on the rise and there was no good medium that could help educate seniors and protect them against the scams. This was my inspiration to create an app that would serve the senior community. I initially built this for scams in India and in the latest release I’ve included a US module as similar scams are on the rise here too. The design of the app was the most challenging aspect. What I set out to do was make an app which was graphical and icon based with accessibility options. The end goal was to make it very easy to use for seniors. Testing the features was another challenge as it needed 2 phones or a phone and a browser combination. I learnt a lot creating and integrating multi language support(English, Hindi, Kannada, Telugu and Tamil). I’m proud that I was able to officially launch the app on the Google Play Store and have 13 users within a short space of time. My grandfather has the app too and he appreciated the thought and the ease with which it can be used. KinGuard is very easy to install and use. https://mykit.pythonanywhere.com/how-it-works explains how to use the app. The family member downloads the app through the Google Play Store or by opening it from https://mykit.pythonanywhere.com and adding it to home screen, complete registration and finishes setup. The app gives a private link to share with the elder. The elder opens this link on the phone and it pairs with the family. A single tester can use a combination of one device and browser window or two browser windows....
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1793346726.3946586
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1793433126.3946586
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46202
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Will you Rush? by @Domenica | Stardance
|
Domenica
|
1
|
7.4
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:50:08Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a game using Godot Engine, which I named “Will You Rush?”. Within it, you will find 2 mingames and a level 2 for one of them in order to finish the game. Games Once you start the game, you must win all games to win. Losing any of them because of time or a wrong answer will take you back to the title screen. Game 1: Whack A Mole (Catch 20 moles in 15 seconds). Game 2: Quiz (Answer math questions in less than 5 seconds). Game 3: Whack A Mole 2 (Catch 20 moles in 10 seconds). Features Personalised title screen, game over screen, victory screen Personalised sprites (e.g. moles) Timer Points", "repo": "https://github.com/Domenica-Santayana/WillYouRush", "demo": "https://dsc-217.itch.io/will-you-rush"}]...
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[{"post_id": 79189, "ts": "202 [{"post_id": 79189, "ts": "2026-10-12T23:30:50Z", "hours": 0.3964, "text": "Hello there! I’ve doing some corrections to the game, it appeared to have some bugs due to the font I was using in some parts. Anyways, go and check it out!!"}, {"post_id": 75069, "ts": "2026-09-29T01:52:49Z", "hours": 1.9414, "text": "Hello there! I’m so happy to announce you that after some hours of work, Will you Rush is finally finished. So, the game is divided into 2 minigames, but two levels. First, a whack a mole (20 moles in 15 s), then a math quiz (5s per question) and finally, level 2 : whack a mole (20 moles in 10s). Each part has a introduction card to explain the game. Moreover, if you lose, there’s a personalized game over with a try again to start the whole game again. Finally, if you are fast enough to rush the whole game, you will find a personalized victory card. All process of sprites and cards can be seen in Lapse. Hope you like it!"}, {"post_id": 67068, "ts": "2026-09-13T03:39:32Z", "hours": 2.5042, "text": "Hello there! I’m so happy to announce that I’ve finally finished the first mini-game of Will You Rush. I’ve created an instructions page and then manage to fix some issues of the first code. Hope you like it!"}, {"post_id": 63286, "ts": "2026-09-07T01:05:12Z", "hours": 0.655, "text": "Hello there! I’ve just created my first minigame: Whack a Mole! Quite an experience considering I’m starting to learn how to use Godot, but look what I’ve got. I believe it isn’t that bad. I’m looking foward to make a thing that counts points and put somehow a timer. Hope you like it!"}, {"post_id": 51632, "ts": "2026-08-21T12:39:57Z", "hours": 0.5333, "text": "Hello there! I’ve been working on my second sprite for the game “Will You Rush?” When drawing the sprite, I took inspiration from Nintendo’s Super Mario Bros Pipes. See my timelapse on Lapse. See you!"}, {"post_id": 46052, "ts": "2026-08-13T00:02:46Z", "hours": 0.55, "text": "Hello there! I just made the first character for my game: Will You Rush. It’s a mole for the minigame of whack a mole. Hope you like!"}, {"post_id": 45510, "ts": "2026-08-12T01:37:06Z", "hours": 0.9472, "text": "Hello there! I’ve embarked on a new adventure: creating a game. I’ve managed to set up Godot (1st using it so wish me luck), Lapse, and I’ve started the design. I made the pixel art of the clock myself (it’s my first time trying this style of drawing) + and i used canva for the rest. If you would like to see my process, you can check out my timelapse in Lapse. Hope you like it!"}]...
