|
19354
|
Cyber Type by @Livvy | Stardance
|
Livvy
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T00:42:54Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game where you type out commands and different words as they appear on the screen, to “hack” and move through each level or play through endless mode. Biggest challenge was the screen kept freezing after you lost, which took about an hour of research to fix. The thing I am most proud of is the endless mode where after a certain amount of time it gets faster and faster, adding a fun dynamic to the game. I hope everyone enjoys this simple little game I made!", "repo": "https://github.com/oliviasophia67/Cyber-Type-2.0", "demo": "https://oliviasophia67.github.io/Cyber-Type-2.0/"}]...
|
[{"post_id": 76573, "ts": "202 [{"post_id": 76573, "ts": "2026-10-04T00:39:28Z", "hours": 1.3847, "text": "Second devlog!!!! Super excited about this devlog because i got the game to a position for a first ship! Especially with stardance ending in only a month I need to ship out all projects soon. Also with school I won’t have much time to work on this. I worked on this game having an endless and a level mode in the time spent, and it works very well!! Hope yall enjoy it"}, {"post_id": 21064, "ts": "2026-07-02T20:51:43Z", "hours": 0.8744, "text": "First Devlog! To start off I just barely started this new game, and its already going pretty well. This projects idea is to be a fast typing game that has to do with coding (more to come on that) so we’ll see how it continues to go. so far I’ve made the general design for it along with the typing mechanics, and I added in a keyboard on the project to make it more easily playable on a phone or tablet. I would love some fun ideas to incorporate into the project, otherwise I shall continue to work on it!"}]...
|
Title: Cyber Type by @Livvy | Stardance
Devlogs:
Title: Cyber Type by @Livvy | Stardance
Devlogs:
First Devlog! To start off I just barely started this new game, and its already going pretty well. This projects idea is to be a fast typing game that has to do with coding (more to come on that) so we’ll see how it continues to go. so far I’ve made the general design for it along with the typing mechanics, and I added in a keyboard on the project to make it more easily playable on a phone or tablet. I would love some fun ideas to incorporate into the project, otherwise I shall continue to work on it!
Second devlog!!!! Super excited about this devlog because i got the game to a position for a first ship! Especially with stardance ending in only a month I need to ship out all projects soon. Also with school I won’t have much time to work on this. I worked on this game having an endless and a level mode in the time spent, and it works very well!! Hope yall enjoy it
Ships:
I made a game where you type out commands and different words as they appear on the screen, to “hack” and move through each level or play through endless mode. Biggest challenge was the screen kept freezing after you lost, which took about an hour of research to fix. The thing I am most proud of is the endless mode where after a certain amount of time it gets faster and faster, adding a fun dynamic to the game. I hope everyone enjoys this simple little game I made!...
|
1793148565.2511523
|
1793234965.2511523
|
|
19371
|
Planetarium by @The_Craw | Stardance
|
The_Craw
|
1
|
2.44
|
29
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T10:24:58Z", "hours": 2.0, "multiplier": 12.05, "payout": 29, "blessing": "neutral", "text": "A custom-made leaderboard, made with my own unofficial stardance API system. Tracks projects over time, for followers, time used, and devlogs. This project is confirmed to have been used by the Fraud Squad to catch users who have faked their time.", "repo": "https://github.com/Jonah-Crawford/Planetarium", "demo": "https://planetarium.ultimatecraw.xyz/"}]...
|
[{"post_id": 16815, "ts": "202 [{"post_id": 16815, "ts": "2026-06-27T09:33:43Z", "hours": 0.4414, "text": "Simple additions like adding a ‘super star’ column to track exceptional projects have been added. The webpage is still quite slow though 😅"}, {"post_id": 9866, "ts": "2026-06-16T10:12:57Z", "hours": 1.335, "text": "Final devlog, shipping as the basic leaderboard is done!"}, {"post_id": 9828, "ts": "2026-06-16T08:42:16Z", "hours": 0.6761, "text": "I’m not going to lie, ChatGPT did the CSS because I don’t know how to. This is why it looks vibecoded, which makes it stinky. I apologise."}, {"post_id": 9495, "ts": "2026-06-15T20:56:36Z", "hours": 0.3767, "text": "Did someone say new leaderboard? That’s right, Craw’s Stardance Leaderboard now works with Craw’s Stardance API! This leaderboard updates every 6 hours, rather than every week, and can show history data! Want to see the fastest growing projects? Easy peasy with Planetarium."}]...
|
Title: Planetarium by @The_Craw | Stardance
Devlo Title: Planetarium by @The_Craw | Stardance
Devlogs:
Did someone say new leaderboard? That’s right, Craw’s Stardance Leaderboard now works with Craw’s Stardance API! This leaderboard updates every 6 hours, rather than every week, and can show history data! Want to see the fastest growing projects? Easy peasy with Planetarium.
I’m not going to lie, ChatGPT did the CSS because I don’t know how to. This is why it looks vibecoded, which makes it stinky. I apologise.
Final devlog, shipping as the basic leaderboard is done!
Simple additions like adding a ‘super star’ column to track exceptional projects have been added. The webpage is still quite slow though 😅
Ships:
A custom-made leaderboard, made with my own unofficial stardance API system. Tracks projects over time, for followers, time used, and devlogs. This project is confirmed to have been used by the Fraud Squad to catch users who have faked their time....
|
1793278374.2148092
|
1793364774.2148092
|
|
19412
|
MeisterGuide by @hpeen | Stardance
|
hpeen
|
1
|
19.0
|
185
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T18:41:28Z", "hours": 19.0, "multiplier": 10.11, "payout": 185, "blessing": "neutral", "text": "I made an AI powered guide that floats over your game, reads the wiki, answers with sources, and works for any game you add (tested with Minecraft + Subnautica). A part I spent a day on before figuring it out was a Fandom bug that silently stored zero articles. I’m proud I managed to make an usable guide that actually helps in game whether you’re online or offline. For a quick test there is a demo link online that shows the features of the project (the AI is only in the app) and in the README there’s a guide on how to use the application.", "repo": "https://github.com/Hpeen/MeisterGuide", "demo": "https://github.com/Hpeen/MeisterGuide/releases/tag/v1.0.0"}]...
|
[{"post_id": 14543, "ts": "202 [{"post_id": 14543, "ts": "2026-06-23T18:10:24Z", "hours": 10.0442, "text": "Back from vacation, and the app is finally usable! Better yet, there is a live demo now, so you can poke at the overlay in your browser without installing a thing. Quick runthrough of what changed. You can add any game you want now. This is the big one, you can point Meister at whatever game you play. Add a game, hand it a name, a wiki address, and the game’s .exe, and the overlay switches to it the moment you launch. Under the hood every guide, chat, and setting got tagged with the game it belongs to, so nothing bleeds between them. Minecraft is still around as the founding test game, seeded on first run, but it is just one row in the ledger now instead of the whole world. I kicked the tires on the new path with Subnautica, and it took. A game you just added has no offline guides, and making you download an entire wiki before your first question is a rude way to say hello. So Meister does not. Ask about a game it has nothing on and it grabs the relevant wiki pages right then and answers from those. The big download is now a thing you do for full offline coverage, not a toll you pay to get started.What if the guides are empty and the wiki does not have the page either? Last resort: a plain web search. Local guides first, then the live wiki, then the open web. I built it on Brave’s API, got it humming, then realized I had quietly made the app need an API key just to function… swapped Brave for DuckDuckGo, which needs no key. That one change settled the app’s whole character: it works online the second you open it, and earns an offline mode once you download guides. Almost every game wiki lives on Fandom, and I had built the fetch path against minecraft.wiki, which has a tidy extension that hands you clean article text. Fandom does not have it. So for every Fandom game the fetch ran, reported success, and stored exactly zero articles. Subnautica came back empty every single time and nothing was failing, which is the worst kind of bug. The fix was to sniff whether a wiki has that extension and, when it does not, ask for the rendered page and yank the readable text out of the HTML myself. Subnautica started returning real articles. 👍 For three milestones “Meister Guide” meant a folder of Python you ran from a terminal. Now it is a single Windows .exe you double-click, fonts and database and all. But the .exe is Windows-only and asks you to trust a download, which is a lot for someone who just wants a look. So I built a browser version, the same walnut-and-brass overlay, a working wiki reader, the game switcher, and Ask Meister streaming pre-baked answers with their sources, all from one HTML file with no backend and no key. It ships with Minecraft and Subnautica so you can feel the game switch yourself. Live at https://hpeen.github.io/MeisterGuide/ ."}, {"post_id": 11581, "ts": "2026-06-18T21:24:11Z", "hours": 2.4878, "text": "Picking up from where we left off, I ended on a list of things I knew were broken or missing. Here is me crossing them off.💔🥀 Phase 1 I’d said “Wolf” and “Redstone” weren’t in the offline database and treated it like a search bug. It wasn’t. Those pages are redirects, signposts that say “you meant the Canine article,” and my scraper skipped every signpost. The content existed, I just never saved the names people type. Now it walks the redirects and folds those names into search, and plurals work too, so “creepers” finds “Creeper.” Phase 2 Added Claude as an alternative to the local model.Cheap to do, because the chat code already streamed from “a model,” so I made it stop caring which one. Offline stayed the default, opt-in only. Phase 3 The Settings tab had said “coming later” since the previous Phase 1 last log. Made it real: pick your backend, paste a Claude key, choose a model, rebind the hotkey. Change a setting, hit save, and it switches brains on the spot. Phase 4 The reversal. I’d shipped local-as-default for privacy, then actually used it: the local answers were slow and the offline dump is shallow. So I flipped it. The default is now “Auto,” which reaches for Claude first if you’ve given it a key and stays fully local if you haven’t. Phase 5 For ten phases Meister wore work clothes. I finally gave it the carpenter’s-journal face: a walnut panel and a leather spine with stitching and brass studs, painted in code so they stay sharp and tweakable. The window stopped floating and docks to a screen edge, drag it across and it snaps and mirrors so the spine faces your game. Three fonts, bundled for offline. A status pill that goes green when it spots your game, honest tab names, copy that tells the truth about local vs online. This was just the frame, the tab contents get their redesign next. Next up I’m adding more games to the roster, trying to make the offline model better by filtering the articles better cause as it is now it’s pretty bad and a few more tweaks. I’m close to shipping I hope </3"}, {"post_id": 10934, "ts": "2026-06-17T22:25:30Z", "hours": 6.0264, "text": "One big devlog, because I kept meaning to post these and never did. Here is the whole thing. I wanted a companion that floats over Minecraft like Steam’s overlay, but useful: the whole wiki offline, plus an assistant that answers from those guides without you ever tabbing out or going online. No account, no cloud, nothing leaving my machine. Windows, Python, PySide6, styled like a carpenter’s guild journal. Five phases, and every one had a moment where I was sure it worked and was wrong. Phase 1 - the window The hard part every tutorial skips: getting a window to sit on top of a fullscreen game without the OS slapping it down. Frameless plus always-on-top plus a translucent background did it. The hotkey was spicier, so I called the raw Windows RegisterHotKey through ctypes. It registers at the OS level, so even when a game hogs the keyboard, Alt+Insert still reaches me. Phase 2 - a memory. It forgot everything on close, bad for an app whose job is remembering. So: a SQLite database for games, guides, chat, settings. Then I taught it to detect when you are playing and hit the trap: the launcher keeps the process alive after you close the window, so it insisted you were mid-game forever.Fixed by watching the real game, and Java Minecraft hides as a generic javaw.exe,so I only count it when its command line mentions minecraft. Phase 3 - the wiki. Scraped all ~17,000 articles into a local search database.My first version would have taken five hours. The mistake was pausing a full second between requests, times sixteen thousand, that is an afternoon. I measured it, dropped the wasteful settings, used the API’s own politeness flag, and got it to forty minutes. Stores compressed plain text, resumes if interrupted. Phase 4 - the voice. The AI, running locally through Ollama. You ask, it finds the relevant guide passages, hands them to the model, and streams an answer with clickable sources. Private and grounded. Then a code review humbled me and caught three bugs: a leaking connection, half-finished answers being saved, and a crash-on-quit. Fixed all three. Phase 5 - the aim. The answers were dumb, and it was not the AI. I traced what the search fed it for “how do creepers work?”: three Bedrock beta changelogs. The real Creeper article lost. I was throwing the whole question into the keyword index, filler words and all, and changelogs repeat those words constantly. So now I strip the question to what matters, boost pages whose title matches, and bury the junk. I also made it pick the strongest model you have installed instead of the smallest. And the last humbling: pages like “Wolf” and “Redstone” are not in my database at all, because they are redirects my scraper skipped. Written down for next time. Five phases. An overlay that floats over fullscreen Minecraft, a hotkey that survives the game stealing your keyboard, the whole wiki offline, and a private AI that finally points at the right shelf before it opens its mouth. Next up are the fixes I mentioned earlier, an UI overhaul and an overall bettering of the code as it’s pretty rough. I’m going to sleep now gn o7"}]...
|
Title: MeisterGuide by @hpeen | Stardance
Devlogs Title: MeisterGuide by @hpeen | Stardance
Devlogs:
One big devlog, because I kept meaning to post these and never did. Here is the whole thing. I wanted a companion that floats over Minecraft like Steam’s overlay, but useful: the whole wiki offline, plus an assistant that answers from those guides without you ever tabbing out or going online. No account, no cloud, nothing leaving my machine. Windows, Python, PySide6, styled like a carpenter’s guild journal. Five phases, and every one had a moment where I was sure it worked and was wrong. Phase 1 - the window The hard part every tutorial skips: getting a window to sit on top of a fullscreen game without the OS slapping it down. Frameless plus always-on-top plus a translucent background did it. The hotkey was spicier, so I called the raw Windows RegisterHotKey through ctypes. It registers at the OS level, so even when a game hogs the keyboard, Alt+Insert still reaches me. Phase 2 - a memory. It forgot everything on close, bad for an app whose job is remembering. So: a SQLite database for games, guides, chat, settings. Then I taught it to detect when you are playing and hit the trap: the launcher keeps the process alive after you close the window, so it insisted you were mid-game forever.Fixed by watching the real game, and Java Minecraft hides as a generic javaw.exe,so I only count it when its command line mentions minecraft. Phase 3 - the wiki. Scraped all ~17,000 articles into a local search database.My first version would have taken five hours. The mistake was pausing a full second between requests, times sixteen thousand, that is an afternoon. I measured it, dropped the wasteful settings, used the API’s own politeness flag, and got it to forty minutes. Stores compressed plain text, resumes if interrupted. Phase 4 - the voice. The AI, running locally through Ollama. You ask, it finds the relevant guide passages, hands them to the model, and streams an answer with clickable sources. Private and grounded. Then a code review humbled me and caught three bugs: a leaking connection, half-finished answers being saved, and a crash-on-quit. Fixed all three. Phase 5 - the aim. The answers were dumb, and it was not the AI. I traced what the search fed it for “how do creepers work?”: three Bedrock beta changelogs. The real Creeper article lost. I was throwing the whole question into the keyword index, filler words and all, and changelogs repeat those words constantly. So now I strip the question to what matters, boost pages whose title matches, and bury the junk. I also made it pick the strongest model you have installed instead of the smallest. And the last humbling: pages like “Wolf” and “Redstone” are not in my database at all, because they are redirects my scraper skipped. Written down for next time. Five phases. An overlay that floats over fullscreen Minecraft, a hotkey that survives the game stealing your keyboard, the whole wiki offline, and a private AI that finally points at the right shelf before it opens its mouth. Next up are the fixes I mentioned earlier, an UI overhaul and an overall bettering of the code as it’s pretty rough. I’m going to sleep now gn o7
Picking up from where we left off, I ended on a list of things I knew were broken or missing. Here is me crossing them off.💔🥀 Phase 1 I’d said “Wolf” and “Redstone” weren’t in the offline database and treated it like a search bug. It wasn’t. Those pages are redirects, signposts that say “you meant the Canine article,” and my scraper skipped every signpost. The content existed, I just never saved the names people type. Now it walks the redirects and folds those names into search, and plurals work too, so “creepers” finds “Creeper.” Phase 2 Added Claude as an alternative to the local model.Cheap to do, because the chat code already streamed from “a model,” so I made it stop caring which one. Offline stayed the default, opt-in only. Phase 3 The Settings tab had said “coming later” since the previous Phase 1 last log. Made it real: pick your backend, paste a Claude key, choose a model, rebind the hotkey. Change a setting, hit save, and it switches brains on the spot. Phase 4 The reversal. I’d shipped local-as-default for privacy, then actually used it: the local answers were slow and the offline dump is shallow. So I flipped it. The default is now “Auto,” which reaches for Claude first if you’ve given it a key and stays fully local if you haven’t. Phase 5 For ten phases Meister wore work clothes. I finally gave it the carpenter’s-journal face: a walnut panel and a leather spine with stitching and brass studs, painted in code so they stay sharp and tweakable. The window stopped floating and docks to a screen edge, drag it across and it snaps and mirrors so the spine faces your game. Three fonts, bundled for offline. A status pill that goes green when it spots your game, honest tab names, copy that tells the truth about local vs online. This was just the frame, the tab contents get their redesign next. Next up I’m adding more games to the roster, trying to make the offline model better by filtering the articles better cause as it is now it’s pretty bad and a few more tweaks. I’m close to shipping I hope </3
Back from vacation, and the app is finally usable! Better yet, there is a live demo now, so you can poke at the overlay in your browser without installing a thing. Quick runthrough of what changed. You can add any game you want now. This is the big one, you can point Meister at whatever game you play. Add a game, hand it a name, a wiki address, and the game’s .exe, and the overlay switches to it the moment you launch. Under the hood every guide, chat, and setting got tagged with the game it belongs to, so nothing bleeds between them. Minecraft is still around as the founding test game, seeded on first run, but it is just one row in the ledger now instead of the whole world. I kicked the tires on the new path with Subnautica, and it took. A game you just added has no offline guides, and making you download an entire wiki before your first question is a rude way to say hello. So Meister does not. Ask about a game it has nothing on and it grabs the relevant wiki pages right then and answers from those. The big download is now a thing you do for full offline coverage, not a toll you pay to get started.What if the guides are empty and the wiki does not have the page either? Last resort: a plain web search. Local guides first, then the live wiki, then the open web. I built it on Brave’s API, got it humming, then realized I had quietly made the app need an API key just to function… swapped Brave for DuckDuckGo, which needs no key. That one change settled the app’s whole character: it works online the second you open it, and earns an offline mode once you download guides. Almost every game wiki lives on Fandom, and I had built the fetch path against minecraft.wiki, which has a tidy extension that hands you clean article text. Fandom does not have it. So for every Fandom game the fetch ran, reported success, and stored exactly zero articles. Subnautica came back empty every single time and nothing was failing, which is the worst kind of bug. The fix was to sniff whether a wiki has that extension and, when it does not, ask for the rendered page and yank the readable text out of the HTML myself. Subnautica started returning real articles. 👍 For three milestones “Meister Guide” meant a folder of Python you ran from a terminal. Now it is a single Windows .exe you double-click, fonts and database and all. But the .exe is Windows-only and asks you to trust a download, which is a lot for someone who just wants a look. So I built a browser version, the same walnut-and-brass overlay, a working wiki reader, the game switcher, and Ask Meister streaming pre-baked answers with their sources, all from one HTML file with no backend and no key. It ships with Minecraft and Subnautica so you can feel the game switch yourself. Live at https://hpeen.github.io/MeisterGuide/ .
Ships:
I made an AI powered guide that floats over your game, reads the wiki, answers with sources, and works for any game you add (tested with Minecraft + Subnautica). A part I spent a day on before figuring it out was a Fandom bug that silently stored zero articles. I’m proud I managed to make an usable guide that actually helps in game whether you’re online or offline. For a quick test there is a demo link online that shows the features of the project (the AI is only in the app) and in the README there’s a guide on how to use the application....
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1793285628.7316034
|
1793372028.7316034
|
|
19413
|
Perry. by @urged-st | Stardance
|
urged-st
|
1
|
1.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T22:27:58Z", "hours": 1.0, "multiplier": 2.48, "payout": 3, "blessing": "neutral", "text": "I made a site that shows a short story of “perry the period blood” It is not intended as educational or informative mainly just a light spin on a topic rarely talked about.", "repo": "https://github.com/urged-st/perry", "demo": "https://perrytheperiodblood.vercel.app"}]...
|
[{"post_id": 9542, "ts": "2026 [{"post_id": 9542, "ts": "2026-06-15T22:24:54Z", "hours": 1.0739, "text": "1hr challenge to make perry the period blood This is a small site that has a short story of perry the period blood It is based off an inside joke with my friends I challenged myself to build it in an hour I guess it worked, now i can do something useful!"}]...
|
Title: Perry. by @urged-st | Stardance
Devlogs:
1 Title: Perry. by @urged-st | Stardance
Devlogs:
1hr challenge to make perry the period blood This is a small site that has a short story of perry the period blood It is based off an inside joke with my friends I challenged myself to build it in an hour I guess it worked, now i can do something useful!
Ships:
I made a site that shows a short story of “perry the period blood” It is not intended as educational or informative mainly just a light spin on a topic rarely talked about....
|
1792878753.3268752
|
1793742753.3268752
|
|
19433
|
Pantheon by @Minetrio1256 | Stardance
|
Minetrio1256
|
1
|
25.91
|
323
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T00:17:02Z", "hours": 23.0, "multiplier": 13.97, "payout": 323, "blessing": "neutral", "text": "I made a custom item framework that auto builds the resource pack JSON for you while allowing custom behavior on different events. The most challenging part was the NMS that is needed in the bootstrap phase to add certain datapack element written in Java to the registry. I am most proud of how powerful it is and open unlike alternative who often offer a poor developer experience. To this the project you should join the ip linked in the demo.md file under demo url on Minecraft Java 26.2 which is the demo project.", "repo": "https://github.com/Eclectus-Studio/Pantheon", "demo": "https://github.com/Eclectus-Studio/PantheonDemo/blob/master/demo.md"}]...
|
[{"post_id": 70082, "ts": "202 [{"post_id": 70082, "ts": "2026-09-18T12:55:23Z", "hours": 1.0242, "text": "Devlog #10 I mainly ported the plugin to 26.3, some testing notably with the data pack elements that were previously implemented need to be tested. I am currently still working on making the primitives for the datapack elements currently I have added world clocks, villager trades, banner patterns, decorated pots, and for the few other look at the commit history! I also ported the commands to the Brigadier API to have the TAB completion work better."}, {"post_id": 68371, "ts": "2026-09-15T00:57:59Z", "hours": 0.625, "text": "Devlog #9 I added support for credits"}, {"post_id": 66633, "ts": "2026-09-12T14:14:53Z", "hours": 0.5036, "text": "Devlog #8 Small refactor and additions, mainly the fact that the data package is now apart of version specific code moving forward due the need of bukkit code moving forward. It also means a support for papercm Key will be added"}, {"post_id": 63055, "ts": "2026-09-06T17:11:01Z", "hours": 0.7606, "text": "Devlog #7 from this point it’s mostly extra stuff that its convenient to have Pantheon handle it. this update just adds consumable and patches to certain bugs!"}, {"post_id": 46394, "ts": "2026-08-13T15:57:01Z", "hours": 4.0803, "text": "Devlog #6 As the final devlog here is a quick screenshot of the demo server, with all feature implemented and ready. Armor, tools, mob variant, music disc, painting."}, {"post_id": 38909, "ts": "2026-08-01T14:31:34Z", "hours": 9.3422, "text": "Devlog #5 so I added a few features and did a few refactors of the API. I have added all mob variants, painting variants and Jukebox songs. A few added features and edits to the API are : Damage Types Sword & Tools (waiting for a rewrite) Mob Variants Painting Variants Jukebox songs Armor (Missing some for mobs other the humanoid) Durability has been added"}, {"post_id": 29474, "ts": "2026-07-16T13:24:11Z", "hours": 1.3536, "text": "Devlog #4 I added in what will soon be version Alpha-0.2.0 the new equipment API. It includes, Saddles, Helmets, Chest plates, Leggings, and boots. The next step is re-writing the sound API prototype in common and implementing. Features soon to be added also include food and weapons"}, {"post_id": 25043, "ts": "2026-07-09T00:06:38Z", "hours": 4.5428, "text": "Devlog #3 So I got a bit carried away and decided that it could be a good idea to add velocity support. Currently, and what it is planned to do is pack hosting and generation, the actual logic for item is still ran on the backend server and it is not included in velocity which allows for code separation between common, velocity, and paper. I also started making presets for equipment and added custom font support. I also removed minecraft 26.1.2 in favor to 26.2 to support new features. The next step is still the equipment api such as custom armor and elytra’s. I think the next step after is tools. Linked is a demo of the custom font for ranks, note that it does not generate the rank texture but could be a good idea in the future."}, {"post_id": 13165, "ts": "2026-06-21T15:24:11Z", "hours": 3.42, "text": "Devlog #2 So, been a few days and I have been able to test and improve the current item API. We now have: Raw item models and raw item models definition A custom item API which handles left click and right click detection Pack hosting The next step is still related to items, mainly stuff like custom equipment such as armor, wings, saddles. Also coming soon is pack icon and sounds."}, {"post_id": 10308, "ts": "2026-06-16T23:30:21Z", "hours": 0.4, "text": "Devlog 1 So, I have been working for a while in the mc plugin scene and each and every time a few things often come back when doing custom servers, mainly custom items. While the process of making one is easier then ever due to the changes in the last few years it is still quite annoying, mainly having to manually write json or copy-pasting while changing a few values. You also have to make sure everything matches up back in java. If you are working with modern modding api’s, such as neoforge and fabric, you will get a tool called DataGen which helps writing the json for you with the minimal amount of lines for diverse things such as loot tables, item models, etc. So I decided to make one for paper and to have a custom item related classes and also have the option to build the resource pack on the fly for quick updates. It is currently messy due to the fact that I am directly interracting with the POJO that mirror the json of a resource pack, I am planning on making a nicer api to make the process faster and cleaner."}]...