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Title: Will you Rush? by @Domenica | Stardance
De Title: Will you Rush? by @Domenica | Stardance
Devlogs:
Hello there! I’ve embarked on a new adventure: creating a game. I’ve managed to set up Godot (1st using it so wish me luck), Lapse, and I’ve started the design. I made the pixel art of the clock myself (it’s my first time trying this style of drawing) + and i used canva for the rest. If you would like to see my process, you can check out my timelapse in Lapse. Hope you like it!
Hello there! I just made the first character for my game: Will You Rush. It’s a mole for the minigame of whack a mole. Hope you like!
Hello there! I’ve been working on my second sprite for the game “Will You Rush?” When drawing the sprite, I took inspiration from Nintendo’s Super Mario Bros Pipes. See my timelapse on Lapse. See you!
Hello there! I’ve just created my first minigame: Whack a Mole! Quite an experience considering I’m starting to learn how to use Godot, but look what I’ve got. I believe it isn’t that bad. I’m looking foward to make a thing that counts points and put somehow a timer. Hope you like it!
Hello there! I’m so happy to announce that I’ve finally finished the first mini-game of Will You Rush. I’ve created an instructions page and then manage to fix some issues of the first code. Hope you like it!
Hello there! I’m so happy to announce you that after some hours of work, Will you Rush is finally finished. So, the game is divided into 2 minigames, but two levels. First, a whack a mole (20 moles in 15 s), then a math quiz (5s per question) and finally, level 2 : whack a mole (20 moles in 10s). Each part has a introduction card to explain the game. Moreover, if you lose, there’s a personalized game over with a try again to start the whole game again. Finally, if you are fast enough to rush the whole game, you will find a personalized victory card. All process of sprites and cards can be seen in Lapse. Hope you like it!
Hello there! I’ve doing some corrections to the game, it appeared to have some bugs due to the font I was using in some parts. Anyways, go and check it out!!
Ships:
I created a game using Godot Engine, which I named “Will You Rush?”. Within it, you will find 2 mingames and a level 2 for one of them in order to finish the game. Games Once you start the game, you must win all games to win. Losing any of them because of time or a wrong answer will take you back to the title screen. Game 1: Whack A Mole (Catch 20 moles in 15 seconds). Game 2: Quiz (Answer math questions in less than 5 seconds). Game 3: Whack A Mole 2 (Catch 20 moles in 10 seconds). Features Personalised title screen, game over screen, victory screen Personalised sprites (e.g. moles) Timer Points...
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1793346722.6806092
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1793433122.6806092
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46161
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Particle Evolution by @dubbyy | Stardance
|
dubbyy
|
1
|
21.0
|
314
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T23:52:08Z", "hours": 21.0, "multiplier": 14.66, "payout": 314, "blessing": "neutral", "text": "Project is available for download on Windows and Linux I made a particle simulator with genomes. Inspired by Particle Life, the particles interact with each other through attraction and repulsion which when millions of times across thousands of particles creates really cool patterns. The particles also have DNA as explained in the README This was a lot of fun, I find emergent behaviours really cool, and even though I wasn’t able to accomplish everything I wanted to do I’m still happy with how it turned out. I also learned a lot about how GPUs work which is becoming very relevant very fast. This might be my last Stardance project so I just want to say thank you to all the Hack Club staff for running this, and all the other Stardancers for making it what it is. I had a great summer and I hope you all did too :>", "repo": "https://github.com/dubbyy1/particle-evo", "demo": "https://github.com/dubbyy1/particle-evo/releases/tag/v1.0.0"}]...
|
[{"post_id": 69393, "ts": "202 [{"post_id": 69393, "ts": "2026-09-16T23:40:57Z", "hours": 1.0261, "text": "Devlog 4 Last one before I ship! I finalised a few things before release, mostly just messed with the UI. This project was also really hard to package because of the way Taichi compiles code. Long story short before it compiles it check to see if what you’re doing is legal, and for that it has to read the actual source code. When you package a project with something like PyInstaller, the source code gets lost which breaks Taichi. The fix for this was to include a copy of the physics code in plaintext within the executable, so Taichi had something to look at. Shout out to Claude for helping me fix that, I probably never would have figured that out on my own. Anyway that’s it"}, {"post_id": 69312, "ts": "2026-09-16T19:39:18Z", "hours": 7.205, "text": "Devlog 3 It’s been a long time! After a lot of procrastinating and trial and error, and banging my head against the wall trying to figure out evolution, I decided to pivot. I kept the genome system, but scrapped the evolution in favour of manual tuning Genomes I went over this in the last devlog but I’ll mention it again cause it’s important and it’s changed a little. The current system works with a fixed number of species , each with a unique genome. A genome is made of 3 traits (0 to 1) and 3 receptors (-1 to 1) and each receptor interacts with it’s respective trait on a neighbouring particle. For example, if Trait 1 on Particle A is 1, and Receptor 2 on Particle B is also 1, B will be attracted to A . Likewise, if Receptor 1 on Particle B is -1, B will be repelled by A Rendering Aside from solidifying the genome system, the biggest change from the last update is a full shift to GPU rendering. The previous version used Pygame to draw the window, but now I’m using Taichi’s UI library. The benefits of this are that information is no longer being sent between the CPU and GPU, significantly increasing speed. Also, the rendering itself is parallelized, making it even faster. Other Changes I added detailed controls for changing population, species count, genomes, visuals and more. I also added a system to save and load configurations. Next? I’m gonna leave this project for a bit, but I might come back to it in the future. If I do, I want to find some way to turn it into a live wallpaper / screensaver. It’s like the moon!"}, {"post_id": 52682, "ts": "2026-08-22T23:04:28Z", "hours": 1.6047, "text": "Devlog 2.5 - Chaos Really small update! I starting implementing the evolution, it’s very very simple right now but I just wanted to share this cause I think it looks cool. I won’t go into too much detail here but basically instead of a fixed species/color each particle has a genome. The genome is made of traits, and receptors (attraction/repulsion to certain traits). When particles get close to each other, they share a bit of DNA. I’ll probably change the evolution mechanism very soon because I don’t think this method is really viable but it’s a start :>"}, {"post_id": 49248, "ts": "2026-08-17T22:42:46Z", "hours": 3.5361, "text": "Devlog 2 - Organisms I finally got around to adding GPU integration. I can now comfortably run 20,000+ particles, before I was capped at around 1,500. There’s no other additions so I’m gonna talk about the implementation for a bit. I used a really cool module called Taichi . It basically lets you put a little tag above functions to tell them to compile into GPU code. For it to work you have to convert whatever you’re doing to use different datatypes since the GPU doesn’t understand python types. Regular numbers are the same but I struggled a good but trying to understand Vectors and Fields . I think a field is like a space that contains data, in 1, 2, or 3 dimensions. A vector is roughly equivalent to a list in Python. The part that confused me was putting vectors in fields, and the difference between vector dimensions and field dimensions. To actually implement Taichi I pretty much had to rewrite the whole backend, but thankfully the actual equations stayed mostly the same it was just the structure. Previously I had a big list of Particle objects with their own functions handling their own physics. Now particles are purely numerical, there’s just a big list of positions and a big list of colors used to render them. It was pretty interesting learning how to use Taichi, I’ll probably integrate it into future projects. or experiment with the GPU in other languages. As for this project, I called it Particle Evolution but I still haven’t fully figured out how I want the evolution to function. Hopefully I’ll have something next devlog :> 30,000 particles!"}, {"post_id": 48926, "ts": "2026-08-17T14:19:48Z", "hours": 1.12, "text": "Devlog 1.5 - Life Another small update. I still wasn’t completely happy with the physics after my last devlog so I looked at the code of another particle life simulation and realised I was doing some of the calculations wrong. It turns out I never fully fixed the strong repulsion equation, also I was applying the friction in the wrong order. Aside from bug fixes, I incorporated delta (the real time since the last frame) into all the calculations to account for framerate fluctuations. I’m now pretty happy with the way the particles interact, and I think I can start translating the code to run on the GPU - hopefully I don’t need to rewrite too much of it"}, {"post_id": 47208, "ts": "2026-08-14T23:38:27Z", "hours": 3.3586, "text": "Devlog 1 - Cells Quick update to my Particle Life project. I did some work to stabilise the physics, there were a lot of small mistakes in the code that added up to very erratic behaviours. For example, the repulsion force that’s supposed to stop the particles from overlapping too much was partially inverted and actually made things worse. I’m starting to get better results now but it’ sstill not perfect. I also added a little grid to visualise the relationships between different ‘species’. I’m still relatively new to Pygame so it was interesting trying to get the dragging and clicking working The last change is less noticeable but I did some light optimization. I basically added an invisible grid, so instead of checking the distance to every particle every frame, each particle only looks at neighbouring cells. It’s an improvement, but there’s still a long way to go as far as optimization. Hopefully I can figure out how to get it to run on the GPU soon"}, {"post_id": 44261, "ts": "2026-08-09T21:58:04Z", "hours": 3.5419, "text": "Devlog 0 - Primordial Soup I started making my Particle Life simulation. I got the basic features working, but it’s very unoptimised. Every particle checks every other particle every frame, and it’s all done using the CPU. I’ll elaborate more on how I’m going to solve this in the future. For anyone who doesn’t know, Particle Life works by simulating attraction and repulsion forces between different kinds of particles. For example, here you can see that blue is attracted to itself, causing it to form big clumps. You can also see that blue is attracted to green, but green repels blue, effectively making blue chase green around really fast. What’s Next? The two things I plan on doing next are optimisation, and customisation. I’m not sure which will come first, but hopefully by the time I finish I’ll know how I want to implement the evolution"}]...