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Title: Pantheon by @Minetrio1256 | Stardance
Devl Title: Pantheon by @Minetrio1256 | Stardance
Devlogs:
Devlog 1 So, I have been working for a while in the mc plugin scene and each and every time a few things often come back when doing custom servers, mainly custom items. While the process of making one is easier then ever due to the changes in the last few years it is still quite annoying, mainly having to manually write json or copy-pasting while changing a few values. You also have to make sure everything matches up back in java. If you are working with modern modding api’s, such as neoforge and fabric, you will get a tool called DataGen which helps writing the json for you with the minimal amount of lines for diverse things such as loot tables, item models, etc. So I decided to make one for paper and to have a custom item related classes and also have the option to build the resource pack on the fly for quick updates. It is currently messy due to the fact that I am directly interracting with the POJO that mirror the json of a resource pack, I am planning on making a nicer api to make the process faster and cleaner.
Devlog #2 So, been a few days and I have been able to test and improve the current item API. We now have: Raw item models and raw item models definition A custom item API which handles left click and right click detection Pack hosting The next step is still related to items, mainly stuff like custom equipment such as armor, wings, saddles. Also coming soon is pack icon and sounds.
Devlog #3 So I got a bit carried away and decided that it could be a good idea to add velocity support. Currently, and what it is planned to do is pack hosting and generation, the actual logic for item is still ran on the backend server and it is not included in velocity which allows for code separation between common, velocity, and paper. I also started making presets for equipment and added custom font support. I also removed minecraft 26.1.2 in favor to 26.2 to support new features. The next step is still the equipment api such as custom armor and elytra’s. I think the next step after is tools. Linked is a demo of the custom font for ranks, note that it does not generate the rank texture but could be a good idea in the future.
Devlog #4 I added in what will soon be version Alpha-0.2.0 the new equipment API. It includes, Saddles, Helmets, Chest plates, Leggings, and boots. The next step is re-writing the sound API prototype in common and implementing. Features soon to be added also include food and weapons
Devlog #5 so I added a few features and did a few refactors of the API. I have added all mob variants, painting variants and Jukebox songs. A few added features and edits to the API are : Damage Types Sword & Tools (waiting for a rewrite) Mob Variants Painting Variants Jukebox songs Armor (Missing some for mobs other the humanoid) Durability has been added
Devlog #6 As the final devlog here is a quick screenshot of the demo server, with all feature implemented and ready. Armor, tools, mob variant, music disc, painting.
Devlog #7 from this point it’s mostly extra stuff that its convenient to have Pantheon handle it. this update just adds consumable and patches to certain bugs!
Devlog #8 Small refactor and additions, mainly the fact that the data package is now apart of version specific code moving forward due the need of bukkit code moving forward. It also means a support for papercm Key will be added
Devlog #9 I added support for credits
Devlog #10 I mainly ported the plugin to 26.3, some testing notably with the data pack elements that were previously implemented need to be tested. I am currently still working on making the primitives for the datapack elements currently I have added world clocks, villager trades, banner patterns, decorated pots, and for the few other look at the commit history! I also ported the commands to the Brigadier API to have the TAB completion work better.
Ships:
I made a custom item framework that auto builds the resource pack JSON for you while allowing custom behavior on different events. The most challenging part was the NMS that is needed in the bootstrap phase to add certain datapack element written in Java to the registry. I am most proud of how powerful it is and open unlike alternative who often offer a poor developer experience. To this the project you should join the ip linked in the demo.md file under demo url on Minecraft Java 26.2 which is the demo project....
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1793271189.299635
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1793357589.299635
|
|
19443
|
My first slack bot! by @Izansase | Stardance
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Izansase
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T23:37:14Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The most work was in this command that searches info of a song with an Itunes API. To try the bot is using /phoenix", "repo": "https://github.com/Izansase-byte/Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 11630, "ts": "202 [{"post_id": 11630, "ts": "2026-06-18T23:03:49Z", "hours": 1.0353, "text": "I just finished with my final bot version. It has a command that searches with the itunes API for info of a song! (In the photo is an exemple of this command )"}, {"post_id": 9541, "ts": "2026-06-15T22:24:49Z", "hours": 0.4647, "text": "I just started testing a bot for Slack. It’s just a tutorial one but i’m starting to understand it better, specially because I have never used JavaScript so i’m also learning all the sintaxis from the start."}]...
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Title: My first slack bot! by @Izansase | Stardanc Title: My first slack bot! by @Izansase | Stardance
Devlogs:
I just started testing a bot for Slack. It’s just a tutorial one but i’m starting to understand it better, specially because I have never used JavaScript so i’m also learning all the sintaxis from the start.
I just finished with my final bot version. It has a command that searches with the itunes API for info of a song! (In the photo is an exemple of this command )
Ships:
The most work was in this command that searches info of a song with an Itunes API. To try the bot is using /phoenix...
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1793234950.6978033
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1793321350.6978033
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|
19448
|
melOS by @MC | Stardance
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MC
|
1
|
16.27
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T20:51:18Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webOS that essentially shows a lot about myself through the different apps (whether it be my own ideas or random creations). Initially it was challenging to figure out what i wanted to do without being too similar to the tutorial. Also I didn’t really know what I was doing. Over time I found my groove and made melOS the mildly personal thing that it is.", "repo": "https://github.com/mel-cruz/melOS", "demo": "https://mel-cruz.github.io/melOS/"}]...
|
[{"post_id": 35954, "ts": "202 [{"post_id": 35954, "ts": "2026-07-27T18:49:01Z", "hours": 6.2731, "text": "I haven’t done a devlog in a while, but I’ve started working on the webOS 2 mission. I’ve updated part of the topbar to go to the homepage of my overarching website (I also have a custom domain now). I’ve also mostly completed my first new app, Canvas, which is an open canvas where the user can draw whatever they like. It started with a simple download/clear button and brush tool, but now also has buttons to fill the background and erase."}, {"post_id": 15896, "ts": "2026-06-25T20:46:54Z", "hours": 0.8933, "text": "I added one final app (for now) and finally deployed it with github!"}, {"post_id": 15725, "ts": "2026-06-25T16:20:46Z", "hours": 1.0525, "text": "I rediscovered (and edited for colors) a snake clone i made a while back and added it in as another app. I also implemented custom hidden messages that only show up with certain keywords"}, {"post_id": 15291, "ts": "2026-06-24T20:41:46Z", "hours": 1.9931, "text": "Kind of gave up on following the tutorial by now. Added two more apps: Melbot, which is a fake AI that responds with a bunch of pre-written sarcastic replies no matter what. And “Thinks”, which is essentially where I can put random questions/thoughts/deep sentences that come to mind (if I choose to)."}, {"post_id": 12824, "ts": "2026-06-21T00:07:17Z", "hours": 1.9814, "text": "Got my first app running. Finally got to declunk my css code. Almost done with part 4 of the tutorial. Never really sure what to share here."}, {"post_id": 12650, "ts": "2026-06-20T17:43:51Z", "hours": 1.54, "text": "finished part 3 of the tutorial. currently struggling to move the styles to css (that’s what you get for choosing to use a million different fonts). Working behind the scenes on some other artwork to make it more personal"}, {"post_id": 12238, "ts": "2026-06-19T23:54:15Z", "hours": 2.3117, "text": "Realized that I haven’t done one of these yet. I’ve mostly completed up to part 2 of the tutorial. Tried my best to deviate from the tutorial but I’ll make it even more personal once I’ve finished the basics"}]...
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Title: melOS by @MC | Stardance
Devlogs:
Realized Title: melOS by @MC | Stardance
Devlogs:
Realized that I haven’t done one of these yet. I’ve mostly completed up to part 2 of the tutorial. Tried my best to deviate from the tutorial but I’ll make it even more personal once I’ve finished the basics
finished part 3 of the tutorial. currently struggling to move the styles to css (that’s what you get for choosing to use a million different fonts). Working behind the scenes on some other artwork to make it more personal
Got my first app running. Finally got to declunk my css code. Almost done with part 4 of the tutorial. Never really sure what to share here.
Kind of gave up on following the tutorial by now. Added two more apps: Melbot, which is a fake AI that responds with a bunch of pre-written sarcastic replies no matter what. And “Thinks”, which is essentially where I can put random questions/thoughts/deep sentences that come to mind (if I choose to).
I rediscovered (and edited for colors) a snake clone i made a while back and added it in as another app. I also implemented custom hidden messages that only show up with certain keywords
I added one final app (for now) and finally deployed it with github!
I haven’t done a devlog in a while, but I’ve started working on the webOS 2 mission. I’ve updated part of the topbar to go to the homepage of my overarching website (I also have a custom domain now). I’ve also mostly completed my first new app, Canvas, which is an open canvas where the user can draw whatever they like. It started with a simple download/clear button and brush tool, but now also has buttons to fill the background and erase.
Ships:
I made a webOS that essentially shows a lot about myself through the different apps (whether it be my own ideas or random creations). Initially it was challenging to figure out what i wanted to do without being too similar to the tutorial. Also I didn’t really know what I was doing. Over time I found my groove and made melOS the mildly personal thing that it is....
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1793281925.1253572
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1793368325.1253572
|
|
19476
|
Mouse Mover 6000 by @ro_devnani | Stardance
|
ro_devnani
|
1
|
5.0
|
23
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T20:50:01Z", "hours": 5.0, "multiplier": 5.0, "payout": 23, "blessing": "neutral", "text": "The Mouse Mover 6000An XY plotter based system that can control the movement and clicks of your computer mouse in order to help one play shooter based video games by assisting aim.", "repo": "https://github.com/ro-devnani/Mouse-Mover-6000", "demo": ""}]...
|
[{"post_id": 17427, "ts": "202 [{"post_id": 17427, "ts": "2026-06-28T06:26:39Z", "hours": 0.6833, "text": "Quick Fixes + Parallel Rail Made some quick fixes in positioning of the outlets for the stepper motors. Then began working on the parallel rail for the x axis. I had to delete the previous end piece for the y axis to do so. It had a few problems in alignment of the 2 pulleys, but it should be accurate now. To Do List: Create the Y axis mount Add the belts Add a rail parallel to the x axis for better stability (New) Remake the edge pieces so it connects to a proper square mount for stability Add a mount for the Arduino Uno Create the wiring diagram Code"}, {"post_id": 16781, "ts": "2026-06-27T07:48:30Z", "hours": 2.7028, "text": "Begin Final Assembly With some of the custom designed parts finished, I began to work on the final assembly for the CAD that combined my parts with some external models of the parts I planned to use. I had lost around an hour and an half of work due to Lookout crashing without me knowing, but most of it was redone in order to create the 300mm rail with only the model of the 100mm rail online after the first one failed. I put the rail on both edge pieces (including remaking one because I realized they were not symmetrical), added the central plate to the x axis block, added the stepper motors, added the G2 pulleys and idler pulleys for both axes, added the y axis rail, and made and added the idler pulley for the y axis. I also added the required screws and nuts. This also includes many smaller changes such as struggling and adjusting the screw positions, changing distances of screw holes on the central plate, changing the mount side of the y axis stepper motor, and many other small size revisions. The remaining steps are: Create the Y axis mount Add the belts Add a rail parallel to the x axis for better stability Add a mount for the Arduino Uno Create the wiring diagram Code I’ll hopefully update this list through the final logs over the next few days."}, {"post_id": 14243, "ts": "2026-06-23T08:01:31Z", "hours": 0.7456, "text": "Finish Edge and Start Central Plate It took a while to find some proper dimensions for the holes, partially because I was looking at the wrong linear rail, but I added the last part which was the screw hole to the edge which may or may not be adjusted. Then, I began the central plate which the motors for both the x and y axes will be on. This means 2 sets of mounts for each of the stepper motors and another for the the “y axis” rail, and one more to mount onto the x axis block, all using m3 screws. On top of that, I added m5 screw holes that will be for the idler gears of the x axis. With two of the technically most complex parts finished, the next part should be the y axis block mount alongside the mouse clicker. I also lowk need to add mounts for the limit switches, but i lowk dont want to, maybe ill just glue em on."}, {"post_id": 14215, "ts": "2026-06-23T06:49:08Z", "hours": 0.5667, "text": "Initial Research + Starting CAD The idea starts with creating my own xy plotter of sorts, however I am still deciding on how large I wanted to make it so I only made the edge that the rail slots into so far. While CAD-ing, I was looking at other opensource designs as well as researching the exact model of rail/pulley system I wanted to use and decided on the MGN12H 300mm and GT2 pulleys and belts. Next will most likely be adding the model of the rail and building the “x direction” pulley system."}]...
|
Title: Mouse Mover 6000 by @ro_devnani | Stardance Title: Mouse Mover 6000 by @ro_devnani | Stardance
Devlogs:
Initial Research + Starting CAD The idea starts with creating my own xy plotter of sorts, however I am still deciding on how large I wanted to make it so I only made the edge that the rail slots into so far. While CAD-ing, I was looking at other opensource designs as well as researching the exact model of rail/pulley system I wanted to use and decided on the MGN12H 300mm and GT2 pulleys and belts. Next will most likely be adding the model of the rail and building the “x direction” pulley system.
Finish Edge and Start Central Plate It took a while to find some proper dimensions for the holes, partially because I was looking at the wrong linear rail, but I added the last part which was the screw hole to the edge which may or may not be adjusted. Then, I began the central plate which the motors for both the x and y axes will be on. This means 2 sets of mounts for each of the stepper motors and another for the the “y axis” rail, and one more to mount onto the x axis block, all using m3 screws. On top of that, I added m5 screw holes that will be for the idler gears of the x axis. With two of the technically most complex parts finished, the next part should be the y axis block mount alongside the mouse clicker. I also lowk need to add mounts for the limit switches, but i lowk dont want to, maybe ill just glue em on.
Begin Final Assembly With some of the custom designed parts finished, I began to work on the final assembly for the CAD that combined my parts with some external models of the parts I planned to use. I had lost around an hour and an half of work due to Lookout crashing without me knowing, but most of it was redone in order to create the 300mm rail with only the model of the 100mm rail online after the first one failed. I put the rail on both edge pieces (including remaking one because I realized they were not symmetrical), added the central plate to the x axis block, added the stepper motors, added the G2 pulleys and idler pulleys for both axes, added the y axis rail, and made and added the idler pulley for the y axis. I also added the required screws and nuts. This also includes many smaller changes such as struggling and adjusting the screw positions, changing distances of screw holes on the central plate, changing the mount side of the y axis stepper motor, and many other small size revisions. The remaining steps are: Create the Y axis mount Add the belts Add a rail parallel to the x axis for better stability Add a mount for the Arduino Uno Create the wiring diagram Code I’ll hopefully update this list through the final logs over the next few days.
Quick Fixes + Parallel Rail Made some quick fixes in positioning of the outlets for the stepper motors. Then began working on the parallel rail for the x axis. I had to delete the previous end piece for the y axis to do so. It had a few problems in alignment of the 2 pulleys, but it should be accurate now. To Do List: Create the Y axis mount Add the belts Add a rail parallel to the x axis for better stability (New) Remake the edge pieces so it connects to a proper square mount for stability Add a mount for the Arduino Uno Create the wiring diagram Code
Ships:
The Mouse Mover 6000An XY plotter based system that can control the movement and clicks of your computer mouse in order to help one play shooter based video games by assisting aim....
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1793274523.4672666
|
1793360923.4672666
|
|
19485
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Self-Leveling Robot by @chahatesh | Stardance
|
chahatesh
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T13:07:00Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a self leveling robot that uses an ESP32, an MPU6050 sensor, and two motors to balance itself without falling over. It reads the angle of the robot and uses a PID controller to keep it standing up. The hardest part was tuning the PID values because even a small change could make the robot shake a lot or fall over. I also had to redesign some of my 3D printed parts because I forgot to leave room for some of the electronics. I’m most proud that I got it to actually balance since it took a lot of testing and problem solving. It was one of the more difficult robots I’ve made. To test the project, first connect your phone or computer to the robot’s Wi-Fi access point. Then open a web browser and go to the IP adress it prints. From there you can connect to the robot and control it. Place the robot on a flat surface while holding it, then slowly let go. It should try to balance itself. If it shakes a lot or starts drifting, the PID values might need to be adjusted a little.", "repo": "https://github.com/chahatesh/Self-Balancing-Robot", "demo": ""}]...
|
[{"post_id": 23444, "ts": "202 [{"post_id": 23444, "ts": "2026-07-06T13:01:07Z", "hours": 0.5344, "text": "DEV LOG 6? - just a nothing log to pass time for ship i did not do much i just finished github and that is all"}, {"post_id": 17759, "ts": "2026-06-28T18:01:46Z", "hours": 1.2339, "text": "Dev Log #5 – Project Complete! I wrapped up the final parts of the project by preparing everything for release. I finished writing the GitHub README, making sure it included all of the information someone would need to understand, build, and test the robot. I also organized the project files so they would be easy to navigate and use. To demonstrate the project, I created a video showing the self-balancing robot in action. The video explains what the robot does and gives people a look at the final build and balancing performance. Finally, I uploaded all of the 3D-printable parts to Printables so anyone can download and print the components themselves. This makes it much easier for others to recreate the project without having to design the parts from scratch. The project is officially complete!"}, {"post_id": 17662, "ts": "2026-06-28T15:26:31Z", "hours": 7.1464, "text": "Dev Log #4 – First Balance Tests This week I made a lot of progress and got the robot fully assembled. After going through the wiring again, I realized I didn’t actually need the buck converter. Instead, I powered the ESP32 through USB while the battery powers the motors. This made the wiring much simpler and reduced the number of components inside the robot. With that change, I finished assembling the entire robot in about 4–5 hours. I made a few minor tweaks to the 3D-printed parts to improve the fit of some components, but overall the design worked as planned and everything came together successfully. Once the hardware was complete, I started testing and tuning the PID controller. This was the first time the robot attempted to balance on its own. After adjusting the PID values through several rounds of testing, I got the robot to balance for around 10–20 seconds before it eventually tipped over. While it’s not stable enough yet, it’s a huge step forward because the control system is working and now only needs further tuning and refinement."}, {"post_id": 16331, "ts": "2026-06-26T15:57:43Z", "hours": 1.5444, "text": "Dev Log #3 – Hardware Complete! Today is a big milestone for the self-balancing robot. I officially finished designing all of the 3D models and printed the final parts.(NOT AT ALL) The robot’s main structure is now complete, and all of the electronics have a place to be mounted. While assembling everything, I discovered a design mistake, I forgot to include mounting locations for the buck converter and the MPU-6050 IMU. Since the IMU is one of the most important sensors for a balancing robot, I couldn’t leave it out. I went back into CAD, redesigned the electronics holder, and reprinted the updated version with proper mounting points for both components. On the software side, I spent more time learning about PID (Proportional-Integral-Derivative) control. After researching how each value affects the robot’s behavior, I now have a solid understanding of how PID works and how I’ll tune it once the robot is assembled. This should make the balancing process much easier when I begin testing. I’m also starting work on a complete wiring diagram to make assembly cleaner and reduce wiring mistakes before powering everything on for the first time."}, {"post_id": 15854, "ts": "2026-06-25T19:39:26Z", "hours": 3.0317, "text": "Dev Log #2 – Designing the Brain Today I focused on designing and building the brain of my self-balancing robot. I started by creating a custom 3D model to hold the robot’s electronics, including the controller and motor driver. Since space is limited on a balancing robot, I spent a lot of time adjusting dimensions and component placement to make sure everything would fit correctly. After several revisions, I 3D printed the parts and tested the fit of the electronics. I also spent a significant amount of time researching PID (Proportional-Integral-Derivative) control. Since PID is what allows a self-balancing robot to stay upright, I wanted to understand how each part of the algorithm affects the robot’s behavior. I studied how PID controllers respond to movement, how tuning works, and how other balancing robots use PID to maintain stability. Although there is still a lot of work ahead, this was an important step because it established the foundation for both the hardware and software of the project."}, {"post_id": 15385, "ts": "2026-06-25T00:41:05Z", "hours": 2.4564, "text": "Dev Log #1 – Designing the Self-Leveling Robot Today I began work on my PID self-leveling robot project. The first step was designing the robot in CAD and deciding what components would be included in the final build. I spent time planning the overall structure, thinking about where the motors, battery, controller, and sensors would be mounted to keep the robot balanced and compact. After finalizing the concept, I created the 3D models for the main structural parts and prepared them for assembly. A major focus was making sure the design would be sturdy while keeping the center of gravity in a good position for balancing. Once the modeling was complete, I started assembling the printed and purchased components to verify that everything fit together correctly. This stage helped identify areas that may need adjustments before moving on to electronics integration and PID tuning. Next steps include completing the mechanical assembly, mounting the electronics, and beginning development of the balancing algorithm."}]...
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Title: Self-Leveling Robot by @chahatesh | Stardan Title: Self-Leveling Robot by @chahatesh | Stardance
Devlogs:
Dev Log #1 – Designing the Self-Leveling Robot Today I began work on my PID self-leveling robot project. The first step was designing the robot in CAD and deciding what components would be included in the final build. I spent time planning the overall structure, thinking about where the motors, battery, controller, and sensors would be mounted to keep the robot balanced and compact. After finalizing the concept, I created the 3D models for the main structural parts and prepared them for assembly. A major focus was making sure the design would be sturdy while keeping the center of gravity in a good position for balancing. Once the modeling was complete, I started assembling the printed and purchased components to verify that everything fit together correctly. This stage helped identify areas that may need adjustments before moving on to electronics integration and PID tuning. Next steps include completing the mechanical assembly, mounting the electronics, and beginning development of the balancing algorithm.
Dev Log #2 – Designing the Brain Today I focused on designing and building the brain of my self-balancing robot. I started by creating a custom 3D model to hold the robot’s electronics, including the controller and motor driver. Since space is limited on a balancing robot, I spent a lot of time adjusting dimensions and component placement to make sure everything would fit correctly. After several revisions, I 3D printed the parts and tested the fit of the electronics. I also spent a significant amount of time researching PID (Proportional-Integral-Derivative) control. Since PID is what allows a self-balancing robot to stay upright, I wanted to understand how each part of the algorithm affects the robot’s behavior. I studied how PID controllers respond to movement, how tuning works, and how other balancing robots use PID to maintain stability. Although there is still a lot of work ahead, this was an important step because it established the foundation for both the hardware and software of the project.