|
Title: Particle Evolution by @dubbyy | Stardance
Title: Particle Evolution by @dubbyy | Stardance
Devlogs:
Devlog 0 - Primordial Soup I started making my Particle Life simulation. I got the basic features working, but it’s very unoptimised. Every particle checks every other particle every frame, and it’s all done using the CPU. I’ll elaborate more on how I’m going to solve this in the future. For anyone who doesn’t know, Particle Life works by simulating attraction and repulsion forces between different kinds of particles. For example, here you can see that blue is attracted to itself, causing it to form big clumps. You can also see that blue is attracted to green, but green repels blue, effectively making blue chase green around really fast. What’s Next? The two things I plan on doing next are optimisation, and customisation. I’m not sure which will come first, but hopefully by the time I finish I’ll know how I want to implement the evolution
Devlog 1 - Cells Quick update to my Particle Life project. I did some work to stabilise the physics, there were a lot of small mistakes in the code that added up to very erratic behaviours. For example, the repulsion force that’s supposed to stop the particles from overlapping too much was partially inverted and actually made things worse. I’m starting to get better results now but it’ sstill not perfect. I also added a little grid to visualise the relationships between different ‘species’. I’m still relatively new to Pygame so it was interesting trying to get the dragging and clicking working The last change is less noticeable but I did some light optimization. I basically added an invisible grid, so instead of checking the distance to every particle every frame, each particle only looks at neighbouring cells. It’s an improvement, but there’s still a long way to go as far as optimization. Hopefully I can figure out how to get it to run on the GPU soon
Devlog 1.5 - Life Another small update. I still wasn’t completely happy with the physics after my last devlog so I looked at the code of another particle life simulation and realised I was doing some of the calculations wrong. It turns out I never fully fixed the strong repulsion equation, also I was applying the friction in the wrong order. Aside from bug fixes, I incorporated delta (the real time since the last frame) into all the calculations to account for framerate fluctuations. I’m now pretty happy with the way the particles interact, and I think I can start translating the code to run on the GPU - hopefully I don’t need to rewrite too much of it
Devlog 2 - Organisms I finally got around to adding GPU integration. I can now comfortably run 20,000+ particles, before I was capped at around 1,500. There’s no other additions so I’m gonna talk about the implementation for a bit. I used a really cool module called Taichi . It basically lets you put a little tag above functions to tell them to compile into GPU code. For it to work you have to convert whatever you’re doing to use different datatypes since the GPU doesn’t understand python types. Regular numbers are the same but I struggled a good but trying to understand Vectors and Fields . I think a field is like a space that contains data, in 1, 2, or 3 dimensions. A vector is roughly equivalent to a list in Python. The part that confused me was putting vectors in fields, and the difference between vector dimensions and field dimensions. To actually implement Taichi I pretty much had to rewrite the whole backend, but thankfully the actual equations stayed mostly the same it was just the structure. Previously I had a big list of Particle objects with their own functions handling their own physics. Now particles are purely numerical, there’s just a big list of positions and a big list of colors used to render them. It was pretty interesting learning how to use Taichi, I’ll probably integrate it into future projects. or experiment with the GPU in other languages. As for this project, I called it Particle Evolution but I still haven’t fully figured out how I want the evolution to function. Hopefully I’ll have something next devlog :> 30,000 particles!
Devlog 2.5 - Chaos Really small update! I starting implementing the evolution, it’s very very simple right now but I just wanted to share this cause I think it looks cool. I won’t go into too much detail here but basically instead of a fixed species/color each particle has a genome. The genome is made of traits, and receptors (attraction/repulsion to certain traits). When particles get close to each other, they share a bit of DNA. I’ll probably change the evolution mechanism very soon because I don’t think this method is really viable but it’s a start :>
Devlog 3 It’s been a long time! After a lot of procrastinating and trial and error, and banging my head against the wall trying to figure out evolution, I decided to pivot. I kept the genome system, but scrapped the evolution in favour of manual tuning Genomes I went over this in the last devlog but I’ll mention it again cause it’s important and it’s changed a little. The current system works with a fixed number of species , each with a unique genome. A genome is made of 3 traits (0 to 1) and 3 receptors (-1 to 1) and each receptor interacts with it’s respective trait on a neighbouring particle. For example, if Trait 1 on Particle A is 1, and Receptor 2 on Particle B is also 1, B will be attracted to A . Likewise, if Receptor 1 on Particle B is -1, B will be repelled by A Rendering Aside from solidifying the genome system, the biggest change from the last update is a full shift to GPU rendering. The previous version used Pygame to draw the window, but now I’m using Taichi’s UI library. The benefits of this are that information is no longer being sent between the CPU and GPU, significantly increasing speed. Also, the rendering itself is parallelized, making it even faster. Other Changes I added detailed controls for changing population, species count, genomes, visuals and more. I also added a system to save and load configurations. Next? I’m gonna leave this project for a bit, but I might come back to it in the future. If I do, I want to find some way to turn it into a live wallpaper / screensaver. It’s like the moon!
Devlog 4 Last one before I ship! I finalised a few things before release, mostly just messed with the UI. This project was also really hard to package because of the way Taichi compiles code. Long story short before it compiles it check to see if what you’re doing is legal, and for that it has to read the actual source code. When you package a project with something like PyInstaller, the source code gets lost which breaks Taichi. The fix for this was to include a copy of the physics code in plaintext within the executable, so Taichi had something to look at. Shout out to Claude for helping me fix that, I probably never would have figured that out on my own. Anyway that’s it
Ships:
Project is available for download on Windows and Linux I made a particle simulator with genomes. Inspired by Particle Life, the particles interact with each other through attraction and repulsion which when millions of times across thousands of particles creates really cool patterns. The particles also have DNA as explained in the README This was a lot of fun, I find emergent behaviours really cool, and even though I wasn’t able to accomplish everything I wanted to do I’m still happy with how it turned out. I also learned a lot about how GPUs work which is becoming very relevant very fast. This might be my last Stardance project so I just want to say thank you to all the Hack Club staff for running this, and all the other Stardancers for making it what it is. I had a great summer and I hope you all did too :>...
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1793346721.4600546
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1793433121.4600546
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56243
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Aksara by @Dat-One-Dev | Stardance
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Dat-One-Dev
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1
|
8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T17:14:03Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "terminal desktop launcher lwk a fullscreen terminal thing that looks like a tiny desktop. it has a wallpaper, a search bar on top and a little info panel at the bottom. instead of clicking icons you just type. i made it because opening a file manager and a launcher and a terminal separately felt dumb when i basically live in the terminal anyway. so now the terminal IS the desktop. kinda.", "repo": "https://github.com/Dat-one-dev/Aksara", "demo": "https://github.com/Dat-one-dev/Aksara/releases/tag/v0.1.1"}]...