Dev Log #3 – Hardware Complete! Today is a big milestone for the self-balancing robot. I officially finished designing all of the 3D models and printed the final parts.(NOT AT ALL) The robot’s main structure is now complete, and all of the electronics have a place to be mounted. While assembling everything, I discovered a design mistake, I forgot to include mounting locations for the buck converter and the MPU-6050 IMU. Since the IMU is one of the most important sensors for a balancing robot, I couldn’t leave it out. I went back into CAD, redesigned the electronics holder, and reprinted the updated version with proper mounting points for both components. On the software side, I spent more time learning about PID (Proportional-Integral-Derivative) control. After researching how each value affects the robot’s behavior, I now have a solid understanding of how PID works and how I’ll tune it once the robot is assembled. This should make the balancing process much easier when I begin testing. I’m also starting work on a complete wiring diagram to make assembly cleaner and reduce wiring mistakes before powering everything on for the first time.
Dev Log #4 – First Balance Tests This week I made a lot of progress and got the robot fully assembled. After going through the wiring again, I realized I didn’t actually need the buck converter. Instead, I powered the ESP32 through USB while the battery powers the motors. This made the wiring much simpler and reduced the number of components inside the robot. With that change, I finished assembling the entire robot in about 4–5 hours. I made a few minor tweaks to the 3D-printed parts to improve the fit of some components, but overall the design worked as planned and everything came together successfully. Once the hardware was complete, I started testing and tuning the PID controller. This was the first time the robot attempted to balance on its own. After adjusting the PID values through several rounds of testing, I got the robot to balance for around 10–20 seconds before it eventually tipped over. While it’s not stable enough yet, it’s a huge step forward because the control system is working and now only needs further tuning and refinement.
Dev Log #5 – Project Complete! I wrapped up the final parts of the project by preparing everything for release. I finished writing the GitHub README, making sure it included all of the information someone would need to understand, build, and test the robot. I also organized the project files so they would be easy to navigate and use. To demonstrate the project, I created a video showing the self-balancing robot in action. The video explains what the robot does and gives people a look at the final build and balancing performance. Finally, I uploaded all of the 3D-printable parts to Printables so anyone can download and print the components themselves. This makes it much easier for others to recreate the project without having to design the parts from scratch. The project is officially complete!
DEV LOG 6? - just a nothing log to pass time for ship i did not do much i just finished github and that is all
Ships:
I made a self leveling robot that uses an ESP32, an MPU6050 sensor, and two motors to balance itself without falling over. It reads the angle of the robot and uses a PID controller to keep it standing up. The hardest part was tuning the PID values because even a small change could make the robot shake a lot or fall over. I also had to redesign some of my 3D printed parts because I forgot to leave room for some of the electronics. I’m most proud that I got it to actually balance since it took a lot of testing and problem solving. It was one of the more difficult robots I’ve made. To test the project, first connect your phone or computer to the robot’s Wi-Fi access point. Then open a web browser and go to the IP adress it prints. From there you can connect to the robot and control it. Place the robot on a flat surface while holding it, then slowly let go. It should try to balance itself. If it shakes a lot or starts drifting, the PID values might need to be adjusted a little....
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1793206119.5379202
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1793292519.5379202
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19487
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FRC Java Explained by @Talin | Stardance
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Talin
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T03:06:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi there! Have you been struggling to learn FRC Java programming? Well I have and hate how there are barely any tools out there to help my short attention span learn how to program. Well, with the help of my good friend Claude I was able to create a functioning website to help both myself and anyone struggling to learn how to code in FRC Java with interactive tools and lessons. Enjoy!", "repo": "https://github.com/Talin-p/FRC-Java-Explained", "demo": "https://talin-p.github.io/FRC-Java-Explained/"}]...
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[{"post_id": 16668, "ts": "202 [{"post_id": 16668, "ts": "2026-06-27T03:01:46Z", "hours": 0.2792, "text": "Fixed the Quizzes!!!"}, {"post_id": 14515, "ts": "2026-06-23T17:36:43Z", "hours": 0.3114, "text": "Finally got the project uploaded :)"}]...
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Title: FRC Java Explained by @Talin | Stardance
D Title: FRC Java Explained by @Talin | Stardance
Devlogs:
Finally got the project uploaded :)
Fixed the Quizzes!!!
Ships:
Hi there! Have you been struggling to learn FRC Java programming? Well I have and hate how there are barely any tools out there to help my short attention span learn how to program. Well, with the help of my good friend Claude I was able to create a functioning website to help both myself and anyone struggling to learn how to code in FRC Java with interactive tools and lessons. Enjoy!...
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1793141397.4017951
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1793227797.4017951
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19497
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Dev Board by @aaravdhawan25 | Stardance
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aaravdhawan25
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T13:55:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3d printed macro pad for developers. Each key takes multiple keys on a standard keyboard and makes that action happen in the press of 1 key instead of 3. This makes coding easier. There are github command keys where on the press of keys it writes commit messages and commits and another key pushing the code.", "repo": "https://github.com/aaravdhawan25/Stardance-Dev-Board", "demo": ""}]...
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[{"post_id": 13215, "ts": "202 [{"post_id": 13215, "ts": "2026-06-21T17:22:43Z", "hours": 1.0, "text": "Finished Cad Design Of Keyboard Case I used onshape and just finished the dev board cas design with a sleek look and accurate dimensions. Tolerences have been put in place."}, {"post_id": 12547, "ts": "2026-06-20T14:31:46Z", "hours": 0.0, "text": "Tweaked code to add custom macros and shortcuts. Added a quick commit macro which I mapped out with my keyboard short cuts which goes into the commit message box and then selects the write message with copilot and then it commits."}, {"post_id": 11953, "ts": "2026-06-19T14:43:18Z", "hours": 0.0, "text": "Finished Code and PCB Design"}]...
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Title: Dev Board by @aaravdhawan25 | Stardance
De Title: Dev Board by @aaravdhawan25 | Stardance
Devlogs:
Finished Code and PCB Design
Tweaked code to add custom macros and shortcuts. Added a quick commit macro which I mapped out with my keyboard short cuts which goes into the commit message box and then selects the write message with copilot and then it commits.
Finished Cad Design Of Keyboard Case I used onshape and just finished the dev board cas design with a sleek look and accurate dimensions. Tolerences have been put in place.
Ships:
I made a 3d printed macro pad for developers. Each key takes multiple keys on a standard keyboard and makes that action happen in the press of 1 key instead of 3. This makes coding easier. There are github command keys where on the press of keys it writes commit messages and commits and another key pushing the code....
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1793220947.9988377
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1793307347.9988377
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19500
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3DS Splash Screen and Badge Maker by @edda | Stard 3DS Splash Screen and Badge Maker by @edda | Stardance...
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edda
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1
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6.0
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79
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T21:38:06Z", "hours": 6.0, "multiplier": 13.37, "payout": 79, "blessing": "neutral", "text": "This is a splash screen and badge creator for 3DS! While the outputted files are intended for use on, well, the 3DS, this app runs on Windows. Now, what is a ‘splash screen’ or a ‘badge’? Well, a splash screen is a pair of two images–one for each screen– that shows up briefly before or after your 3DS boots. Usually, they are for aesthetic purposes, or just informing that the said console has been modified and listing executable payloads (such as ones to launch the Luma3DS Menu). These images are required to be in a specific format, with BGR color encoding, rotated 90 degrees, and as a .bin file. This program will convert them for you, and export them to a folder within the ‘Output’ and then within a folder of your naming (as defined in the ‘export name’ option). Then, you can go to the website linked in the app, and create an info.smdh, put it in the folder with your .bins, zip it, put it into ‘Splashes’ in your SD card, and voila! You can then load it in Anenome as a splash screen. A badge is a 64x64 PNG image that can be placed on the home menu screen of the 3DS for decoration. This program allows you to import an image, and it will automatically split it into smaller, properly sized images, and export it into the ‘Output’ folder and then to a folder you defined in the ‘export name’ option, as with the splash screens. Then you just zip the folder and put it into ‘Badges’ in your SD Card, and are able to install them with Anenome and use them to your heart’s content as you would any other badges. I made this project because when I was trying to create a splash screen a few months ago, I was struggling a bit with resources and finding info that wasn’t from 13-ish years ago, and I find this kind of thing really fun to mess around with! This isn’t my main project on here, I just really wanted to make a small thing. As for AI use, there was hardly any on this project, mainly just for debugging or asking information or help on things I couldn’t find. And to double check if the .bin files looked okay, as I have hardly ever worked with them before. And as a heads up, this project can lag a little with button inputs at times. It does register it, but every now and then you may need to press a couple times.", "repo": "https://github.com/rosierosierosebud/3DS-Badge-N-Splash", "demo": "https://github.com/rosierosierosebud/3DS-Badge-N-Splash/releases/tag/v1"}]...
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[{"post_id": 10896, "ts": "202 [{"post_id": 10896, "ts": "2026-06-17T21:10:32Z", "hours": 0.9672, "text": "Finished the Splash Screen Creator section of the program! Had some troubles but it turned out okay in the end! >:D Here is some screenshots of the program. I can’t really like get it in action without showing literally aLL of my files, though, because it’s mainly for converting them."}, {"post_id": 10700, "ts": "2026-06-17T15:50:37Z", "hours": 3.8178, "text": "Got the badge maker fully working! It’s a bit simple, really just an instruction manual that can also split images in 64x64 chunks, but hey, it works! It has a help menu, allows you to input the export name, and asks you for a file to import. It splits the image into 64 x 64 chunks, and saves it to a folder within the Output folder named after your chosen export name, which files named after the pattern [exportname]_[entry number]. Next up is the splash screen maker… which i am more nervous about lol"}, {"post_id": 9663, "ts": "2026-06-16T02:14:29Z", "hours": 1.1525, "text": "Got the window done and drew a few buttons (not pictured), and coded the .bin converter :) it has a fancy shmancy background. pay no attention to how long this has taken me T-T i am slow"}]...
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Title: 3DS Splash Screen and Badge Maker by @edda Title: 3DS Splash Screen and Badge Maker by @edda | Stardance
Devlogs:
Got the window done and drew a few buttons (not pictured), and coded the .bin converter :) it has a fancy shmancy background. pay no attention to how long this has taken me T-T i am slow
Got the badge maker fully working! It’s a bit simple, really just an instruction manual that can also split images in 64x64 chunks, but hey, it works! It has a help menu, allows you to input the export name, and asks you for a file to import. It splits the image into 64 x 64 chunks, and saves it to a folder within the Output folder named after your chosen export name, which files named after the pattern [exportname]_[entry number]. Next up is the splash screen maker… which i am more nervous about lol
Finished the Splash Screen Creator section of the program! Had some troubles but it turned out okay in the end! >:D Here is some screenshots of the program. I can’t really like get it in action without showing literally aLL of my files, though, because it’s mainly for converting them.
Ships:
This is a splash screen and badge creator for 3DS! While the outputted files are intended for use on, well, the 3DS, this app runs on Windows. Now, what is a ‘splash screen’ or a ‘badge’? Well, a splash screen is a pair of two images–one for each screen– that shows up briefly before or after your 3DS boots. Usually, they are for aesthetic purposes, or just informing that the said console has been modified and listing executable payloads (such as ones to launch the Luma3DS Menu). These images are required to be in a specific format, with BGR color encoding, rotated 90 degrees, and as a .bin file. This program will convert them for you, and export them to a folder within the ‘Output’ and then within a folder of your naming (as defined in the ‘export name’ option). Then, you can go to the website linked in the app, and create an info.smdh, put it in the folder with your .bins, zip it, put it into ‘Splashes’ in your SD card, and voila! You can then load it in Anenome as a splash screen. A badge is a 64x64 PNG image that can be placed on the home menu screen of the 3DS for decoration. This program allows you to import an image, and it will automatically split it into smaller, properly sized images, and export it into the ‘Output’ folder and then to a folder you defined in the ‘export name’ option, as with the splash screens. Then you just zip the folder and put it into ‘Badges’ in your SD Card, and are able to install them with Anenome and use them to your heart’s content as you would any other badges. I made this project because when I was trying to create a splash screen a few months ago, I was struggling a bit with resources and finding info that wasn’t from 13-ish years ago, and I find this kind of thing really fun to mess around with! This isn’t my main project on here, I just really wanted to make a small thing. As for AI use, there was hardly any on this project, mainly just for debugging or asking information or help on things I couldn’t find. And to double check if the .bin files looked okay, as I have hardly ever worked with them before. And as a heads up, this project can lag a little with button inputs at times. It does register it, but every now and then you may need to press a couple times....
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1793141229.5781512
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1793227629.5781512
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19501
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The Earth kept a record. Here it is! by @ShehmaAli The Earth kept a record. Here it is! by @ShehmaAli | Stardance...
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ShehmaAli
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1
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41.4
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T05:49:54Z", "hours": 38.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an Interactive climate change dashboard using Streamlit and Plotly which visualized over 80 years of temperature data. Included 5 interactive graphs and one being a future temperature prediction model. The most chalenging thing for me was to learn streamlit as i have never made any application using that for the UI and another thing would be building a prediction model and making it work with the visualizations. I am proud to turn the raw climate data into something easy to explore. I am proud on completing my first full streamlit project and giving it a clean, interactive interface and also successfully deploying the project online. If people want to test my project they should: -Try both City and Country modes. -Test all 5 graph pages. -Use the Random buttons on comparison and heatmap pages. -Experiment with different years in the Future Prediction page. -The prediction graph is for educational purposes and is based on historical trends, not a scientific forecast.", "repo": "https://github.com/ShehmaAli/The-Earth-kept-a-record.-Here-it-is...", "demo": "https://the-earth-kept-a-record-here-it-is-vavg5teg69z5fpeqsqcren.streamlit.app/"}]...
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[{"post_id": 74520, "ts": "202 [{"post_id": 74520, "ts": "2026-09-27T15:35:07Z", "hours": 0.5256, "text": "Change of all the plans 😭😭😭 So the thing is that my progess is falling apart and i want my 30 plus approved hours to be done inorder to get the certificate (I WANT IT PLS) and for this i want my dashboard to be in Flask HTML CSS and to be deployed in vercel But firstly gotta change the file directory!!!! So alot to do in pretty less time !!!! UGGGHHHH End of devlog # 8 See you in the next one !!! BYEEEE!!!!!!!"}, {"post_id": 34385, "ts": "2026-07-25T01:51:48Z", "hours": 2.87, "text": "HAD TO REDO THE README.md Well… I thought I was finally done. SOO now Welcome to the unexpected devlog # 7 Turns out my previous README had a bit too much AI in it, so I decided to rewrite almost the entire thing myself. It definitely took way longer than I expected, but now it actually feels like my project. At this point everything is finally done: ✅ UI ✅ Graphs ✅ Deployment ✅ Comments ✅ README Now hoping to not write another devlog now Byeeee!!!!"}, {"post_id": 32789, "ts": "2026-07-22T05:32:50Z", "hours": 3.5272, "text": "I DID THE FINAL STEPS Well almost all of it was done the remaining things were README.md file (half well) Comment of the entire files (I don’t like to do commenting 😭😭😭😭😭😭) WELLL WELLL Funny enough, commenting turned out to be the easier part. The real challenge was writing the README because I wanted it to actually explain the project properly instead of being just a few lines. End of devlog # 6 NOW GONNA SHIP THE PROJECT Everything is now ready… all that’s left is to hit Ship Project 🚀"}, {"post_id": 31015, "ts": "2026-07-19T02:24:57Z", "hours": 6.3275, "text": "UI UI UI ALL I DID WAS UI !!!!!! This update has been all about polishing the project. I’ve finally completed the UI for every single page , you all can see the before and the after in the screenshots of the UI. Besides this I had successfully deployed the application! despite the errors I faced while making it run smooth 😅 Looking back, it’s hard to believe this started as my first Streamlit project. I spent way more time tweaking layouts, colors, containers, and spacing than I ever expected, but it was worth it FINALLY!!!! Now the dashboard finally feels complete, and all that’s left is the final polish: cleaning up the code, adding comments, and finishing the README before I officially ship it. 🌍 The app is now live! If you’d like to explore 80+ years of climate data through interactive visualizations, give it a try: THE LINK TO THE PROJECT : https://the-earth-kept-a-record-here-it-is-vavg5teg69z5fpeqsqcren.streamlit.app/ Everyone do let me know about any improvements that you may seem that I can make before the shipping of this project This is the end of devlog # 5 See you all in devlog # 6 Byeeeeeee!"}, {"post_id": 27451, "ts": "2026-07-13T00:56:31Z", "hours": 5.5139, "text": "WHY DOES IT LOOK LIKE THAT????????? So, I was finally working on my last graph, the one that predicts future temperature anomalies for a city or country. I built the model, generated the predictions… and this is what I got. (the graph with almost a straight line) Honestly, I was disappointed. I expected something that looked more like a “prediction,” not just a line. So, I tried connecting the future with the historical data, changed a few things, and even wondered if I had done Polynomial Regression completely wrong. Turns out… the model wasn’t the problem. Regression doesn’t make random ups and downs, it simply learns the overall trend from the historical data and continues it into the future. In the end, I stopped trying to make the graph look dramatic and focused on making it accurate instead. What do you all think of this graph?? This is the end of devlog #4 See you all in devlog #5 Byeeeee"}, {"post_id": 24933, "ts": "2026-07-08T20:15:11Z", "hours": 14.7333, "text": "🚨 I USED THE WRONG DATA ALL ALONG… So Storytime!!!! When I almost like coded 3 out of 5 graphs, only then did I realise that I had the MAIN ingredient wrong: the data. To be exact, when I first downloaded the datasets, they seemed to have everything I needed: 🌡️ Temperatures from the 1940s to 2025 📅 Year-wise timeline 🌍 Data for cities and countries ❓Temperature anomaly (wait… what is this?) At first, I honestly thought Temperature Anomaly was just a fancy way of saying temperature change. Turns out I need to work a bit harder on both my SAT English and this project. 😅 Because when I looked into the csv in detail the Temperature anomaly was like in range of -0.000342 to 4.66247 and this was for like every single country each varing differently. After a bit of Googling and reading, I discovered that ** temperature anomaly is not the actual temperature**. Instead, it measures how much warmer or cooler a place is compared to its average temperature during a reference period. That meant I had a huge problem. My country data was already stored as temperature anomalies, but my city data contained actual temperatures. I was unknowingly comparing two completely different measurements in the same project. If I had continued like that, my comparisons would have been misleading, my rankings would have been unfair, and my prediction model would have been built on inconsistent data. So… I stopped everything. I went back, learned how temperature anomalies are calculated, converted all of my city datasets to use the same measurement, and rebuilt the affected parts of the project. It definitely wasn’t the plan, but I’m glad I caught the mistake before shipping the project. End of story……. Besides this I improved my horrible looking homepage (the simple screenshot) and now it definitely looks like something to look at (the attractive homepage) this also had me going through streamlit’s documentation and continuous learning…… which I am getting fed up of but again that is what coding means right?😅 Lastly I did also complete my 4 out of 5 graphs which is definitely a relief (pheww) and now all that’s left todo is Graph 5 Improved UI of all the graph pages About page Girls and Guys I would love to have your feedback for my project (PLZ PLZ PLZ suggest improvements 😭😭😭😭) Byeeee!!!!! See you in Devlog # 4 ✨ END of devlog # 3"}, {"post_id": 13967, "ts": "2026-06-22T22:33:14Z", "hours": 6.0975, "text": "Devlog # 2 Hi everyone! Hope you’re all doing well! 😊 Thankfully, I got out of the data cleaning phase. This week, I had my mind on the design and page layout of my web application, as well as the visualisations that will bring my idea to life. 🖥️ Planning the Website I thought my web application would have a structure like this: A Homepage 5 pages, each having a different graph type for each country An About page But everyone, the main challenge was that I had never worked with streamlit so in short, I had to learn it, and for me, tutorials almost never worked for me, so I had to go through documentation every single time, and this got me a lot of time spent on it instead of code. 🎨 Building the Homepage As I was trying to set up my homepage, I wanted something like this (this picture of the homepage is the inspo from ChatGPT ) So I started with the title and the choices, but when I wanted to take the user to that specific page of the graph, I got this error ( the picture with the error message). This had me stuck for almost an hour or so until I got it right, and FINALLY, my homepage was done. ( the homepage in black with the text “Earth Kept a record(in red), Here it is!!). Seeing this, **I was in the air!!!! YAAAAY!!!🎉🎉 ** 📈 First Graph first try I also started working on my first visualisation: the Temperature Trends Graph. This graph enables users to select a city or country and view how temperatures have evolved, utilising real climate data.To make it more visually appealing, I added a color-gradient effect to the graph. I did get some help from AI while experimenting with the design, but I’m really happy with how it turned out. It’s the first graph of the project, and I am gonna still work on it, and this progress makes me feel really GOOD.. 🌎(finally YAAAY YAAAY🎉🎉🎉) ✨That’s all for this week’s progress! See you in Devlog #3 🚀"}, {"post_id": 11006, "ts": "2026-06-18T01:02:50Z", "hours": 1.9433, "text": "Devlog #1 🌍 Hi everyone! I’m Shehma Ali, and welcome to my first devlog. Today I’ll be sharing what my project is and what I’ve done so far.🚀 •My Project Visualizes 80 years of climate change using real NASA and Copernicus climate data. •Lets users explore temperature trends for 10 cities from the 1940s to 2025. •Includes city trend graphs, global comparisons, warming rankings, and heatmaps. •Features future temperature predictions using linear regression with adjustable controls. •Built entirely in Python using Pandas, Plotly, and Streamlit. •Makes complex climate data simple and easy to understand. 🔨 Progress So Far To be completely honest, the data collection stage has been brutal. I first had to find city-level climate data from NASA and country-level climate data from Copernicus, which took a lot more searching than I expected. After gathering all the CSV files, I aligned them to the same year range and cleaned them so they could be used together in the project. With the datasets now prepared FINALLY, I’m ready to start building the visualisations and bringing the app to life. See you in the next devlog! 🌎✨"}]...
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Title: The Earth kept a record. Here it is! by @Sh Title: The Earth kept a record. Here it is! by @ShehmaAli | Stardance
Devlogs:
Devlog #1 🌍 Hi everyone! I’m Shehma Ali, and welcome to my first devlog. Today I’ll be sharing what my project is and what I’ve done so far.🚀 •My Project Visualizes 80 years of climate change using real NASA and Copernicus climate data. •Lets users explore temperature trends for 10 cities from the 1940s to 2025. •Includes city trend graphs, global comparisons, warming rankings, and heatmaps. •Features future temperature predictions using linear regression with adjustable controls. •Built entirely in Python using Pandas, Plotly, and Streamlit. •Makes complex climate data simple and easy to understand. 🔨 Progress So Far To be completely honest, the data collection stage has been brutal. I first had to find city-level climate data from NASA and country-level climate data from Copernicus, which took a lot more searching than I expected. After gathering all the CSV files, I aligned them to the same year range and cleaned them so they could be used together in the project. With the datasets now prepared FINALLY, I’m ready to start building the visualisations and bringing the app to life. See you in the next devlog! 🌎✨
Devlog # 2 Hi everyone! Hope you’re all doing well! 😊 Thankfully, I got out of the data cleaning phase. This week, I had my mind on the design and page layout of my web application, as well as the visualisations that will bring my idea to life. 🖥️ Planning the Website I thought my web application would have a structure like this: A Homepage 5 pages, each having a different graph type for each country An About page But everyone, the main challenge was that I had never worked with streamlit so in short, I had to learn it, and for me, tutorials almost never worked for me, so I had to go through documentation every single time, and this got me a lot of time spent on it instead of code. 🎨 Building the Homepage As I was trying to set up my homepage, I wanted something like this (this picture of the homepage is the inspo from ChatGPT ) So I started with the title and the choices, but when I wanted to take the user to that specific page of the graph, I got this error ( the picture with the error message). This had me stuck for almost an hour or so until I got it right, and FINALLY, my homepage was done. ( the homepage in black with the text “Earth Kept a record(in red), Here it is!!). Seeing this, **I was in the air!!!! YAAAAY!!!🎉🎉 ** 📈 First Graph first try I also started working on my first visualisation: the Temperature Trends Graph. This graph enables users to select a city or country and view how temperatures have evolved, utilising real climate data.To make it more visually appealing, I added a color-gradient effect to the graph. I did get some help from AI while experimenting with the design, but I’m really happy with how it turned out. It’s the first graph of the project, and I am gonna still work on it, and this progress makes me feel really GOOD.. 🌎(finally YAAAY YAAAY🎉🎉🎉) ✨That’s all for this week’s progress! See you in Devlog #3 🚀
🚨 I USED THE WRONG DATA ALL ALONG… So Storytime!!!! When I almost like coded 3 out of 5 graphs, only then did I realise that I had the MAIN ingredient wrong: the data. To be exact, when I first downloaded the datasets, they seemed to have everything I needed: 🌡️ Temperatures from the 1940s to 2025 📅 Year-wise timeline 🌍 Data for cities and countries ❓Temperature anomaly (wait… what is this?) At first, I honestly thought Temperature Anomaly was just a fancy way of saying temperature change. Turns out I need to work a bit harder on both my SAT English and this project. 😅 Because when I looked into the csv in detail the Temperature anomaly was like in range of -0.000342 to 4.66247 and this was for like every single country each varing differently. After a bit of Googling and reading, I discovered that ** temperature anomaly is not the actual temperature**. Instead, it measures how much warmer or cooler a place is compared to its average temperature during a reference period. That meant I had a huge problem. My country data was already stored as temperature anomalies, but my city data contained actual temperatures. I was unknowingly comparing two completely different measurements in the same project. If I had continued like that, my comparisons would have been misleading, my rankings would have been unfair, and my prediction model would have been built on inconsistent data. So… I stopped everything. I went back, learned how temperature anomalies are calculated, converted all of my city datasets to use the same measurement, and rebuilt the affected parts of the project. It definitely wasn’t the plan, but I’m glad I caught the mistake before shipping the project. End of story……. Besides this I improved my horrible looking homepage (the simple screenshot) and now it definitely looks like something to look at (the attractive homepage) this also had me going through streamlit’s documentation and continuous learning…… which I am getting fed up of but again that is what coding means right?😅 Lastly I did also complete my 4 out of 5 graphs which is definitely a relief (pheww) and now all that’s left todo is Graph 5 Improved UI of all the graph pages About page Girls and Guys I would love to have your feedback for my project (PLZ PLZ PLZ suggest improvements 😭😭😭😭) Byeeee!!!!! See you in Devlog # 4 ✨ END of devlog # 3
WHY DOES IT LOOK LIKE THAT????????? So, I was finally working on my last graph, the one that predicts future temperature anomalies for a city or country. I built the model, generated the predictions… and this is what I got. (the graph with almost a straight line) Honestly, I was disappointed. I expected something that looked more like a “prediction,” not just a line. So, I tried connecting the future with the historical data, changed a few things, and even wondered if I had done Polynomial Regression completely wrong. Turns out… the model wasn’t the problem. Regression doesn’t make random ups and downs, it simply learns the overall trend from the historical data and continues it into the future. In the end, I stopped trying to make the graph look dramatic and focused on making it accurate instead. What do you all think of this graph?? This is the end of devlog #4 See you all in devlog #5 Byeeeee
UI UI UI ALL I DID WAS UI !!!!!! This update has been all about polishing the project. I’ve finally completed the UI for every single page , you all can see the before and the after in the screenshots of the UI. Besides this I had successfully deployed the application! despite the errors I faced while making it run smooth 😅 Looking back, it’s hard to believe this started as my first Streamlit project. I spent way more time tweaking layouts, colors, containers, and spacing than I ever expected, but it was worth it FINALLY!!!! Now the dashboard finally feels complete, and all that’s left is the final polish: cleaning up the code, adding comments, and finishing the README before I officially ship it. 🌍 The app is now live! If you’d like to explore 80+ years of climate data through interactive visualizations, give it a try: THE LINK TO THE PROJECT : https://the-earth-kept-a-record-here-it-is-vavg5teg69z5fpeqsqcren.streamlit.app/ Everyone do let me know about any improvements that you may seem that I can make before the shipping of this project This is the end of devlog # 5 See you all in devlog # 6 Byeeeeeee!
I DID THE FINAL STEPS Well almost all of it was done the remaining things were README.md file (half well) Comment of the entire files (I don’t like to do commenting 😭😭😭😭😭😭) WELLL WELLL Funny enough, commenting turned out to be the easier part. The real challenge was writing the README because I wanted it to actually explain the project properly instead of being just a few lines. End of devlog # 6 NOW GONNA SHIP THE PROJECT Everything is now ready… all that’s left is to hit Ship Project 🚀
HAD TO REDO THE README.md Well… I thought I was finally done. SOO now Welcome to the unexpected devlog # 7 Turns out my previous README had a bit too much AI in it, so I decided to rewrite almost the entire thing myself. It definitely took way longer than I expected, but now it actually feels like my project. At this point everything is finally done: ✅ UI ✅ Graphs ✅ Deployment ✅ Comments ✅ README Now hoping to not write another devlog now Byeeee!!!!
Change of all the plans 😭😭😭 So the thing is that my progess is falling apart and i want my 30 plus approved hours to be done inorder to get the certificate (I WANT IT PLS) and for this i want my dashboard to be in Flask HTML CSS and to be deployed in vercel But firstly gotta change the file directory!!!! So alot to do in pretty less time !!!! UGGGHHHH End of devlog # 8 See you in the next one !!! BYEEEE!!!!!!!
Ships:
I made an Interactive climate change dashboard using Streamlit and Plotly which visualized over 80 years of temperature data. Included 5 interactive graphs and one being a future temperature prediction model. The most chalenging thing for me was to learn streamlit as i have never made any application using that for the UI and another thing would be building a prediction model and making it work with the visualizations. I am proud to turn the raw climate data into something easy to explore. I am proud on completing my first full streamlit project and giving it a clean, interactive interface and also successfully deploying the project online. If people want to test my project they should: -Try both City and Country modes. -Test all 5 graph pages. -Use the Random buttons on comparison and heatmap pages. -Experiment with different years in the Future Prediction page. -The prediction graph is for educational purposes and is based on historical trends, not a scientific forecast....
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1793130586.7900288
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1793216986.7900288
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19508
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(debug) macropad_stage_2 by @qcoral | Stardance
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qcoral
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1
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1.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T15:02:53Z", "hours": 1.0, "multiplier": 5.0, "payout": 3, "blessing": "neutral", "text": "i made a lot of things! alledgedly…", "repo": "https://github.com/hackclub/hackpad", "demo": ""}]...
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[{"post_id": 38226, "ts": "202 [{"post_id": 38226, "ts": "2026-07-31T14:59:57Z", "hours": 0.6003, "text": "heyheyhey!"}, {"post_id": 20976, "ts": "2026-07-02T18:30:48Z", "hours": 0.2731, "text": "test. /"}]...
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Title: (debug) macropad_stage_2 by @qcoral | Stard Title: (debug) macropad_stage_2 by @qcoral | Stardance
Devlogs:
test. /
heyheyhey!
Ships:
i made a lot of things! alledgedly…...
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1793141658.178543
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1793228058.178543
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19509
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Keyboard to Controller Input for xCloud Gaming by Keyboard to Controller Input for xCloud Gaming by @xeon12832 | Stardance...
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xeon12832
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1
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4.0
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46
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T01:06:04Z", "hours": 4.0, "multiplier": 11.22, "payout": 46, "blessing": "neutral", "text": "I have built a tool that converts keyboard inputs into controller inputs for browser based games and Xbox Cloud Gaming. This project was a rewarding challenge, particularly when navigating the challenge of connecting my macOS app to the web. I eventually developed a solution using a JavaScript bridge via localhost to enable seamless communication. Overall, it was a great experience, and I am excited to share this tool with others who want to play browser games without a physical controller. I hope to inspire others to make tools which will help their own lives.", "repo": "https://github.com/xeon12832/CloudControllerFinal", "demo": "https://github.com/xeon12832/CloudControllerFinal/releases/tag/v1"}]...
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[{"post_id": 10340, "ts": "202 [{"post_id": 10340, "ts": "2026-06-17T00:44:11Z", "hours": 0.2736, "text": "Log 8 (16 Mins) I have fully finished the app. For the final touches, I added more detailed instructions and made things more intuitive. I have started to import the project into my GitHub repo. I will also hope to ship sometime today. Overall, I added all the features I wanted to make, and I hope to inspire others to make similar tools. Always remember to make tools that would improve your daily life."}, {"post_id": 10325, "ts": "2026-06-17T00:06:42Z", "hours": 0.4953, "text": "Log 7 (29 mins): I have completed the controller input integration by adding a d-pad mapper. Additionally, I’ve introduced a custom theme maker that allows users to use a color picker to customize base and accent colors. I plan to move the theme editor button to the top for better accessibility. I am currently applying final touches and improvements, and I look forward to shipping the project soon!"}, {"post_id": 10205, "ts": "2026-06-16T20:31:35Z", "hours": 0.525, "text": "Log 6 (29 Mins): I’ve implemented a visual controller diagram to improve the user interface. My current progress has slowed slightly due to some GitHub synchronization issues, so I am prioritizing fixing those repository access errors before moving forward with further feature development. If anyone has suggestions or can help with the GitHub issues, please let me know. Thank you"}, {"post_id": 10137, "ts": "2026-06-16T18:58:31Z", "hours": 0.3658, "text": "Log 5 (21 mins): I’ve implemented a setup button with clear configuration instructions and added a selection of default themes. Moving forward, I plan to expand the customization options for themes while focusing on refining the overall app performance and user experience."}, {"post_id": 10113, "ts": "2026-06-16T18:21:51Z", "hours": 0.9419, "text": "Log 4 (56 Mins): Finally added a remaper tool. Any key can be mapped to any controller input. Have to add d-pad later. Also have to add themes. Might also add a controller diagram. But thats all for now."}, {"post_id": 10027, "ts": "2026-06-16T16:19:24Z", "hours": 0.6414, "text": "Log 3 (22 Mins): I’m focusing on integrating my macOS app with the Chrome DevTools script for a more seamless connection. My roadmap includes developing a Chrome extension to automate the configuration of the JavaScript code for users. Additionally, I’m planning to enhance the UI with custom themes, including various color schemes and design options. In the future possibly even custom designs."}, {"post_id": 9961, "ts": "2026-06-16T14:22:45Z", "hours": 0.6475, "text": "Log 2 (38 Mins): I hit a few roadblocks with the driver integration, which proved to be quite challenging to get working correctly. To keep moving forward, I changed my goal a bit and successfully developed a Java script that functions within Chrome DevTools. While this works for now, my long term goal remains to refine the SwiftUI application so that the controller inputs can eventually work systemwide. I will add more games and an ability to configure controls eventually."}, {"post_id": 9916, "ts": "2026-06-16T12:57:19Z", "hours": 0.5017, "text": "Log 1 (30 Mins) I have made an app using SwiftUI that is able to detect keyboard presses. I made it so that when I press a key it shows it on screen. I also used drivers by tekezo on Github. This allowed me to record my keystrokes. My next step would be to convert those presses into controler inputs. I am planning to use Forza Horizon 6 as my test game. I will also add a feature where users can change each key to a different input on the virtual controller."}]...
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Title: Keyboard to Controller Input for xCloud Gam Title: Keyboard to Controller Input for xCloud Gaming by @xeon12832 | Stardance
Devlogs:
Log 1 (30 Mins) I have made an app using SwiftUI that is able to detect keyboard presses. I made it so that when I press a key it shows it on screen. I also used drivers by tekezo on Github. This allowed me to record my keystrokes. My next step would be to convert those presses into controler inputs. I am planning to use Forza Horizon 6 as my test game. I will also add a feature where users can change each key to a different input on the virtual controller.
Log 2 (38 Mins): I hit a few roadblocks with the driver integration, which proved to be quite challenging to get working correctly. To keep moving forward, I changed my goal a bit and successfully developed a Java script that functions within Chrome DevTools. While this works for now, my long term goal remains to refine the SwiftUI application so that the controller inputs can eventually work systemwide. I will add more games and an ability to configure controls eventually.
Log 3 (22 Mins): I’m focusing on integrating my macOS app with the Chrome DevTools script for a more seamless connection. My roadmap includes developing a Chrome extension to automate the configuration of the JavaScript code for users. Additionally, I’m planning to enhance the UI with custom themes, including various color schemes and design options. In the future possibly even custom designs.
Log 4 (56 Mins): Finally added a remaper tool. Any key can be mapped to any controller input. Have to add d-pad later. Also have to add themes. Might also add a controller diagram. But thats all for now.
Log 5 (21 mins): I’ve implemented a setup button with clear configuration instructions and added a selection of default themes. Moving forward, I plan to expand the customization options for themes while focusing on refining the overall app performance and user experience.
Log 6 (29 Mins): I’ve implemented a visual controller diagram to improve the user interface. My current progress has slowed slightly due to some GitHub synchronization issues, so I am prioritizing fixing those repository access errors before moving forward with further feature development. If anyone has suggestions or can help with the GitHub issues, please let me know. Thank you
Log 7 (29 mins): I have completed the controller input integration by adding a d-pad mapper. Additionally, I’ve introduced a custom theme maker that allows users to use a color picker to customize base and accent colors. I plan to move the theme editor button to the top for better accessibility. I am currently applying final touches and improvements, and I look forward to shipping the project soon!
Log 8 (16 Mins) I have fully finished the app. For the final touches, I added more detailed instructions and made things more intuitive. I have started to import the project into my GitHub repo. I will also hope to ship sometime today. Overall, I added all the features I wanted to make, and I hope to inspire others to make similar tools. Always remember to make tools that would improve your daily life.
Ships:
I have built a tool that converts keyboard inputs into controller inputs for browser based games and Xbox Cloud Gaming. This project was a rewarding challenge, particularly when navigating the challenge of connecting my macOS app to the web. I eventually developed a solution using a JavaScript bridge via localhost to enable seamless communication. Overall, it was a great experience, and I am excited to share this tool with others who want to play browser games without a physical controller. I hope to inspire others to make tools which will help their own lives....
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1793245986.8640676
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1793332386.8640676
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19519
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fume extractor by @flyingfish | Stardance
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flyingfish
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1
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25.0
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124
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T04:45:08Z", "hours": 25.0, "multiplier": 5.0, "payout": 124, "blessing": "neutral", "text": "I made a fume extractor for soldering so that you don’t get light headed after soldering for long periods of time", "repo": "https://github.com/dinotiger01/fume-extractor", "demo": ""}]...
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[{"post_id": 12349, "ts": "202 [{"post_id": 12349, "ts": "2026-06-20T04:36:28Z", "hours": 2.5306, "text": "I just finished the github read me now i am ready to ship"}, {"post_id": 12248, "ts": "2026-06-20T00:26:50Z", "hours": 8.9728, "text": "i just printed the new design and spent a long time assembling and i made some changes after having physically making it. (the picture doesn’t fit in the frame for some reason but it is just the finished fume extractor standing up) legs broken: so after assembling the legs the i found the little flaps on the legs have to big of a gap between the it and the block that is intended to hold it in place. this makes them not do there only purpose. so i redesigned the flaps to have little blocks to hold in place(the new legs are being printed rn so the new ones are not in the picture) the MSC(motor speed controller): so it was like really annoying it kept breaking and it like didn’t do anything and it went against one of my constraints because the potentiometer would stick out of the case so i just kinda removed it and connected the fan directly to the power source so you turn it on and of by just unplugging it."}, {"post_id": 11032, "ts": "2026-06-18T01:54:49Z", "hours": 4.4647, "text": "i printed the old case and it didn’t work at all so i spent all day redesign the case from scratch and i made a lot of changes while i was doing it size: i made everything a bit bigger because things didn’t fit mainly the place where the fan it no screws: i hade screws before because i thought is is just a good way to hold things together how ever i realized while redesigning they don’t work for this project because they are just to big and heavy so i am instead relying on the elasticity of plastic to hold the cover on the little flaps: in the old design i had these tiny flaps that was spoused to increase stability with rails to let it fold up however i made the rails waaay to small so this time i made the rail 5x bigger along with making the flaps longer to increase surface area rails: last time i designed the legs, before i designed the rails that they will go in to this resulted it really bad rails so this time i made the rails first then designed the legs so that it will be stronger because i can actually make strong rails"}, {"post_id": 10360, "ts": "2026-06-17T01:18:44Z", "hours": 4.4553, "text": "i made the circuit for the motor speed controller its really simple. i also got all the git hub repository set up"}, {"post_id": 9635, "ts": "2026-06-16T01:21:52Z", "hours": 4.43, "text": "i am going to make a fume extractor because i solder in my room and that’s not good for you constraints: small(i want it to be under 1ft so it can fit in my desk) expandable(i want a way to move it up and down so it can work when i am soldering something on a stand) flat(i don’t want to have many part stick out so i can put it in my drawer without taking up to much space) stable(i just don’t want it to fall over) small: to make it small i made it out of a small parable fan i repaired expendable: i was thinking about how to do this for a long time and eventually settled on a ladder peg system so you lift it to the high you wand then insert the peg so it holds in place stable: for this i knew i wanted a system where something would extend on the floor to increase surface area how ever i couldn’t find a good way to do this so i settled on two little flaps that go on the bottom of the legs flat: this is why the stability was really hard to figure out but i ended up making a track for the flaps to fold up so they don’t tack up space"}]...
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Title: fume extractor by @flyingfish | Stardance
Title: fume extractor by @flyingfish | Stardance
Devlogs:
i am going to make a fume extractor because i solder in my room and that’s not good for you constraints: small(i want it to be under 1ft so it can fit in my desk) expandable(i want a way to move it up and down so it can work when i am soldering something on a stand) flat(i don’t want to have many part stick out so i can put it in my drawer without taking up to much space) stable(i just don’t want it to fall over) small: to make it small i made it out of a small parable fan i repaired expendable: i was thinking about how to do this for a long time and eventually settled on a ladder peg system so you lift it to the high you wand then insert the peg so it holds in place stable: for this i knew i wanted a system where something would extend on the floor to increase surface area how ever i couldn’t find a good way to do this so i settled on two little flaps that go on the bottom of the legs flat: this is why the stability was really hard to figure out but i ended up making a track for the flaps to fold up so they don’t tack up space
i made the circuit for the motor speed controller its really simple. i also got all the git hub repository set up
i printed the old case and it didn’t work at all so i spent all day redesign the case from scratch and i made a lot of changes while i was doing it size: i made everything a bit bigger because things didn’t fit mainly the place where the fan it no screws: i hade screws before because i thought is is just a good way to hold things together how ever i realized while redesigning they don’t work for this project because they are just to big and heavy so i am instead relying on the elasticity of plastic to hold the cover on the little flaps: in the old design i had these tiny flaps that was spoused to increase stability with rails to let it fold up however i made the rails waaay to small so this time i made the rail 5x bigger along with making the flaps longer to increase surface area rails: last time i designed the legs, before i designed the rails that they will go in to this resulted it really bad rails so this time i made the rails first then designed the legs so that it will be stronger because i can actually make strong rails
i just printed the new design and spent a long time assembling and i made some changes after having physically making it. (the picture doesn’t fit in the frame for some reason but it is just the finished fume extractor standing up) legs broken: so after assembling the legs the i found the little flaps on the legs have to big of a gap between the it and the block that is intended to hold it in place. this makes them not do there only purpose. so i redesigned the flaps to have little blocks to hold in place(the new legs are being printed rn so the new ones are not in the picture) the MSC(motor speed controller): so it was like really annoying it kept breaking and it like didn’t do anything and it went against one of my constraints because the potentiometer would stick out of the case so i just kinda removed it and connected the fan directly to the power source so you turn it on and of by just unplugging it.
I just finished the github read me now i am ready to ship
Ships:
I made a fume extractor for soldering so that you don’t get light headed after soldering for long periods of time...
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1793292494.3914607
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1793378894.3914607
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19520
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Touch Grass Timer by @AK_47 | Stardance
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AK_47
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1
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4.0
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17
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T18:29:47Z", "hours": 4.0, "multiplier": 4.97, "payout": 17, "blessing": "neutral", "text": "Behold! The touch grass timer: the timer that tells you to touch some grass after a given amount of time! It has many uses (including telling your cousin to get off her iPad and go play outside). You can time screen time or use it as a kitchen timer. (The default message tells you to go touch some grass after the timer goes off) But you can change the message to whatever you want, and you can even customize the theme. Have fun :)", "repo": "https://github.com/AKKKKKK-47/TouchGrassTimer", "demo": "https://akkkkkk-47.github.io/TouchGrassTimer/"}]...
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[{"post_id": 11435, "ts": "202 [{"post_id": 11435, "ts": "2026-06-18T18:21:02Z", "hours": 1.0358, "text": "Final Touch Grass Update Before shipping! (I hope): I got everything done! The timer, setting the themes, the custom message, I finished it yesterday night but I was only able to dump my heartbeats from Wakatime just now. I’m proud to announce that your computer will now be able to tell you to touch some grass :)"}, {"post_id": 10928, "ts": "2026-06-17T22:12:08Z", "hours": 1.1483, "text": "Touch Grass update #2: Today, I finished the basic user interface of the timer! I got the themes up/running, the space to set the timer is good, and the theme dropdown works too! For the next devlog, I hope to finish coding the pop-up reminder and the part of the timer that will run in the background. It’s only a short time before your computer will tell you to go touch some grass!"}, {"post_id": 10275, "ts": "2026-06-16T22:21:13Z", "hours": 1.6383, "text": "Touch Grass Update: I have made part of the user interface for this! I used a bunch of CSS/C++ (I forgot what they call this)variables to set the interface, which is why I only have so little… I’m planning to code just a front end for this because I’m not planning to connect this to a server or anything. You know… It’s summer. Now I need to go touch some grass. Cya!"}]...
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Title: Touch Grass Timer by @AK_47 | Stardance
De Title: Touch Grass Timer by @AK_47 | Stardance
Devlogs:
Touch Grass Update: I have made part of the user interface for this! I used a bunch of CSS/C++ (I forgot what they call this)variables to set the interface, which is why I only have so little… I’m planning to code just a front end for this because I’m not planning to connect this to a server or anything. You know… It’s summer. Now I need to go touch some grass. Cya!
Touch Grass update #2: Today, I finished the basic user interface of the timer! I got the themes up/running, the space to set the timer is good, and the theme dropdown works too! For the next devlog, I hope to finish coding the pop-up reminder and the part of the timer that will run in the background. It’s only a short time before your computer will tell you to go touch some grass!
Final Touch Grass Update Before shipping! (I hope): I got everything done! The timer, setting the themes, the custom message, I finished it yesterday night but I was only able to dump my heartbeats from Wakatime just now. I’m proud to announce that your computer will now be able to tell you to touch some grass :)
Ships:
Behold! The touch grass timer: the timer that tells you to touch some grass after a given amount of time! It has many uses (including telling your cousin to get off her iPad and go play outside). You can time screen time or use it as a kitchen timer. (The default message tells you to go touch some grass after the timer goes off) But you can change the message to whatever you want, and you can even customize the theme. Have fun :)...
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1793242230.040233
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1793328630.040233
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19533
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Cricket by @hyphen-26 | Stardance
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hyphen-26
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1
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22.14
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T04:18:21Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a working web OS named: #Cricket! Cricket has a few basic features: a text editor (Notes) a terminal (doesn’t do much at the moment) a browser and an about page. I’m planning on adding some other stuff soon, but this is it for now.", "repo": "https://github.com/26097ek/WebOS", "demo": "https://26097ek.github.io/WebOS/"}]...