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[{"post_id": 68731, "ts": "202 [{"post_id": 68731, "ts": "2026-09-15T17:13:21Z", "hours": 0.4275, "text": "Devlog 13 Nothing just completing the project readme and stuff uk"}, {"post_id": 67930, "ts": "2026-09-14T07:36:44Z", "hours": 0.3147, "text": "DEVLOG 12, Before the scope creeps onto me I am shipping this thing as fast as humanly possible I fixed xdg-open . but which we had I am lwk also planning to make a custom wallpaper and then thats it shipping rn working on the vhs gif and readme.md, lets procastinate if this proj is lwk 9h and i get 10 ratings then its 90 mehhhhhh I need 114 stardust rn for F75 AULA lol"}, {"post_id": 67484, "ts": "2026-09-13T16:29:21Z", "hours": 0.5808, "text": "DEVLOG 11 Tried to do something ended with nothing thus putting that something to nothing so that something never does anything to the something that i have inside this something which we call skull Ok let the shakespeare die, I tried adding left right panel idky they look bad so removing them…and maybe shipping by next devlog"}, {"post_id": 67243, "ts": "2026-09-13T09:30:30Z", "hours": 0.2867, "text": "Devlog 10 Now u can run normal terminal commands and actually see them using :! and now i am lwk ded so bye…its already ig 8h…i can ship it after adding some more features maybe this proj will go to 10h"}, {"post_id": 67225, "ts": "2026-09-13T08:46:27Z", "hours": 0.9328, "text": "DEVLOG 9 U can now use :! to directly pass command to terminal [although u cant view the output i am working on it rn] and also u can use :bg \"~/.config/aksara/wall.png\" to lwk change the default wallpaper [wht u see now is default one auto install at the path above]"}, {"post_id": 66659, "ts": "2026-09-12T14:55:15Z", "hours": 0.6428, "text": "Devlog 8 Config editing added now at ~/.config/aksara/config.json the config is added which can be used to fuzzy search from Aksara, u can either edit this config manually by nvim ~/.config/aksara/config.json or u can edit it inside aksara by using :w name : \"cmnd\" to add a shortcut and :r name to remove it, use e to focus on the search bar and then ESC to unfocus"}, {"post_id": 66605, "ts": "2026-09-12T13:33:42Z", "hours": 0.5889, "text": "DEVLOG 7 Ok my new idea lwk actually worked top panel loks tuffffffffffffff now i think i should add side panels too….lets see i would add them at last rn i am working on the main backend [ik backend is mostly a website term] side lwk making the json way of making TERMINAL APPLICATION ACCESSIBLE, would add some defaults one too ig"}, {"post_id": 66562, "ts": "2026-09-12T12:17:05Z", "hours": 0.4478, "text": "DEVLOG 6 IG I may not have a brain gentleman but I HAVE AN IDEA..HAHAHAHAHHAHAH ok nothing i am removing pop up search it ate up my mind and i dont wanan use that much AI for such basic input field so lwk adding 2 panels 1 at top another at bottom rn i removed the pop up search and then shifted the top panel to bottom and then in next devlog add the top panel which will become the one that searchs lwk smth like u see in browsers"}, {"post_id": 66538, "ts": "2026-09-12T11:44:38Z", "hours": 0.9928, "text": "DEVLOG 5 It went in adding feature and deleting it all i was tryna code the fuzzy search popup but it sucked now i deleted it all and restarting.."}, {"post_id": 61983, "ts": "2026-09-05T05:47:56Z", "hours": 1.0956, "text": "DEVLOG 4 IG Wallpaper feature added just do go run . -w “path.png” and it sets the png on the desired path as ur aksara wallpaper i gotta work on this more"}, {"post_id": 61411, "ts": "2026-09-04T09:47:01Z", "hours": 0.7644, "text": "DEVLOG 3 Prana Devlog has all the func i discussed in last devlog with some more things, Now I decided to work on actual project now instead of just framework…this project is called AKSARA…and framework and project are on diff repo but contri on same proj…Rn I imported diff libs and working on TOP PANEl…to display batter ram usage cpu usage time ect stuff…Dont ask me what this project is I know what it is but idk how to explain it"}, {"post_id": 60802, "ts": "2026-09-03T12:20:08Z", "hours": 0.6964, "text": "PRANA DEVLOG 2 My last TUI proj got preety good ratings thus I decided to lean more into TUI for that I am making a desktop env in TUI BUT THIS SS IS NOT THAT, before that I am making a TUI framework to make my work easier rn I added func like borderText [ignore it its a helper for me not for the framework user], Box [u give it width height and it makes box of it, u can also give it header[TEXT SHOWN ON TOP BORDER] footer[TEXT SHOWN ON BOTTOM BORDER] content[TEXT SHOWN INSIDE BOX] too…..then we have ScreenBox func that lwk us just Box func but it auto arguments it with width and height of whole terminal jus to make the it easyyyy, i also have TerminalSize to get Width and Height of the terminal….below SS shows usage of ScreenBox with Header Prana, Footer ESC TO EXIT;"}, {"post_id": 58100, "ts": "2026-08-30T13:35:03Z", "hours": 0.56, "text": "DEVLOG 1 PRANA: POV HOW PROCRASTINATING FOR 30MIN FEELS LIKE"}]...