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[{"post_id": 28102, "ts": "202 [{"post_id": 28102, "ts": "2026-07-14T04:56:50Z", "hours": 5.1422, "text": "Devlog #4: Music Player I made a music player! I used some AI since it’s been a while since I coded JavaScript, but I put together the thing myself. Here’s how it works. First, I get the file from the user in the form of <input id=\"musicFile\" accept\"audio/*\" type=\"file\"> . Then, I listen for a change in the input by adding an event listener: musicFile.addEventListener(\"change\", loadMusic); . Once the user adds a file, I fetch the file : const file = this.files[0]; . Then I assign it to a blob URL: musicURL = URL.createObjectURL(file); . Next, I assign the blob URL to the source tag: musicSource.src = musicURL; . Finally, I reload the audio tag for the changes to take place: musicPlayer.load(); . Here’s the code: HTML Code: <input id= \"musicFile\" type= \"file\" accept= \"audio/*\" > <audio id= \"musicPlayer\" controls > <source id= \"musicSource\" src= \"\" > </audio> JavaScript Code: function loadMusic () { const file = this . files [ 0 ]; if ( file ) { if ( globalThis . musicURLblob ){ URL . revokeObjectURL ( globalThis . musicURLblob ); } globalThis . musicURLblob = URL . createObjectURL ( file ); musicSource . src = globalThis . musicURLblob ; musicPlayer . load (); musicPlayer . play (); } } let musicURLblob = null ; const musicFile = document . querySelector ( \" #musicFile \" ); const musicSource = document . querySelector ( \" #musicSource \" ); const musicPlayer = document . querySelector ( \" #musicPlayer \" ); musicFile . addEventListener ( \" change \" , loadMusic );"}, {"post_id": 17221, "ts": "2026-06-27T22:39:36Z", "hours": 0.4517, "text": "Devlog 3: About Screen About my project:"}, {"post_id": 17143, "ts": "2026-06-27T20:36:07Z", "hours": 0.5508, "text": "Browser!! I’ve created a browser! Most links don’t work(because it’s an <iframe>)"}, {"post_id": 16788, "ts": "2026-06-27T08:01:37Z", "hours": 16.0978, "text": "Cricket, a very basic OS Cricket is a very basic operating system. When it’s done, it will have a lot of features, including: a text editor [✓], a terminal [-], a web browser [-], a media player/viewer [ ], and a bunch of other stuff. So far, I’ve done the first one, the second two are in progress, and the third has not been started yet. Here is an image:"}]...
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Title: Cricket by @hyphen-26 | Stardance
Devlogs: Title: Cricket by @hyphen-26 | Stardance
Devlogs:
Cricket, a very basic OS Cricket is a very basic operating system. When it’s done, it will have a lot of features, including: a text editor [✓], a terminal [-], a web browser [-], a media player/viewer [ ], and a bunch of other stuff. So far, I’ve done the first one, the second two are in progress, and the third has not been started yet. Here is an image:
Browser!! I’ve created a browser! Most links don’t work(because it’s an <iframe>)
Devlog 3: About Screen About my project:
Devlog #4: Music Player I made a music player! I used some AI since it’s been a while since I coded JavaScript, but I put together the thing myself. Here’s how it works. First, I get the file from the user in the form of <input id="musicFile" accept"audio/*" type="file"> . Then, I listen for a change in the input by adding an event listener: musicFile.addEventListener("change", loadMusic); . Once the user adds a file, I fetch the file : const file = this.files[0]; . Then I assign it to a blob URL: musicURL = URL.createObjectURL(file); . Next, I assign the blob URL to the source tag: musicSource.src = musicURL; . Finally, I reload the audio tag for the changes to take place: musicPlayer.load(); . Here’s the code: HTML Code: <input id= "musicFile" type= "file" accept= "audio/*" > <audio id= "musicPlayer" controls > <source id= "musicSource" src= "" > </audio> JavaScript Code: function loadMusic () { const file = this . files [ 0 ]; if ( file ) { if ( globalThis . musicURLblob ){ URL . revokeObjectURL ( globalThis . musicURLblob ); } globalThis . musicURLblob = URL . createObjectURL ( file ); musicSource . src = globalThis . musicURLblob ; musicPlayer . load (); musicPlayer . play (); } } let musicURLblob = null ; const musicFile = document . querySelector ( " #musicFile " ); const musicSource = document . querySelector ( " #musicSource " ); const musicPlayer = document . querySelector ( " #musicPlayer " ); musicFile . addEventListener ( " change " , loadMusic );
Ships:
I made a working web OS named: #Cricket! Cricket has a few basic features: a text editor (Notes) a terminal (doesn’t do much at the moment) a browser and an about page. I’m planning on adding some other stuff soon, but this is it for now....
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1793242162.7410479
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1793328562.7410479
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19548
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Bingo!: My First Slack Bot by @yankobzarenko | Sta Bingo!: My First Slack Bot by @yankobzarenko | Stardance...
|
yankobzarenko
|
1
|
3.6
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T21:06:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple Slack Bot that has a couple of useful commands. It is called Bingo!, and there are currently six unique commands that you can use. I found it creating the command for a weather forecast the most difficult because it was far more complex to create compared to any of the other commands. To test Bingo!, you can take a look at the channel I made in Hack Club’s Slack.", "repo": "https://github.com/yankobzarenko/bingoslackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCT7AR06P"}]...
|
[{"post_id": 15382, "ts": "202 [{"post_id": 15382, "ts": "2026-06-25T00:36:30Z", "hours": 1.5967, "text": "Devlog #2: So this time, I decided to add a new command based on the suggestion someone left me: a command that allows you to convert your current time to another time zone of your choosing. It took me a while to get it working, which was mainly due to the fact that I had very little idea how to do it. However, I did get it after some time. The next issue came when it was time to update Bingo!, and I spent a good 30 to 45 minutes just trying to figure that out, but this was mostly me not reading the guide properly. Also, I decided to revamp my color palette command because the original command looked very basic to me. However, I was not prepared for how difficult it would be to update. Originally, I just tried using Slack’s Block Kit Builder, which worked okay, but it didn’t quite give me what I was looking for. All of the color swatches were tiny, and what I wanted was to have those images with all of the colors neatly arranged. So, after searching for a while, I ended up using QuickChart to generate a custom bar chart using the hex codes for the colors. Even then, I encountered a lot of bugs that took me a while to fix, and most of the time, it was usually me forgetting to add some syntax to the code. What do you think I should add next?"}, {"post_id": 14644, "ts": "2026-06-23T20:33:27Z", "hours": 2.1867, "text": "Starting Out: Okay, so I think this is the first dev log I have ever made and also the first time I’m using JavaScript, so forgive me if my code looks very messy. So far in my slack bot, I have six commands currently available: help, ping, catfact, forecast, colorpallete, and joke. Forecast took me an absurdly long time to make because I had no idea what I was doing. It took me like halfway through making it to realize that I could just use console.log() to help debug, which made it a whole lot easier to see what went wrong. An example of the command is attached to this post. I’m not sure what else to add or work on for the slack bot, so it would be great if I could get some suggestions. Also, some advice in regard to JavaScript would be amazing because I still know very little about the language."}]...
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Title: Bingo!: My First Slack Bot by @yankobzarenk Title: Bingo!: My First Slack Bot by @yankobzarenko | Stardance
Devlogs:
Starting Out: Okay, so I think this is the first dev log I have ever made and also the first time I’m using JavaScript, so forgive me if my code looks very messy. So far in my slack bot, I have six commands currently available: help, ping, catfact, forecast, colorpallete, and joke. Forecast took me an absurdly long time to make because I had no idea what I was doing. It took me like halfway through making it to realize that I could just use console.log() to help debug, which made it a whole lot easier to see what went wrong. An example of the command is attached to this post. I’m not sure what else to add or work on for the slack bot, so it would be great if I could get some suggestions. Also, some advice in regard to JavaScript would be amazing because I still know very little about the language.
Devlog #2: So this time, I decided to add a new command based on the suggestion someone left me: a command that allows you to convert your current time to another time zone of your choosing. It took me a while to get it working, which was mainly due to the fact that I had very little idea how to do it. However, I did get it after some time. The next issue came when it was time to update Bingo!, and I spent a good 30 to 45 minutes just trying to figure that out, but this was mostly me not reading the guide properly. Also, I decided to revamp my color palette command because the original command looked very basic to me. However, I was not prepared for how difficult it would be to update. Originally, I just tried using Slack’s Block Kit Builder, which worked okay, but it didn’t quite give me what I was looking for. All of the color swatches were tiny, and what I wanted was to have those images with all of the colors neatly arranged. So, after searching for a while, I ended up using QuickChart to generate a custom bar chart using the hex codes for the colors. Even then, I encountered a lot of bugs that took me a while to fix, and most of the time, it was usually me forgetting to add some syntax to the code. What do you think I should add next?
Ships:
I made a simple Slack Bot that has a couple of useful commands. It is called Bingo!, and there are currently six unique commands that you can use. I found it creating the command for a weather forecast the most difficult because it was far more complex to create compared to any of the other commands. To test Bingo!, you can take a look at the channel I made in Hack Club’s Slack....
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1793296604.9515326
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1793383004.9515326
|
|
19566
|
My very own WebOS by @kavya | Stardance
|
kavya
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T05:16:39Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it’s an ocean themed webos! a pretty challenging project for me; i spent way too much time on certain parts because i’d never done js or inline css before", "repo": "https://github.com/kg-09-creator/my-web-os-yayayay._.", "demo": "https://kg-09-creator.github.io/my-web-os-yayayay._./"}]...
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[{"post_id": 83570, "ts": "202 [{"post_id": 83570, "ts": "2026-10-28T04:53:55Z", "hours": 2.8197, "text": "i added another window! this one’s got a few facts about the ocean"}, {"post_id": 10327, "ts": "2026-06-17T00:07:54Z", "hours": 2.1608, "text": "I just established the draggable windows as well as the open/close window buttons! I changed the background image to something more ocean-based and made the ocean picture on the welcome screen a circle. I may shorten the welcome screen intro later on and will hopefully add more ocean-themed features!"}, {"post_id": 9695, "ts": "2026-06-16T03:19:28Z", "hours": 0.4689, "text": "Started making the onboarding screen!"}]...
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Title: My very own WebOS by @kavya | Stardance
De Title: My very own WebOS by @kavya | Stardance
Devlogs:
Started making the onboarding screen!
I just established the draggable windows as well as the open/close window buttons! I changed the background image to something more ocean-based and made the ocean picture on the welcome screen a circle. I may shorten the welcome screen intro later on and will hopefully add more ocean-themed features!
i added another window! this one’s got a few facts about the ocean
Ships:
it’s an ocean themed webos! a pretty challenging project for me; i spent way too much time on certain parts because i’d never done js or inline css before...
|
1793227679.3127732
|
1793314079.3127732
|
|
19605
|
Snail by @baker | Stardance
|
baker
|
1
|
17.0
|
249
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T12:40:37Z", "hours": 17.0, "multiplier": 14.34, "payout": 249, "blessing": "neutral", "text": "Made it into an app SnailChase.dmg", "repo": "https://github.com/Hamdan772/Snail-Game", "demo": "https://github.com/Hamdan772/Snail-Game/releases/tag/v3.1.0"}]...
|
[{"post_id": 14366, "ts": "202 [{"post_id": 14366, "ts": "2026-06-23T14:02:51Z", "hours": 3.0, "text": "done with everything. made leaderboard work. redid the dashboard (minor changes) improved snail follow logic and made the game downloadable. also did this"}, {"post_id": 14170, "ts": "2026-06-23T04:58:38Z", "hours": 1.0, "text": "WooHOo basically done with the follow logic. making the ranked leaderboard. old screenshots I know"}, {"post_id": 14131, "ts": "2026-06-23T03:33:04Z", "hours": 5.0, "text": "Connected the whole dashboard together. Added follow logic and timer."}, {"post_id": 13580, "ts": "2026-06-22T07:27:14Z", "hours": 2.0, "text": "added a menu to choose the snail skin and also made the dashboard"}, {"post_id": 13525, "ts": "2026-06-22T04:20:09Z", "hours": 1.0, "text": "Got two snails and added it to the app. started working on follow logic. I like these snails 🐌"}, {"post_id": 13183, "ts": "2026-06-21T16:04:32Z", "hours": 1.0, "text": "WOHOHO. added features and another snail. features include (and not limited to) a startup menu and another snail. my for app made in swift also."}, {"post_id": 12513, "ts": "2026-06-20T13:12:01Z", "hours": 1.0, "text": "Found assets and started working on code. 🐌"}]...
|
Title: Snail by @baker | Stardance
Devlogs:
Found Title: Snail by @baker | Stardance
Devlogs:
Found assets and started working on code. 🐌
WOHOHO. added features and another snail. features include (and not limited to) a startup menu and another snail. my for app made in swift also.
Got two snails and added it to the app. started working on follow logic. I like these snails 🐌
added a menu to choose the snail skin and also made the dashboard
Connected the whole dashboard together. Added follow logic and timer.
WooHOo basically done with the follow logic. making the ranked leaderboard. old screenshots I know
done with everything. made leaderboard work. redid the dashboard (minor changes) improved snail follow logic and made the game downloadable. also did this
Ships:
Made it into an app SnailChase.dmg...
|
1792878750.8648767
|
1793742750.8648767
|
|
19606
|
Shiori by @Kaorii | Stardance
|
Kaorii
|
1
|
1.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T09:32:40Z", "hours": 1.0, "multiplier": 3.5, "payout": 3, "blessing": "neutral", "text": "An open-source AI study companion with Google Classroom sync, Gemini AI plans, SRS flashcards, GPA predictor, AI quiz, MCP server for Claude Code!", "repo": "https://github.com/kaorii-ako/Shiori-v1", "demo": "https://www.shiorii.tech/"}]...
|
[{"post_id": 9797, "ts": "2026 [{"post_id": 9797, "ts": "2026-06-16T07:18:43Z", "hours": 0.8964, "text": "Shiori - an AI Study and school assistant. First DevLog. Want to continue and ship this."}]...
|
Title: Shiori by @Kaorii | Stardance
Devlogs:
Shi Title: Shiori by @Kaorii | Stardance
Devlogs:
Shiori - an AI Study and school assistant. First DevLog. Want to continue and ship this.
Ships:
An open-source AI study companion with Google Classroom sync, Gemini AI plans, SRS flashcards, GPA predictor, AI quiz, MCP server for Claude Code!...
|
1793292514.0343804
|
1793378914.0343804
|
|
19621
|
Helixxed by @kaplin86 | Stardance
|
kaplin86
|
1
|
11.0
|
140
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T20:41:50Z", "hours": 11.0, "multiplier": 13.07, "payout": 140, "blessing": "neutral", "text": "Helixxed is a brickbreaker where you mutate your ball with genes. Every round, the bricks you face become stronger, requiring more strategy and genes to make it through the round before you run out of shots! Theres some basic genes, like homing, but also some stranger ones like floaty, which causes the ball to move down slower, or misstep, which causes it to go in a random direction every bounce! I had a lot of fun making the modular system behind the genes themselves, and I tried to make it very easy to add new ones in the future!", "repo": "https://github.com/Kaplin86/helixxed", "demo": "https://kaplin86.itch.io/helixxed"}]...
|
[{"post_id": 20166, "ts": "202 [{"post_id": 20166, "ts": "2026-07-01T18:25:45Z", "hours": 0.8456, "text": "I forgot to devlog all the tracked time when I tracked it weeks ago, oops! Im coming back around to finally finish off the project after getting sidetracked :) Anyways, I did some bug fixes (like finding a new shader when the old one broke on web), alongside reworking how the paddle interacts with the ball. Lastly, I finished my readme so I can ship fully!"}, {"post_id": 11787, "ts": "2026-06-19T05:45:49Z", "hours": 1.7617, "text": "I redesigned a lot of the stuff and i made a death screen."}, {"post_id": 11739, "ts": "2026-06-19T03:35:37Z", "hours": 3.3833, "text": "I made the main mechanic of my game: Genes! Using genes you can alter how the ball behaves. So far there are 9, 3 of which can only be obtained from the shop’s charity feature! Im speedrunning development because I am going out of town soon, and will miss the deadline for godot wild jam if i dont submit soon!"}, {"post_id": 10423, "ts": "2026-06-17T04:09:01Z", "hours": 2.6414, "text": "I got a simple (un-cool-ified) game loop working!! I also did some slight improvements on my upscaler thingamajiggy. wanted to clarify its not really for ACTUAL upscaling, but more of a stylistic application of more pixels to create smooth triangles that were previously not in said image."}, {"post_id": 9719, "ts": "2026-06-16T04:22:00Z", "hours": 2.0625, "text": "First devlog!! I probably should have done this after 15 minutes like intended, but I suppose my old shiba devlog habits never left me! So far, ive done some work getting ball and paddle movement. At the start the ball is “mounted”, so it sticks to the paddle and can be aimed, and then click to launch. Simple stuff. Most of my time was actually spent trying to do a specific visual effect. I want to try and make this game using pixel art, but a type of pixel art where each pixel has smooth triangle shapes between ’em. I dont know what exactly thats called, but I decided to try that. The idea came from a little game called “mindustry” where i thought they had a shader that does what i described. I dont actually know if they do. I dont actually know if they do anything special, they just keep image sizes good. you cant see any pixel edges unless you zoom in a external program. To replicate the effect i want, im making it so in runtime it generates a new, larger texture with a X size increase. Then, with the new size, it will create triangles to smooth out pixels. Its going decently. Theres some weird bug with my calculations though where its acting like some pixels are something else in the original image than what they actually are. Oh well. I will probably make a fix tommorow :) Same with the fact that it isnt transparent. I wonder if i should try making it a shader again (i gave up on the shader at first since it wasnt working at all)"}]...
|
Title: Helixxed by @kaplin86 | Stardance
Devlogs: Title: Helixxed by @kaplin86 | Stardance
Devlogs:
First devlog!! I probably should have done this after 15 minutes like intended, but I suppose my old shiba devlog habits never left me! So far, ive done some work getting ball and paddle movement. At the start the ball is “mounted”, so it sticks to the paddle and can be aimed, and then click to launch. Simple stuff. Most of my time was actually spent trying to do a specific visual effect. I want to try and make this game using pixel art, but a type of pixel art where each pixel has smooth triangle shapes between ’em. I dont know what exactly thats called, but I decided to try that. The idea came from a little game called “mindustry” where i thought they had a shader that does what i described. I dont actually know if they do. I dont actually know if they do anything special, they just keep image sizes good. you cant see any pixel edges unless you zoom in a external program. To replicate the effect i want, im making it so in runtime it generates a new, larger texture with a X size increase. Then, with the new size, it will create triangles to smooth out pixels. Its going decently. Theres some weird bug with my calculations though where its acting like some pixels are something else in the original image than what they actually are. Oh well. I will probably make a fix tommorow :) Same with the fact that it isnt transparent. I wonder if i should try making it a shader again (i gave up on the shader at first since it wasnt working at all)
I got a simple (un-cool-ified) game loop working!! I also did some slight improvements on my upscaler thingamajiggy. wanted to clarify its not really for ACTUAL upscaling, but more of a stylistic application of more pixels to create smooth triangles that were previously not in said image.
I made the main mechanic of my game: Genes! Using genes you can alter how the ball behaves. So far there are 9, 3 of which can only be obtained from the shop’s charity feature! Im speedrunning development because I am going out of town soon, and will miss the deadline for godot wild jam if i dont submit soon!
I redesigned a lot of the stuff and i made a death screen.
I forgot to devlog all the tracked time when I tracked it weeks ago, oops! Im coming back around to finally finish off the project after getting sidetracked :) Anyways, I did some bug fixes (like finding a new shader when the old one broke on web), alongside reworking how the paddle interacts with the ball. Lastly, I finished my readme so I can ship fully!
Ships:
Helixxed is a brickbreaker where you mutate your ball with genes. Every round, the bricks you face become stronger, requiring more strategy and genes to make it through the round before you run out of shots! Theres some basic genes, like homing, but also some stranger ones like floaty, which causes the ball to move down slower, or misstep, which causes it to go in a random direction every bounce! I had a lot of fun making the modular system behind the genes themselves, and I tried to make it very easy to add new ones in the future!...
|
1793285738.5907435
|
1793372138.5907435
|
|
19644
|
NurazkhanOS by @Nurazkhan | Stardance
|
Nurazkhan
|
1
|
19.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T05:01:14Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a long journey for me. NurazkhanOS - is my personal webOS built for hackClub WebOS1 mission. Let’s start from the beginning. I was not sure what to do exactly, so just followed the guide. But the guide seemed outdated, and I opened gallery for other works., and was truly fascinated. I wanted to similar app, with smooth animations, with amazing design and many functions. Also the fact that they made it under 15 hours was thing that shocked me even more. There are levels to these. So I switched to react, and tried to build my unique and amazing webOS. at First I had so much ideas, to build 10+ apps, to make amazing design. But, it was always not perfect, not even close to the ones I saw in gallery. The comparision is killer of joy, but it was too late. No matter how long or how hard I tried I couldnt made such amazing webOS. Nevertheless, I am proud that I didn’t give up, even if I had thoughts to leave everything. There was a lot of things I learned, and even more things that I still dont know. But I know that everything comes with experience, no need to get so frustrated about others doing better. enough of me, now lets talk about actual web app. First of all, I made layout. Simple just OS name, app icons and topbar showing time and some words. then I started from music player. This part was hard for me. I never built music player before. Though I will be not lying If I say it was most interesting part. It wasn’t too easy nor too complex. Just fine for developing me and listening my perfect playlist 100 times. then I moved to Calculator. it was just filler app, too increase number of apps. But to be honest I though it to be easier. Maybe I overcomplicated it for myself. You can write there basic expressions consisting from multiple operators and it will calculate. I had option to calculate after each operator, but it seemed too basic. So I spent decent amount of time on logic. My actual final app was circuit lab. This was unique app that guide requires. it has 3 elements resistor, battery and LED and only on correct connection of wire the LED will glow. Again seems basic, but it was most hardest part for me. Too many things were unclear and very hard to find tutorials or explanations. I built one, but to be honest I know its ugly and buggy. But, right now I am so tired and need time before webOS 2 with time for learning. Nevertheless, my webOS will get approved. PLEASE! it follows guidlines, and built with love. Thank you!", "repo": "https://github.com/Nurazkhan/NurazkhanOS", "demo": "https://nurazkhan-os.vercel.app/"}]...
|
[{"post_id": 12917, "ts": "202 [{"post_id": 12917, "ts": "2026-06-21T04:42:45Z", "hours": 0.7436, "text": "Final app. just page about me. It has my image, words I wanted to tell and my contact links. Basically, why not? feel free to contact me. though I know the design is hideous🫣 Nevertheless, its done."}, {"post_id": 12681, "ts": "2026-06-20T18:36:00Z", "hours": 3.8572, "text": "This time, I complete my final unique app, it is circuit lab, the most basic. there are three elements led battery and resistor, you connect them according to polarity and press run and LED glows. it might seem basic, and easy. But, for me it was a complex task. I had to use not just dragging but saving coordinates of multiple elements and then drawing line and saving the, Another burden was checking the correctness of circuit, a lot of if else condition. I dont know though how to scale it. Definitely must restructure current logic for webOS2. Hope tomorrow will add welcome page and ship."}, {"post_id": 12382, "ts": "2026-06-20T06:51:05Z", "hours": 2.2678, "text": "Today worked on Calculator. first time creating full calculator from zero. I thought it was easier, but may be I have little bit complicated it for me. it doesnt just operate between 2 numbers, but actually parses full expression and has logic to iterate through multiplication and divisions as they have to be calculated first and only then it moves to other operators. But of course this was easier than music player. Though I am not happy that it took me 2 hours, I should have done it faster. hope next app will be last, I am tired already. but next app is the most complex :("}, {"post_id": 11801, "ts": "2026-06-19T06:28:17Z", "hours": 5.7075, "text": "Music player is finally done, I though maybe to add an video cover for eachsong, but I am too lazy for that. To be honest, I think I am moving to slowly, the progress is little, and I want to finish it as soon as possible, I have to add calculator app, text editor, welcome app and my unique app. I got an Idea what to do for the last one. It will be online circuit builder like tinkercad, where you can put battery, LED and wires. What I have done during this 5 hours? it was making UI, making it resizable which is still laggy. applying Icons. For that I used react - icons library . Also, making volume bar, making volume bar and progress bar draggable. and an attempt to make video cover."}, {"post_id": 10764, "ts": "2026-06-17T17:46:23Z", "hours": 2.5597, "text": "Some time was spent to understand how to work with audio players. I think I understand it now. But First of all I have worked on icon and app structure. Before, it was generic icon and window, pressing any icon would show same Window, but now, I can actually press different Icons, each represents one app. Unfortunately, I dont know how to apply animation on close of window now, since I dont change class of it anymore, I delete it from list of open windows. Added 3 songs Sinking Town, Chicago and Charlie’s Inferno. To be honest, it becomes actually interesting when you understand and can do it. I loved this part of doing player, though I didn’t finish it yet."}, {"post_id": 10577, "ts": "2026-06-17T11:46:18Z", "hours": 2.0122, "text": "It took so long, 2 hours was spent just to make smooth windows closing animation and draggable windows. To be honest, I feel weak now. Spent so much time for basic things. The worst part is I am not sure I fully understood how it works, especially the getBoundingRect() and parent element, just happy it at least works."}, {"post_id": 10048, "ts": "2026-06-16T16:52:33Z", "hours": 1.4161, "text": "I am still not sure what I want to add. So started from basic layout. First, started from html, css following the guide. Then look through gallery, and saw others using react. So, also wanted to use it. I don’t know, most of the time went to recalling basics. Tomorrow, want to add basic apps and improve ui🫣. just happy to start."}]...
|
Title: NurazkhanOS by @Nurazkhan | Stardance
Devl Title: NurazkhanOS by @Nurazkhan | Stardance
Devlogs:
I am still not sure what I want to add. So started from basic layout. First, started from html, css following the guide. Then look through gallery, and saw others using react. So, also wanted to use it. I don’t know, most of the time went to recalling basics. Tomorrow, want to add basic apps and improve ui🫣. just happy to start.
It took so long, 2 hours was spent just to make smooth windows closing animation and draggable windows. To be honest, I feel weak now. Spent so much time for basic things. The worst part is I am not sure I fully understood how it works, especially the getBoundingRect() and parent element, just happy it at least works.
Some time was spent to understand how to work with audio players. I think I understand it now. But First of all I have worked on icon and app structure. Before, it was generic icon and window, pressing any icon would show same Window, but now, I can actually press different Icons, each represents one app. Unfortunately, I dont know how to apply animation on close of window now, since I dont change class of it anymore, I delete it from list of open windows. Added 3 songs Sinking Town, Chicago and Charlie’s Inferno. To be honest, it becomes actually interesting when you understand and can do it. I loved this part of doing player, though I didn’t finish it yet.
Music player is finally done, I though maybe to add an video cover for eachsong, but I am too lazy for that. To be honest, I think I am moving to slowly, the progress is little, and I want to finish it as soon as possible, I have to add calculator app, text editor, welcome app and my unique app. I got an Idea what to do for the last one. It will be online circuit builder like tinkercad, where you can put battery, LED and wires. What I have done during this 5 hours? it was making UI, making it resizable which is still laggy. applying Icons. For that I used react - icons library . Also, making volume bar, making volume bar and progress bar draggable. and an attempt to make video cover.
Today worked on Calculator. first time creating full calculator from zero. I thought it was easier, but may be I have little bit complicated it for me. it doesnt just operate between 2 numbers, but actually parses full expression and has logic to iterate through multiplication and divisions as they have to be calculated first and only then it moves to other operators. But of course this was easier than music player. Though I am not happy that it took me 2 hours, I should have done it faster. hope next app will be last, I am tired already. but next app is the most complex :(
This time, I complete my final unique app, it is circuit lab, the most basic. there are three elements led battery and resistor, you connect them according to polarity and press run and LED glows. it might seem basic, and easy. But, for me it was a complex task. I had to use not just dragging but saving coordinates of multiple elements and then drawing line and saving the, Another burden was checking the correctness of circuit, a lot of if else condition. I dont know though how to scale it. Definitely must restructure current logic for webOS2. Hope tomorrow will add welcome page and ship.
Final app. just page about me. It has my image, words I wanted to tell and my contact links. Basically, why not? feel free to contact me. though I know the design is hideous🫣 Nevertheless, its done.
Ships:
This was a long journey for me. NurazkhanOS - is my personal webOS built for hackClub WebOS1 mission. Let’s start from the beginning. I was not sure what to do exactly, so just followed the guide. But the guide seemed outdated, and I opened gallery for other works., and was truly fascinated. I wanted to similar app, with smooth animations, with amazing design and many functions. Also the fact that they made it under 15 hours was thing that shocked me even more. There are levels to these. So I switched to react, and tried to build my unique and amazing webOS. at First I had so much ideas, to build 10+ apps, to make amazing design. But, it was always not perfect, not even close to the ones I saw in gallery. The comparision is killer of joy, but it was too late. No matter how long or how hard I tried I couldnt made such amazing webOS. Nevertheless, I am proud that I didn’t give up, even if I had thoughts to leave everything. There was a lot of things I learned, and even more things that I still dont know. But I know that everything comes with experience, no need to get so frustrated about others doing better. enough of me, now lets talk about actual web app. First of all, I made layout. Simple just OS name, app icons and topbar showing time and some words. then I started from music player. This part was hard for me. I never built music player before. Though I will be not lying If I say it was most interesting part. It wasn’t too easy nor too complex. Just fine for developing me and listening my perfect playlist 100 times. then I moved to Calculator. it was just filler app, too increase number of apps. But to be honest I though it to be easier. Maybe I overcomplicated it for myself. You can write there basic expressions consisting from multiple operators and it will calculate. I had option to calculate after each operator, but it seemed too basic. So I spent decent amount of time on logic. My actual final app was circuit lab. This was unique app that guide requires. it has 3 elements resistor, battery and LED and only on correct connection of wire the LED will glow. Again seems basic, but it was most hardest part for me. Too many things were unclear and very hard to find tutorials or explanations. I built one, but to be honest I know its ugly and buggy. But, right now I am so tired and need time before webOS 2 with time for learning. Nevertheless, my webOS will get approved. PLEASE! it follows guidlines, and built with love. Thank you!...
|
1793141530.4512436
|
1793227930.4512436
|
|
19658
|
To-Do List by @smjp | Stardance
|
smjp
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T03:49:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just wrapped up and deployed my To-Do List project. Key Features: Dynamic Workspaces: Users can create and switch between custom goal categories. Full CRUD Capabilities: Seamless task addition, input validation, and secure deletion routing. Interactive UI States: Real-time DOM manipulation that handles active, pending, and completed task states. The architecture focuses on clean state management and reliable event listeners.", "repo": "https://github.com/Spirit62/To-do-list", "demo": "https://spirit62.github.io/To-do-list/"}]...
|
[{"post_id": 23269, "ts": "202 [{"post_id": 23269, "ts": "2026-07-06T03:46:55Z", "hours": 0.8856, "text": "Added a green tick button which you can click after finishing a task and the text turns cut off after clicking on the green button it took some time but it looks neat and worth it"}, {"post_id": 16146, "ts": "2026-06-26T07:35:34Z", "hours": 0.6289, "text": "Hello, a very basic devlog: I added a ‘Do you want to delete’ Confirmation message alongside changed the entire preview and UI of the website so it looks neat and awesome"}, {"post_id": 13706, "ts": "2026-06-22T14:05:11Z", "hours": 1.5414, "text": "I upgraded my functional To-Do List web application to feature a dynamic, multi-list architecture that allows users to create custom categories and manage isolated task sets simultaneously. As a beginner learning JavaScript, the most challenging part of development was mastering nested state management (listTitles[activeListIndex].todolist), handling event bubbling using event.stopPropagation() so deleting a list didn’t accidentally activate it, and troubleshooting asynchronous rendering bugs where event listeners were trying to bind before the HTML was injected. However, now the application seamlessly syncs separate lists to local storage, handles input-specific Enter key listeners for both tasks and lists gracefully, and maintains clean visual state transitions, so I hope you all give it a try at least once and maybe suggest some improvements!"}, {"post_id": 13007, "ts": "2026-06-21T08:42:06Z", "hours": 1.13, "text": "Changed UI completely, added a create button, input element to enter name and save button for confirmation. Key features: Input box and save disappear and only appear when create is clicked and disappear after saving (does not recognize null value) For now it saves it in an array which I have stored in local storage, in the future will add a remove button to remove the contents of the array and ill add the array names to the list sequentially."}, {"post_id": 9744, "ts": "2026-06-16T05:13:56Z", "hours": 0.4278, "text": "I created a functional To-Do List web application featuring a clean, grid-aligned layout to manage daily tasks, track deadlines, and handle dynamic input. As a beginner learning JavaScript, the most challenging part of development was mastering array modifications, understanding how data passes by reference versus by value, and ensuring data state accumulated correctly outside of loops without wiping previous iterations. However, now the layout automatically re-sequences serial numbers perfectly when tasks are added or deleted, handles missing dates gracefully, and looks really sharp with its dark green styling, so I hope you all give it a try at least once and maybe suggest some improvements!"}]...
|
Title: To-Do List by @smjp | Stardance
Devlogs:
I Title: To-Do List by @smjp | Stardance
Devlogs:
I created a functional To-Do List web application featuring a clean, grid-aligned layout to manage daily tasks, track deadlines, and handle dynamic input. As a beginner learning JavaScript, the most challenging part of development was mastering array modifications, understanding how data passes by reference versus by value, and ensuring data state accumulated correctly outside of loops without wiping previous iterations. However, now the layout automatically re-sequences serial numbers perfectly when tasks are added or deleted, handles missing dates gracefully, and looks really sharp with its dark green styling, so I hope you all give it a try at least once and maybe suggest some improvements!
Changed UI completely, added a create button, input element to enter name and save button for confirmation. Key features: Input box and save disappear and only appear when create is clicked and disappear after saving (does not recognize null value) For now it saves it in an array which I have stored in local storage, in the future will add a remove button to remove the contents of the array and ill add the array names to the list sequentially.
I upgraded my functional To-Do List web application to feature a dynamic, multi-list architecture that allows users to create custom categories and manage isolated task sets simultaneously. As a beginner learning JavaScript, the most challenging part of development was mastering nested state management (listTitles[activeListIndex].todolist), handling event bubbling using event.stopPropagation() so deleting a list didn’t accidentally activate it, and troubleshooting asynchronous rendering bugs where event listeners were trying to bind before the HTML was injected. However, now the application seamlessly syncs separate lists to local storage, handles input-specific Enter key listeners for both tasks and lists gracefully, and maintains clean visual state transitions, so I hope you all give it a try at least once and maybe suggest some improvements!
Hello, a very basic devlog: I added a ‘Do you want to delete’ Confirmation message alongside changed the entire preview and UI of the website so it looks neat and awesome
Added a green tick button which you can click after finishing a task and the text turns cut off after clicking on the green button it took some time but it looks neat and worth it
Ships:
Just wrapped up and deployed my To-Do List project. Key Features: Dynamic Workspaces: Users can create and switch between custom goal categories. Full CRUD Capabilities: Seamless task addition, input validation, and secure deletion routing. Interactive UI States: Real-time DOM manipulation that handles active, pending, and completed task states. The architecture focuses on clean state management and reliable event listeners....
|
1793300115.032076
|
1793386515.032076
|
|
19662
|
Calculator by @smjp | Stardance
|
smjp
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T06:54:08Z", "hours": 0.0, "multiplier": 1.25, "payout": 0, "blessing": "neutral", "text": "I made a calculator project! Its very simple and one of the basic things you make while learning javascript but the biggest thing i learnt at that time was DOM. Right now, I am working on a really big project, this project was 2 weeks ago!", "repo": "https://github.com/Spirit62/Calculator", "demo": "https://spirit62.github.io/Calculator/"}]...
|
[{"post_id": 9745, "ts": "2026 [{"post_id": 9745, "ts": "2026-06-16T05:16:15Z", "hours": 0.4072, "text": "I built a sleek, dark-themed calculator web application featuring a modern minimalist button grid and real-time computation logic after practicing more of my JavaScript fundamentals. Currently, the most challenging part was managing the calculation state, updating the UI display dynamically with each button click, and ensuring operators stringed together correctly in the background, especially since I’m still quite new to web development. However, now it looks really sharp with its smooth rounded buttons and vibrant orange accent colors, and even if it’s a straightforward project, I hope you guys do give it a good spin at least once and maybe suggest some improvements!"}]...
|
Title: Calculator by @smjp | Stardance
Devlogs:
I Title: Calculator by @smjp | Stardance
Devlogs:
I built a sleek, dark-themed calculator web application featuring a modern minimalist button grid and real-time computation logic after practicing more of my JavaScript fundamentals. Currently, the most challenging part was managing the calculation state, updating the UI display dynamically with each button click, and ensuring operators stringed together correctly in the background, especially since I’m still quite new to web development. However, now it looks really sharp with its smooth rounded buttons and vibrant orange accent colors, and even if it’s a straightforward project, I hope you guys do give it a good spin at least once and maybe suggest some improvements!
Ships:
I made a calculator project! Its very simple and one of the basic things you make while learning javascript but the biggest thing i learnt at that time was DOM. Right now, I am working on a really big project, this project was 2 weeks ago!...
|
1793138271.461242
|
1793224671.461242
|
|
19717
|
The Glorious Smart Trash-Can by @TheSavageSheikh | The Glorious Smart Trash-Can by @TheSavageSheikh | Stardance...
|
TheSavageSheikh
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T20:34:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just finished building my very first proper Arduino project: a smart bin engineered to eliminate the hygiene issues associated with typical trash cans. As my first-ever public project, I was definitely nervous and felt like a fish out of water. I had to learn how to code from scratch while simultaneously getting used to tools like GitHub and VS Code. When it came to programming, YT tutorials and the AI assistant in VS Code were a huge help. With regard to hardware, I struggled to find a small enough trash can, so I had to improvise with an ice cream tub! It was a massive learning curve, but I’m proud of how it turned out. Please be lenient when judging, and I hope you enjoy checking it out!", "repo": "https://github.com/ashazesheikh5-boop/The-Glorious-Smart-Trash-Can-", "demo": ""}]...
|
[{"post_id": 59130, "ts": "202 [{"post_id": 59130, "ts": "2026-08-31T19:15:48Z", "hours": 4.2975, "text": "Just finished building and testing my smart bin. I recently got into Arduino, and when I found out about Hack Club and Stardance, I just knew I wanted to build something cool to show you all. I’m also using this project to build up my engineering portfolio, especially since I’m finishing high school soon and top universities look for practical experience like this. It was a lot of hassle; learning to code and getting used to VS Code and GitHub was a pain, but hey, at least I have something to show for it!!"}]...
|
Title: The Glorious Smart Trash-Can by @TheSavageS Title: The Glorious Smart Trash-Can by @TheSavageSheikh | Stardance
Devlogs:
Just finished building and testing my smart bin. I recently got into Arduino, and when I found out about Hack Club and Stardance, I just knew I wanted to build something cool to show you all. I’m also using this project to build up my engineering portfolio, especially since I’m finishing high school soon and top universities look for practical experience like this. It was a lot of hassle; learning to code and getting used to VS Code and GitHub was a pain, but hey, at least I have something to show for it!!
Ships:
I just finished building my very first proper Arduino project: a smart bin engineered to eliminate the hygiene issues associated with typical trash cans. As my first-ever public project, I was definitely nervous and felt like a fish out of water. I had to learn how to code from scratch while simultaneously getting used to tools like GitHub and VS Code. When it came to programming, YT tutorials and the AI assistant in VS Code were a huge help. With regard to hardware, I struggled to find a small enough trash can, so I had to improvise with an ice cream tub! It was a massive learning curve, but I’m proud of how it turned out. Please be lenient when judging, and I hope you enjoy checking it out!...
|
1793289049.2495074
|
1793375449.2495074
|
|
19776
|
Website for learning programming by @EW_Official | Website for learning programming by @EW_Official | Stardance...
|
EW_Official
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T18:41:17Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first project. I created a simple website for learning programming, including login, registration, and a basic user panel. It was a great learning experience and helped me understand how to build a full working flow. I hope you enjoy testing it.", "repo": "https://github.com/edusedus-official/LearnProgramming.github.io", "demo": "https://edusedus-official.github.io/LearnProgramming.github.io/"}]...
|
[{"post_id": 12682, "ts": "202 [{"post_id": 12682, "ts": "2026-06-20T18:39:02Z", "hours": 7.8394, "text": "Hi! Unfortunately, I have to finish this project earlier than I wanted, but I managed to complete everything I could for now."}, {"post_id": 12190, "ts": "2026-06-19T22:05:48Z", "hours": 1.1856, "text": "Hi! I’m coming with great news — today I added a login option to my project. It’s not very pretty or advanced yet, but as an early preview I think it turned out quite nice. The next update will include a fully working user‑creation panel and a user dashboard.I encourage you to follow my project so you don’t miss anything, and once it’s released — to vote for it. Have a great day! :) BY EW‑DEV"}, {"post_id": 9853, "ts": "2026-06-16T09:43:03Z", "hours": 0.6764, "text": "Hey, time for a project update. The website has just been created, and it’s not the best quality right now, and there are a lot of things that aren’t working, but that will change soon. For now, work will focus on programming lessons, syntax, etc. It’s looking pretty good right now, and I hope it will only get better. I invite you to follow my project so you don’t miss anything."}, {"post_id": 9829, "ts": "2026-06-16T08:43:59Z", "hours": 0.2856, "text": "I can gladly inform you that I have started working on the project “A website for learning programming”. For now, it’s just the beginning, but I will try to bring it to the perfection of the project as soon as possible and make it possible to learn programming in various languages and make them easier to understand."}]...
|
Title: Website for learning programming by @EW_Off Title: Website for learning programming by @EW_Official | Stardance
Devlogs:
I can gladly inform you that I have started working on the project “A website for learning programming”. For now, it’s just the beginning, but I will try to bring it to the perfection of the project as soon as possible and make it possible to learn programming in various languages and make them easier to understand.
Hey, time for a project update. The website has just been created, and it’s not the best quality right now, and there are a lot of things that aren’t working, but that will change soon. For now, work will focus on programming lessons, syntax, etc. It’s looking pretty good right now, and I hope it will only get better. I invite you to follow my project so you don’t miss anything.
Hi! I’m coming with great news — today I added a login option to my project. It’s not very pretty or advanced yet, but as an early preview I think it turned out quite nice. The next update will include a fully working user‑creation panel and a user dashboard.I encourage you to follow my project so you don’t miss anything, and once it’s released — to vote for it. Have a great day! :) BY EW‑DEV
Hi! Unfortunately, I have to finish this project earlier than I wanted, but I managed to complete everything I could for now.
Ships:
This is my first project. I created a simple website for learning programming, including login, registration, and a basic user panel. It was a great learning experience and helped me understand how to build a full working flow. I hope you enjoy testing it....
|
1793267641.6072087
|
1793354041.6072087
|
|
19825
|
portfolio by @Ashu-cipher | Stardance
|
Ashu-cipher
|
1
|
22.0
|
0
|
[{"ship_num": 1, "hours": 22.0, [{"ship_num": 1, "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a portfolio site for myself, actually i had a portfolio site i made in 2025 but i thought of refining it, so i refined it using next.js, for me challenging part was git, i rebased and accidentally i had 999+ commits like wth, i restored to previous commit and it was fixed. I learnt more about React by this project. Ik this is a portfolio site, you have no usability for this, still it is what it is, i hope you like it. Thanks♡", "repo": "https://github.com/Ashu-Cipher/Ashu-Cipher.github.io", "demo": "https://ashu-cipher.github.io/", "ts": "2026-06-23T17:26:46Z"}]...
|
[{"post_id": 11930, "ts": "202 [{"post_id": 11930, "ts": "2026-06-19T13:44:43Z", "hours": 3.0, "text": "oh, i did forget about devlog, i’m making a portfolio site to replace my old one, i am done with navbar and cursor styling, much more to do"}, {"post_id": 11964, "ts": "2026-06-19T15:08:06Z", "hours": 0.0, "text": "done with footer"}, {"post_id": 12039, "ts": "2026-06-19T17:12:24Z", "hours": 1.0, "text": "completed landing page and global styling"}, {"post_id": 12306, "ts": "2026-06-20T02:37:02Z", "hours": 1.0, "text": "done with terminal commands, and animations"}, {"post_id": 12356, "ts": "2026-06-20T05:01:01Z", "hours": 0.0, "text": "completed Typewriter component"}, {"post_id": 12383, "ts": "2026-06-20T06:51:52Z", "hours": 1.0, "text": "completed Contacts section"}, {"post_id": 12475, "ts": "2026-06-20T11:31:08Z", "hours": 1.0, "text": "done with Hero section, feeling like a here lol"}, {"post_id": 12501, "ts": "2026-06-20T12:45:44Z", "hours": 0.0, "text": "completed glitchtext section, so basically ui is almost done, only matrix rain is left in ui, working on it"}, {"post_id": 12529, "ts": "2026-06-20T13:38:11Z", "hours": 0.0, "text": "completed matrixrain, basically done with ui"}, {"post_id": 12583, "ts": "2026-06-20T15:27:00Z", "hours": 1.0, "text": "done with adding skills, next is adding projects"}, {"post_id": 12658, "ts": "2026-06-20T18:00:33Z", "hours": 1.0, "text": "completed Project section, ui is done, i need to debug it first"}, {"post_id": 12967, "ts": "2026-06-21T06:55:41Z", "hours": 2.0, "text": "it’s almost done, with some problems, i will fix it"}, {"post_id": 13091, "ts": "2026-06-21T12:53:05Z", "hours": 3.0, "text": "finally, after so much debugging, this and that, integrating github actions, verifying google metadata, it’s done, it’s live on ashu-cipher.github.io check it out and give me some improvement suggestion, only thing left to update is its README file, will do it soon and ship"}, {"post_id": 13146, "ts": "2026-06-21T14:52:40Z", "hours": 0.0, "text": "work on same error for last half hours still not solved, can anybody help. i have used web3forms for email submission, but whenever i send email, it’s sent but it still shows submission error, idk why, i tried multiple time, still stuck on that."}, {"post_id": 13173, "ts": "2026-06-21T15:41:07Z", "hours": 0.0, "text": "FINALLY, error is resolved, thanks to claude haiku"}, {"post_id": 13746, "ts": "2026-06-22T15:09:37Z", "hours": 0.0, "text": "updated README, about to ship"}]...
|
Title: portfolio by @Ashu-cipher | Stardance
Devl Title: portfolio by @Ashu-cipher | Stardance
Devlogs:
oh, i did forget about devlog, i’m making a portfolio site to replace my old one, i am done with navbar and cursor styling, much more to do
done with footer
completed landing page and global styling
done with terminal commands, and animations
completed Typewriter component
completed Contacts section
done with Hero section, feeling like a here lol
completed glitchtext section, so basically ui is almost done, only matrix rain is left in ui, working on it
completed matrixrain, basically done with ui
done with adding skills, next is adding projects
completed Project section, ui is done, i need to debug it first
it’s almost done, with some problems, i will fix it
finally, after so much debugging, this and that, integrating github actions, verifying google metadata, it’s done, it’s live on ashu-cipher.github.io check it out and give me some improvement suggestion, only thing left to update is its README file, will do it soon and ship
work on same error for last half hours still not solved, can anybody help. i have used web3forms for email submission, but whenever i send email, it’s sent but it still shows submission error, idk why, i tried multiple time, still stuck on that.