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Title: Aksara by @Dat-One-Dev | Stardance
Devlogs Title: Aksara by @Dat-One-Dev | Stardance
Devlogs:
DEVLOG 1 PRANA: POV HOW PROCRASTINATING FOR 30MIN FEELS LIKE
PRANA DEVLOG 2 My last TUI proj got preety good ratings thus I decided to lean more into TUI for that I am making a desktop env in TUI BUT THIS SS IS NOT THAT, before that I am making a TUI framework to make my work easier rn I added func like borderText [ignore it its a helper for me not for the framework user], Box [u give it width height and it makes box of it, u can also give it header[TEXT SHOWN ON TOP BORDER] footer[TEXT SHOWN ON BOTTOM BORDER] content[TEXT SHOWN INSIDE BOX] too…..then we have ScreenBox func that lwk us just Box func but it auto arguments it with width and height of whole terminal jus to make the it easyyyy, i also have TerminalSize to get Width and Height of the terminal….below SS shows usage of ScreenBox with Header Prana, Footer ESC TO EXIT;
DEVLOG 3 Prana Devlog has all the func i discussed in last devlog with some more things, Now I decided to work on actual project now instead of just framework…this project is called AKSARA…and framework and project are on diff repo but contri on same proj…Rn I imported diff libs and working on TOP PANEl…to display batter ram usage cpu usage time ect stuff…Dont ask me what this project is I know what it is but idk how to explain it
DEVLOG 4 IG Wallpaper feature added just do go run . -w “path.png” and it sets the png on the desired path as ur aksara wallpaper i gotta work on this more
DEVLOG 5 It went in adding feature and deleting it all i was tryna code the fuzzy search popup but it sucked now i deleted it all and restarting..
DEVLOG 6 IG I may not have a brain gentleman but I HAVE AN IDEA..HAHAHAHAHHAHAH ok nothing i am removing pop up search it ate up my mind and i dont wanan use that much AI for such basic input field so lwk adding 2 panels 1 at top another at bottom rn i removed the pop up search and then shifted the top panel to bottom and then in next devlog add the top panel which will become the one that searchs lwk smth like u see in browsers
DEVLOG 7 Ok my new idea lwk actually worked top panel loks tuffffffffffffff now i think i should add side panels too….lets see i would add them at last rn i am working on the main backend [ik backend is mostly a website term] side lwk making the json way of making TERMINAL APPLICATION ACCESSIBLE, would add some defaults one too ig
Devlog 8 Config editing added now at ~/.config/aksara/config.json the config is added which can be used to fuzzy search from Aksara, u can either edit this config manually by nvim ~/.config/aksara/config.json or u can edit it inside aksara by using :w name : "cmnd" to add a shortcut and :r name to remove it, use e to focus on the search bar and then ESC to unfocus
DEVLOG 9 U can now use :! to directly pass command to terminal [although u cant view the output i am working on it rn] and also u can use :bg "~/.config/aksara/wall.png" to lwk change the default wallpaper [wht u see now is default one auto install at the path above]
Devlog 10 Now u can run normal terminal commands and actually see them using :! and now i am lwk ded so bye…its already ig 8h…i can ship it after adding some more features maybe this proj will go to 10h
DEVLOG 11 Tried to do something ended with nothing thus putting that something to nothing so that something never does anything to the something that i have inside this something which we call skull Ok let the shakespeare die, I tried adding left right panel idky they look bad so removing them…and maybe shipping by next devlog
DEVLOG 12, Before the scope creeps onto me I am shipping this thing as fast as humanly possible I fixed xdg-open . but which we had I am lwk also planning to make a custom wallpaper and then thats it shipping rn working on the vhs gif and readme.md, lets procastinate if this proj is lwk 9h and i get 10 ratings then its 90 mehhhhhh I need 114 stardust rn for F75 AULA lol
Devlog 13 Nothing just completing the project readme and stuff uk
Ships:
terminal desktop launcher lwk a fullscreen terminal thing that looks like a tiny desktop. it has a wallpaper, a search bar on top and a little info panel at the bottom. instead of clicking icons you just type. i made it because opening a file manager and a launcher and a terminal separately felt dumb when i basically live in the terminal anyway. so now the terminal IS the desktop. kinda....
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