FINALLY, error is resolved, thanks to claude haiku
updated README, about to ship
Ships:
I made a portfolio site for myself, actually i had a portfolio site i made in 2025 but i thought of refining it, so i refined it using next.js, for me challenging part was git, i rebased and accidentally i had 999+ commits like wth, i restored to previous commit and it was fixed. I learnt more about React by this project. Ik this is a portfolio site, you have no usability for this, still it is what it is, i hope you like it. Thanks♡...
|
1792878825.2636735
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1793742825.2636735
|
|
19851
|
Adventures of Knight by @jayanth_raveendra | Stard Adventures of Knight by @jayanth_raveendra | Stardance...
|
jayanth_raveendra
|
1
|
2.35
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T15:35:33Z", "hours": 2.0, "multiplier": 7.23, "payout": 18, "blessing": "neutral", "text": "I made a 2d platformer where you play as a plucky knight. You have to collect coins, avoid the green slime and reach the end without falling off. For now, there is only 1 level, but it is completely developed. You can try it out on my itch.io project page. I hope you like it! I built it in Godot 4, with assets and game design from a Godot tutorial by the Youtube channel Brackeys. I actually spent a lot more time on it than my devlog says, since there was a lot of stuff that I did in the engine that couldn’t be recorded.", "repo": "https://github.com/jayanth0725/2d-platformer", "demo": "https://jayanth0725.itch.io/2d-knight-platformer"}]...
|
[{"post_id": 14977, "ts": "202 [{"post_id": 14977, "ts": "2026-06-24T10:00:01Z", "hours": 0.3464, "text": "Added a start menu to the game, with some game elements at the bottom to give a glimpse of the game. The first level design has been completely overhauled."}, {"post_id": 12668, "ts": "2026-06-20T18:11:25Z", "hours": 2.485, "text": "Built the first level, with lots of help from Brackeys beginner tutorial to Godot. Got a taste of game dev and GDScript."}]...
|
Title: Adventures of Knight by @jayanth_raveendra Title: Adventures of Knight by @jayanth_raveendra | Stardance
Devlogs:
Built the first level, with lots of help from Brackeys beginner tutorial to Godot. Got a taste of game dev and GDScript.
Added a start menu to the game, with some game elements at the bottom to give a glimpse of the game. The first level design has been completely overhauled.
Ships:
I made a 2d platformer where you play as a plucky knight. You have to collect coins, avoid the green slime and reach the end without falling off. For now, there is only 1 level, but it is completely developed. You can try it out on my itch.io project page. I hope you like it! I built it in Godot 4, with assets and game design from a Godot tutorial by the Youtube channel Brackeys. I actually spent a lot more time on it than my devlog says, since there was a lot of stuff that I did in the engine that couldn’t be recorded....
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1793138119.4536302
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1793224519.4536302
|
|
19856
|
stem racing car by @fghj | Stardance
|
fghj
|
1
|
10.17
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T13:38:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CAD modelling and cfd testing of body", "repo": "https://github.com/v78j2wv9fp-afk/stem-racing-car", "demo": ""}]...
|
[{"post_id": 56592, "ts": "202 [{"post_id": 56592, "ts": "2026-08-28T12:32:28Z", "hours": 2.0667, "text": "Changed the body of the car for aerodynamic gain, as well as setting up front wing for 3D printing in order to see the weight. I started drafting and optimising the rear fairing, I added a channel to let airflow through that was stuck behind the wheels."}, {"post_id": 14342, "ts": "2026-06-23T13:14:23Z", "hours": 2.2506, "text": "Made changes to the main body in order to fix the problems previously stated, and then assessed the effectiveness of the changes in CFD."}, {"post_id": 11895, "ts": "2026-06-19T11:52:24Z", "hours": 3.8506, "text": "remodeled the rear of the car due to messy airflow behind the wheels. I then prototyped an idea for the main body and put it into CFD. During the CFD analysis, the airflow kept on spilling under the car and causing drag. I then added floor modifications to mitigate the effect, but only reduced the effect instead of stopping it."}, {"post_id": 9923, "ts": "2026-06-16T13:16:19Z", "hours": 1.6333, "text": "body prototyping and cfd"}]...
|
Title: stem racing car by @fghj | Stardance
Devlo Title: stem racing car by @fghj | Stardance
Devlogs:
body prototyping and cfd
remodeled the rear of the car due to messy airflow behind the wheels. I then prototyped an idea for the main body and put it into CFD. During the CFD analysis, the airflow kept on spilling under the car and causing drag. I then added floor modifications to mitigate the effect, but only reduced the effect instead of stopping it.
Made changes to the main body in order to fix the problems previously stated, and then assessed the effectiveness of the changes in CFD.
Changed the body of the car for aerodynamic gain, as well as setting up front wing for 3D printing in order to see the weight. I started drafting and optimising the rear fairing, I added a channel to let airflow through that was stuck behind the wheels.
Ships:
CAD modelling and cfd testing of body...
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1793130853.2870767
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1793217253.2870767
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|
19858
|
Tabulate by @Kaorii | Stardance
|
Kaorii
|
1
|
3.38
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T02:50:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A tab magager extention (not on google chrome extention yet…) that uses the power of AI to catergorise tabs into groups", "repo": "https://github.com/kaorii-ako/Tabulate", "demo": "https://github.com/kaorii-ako/Tabulate/releases/tag/v1.0.0"}]...
|
[{"post_id": 20424, "ts": "202 [{"post_id": 20424, "ts": "2026-07-02T00:49:25Z", "hours": 0.3844, "text": "Make it look not AI Generated"}, {"post_id": 14112, "ts": "2026-06-23T02:49:22Z", "hours": 1.7483, "text": "Adding more AI to the settings!"}, {"post_id": 10461, "ts": "2026-06-17T06:03:54Z", "hours": 1.1833, "text": "v2 of the Tabulate. Added a user interface"}, {"post_id": 9888, "ts": "2026-06-16T11:21:22Z", "hours": 0.4819, "text": "AI tab organizer First time making a chrome browser extention"}]...
|
Title: Tabulate by @Kaorii | Stardance
Devlogs:
A Title: Tabulate by @Kaorii | Stardance
Devlogs:
AI tab organizer First time making a chrome browser extention
v2 of the Tabulate. Added a user interface
Adding more AI to the settings!
Make it look not AI Generated
Ships:
A tab magager extention (not on google chrome extention yet…) that uses the power of AI to catergorise tabs into groups...
|
1793274815.7641017
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1793361215.7641017
|
|
19871
|
Object detection with ESP32-S3 CAM by @prodscooty Object detection with ESP32-S3 CAM by @prodscooty | Stardance...
|
prodscooty
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T20:01:35Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an object detection system using a model trained to run on an ESP32-S3 with 8MB of PSRAM. I also used a sort of OCR model trained on the MNIST dataset + some self-made images to identity the pallet’s ID and associate the pallet with the object placed on it.", "repo": "https://github.com/scootymadethis/ice-conveyor-camera", "demo": "https://3f0b3088-fccc-4d4f-900e-c670de587065-00-33ktcnc60pp70.riker.replit.dev:5000/"}]...
|
[{"post_id": 25477, "ts": "202 [{"post_id": 25477, "ts": "2026-07-09T19:30:39Z", "hours": 2.4222, "text": "Devlog #4: I finished the project! I was able to complete the object detection part, along with creating the model to flash onto the ESP32-S3. I also added another ESP32-S3 with the camera module to capture the side of the pallets so I can combine the pallet’s ID with the object on it. The OCR model was also made for the ESP32-S3 using the MNIST dataset + some images that I took."}, {"post_id": 15598, "ts": "2026-06-25T11:18:03Z", "hours": 8.1131, "text": "Devlog #3: BIG CHANGES HERE! I was able to install LiDAR sensors to detect pallets moving under the ESP32 and quickly take a picture that gets sent to the HUB. The main problem I had was managing the communication between the ESP32 and the Python HUB, and the solution I came up with was ensuring only 1 request can be made at a time, so for example if the ESP32 is sending a frame to the HUB, I block all commands from the HUB. This made the overall experience much better since I didn’t have to reset the ESP because it was freezed on a non-existent request! Besides general improvements to the UI, the main change was the addition of another ESP32 with a ML model flashed on it, which does object detection to understand what is traveling on the pallet. I learned that finding a model that can fit on an ESP32-S3 is quite difficult, so the path I chose was Knowledge Distillation, where the ESP32 was the student. To experiment, I used a linear one layer model, which does recognize objects but has some problems, so I will probably try to redo the process with a more complex model."}, {"post_id": 10643, "ts": "2026-06-17T14:36:34Z", "hours": 4.5833, "text": "Devlog #2: I completed the camera post-processing part, added the option to change the ESP32 IP directly from the web interface, and improved the data transfer between the ESP32 and the backend to make image capture faster and more reliable. The next step is to add IR sensors to detect when pallets pass under the camera, so the system can trigger captures automatically."}, {"post_id": 9911, "ts": "2026-06-16T12:46:42Z", "hours": 6.92, "text": "Devlog #1: After rewriting the entire project base and switching the communication protocol from HTTP to TCP, I’m now working on camera exposure control to make object detection more reliable, even in poor lighting conditions."}]...
|
Title: Object detection with ESP32-S3 CAM by @prod Title: Object detection with ESP32-S3 CAM by @prodscooty | Stardance
Devlogs:
Devlog #1: After rewriting the entire project base and switching the communication protocol from HTTP to TCP, I’m now working on camera exposure control to make object detection more reliable, even in poor lighting conditions.
Devlog #2: I completed the camera post-processing part, added the option to change the ESP32 IP directly from the web interface, and improved the data transfer between the ESP32 and the backend to make image capture faster and more reliable. The next step is to add IR sensors to detect when pallets pass under the camera, so the system can trigger captures automatically.
Devlog #3: BIG CHANGES HERE! I was able to install LiDAR sensors to detect pallets moving under the ESP32 and quickly take a picture that gets sent to the HUB. The main problem I had was managing the communication between the ESP32 and the Python HUB, and the solution I came up with was ensuring only 1 request can be made at a time, so for example if the ESP32 is sending a frame to the HUB, I block all commands from the HUB. This made the overall experience much better since I didn’t have to reset the ESP because it was freezed on a non-existent request! Besides general improvements to the UI, the main change was the addition of another ESP32 with a ML model flashed on it, which does object detection to understand what is traveling on the pallet. I learned that finding a model that can fit on an ESP32-S3 is quite difficult, so the path I chose was Knowledge Distillation, where the ESP32 was the student. To experiment, I used a linear one layer model, which does recognize objects but has some problems, so I will probably try to redo the process with a more complex model.
Devlog #4: I finished the project! I was able to complete the object detection part, along with creating the model to flash onto the ESP32-S3. I also added another ESP32-S3 with the camera module to capture the side of the pallets so I can combine the pallet’s ID with the object on it. The OCR model was also made for the ESP32-S3 using the MNIST dataset + some images that I took.
Ships:
I made an object detection system using a model trained to run on an ESP32-S3 with 8MB of PSRAM. I also used a sort of OCR model trained on the MNIST dataset + some self-made images to identity the pallet’s ID and associate the pallet with the object placed on it....
|
1793137954.5940232
|
1793224354.5940232
|
|
19880
|
ASCII Art Generator by @Doodl0 | Stardance
|
Doodl0
|
1
|
11.0
|
133
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T15:01:49Z", "hours": 11.0, "multiplier": 11.93, "payout": 133, "blessing": "neutral", "text": "I’ve made CLI program used to generate ASCII art from image files. I’m quite proud of all of the customisable options I included, from image size, brightness, contrast, saturation and even edge detection. At the beginning, I found it challenging to implement both the image processing library and parse inputted arguments, but after I had built code around those, it was really easy to add new arguments and check image data. If you want to run this, you can download a prebuilt binary from the demo link, or alternatively you can watch an asciinema demo from the same link. If running the binary, please make sure that libSkiaSharp.so / libSkiaSharp.dll stay in the same directory as the executable.", "repo": "https://github.com/Doodl0/ascii-art-generator", "demo": "https://github.com/Doodl0/ascii-art-generator/releases/tag/1.0.0"}]...
|
[{"post_id": 16941, "ts": "202 [{"post_id": 16941, "ts": "2026-06-27T14:44:38Z", "hours": 0.2903, "text": "Added a features list to the README, and added an asciinema demo to the project page. Also created release on Github so that precompiled binaries can be downloaded easily. The asciinema demo is accessible through the release page on github, or by going to https://asciinema.org/a/1259289"}, {"post_id": 16915, "ts": "2026-06-27T14:01:37Z", "hours": 0.7283, "text": "Added custom palette support, so now you can specify a string of characters from dark to light and it will be used to create the output ASCII image. Also created a README file, which can be seen on the project info"}, {"post_id": 16580, "ts": "2026-06-26T23:31:21Z", "hours": 1.2914, "text": "Added an edge detection filter by using the Sobel filter. In future I may use this for using characters to make defined edges, but for now edges are just highlighted. Here is an example: Top is without filter, bottom is with filter. The filter does start to fall apart at low resolutions due to simply not enough detail"}, {"post_id": 15950, "ts": "2026-06-25T22:16:15Z", "hours": 0.7581, "text": "Added the option to output to a file instead of just to the console, by using the -f or --file argument"}, {"post_id": 13680, "ts": "2026-06-22T13:10:30Z", "hours": 0.8886, "text": "Added a help function. When created, each argument now specifies a description, and the help function prints out all flags and descriptions"}, {"post_id": 13425, "ts": "2026-06-21T23:57:50Z", "hours": 1.245, "text": "Implemented contrast and saturation arguments, and changed brightness to use HSV. Also code cleanup and fixing some pixels being above 255, causing them to overflow. Image below shows brightness and contrast, but as it is a black and white gradient, I didn’t show saturation (there would be no change)."}, {"post_id": 13347, "ts": "2026-06-21T21:21:59Z", "hours": 1.5317, "text": "Refactored the argument system so that different value types are derived classes from the base Argument class. While I was doing this, I also included some better error handling for incorrect / missing argument values, seen here:"}, {"post_id": 13081, "ts": "2026-06-21T12:32:36Z", "hours": 1.9603, "text": "Images now can be crudely converted to text. The program first scales down the image to the desired size, then calculates the luminance of each pixel and looks up the corresponding symbol for that level of brightness, with @ being the darkest and being the lightest, although this palette can easily be changed in code. The top image is a black to white gradient and the bottom is a test of the alpha channel. My next goals are to change the argument class to have different child classes based on value type and allow associated functions. I want to also implement basic terminal colouring, allow contrast control, allow edge detection and custom palettes."}, {"post_id": 12801, "ts": "2026-06-20T22:41:56Z", "hours": 2.4833, "text": "Took me a while, mainly because I was also testing image processing libraries, but I have implemented a basic argument system. Currently there is only height and width, as well as verifying filepath for the source image, which is always first. They can have 2 flags, normal and alternate, and can have an integer attached or not, and can be put in any order after the filepath. Next thing to do is take the input image, resize and loop through all pixels, calculating brightness."}]...
|
Title: ASCII Art Generator by @Doodl0 | Stardance
Title: ASCII Art Generator by @Doodl0 | Stardance
Devlogs:
Took me a while, mainly because I was also testing image processing libraries, but I have implemented a basic argument system. Currently there is only height and width, as well as verifying filepath for the source image, which is always first. They can have 2 flags, normal and alternate, and can have an integer attached or not, and can be put in any order after the filepath. Next thing to do is take the input image, resize and loop through all pixels, calculating brightness.
Images now can be crudely converted to text. The program first scales down the image to the desired size, then calculates the luminance of each pixel and looks up the corresponding symbol for that level of brightness, with @ being the darkest and being the lightest, although this palette can easily be changed in code. The top image is a black to white gradient and the bottom is a test of the alpha channel. My next goals are to change the argument class to have different child classes based on value type and allow associated functions. I want to also implement basic terminal colouring, allow contrast control, allow edge detection and custom palettes.
Refactored the argument system so that different value types are derived classes from the base Argument class. While I was doing this, I also included some better error handling for incorrect / missing argument values, seen here:
Implemented contrast and saturation arguments, and changed brightness to use HSV. Also code cleanup and fixing some pixels being above 255, causing them to overflow. Image below shows brightness and contrast, but as it is a black and white gradient, I didn’t show saturation (there would be no change).
Added a help function. When created, each argument now specifies a description, and the help function prints out all flags and descriptions
Added the option to output to a file instead of just to the console, by using the -f or --file argument
Added an edge detection filter by using the Sobel filter. In future I may use this for using characters to make defined edges, but for now edges are just highlighted. Here is an example: Top is without filter, bottom is with filter. The filter does start to fall apart at low resolutions due to simply not enough detail
Added custom palette support, so now you can specify a string of characters from dark to light and it will be used to create the output ASCII image. Also created a README file, which can be seen on the project info
Added a features list to the README, and added an asciinema demo to the project page. Also created release on Github so that precompiled binaries can be downloaded easily. The asciinema demo is accessible through the release page on github, or by going to https://asciinema.org/a/1259289
Ships:
I’ve made CLI program used to generate ASCII art from image files. I’m quite proud of all of the customisable options I included, from image size, brightness, contrast, saturation and even edge detection. At the beginning, I found it challenging to implement both the image processing library and parse inputted arguments, but after I had built code around those, it was really easy to add new arguments and check image data. If you want to run this, you can download a prebuilt binary from the demo link, or alternatively you can watch an asciinema demo from the same link. If running the binary, please make sure that libSkiaSharp.so / libSkiaSharp.dll stay in the same directory as the executable....
|
1793282098.6154227
|
1793368498.6154227
|
|
19890
|
Yaqta - NGO website by @Shayan_ | Stardance
|
Shayan_
|
1
|
14.6
|
106
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T19:50:37Z", "hours": 14.0, "multiplier": 8.71, "payout": 106, "blessing": "neutral", "text": "I made a website for a NGO that i am apart of. It took me about 2 weeks(time designing wasnt counted here bcz ig hackatime doesnt do that) most of the time was spent designing and presenting the desings to the NGO’s Founder(i had to redesign like 5 times because they didnt like the colour palette i was using) I wont keep the github public(because it is a public website) and will add payment/donation feature in the future and admin features. Tried learning GSAP and wanted to use it but i couldnt get my head over it so i didnt bother with the cool animations. The blogs are weekly uploaded to the site and are pretty good to read and people should check them out asap. The real problem started while pushing to live because i never handled domains and web hosting. 2-3 hours later i got the website working but the SEO was a mess and google crawlbot wasnt accessing the site which made it not show up on searches but thankfully after 2 youtube tutorials it worked and is finally on the internet. First main project that is live.", "repo": "https://github.com/AgentTurtles/yaqta", "demo": "https://www.yaqta.com/"}]...
|
[{"post_id": 40300, "ts": "202 [{"post_id": 40300, "ts": "2026-08-03T18:51:14Z", "hours": 0.5986, "text": "New readme and more blogs"}, {"post_id": 39648, "ts": "2026-08-02T19:30:30Z", "hours": 9.7206, "text": "All of the webpages have been coded and have been pushed to prod U can check them out on the website www.yaqta.com"}, {"post_id": 11991, "ts": "2026-06-19T15:52:23Z", "hours": 3.105, "text": "Built the Landing Page, Blogs , Projects Showcase , Volunteer and Events Webpage. (I already had designed these in Figma beforehand i just started coding these in)"}, {"post_id": 9963, "ts": "2026-06-16T14:25:30Z", "hours": 1.1794, "text": "Built the hero section of the site"}]...
|
Title: Yaqta - NGO website by @Shayan_ | Stardance Title: Yaqta - NGO website by @Shayan_ | Stardance
Devlogs:
Built the hero section of the site
Built the Landing Page, Blogs , Projects Showcase , Volunteer and Events Webpage. (I already had designed these in Figma beforehand i just started coding these in)
All of the webpages have been coded and have been pushed to prod U can check them out on the website www.yaqta.com
New readme and more blogs
Ships:
I made a website for a NGO that i am apart of. It took me about 2 weeks(time designing wasnt counted here bcz ig hackatime doesnt do that) most of the time was spent designing and presenting the desings to the NGO’s Founder(i had to redesign like 5 times because they didnt like the colour palette i was using) I wont keep the github public(because it is a public website) and will add payment/donation feature in the future and admin features. Tried learning GSAP and wanted to use it but i couldnt get my head over it so i didnt bother with the cool animations. The blogs are weekly uploaded to the site and are pretty good to read and people should check them out asap. The real problem started while pushing to live because i never handled domains and web hosting. 2-3 hours later i got the website working but the SEO was a mess and google crawlbot wasnt accessing the site which made it not show up on searches but thankfully after 2 youtube tutorials it worked and is finally on the internet. First main project that is live....
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1793296149.7463076
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1793382549.7463076
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19899
|
The-Mirror-Snake-Game(aka MIND-RUINER) by @Raj-Kum The-Mirror-Snake-Game(aka MIND-RUINER) by @Raj-Kumar-Pandey | Stardance...
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Raj-Kumar-Pandey
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1
|
13.0
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76
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T17:05:25Z", "hours": 13.0, "multiplier": 5.99, "payout": 76, "blessing": "neutral", "text": "This is my first small project 🥹…. It’s a game which is 2D and simple but needs a lot of focus and is challenging and fun😁…. Read the readme.md file for more information… It is a game where you control to characters witha single control and now go and read yourself on readme.md file😁🥹……", "repo": "https://github.com/pandeyrajkumar259/The-Mirror-snake--mind-ruiner", "demo": "https://pandeyrajkumar259.github.io/The-Mirror-snake--mind-ruiner/"}]...
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[{"post_id": 12625, "ts": "202 [{"post_id": 12625, "ts": "2026-06-20T16:58:45Z", "hours": 4.8683, "text": "Worked on my first project and with some sort of 12 hours of work now It’s finally complete…..🥹. From beginning this was just my first small project so everyone go rate it comment how it is and all because it took a lot of my efforts and hardwork as a beginner…. I even did all with my low-end android phone….🫠. It’s my first project and I am collecting all stardust from now for Macbook AIR and then further stuffs🫠…. Rate it and if possible drop your comments on how is it…."}, {"post_id": 10552, "ts": "2026-06-17T10:16:37Z", "hours": 1.4625, "text": "Finally completed my first project…And then found 14-16 tiny bugs/name mismatches and all🥹…Now am gonna fix that and then I might ship it today only or maybe tomorrow (high Chances are today only…) The whole code made me cry now let’s see what will come out after it’s done….🙂↕️"}, {"post_id": 10376, "ts": "2026-06-17T01:44:33Z", "hours": 6.3347, "text": "Just After a whole bunch of hours of coding on web with a Smartphone and a high level eye pain now I can say my game is half complete… It’s a fun game for people who love simplicity but huge mind ruining challenges the game is simple but even a part of the public creating it to a score of 50 is commendable… Will be dropping it soon… Stay tuned! Let’s see how much the young hack club friends and colleagues of my have built on their mind till now & till where they can make it up to… 😏"}]...
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Title: The-Mirror-Snake-Game(aka MIND-RUINER) by @ Title: The-Mirror-Snake-Game(aka MIND-RUINER) by @Raj-Kumar-Pandey | Stardance
Devlogs:
Just After a whole bunch of hours of coding on web with a Smartphone and a high level eye pain now I can say my game is half complete… It’s a fun game for people who love simplicity but huge mind ruining challenges the game is simple but even a part of the public creating it to a score of 50 is commendable… Will be dropping it soon… Stay tuned! Let’s see how much the young hack club friends and colleagues of my have built on their mind till now & till where they can make it up to… 😏
Finally completed my first project…And then found 14-16 tiny bugs/name mismatches and all🥹…Now am gonna fix that and then I might ship it today only or maybe tomorrow (high Chances are today only…) The whole code made me cry now let’s see what will come out after it’s done….🙂↕️
Worked on my first project and with some sort of 12 hours of work now It’s finally complete…..🥹. From beginning this was just my first small project so everyone go rate it comment how it is and all because it took a lot of my efforts and hardwork as a beginner…. I even did all with my low-end android phone….🫠. It’s my first project and I am collecting all stardust from now for Macbook AIR and then further stuffs🫠…. Rate it and if possible drop your comments on how is it….
Ships:
This is my first small project 🥹…. It’s a game which is 2D and simple but needs a lot of focus and is challenging and fun😁…. Read the readme.md file for more information… It is a game where you control to characters witha single control and now go and read yourself on readme.md file😁🥹……...
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1793282214.1123426
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1793368614.1123426
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19900
|
gamer rules by @CLK | Stardance
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CLK
|
1
|
0.95
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T13:31:15Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website about what I think are good rules for a public minecraft server, you can view my website at https://nivlacvt.github.io/game-rules/", "repo": "https://github.com/NIVLACvt/game-rules", "demo": "https://nivlacvt.github.io/game-rules/"}]...
|
[{"post_id": 10600, "ts": "202 [{"post_id": 10600, "ts": "2026-06-17T12:59:30Z", "hours": 0.9503, "text": "just added how to join on playstation"}, {"post_id": 9924, "ts": "2026-06-16T13:16:29Z", "hours": 0.4725, "text": "I have just finished adding the consequence if you do not follow the rules"}]...
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Title: gamer rules by @CLK | Stardance
Devlogs:
I Title: gamer rules by @CLK | Stardance
Devlogs:
I have just finished adding the consequence if you do not follow the rules
just added how to join on playstation
Ships:
I made a website about what I think are good rules for a public minecraft server, you can view my website at https://nivlacvt.github.io/game-rules/...
|
1793289071.232055
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1793375471.232055
|
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19904
|
My awesome macropad! by @casper_lepouttre | Starda My awesome macropad! by @casper_lepouttre | Stardance...
|
casper_lepouttre
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T12:28:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a macropad that has 2 built in joysticks I found in an old drone controller and I used them to make a flight sim setup that you can connect to your chromebook and then you can play geofs way more realisticaly at school because it’s also very smal (10x10x10 cm). It has a lot of features like the 2 warning lights, a trim button (for non plane lovers it’s like you have the way your flying if you let go with trim you change it so it automatically pulls to one side, kinda like stickdrift but programmed). it also has dedicated buttons for landing gear, airbrake, flaps and wheelbrakes. I made the pcb in kicad, the case in tinkercad and the code in vscode (didn’t track properly and I don’t know why). I plan on making this one when I get the materials shipped and then if I am happy with it I am going to make a couple more for my friends so we can do some formation flying at school.", "repo": "https://github.com/casperlepouttre12456789/GeoFS_Controller", "demo": ""}]...
|
[{"post_id": 11247, "ts": "202 [{"post_id": 11247, "ts": "2026-06-18T12:18:55Z", "hours": 0.0, "text": "I finished the entire pcb and I built the case (took about 1.5 hours total and then I started coding but vscode again didn’t properly track because I spent about 4 hours perfecting it (I have a pretty complicated piece of code that turns the joystick motion into mouse movement and also made it work on chromebook)"}, {"post_id": 10703, "ts": "2026-06-17T15:54:17Z", "hours": 0.0, "text": "I built the entire sketch pcb but for some reason hackatime isn’t registering it (spent like 3 hours on this I kid you not) For some reason it’s also to much to ask for just simply importing files (it just didn’t want to work at all, had to reinstall 3 times before it worked) The plan is to put 2 joysticks (general joysticks like ps4 or drone controller) on the pcb and then make it work with geofs."}]...
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Title: My awesome macropad! by @casper_lepouttre | Title: My awesome macropad! by @casper_lepouttre | Stardance
Devlogs:
I built the entire sketch pcb but for some reason hackatime isn’t registering it (spent like 3 hours on this I kid you not) For some reason it’s also to much to ask for just simply importing files (it just didn’t want to work at all, had to reinstall 3 times before it worked) The plan is to put 2 joysticks (general joysticks like ps4 or drone controller) on the pcb and then make it work with geofs.
I finished the entire pcb and I built the case (took about 1.5 hours total and then I started coding but vscode again didn’t properly track because I spent about 4 hours perfecting it (I have a pretty complicated piece of code that turns the joystick motion into mouse movement and also made it work on chromebook)
Ships:
I built a macropad that has 2 built in joysticks I found in an old drone controller and I used them to make a flight sim setup that you can connect to your chromebook and then you can play geofs way more realisticaly at school because it’s also very smal (10x10x10 cm). It has a lot of features like the 2 warning lights, a trim button (for non plane lovers it’s like you have the way your flying if you let go with trim you change it so it automatically pulls to one side, kinda like stickdrift but programmed). it also has dedicated buttons for landing gear, airbrake, flaps and wheelbrakes. I made the pcb in kicad, the case in tinkercad and the code in vscode (didn’t track properly and I don’t know why). I plan on making this one when I get the materials shipped and then if I am happy with it I am going to make a couple more for my friends so we can do some formation flying at school....
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1793130591.7538571
|
1793216991.7538571
|
|
19916
|
Frictionless by @MurodbekTuychiyev | Stardance
|
MurodbekTuychiyev
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T17:26:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built ‘AI Vision Studio’ to eliminate the friction of complex text-to-image tools. I spent hours engineering 3 major QoL improvements: 1) Integrated multi-platform Aspect Ratios (1:1, 16:9, 9:16). 2) Added rapid AI Style Enhancers (Realistic, Cyberpunk, Anime tags) to auto-refine keywords. 3) Designed a browser Local Storage history engine so users never lose their digital art. The app is fully working, highly responsive, and production-ready!", "repo": "https://github.com/Murodbektuychiyev/AI_Image_Generator", "demo": "https://ai-image-generator-kappa-dusky.vercel.app/"}]...
|
[{"post_id": 22267, "ts": "202 [{"post_id": 22267, "ts": "2026-07-04T17:23:49Z", "hours": 1.2625, "text": "I built ‘AI Vision Studio’ to eliminate the friction of complex text-to-image tools. I spent hours engineering 3 major QoL improvements: Integrated multi-platform Aspect Ratios (1:1, 16:9, 9:16). Added rapid AI Style Enhancers (Realistic, Cyberpunk, Anime tags) to auto-refine keywords. Designed a browser Local Storage history engine so users never lose their digital art. The app is fully working, highly responsive, and production-ready!"}]...
|
Title: Frictionless by @MurodbekTuychiyev | Starda Title: Frictionless by @MurodbekTuychiyev | Stardance
Devlogs:
I built ‘AI Vision Studio’ to eliminate the friction of complex text-to-image tools. I spent hours engineering 3 major QoL improvements: Integrated multi-platform Aspect Ratios (1:1, 16:9, 9:16). Added rapid AI Style Enhancers (Realistic, Cyberpunk, Anime tags) to auto-refine keywords. Designed a browser Local Storage history engine so users never lose their digital art. The app is fully working, highly responsive, and production-ready!
Ships:
I built ‘AI Vision Studio’ to eliminate the friction of complex text-to-image tools. I spent hours engineering 3 major QoL improvements: 1) Integrated multi-platform Aspect Ratios (1:1, 16:9, 9:16). 2) Added rapid AI Style Enhancers (Realistic, Cyberpunk, Anime tags) to auto-refine keywords. 3) Designed a browser Local Storage history engine so users never lose their digital art. The app is fully working, highly responsive, and production-ready!...
|
1793137993.8609571
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1793224393.8609571
|
|
19926
|
Personal Website 🫀 by @i | Stardance
|
i
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T07:44:57Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a personal website for myself, and the css was quite challenging but in the end, i did it. it has a guestbook feature and a last.fm integration. it also has art made by yours truly to make it more aesthetic. more features coming 🔜.", "repo": "https://github.com/tarfish/tarfish-site", "demo": "https://tarfish-eight.vercel.app/"}]...
|
[{"post_id": 12976, "ts": "202 [{"post_id": 12976, "ts": "2026-06-21T07:18:39Z", "hours": 5.2644, "text": "hey, this is the first devlog for my new personal website, i plan on adding more features to this site, but here’s what i have right now. there’s a last.fm api integration which shows viewers the last song i’ve played, and a guestbook integration with atabook. it has really good css imo and some footer art which i made by myself using procreate. ( https://lapse.hackclub.com/timelapse/QPIQvb1qWELt )"}]...
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Title: Personal Website 🫀 by @i | Stardance
Devlo Title: Personal Website 🫀 by @i | Stardance
Devlogs:
hey, this is the first devlog for my new personal website, i plan on adding more features to this site, but here’s what i have right now. there’s a last.fm api integration which shows viewers the last song i’ve played, and a guestbook integration with atabook. it has really good css imo and some footer art which i made by myself using procreate. ( https://lapse.hackclub.com/timelapse/QPIQvb1qWELt )
Ships:
i made a personal website for myself, and the css was quite challenging but in the end, i did it. it has a guestbook feature and a last.fm integration. it also has art made by yours truly to make it more aesthetic. more features coming 🔜....
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1793137929.2513947
|
1793224329.2513947
|
|
19935
|
My very own WebOS by @akr0002 | Stardance
|
akr0002
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T13:35:01Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a webos based on money :D coding the right buttons and the function was challenging im proud of making my first project shipped and probably my best", "repo": "https://github.com/picectrljinx/webos", "demo": "https://timely-melba-0b4358.netlify.app/"}]...
|
[{"post_id": 44587, "ts": "202 [{"post_id": 44587, "ts": "2026-08-10T13:31:55Z", "hours": 0.2589, "text": "finished my first ever webos (moneyOS) was really hard and had to watch some tutorials but other than that everything turned out well and better than i expected"}, {"post_id": 44580, "ts": "2026-08-10T13:16:01Z", "hours": 3.4375, "text": "this is my finish of my MoneyOS it has a working calculator and shows the time it has cool features too like deagable apps"}, {"post_id": 44466, "ts": "2026-08-10T07:26:45Z", "hours": 0.6119, "text": "so far working on my money os based on money :D i had trouble trying to get my hackatime to track my time which made me restart again but soon found out the problem and got it working again not done yet but will be soon"}]...
|
Title: My very own WebOS by @akr0002 | Stardance
Title: My very own WebOS by @akr0002 | Stardance
Devlogs:
so far working on my money os based on money :D i had trouble trying to get my hackatime to track my time which made me restart again but soon found out the problem and got it working again not done yet but will be soon
this is my finish of my MoneyOS it has a working calculator and shows the time it has cool features too like deagable apps
finished my first ever webos (moneyOS) was really hard and had to watch some tutorials but other than that everything turned out well and better than i expected
Ships:
i made a webos based on money :D coding the right buttons and the function was challenging im proud of making my first project shipped and probably my best...
|
1793245784.7399564
|
1793332184.7399564
|
|
19938
|
intercept-dynamics by @thought_ed | Stardance
|
thought_ed
|
1
|
18.26
|
83
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T00:02:57Z", "hours": 6.0, "multiplier": 14.33, "payout": 83, "blessing": "neutral", "text": "I succesfully made an Orbital Simulator based off leapfrog algorithms and put it on a website. The orbits are simulated (not static), and will change if you apply a change to its velocity This is my first step in making a website to teach orbital mechanics, my future goal being to simulate 2 craft succesfully rendezvousing on different orbits, and to make it a fun way to learn other different mechanics Hope yall like it", "repo": "https://github.com/Thought-ed/intercept-dynamics", "demo": "https://thought-ed.github.io/intercept-dynamics/"}]...
|
[{"post_id": 30813, "ts": "202 [{"post_id": 30813, "ts": "2026-07-18T18:52:41Z", "hours": 4.3358, "text": "Big UI Revamp + Orbital Schematics (0.1.4) The UI has been revamped for aesthetics, and fonts, boxes, and corners have been changed. An orbital schematic box has been added to show an orbit’s preview, a simple thrust trail is shown, and earth is now made of colorful triangles I haven’t worked on this for a while now, so there’s a big update The next step is probably to add new celestial bodies like the moon for lunar injections, and new UI boxes As always, web demo updated, check it out :D"}, {"post_id": 12036, "ts": "2026-06-19T17:09:02Z", "hours": 2.7314, "text": "Trajectory path and conic patch labels (0.1.3) You can now toggle between craft path trail and the future trajectory path, for a KSP-like view. The conic patches also have color labels now This took more time than I expected, debugging is nuts Next objective will be to make a 2D/3D switch where you can move your camera around As always, web demo updated, check it out :D"}, {"post_id": 11627, "ts": "2026-06-18T22:52:48Z", "hours": 1.9978, "text": "Earth updates, coordinate change for 3D, better trails (0.1.2/c) Added nicer visuals to earth (kudos to @0xSabrina for advice, will add landmasses or clouds in the future), made trail look better with fading, and changed the coordinate axes (initially x-y because 2D, but then I wanted to change it to a top down view, and for a drop-in 3D implementation, now x-z (top down view for an equatorial orbit) The earth now spins as well Hopefully, next update works on the trajectory prediction, and then add the 3D camera Long term, I’d like to add small lessons on orbital mechanics As always, web demo updated, check it out :D"}, {"post_id": 10910, "ts": "2026-06-17T21:42:46Z", "hours": 1.5919, "text": "UI Revamp, Pannin’ and Zoomin’ (0.1.2/b) Added the ability to pan and zoom the viewport, added an inoperable view settings box (hopefully for the next update), and made the UI look a little bit cooler Next steps are making a trajectory orbit display, instead of the trail shown (history trail) As always, demo webpage updated, check it out :D"}, {"post_id": 10402, "ts": "2026-06-17T03:04:05Z", "hours": 1.0264, "text": "Attitude / Thruster System Implementation (0.1.2) Added a propulsion system to our boy sputnik. Values visibly change in the telemetry box Controllable with WASD Next steps would be to make a trajectory prediction / Orbit preview system (KSP Like), crash detection, and visible thruster feedback As always, demo updated, check it out"}, {"post_id": 10345, "ts": "2026-06-17T00:56:39Z", "hours": 0.5811, "text": "I organized everything in the main code file into neat functions (0.1.1) (it was some sort of linear madness before), but now its better I noticed the craft was being somewhat obscured behind the planet (it is already 3D), so I switched to an ortographic camera and adjusted some other things My next step will be enabling craft control, so that orbits can look nicely"}, {"post_id": 10321, "ts": "2026-06-16T23:59:06Z", "hours": 4.2653, "text": "Good progress (0.1.0) I moved the project from running locally and moved it to a webpage. Instead of using semi-kepler formulas, I changed it to the Velocity Verlet formula (a (kick-drift-kick leapfrog integrator) integration due to value instability. Switched to Javascript over from python for the webpage. Currently rendering in threejs for a future 3D implementation Hope to add multiple crafts soon for rendezvous tutorials Check it out, the demo is live :D"}, {"post_id": 10020, "ts": "2026-06-16T15:57:41Z", "hours": 1.555, "text": "Hey, first devlog here I got inspired by big games like KSP, and got really interested in orbital mechanics There are lots of people that don’t understand how orbits work out there, and the idea of getting 2 spacecrafts within 5 meters of each other while each is moving so fast, at a humongous distance, is honestly an insane feat I hope my project can help represent how these mechanics work, show and teach phasing orbits and intercepting properly Here is the first implementation, using matplotlib graphs to display orbits. I’d then like to move that to a webpage, using a Three.js implementation for it to look nicely, and possibly get a nice 3D rendering. I hope this helps someone learn something eventually"}]...
|
Title: intercept-dynamics by @thought_ed | Stardan Title: intercept-dynamics by @thought_ed | Stardance
Devlogs:
Hey, first devlog here I got inspired by big games like KSP, and got really interested in orbital mechanics There are lots of people that don’t understand how orbits work out there, and the idea of getting 2 spacecrafts within 5 meters of each other while each is moving so fast, at a humongous distance, is honestly an insane feat I hope my project can help represent how these mechanics work, show and teach phasing orbits and intercepting properly Here is the first implementation, using matplotlib graphs to display orbits. I’d then like to move that to a webpage, using a Three.js implementation for it to look nicely, and possibly get a nice 3D rendering. I hope this helps someone learn something eventually
Good progress (0.1.0) I moved the project from running locally and moved it to a webpage. Instead of using semi-kepler formulas, I changed it to the Velocity Verlet formula (a (kick-drift-kick leapfrog integrator) integration due to value instability. Switched to Javascript over from python for the webpage. Currently rendering in threejs for a future 3D implementation Hope to add multiple crafts soon for rendezvous tutorials Check it out, the demo is live :D
I organized everything in the main code file into neat functions (0.1.1) (it was some sort of linear madness before), but now its better I noticed the craft was being somewhat obscured behind the planet (it is already 3D), so I switched to an ortographic camera and adjusted some other things My next step will be enabling craft control, so that orbits can look nicely
Attitude / Thruster System Implementation (0.1.2) Added a propulsion system to our boy sputnik. Values visibly change in the telemetry box Controllable with WASD Next steps would be to make a trajectory prediction / Orbit preview system (KSP Like), crash detection, and visible thruster feedback As always, demo updated, check it out
UI Revamp, Pannin’ and Zoomin’ (0.1.2/b) Added the ability to pan and zoom the viewport, added an inoperable view settings box (hopefully for the next update), and made the UI look a little bit cooler Next steps are making a trajectory orbit display, instead of the trail shown (history trail) As always, demo webpage updated, check it out :D
Earth updates, coordinate change for 3D, better trails (0.1.2/c) Added nicer visuals to earth (kudos to @0xSabrina for advice, will add landmasses or clouds in the future), made trail look better with fading, and changed the coordinate axes (initially x-y because 2D, but then I wanted to change it to a top down view, and for a drop-in 3D implementation, now x-z (top down view for an equatorial orbit) The earth now spins as well Hopefully, next update works on the trajectory prediction, and then add the 3D camera Long term, I’d like to add small lessons on orbital mechanics As always, web demo updated, check it out :D
Trajectory path and conic patch labels (0.1.3) You can now toggle between craft path trail and the future trajectory path, for a KSP-like view. The conic patches also have color labels now This took more time than I expected, debugging is nuts Next objective will be to make a 2D/3D switch where you can move your camera around As always, web demo updated, check it out :D
Big UI Revamp + Orbital Schematics (0.1.4) The UI has been revamped for aesthetics, and fonts, boxes, and corners have been changed. An orbital schematic box has been added to show an orbit’s preview, a simple thrust trail is shown, and earth is now made of colorful triangles I haven’t worked on this for a while now, so there’s a big update The next step is probably to add new celestial bodies like the moon for lunar injections, and new UI boxes As always, web demo updated, check it out :D
Ships:
I succesfully made an Orbital Simulator based off leapfrog algorithms and put it on a website. The orbits are simulated (not static), and will change if you apply a change to its velocity This is my first step in making a website to teach orbital mechanics, my future goal being to simulate 2 craft succesfully rendezvousing on different orbits, and to make it a fun way to learn other different mechanics Hope yall like it...
|
1793288979.9975133
|
1793375379.9975133
|
|
19953
|
LinAlg Visualizer by @caasion | Stardance
|
caasion
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T14:24:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a visualizer to see linear algebra concepts in action. I’ve been itching to build something, but I also had to study for my test, so I decided to build something to help studying. It was really fun applying class concepts to build this project", "repo": "https://github.com/caasion/linear-algebra-visualizer", "demo": "https://linear-algebra-visualizer-blue.vercel.app/"}]...
|
[{"post_id": 9942, "ts": "2026 [{"post_id": 9942, "ts": "2026-06-16T13:54:38Z", "hours": 1.1806, "text": "My linear algebra test is coming up soon, and I need to study for it, but I also really wanted to build something, so I built a tool to help my peers and I study lin alg. The visualizer helps you see what it means for a matrix to be a linear transformation and also shows you concepts like eigenvectors and eigenvalues."}]...
|
Title: LinAlg Visualizer by @caasion | Stardance
Title: LinAlg Visualizer by @caasion | Stardance
Devlogs:
My linear algebra test is coming up soon, and I need to study for it, but I also really wanted to build something, so I built a tool to help my peers and I study lin alg. The visualizer helps you see what it means for a matrix to be a linear transformation and also shows you concepts like eigenvectors and eigenvalues.
Ships:
I made a visualizer to see linear algebra concepts in action. I’ve been itching to build something, but I also had to study for my test, so I decided to build something to help studying. It was really fun applying class concepts to build this project...
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1793202667.635149
|
1793289067.635149
|
|
19963
|
Jarvis by @Churu | Stardance
|
Churu
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T15:26:44Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Python voice assistant called Jarvis. It listens for a wake word (“Jarvis”), processes spoken input, and then responds using text-to-speech or executes basic system actions like opening apps, running commands, or answering queries through an AI/API layer. How it works (in simple terms) The flow is basically: Microphone input The program constantly listens through the mic until it detects the wake word. Wake word detection Once “Jarvis” is detected, it switches into active listening mode. Speech-to-text Your speech is converted into text using a speech recognition engine. Processing layer The text is either: matched to predefined commands (like opening apps, searching, etc.), or sent to an AI model/API for a response Response output The response is converted back to speech and played through speakers. State control It manages states like “listening”, “thinking”, and “speaking” so it doesn’t overlap audio input and output. devlog / what actually went wrong At the start it looked simple, but most of the time was spent fixing edge cases and weird failures. Mic input was the first issue. It either didn’t pick up sound or used the wrong device entirely. On my system it worked, but on another setup it silently failed because the default audio index was different. I had to explicitly handle device selection instead of relying on defaults. Speech recognition was inconsistent too. It would misinterpret short commands or fail when there was background noise. I had to tweak sensitivity and improve how it handled pauses in speech so it wouldn’t cut off early. One major mistake was not separating speaking and listening states. The assistant would sometimes hear its own response and trigger itself again, creating loops. I fixed this by adding a simple lock so it cannot listen while speaking. The biggest structural issue came later with packaging. It worked perfectly when running python main.py, but broke when converted into an executable. The dist version failed due to missing modules, broken file paths, and hardcoded system-specific directories. I initially assumed the environment would behave the same after packaging, but PyInstaller changed everything. I had to fix relative paths, remove hardcoded references to my machine, and manually ensure hidden dependencies were included. API and environment variables also caused issues. The program would run fine in terminal but fail in packaged form because the .env file or API key wasn’t being loaded correctly in the new runtime context. what I learned from it Most of the problems were not in “AI logic” but in system-level behavior: audio devices, file paths, packaging, and runtime differences. The main takeaways were: voice input systems are fragile and device-dependent Python packaging is not equivalent to running a script state management matters more than expected in real-time systems debugging usually comes from environment mismatch, not code logic itself", "repo": "https://github.com/jasersans1-create/Jarvis", "demo": "https://github.com/jasersans1-create/Jarvis/releases/tag/v1.0.0"}]...
|
[{"post_id": 9982, "ts": "2026 [{"post_id": 9982, "ts": "2026-06-16T14:53:45Z", "hours": 0.0, "text": "so i made this voice assistant “jarvis” in python basically it listens for a wake word, then you talk to it, and it replies or runs stuff like opening apps / answering questions / whatever i wired into it I built a Python voice assistant called Jarvis. It listens for a wake word “Jarvis”, processes spoken input, and then responds using tts or executes basic system actions like opening apps, running commands, or answering queries through an AI/API layer. How it works (in simple terms) The flow is basically: Microphone input The program constantly listens through the mic until it detects the wake word. Wake word detection Once “Jarvis” is detected, it switches into active listening mode. Speech-to-text Your speech is converted into text using a speech recognition engine. Processing layer The text is either: matched to predefined commands (like opening apps, searching, etc.), or sent to an AI model/API for a response Response output The response is converted back to speech and played through speakers. State control It manages states like “listening”, “thinking”, and “speaking” so it doesn’t overlap audio input and output. at first it was kinda simple but then everything started breaking mic input was the first pain it either didn’t hear me or picked up the wrong device spent way too long just figuring out why it was “silent” but actually listening to the wrong mic then speech recognition started being annoying like it would randomly misunderstand words or just freeze if i spoke too fast also made the classic mistake of letting it listen while it was speaking so it would hear its own voice and start looping responses , so i had to add a lock so it doesnt talk while talking biggest headache was the API / env stuff worked fine when i ran python main.py then i packaged it and suddenly everything was “missing key / file not found / module not found” turned out i had hardcoded paths and assumed my machine layout is universal fixed that by making paths dynamic + cleaning up env loading also packaging with pyinstaller was pain some imports just randomly didn’t show up in dist build and i had to manually force include them now it mostly works but i still feel like it’s fragile, one change and it might break again. but yeah overall it taught me: audio stuff is way harder than it looks packaging python apps is cursed and debugging voice stuff is basically just “try everything until it works”"}]...
|
Title: Jarvis by @Churu | Stardance
Devlogs:
so i Title: Jarvis by @Churu | Stardance
Devlogs:
so i made this voice assistant “jarvis” in python basically it listens for a wake word, then you talk to it, and it replies or runs stuff like opening apps / answering questions / whatever i wired into it I built a Python voice assistant called Jarvis. It listens for a wake word “Jarvis”, processes spoken input, and then responds using tts or executes basic system actions like opening apps, running commands, or answering queries through an AI/API layer. How it works (in simple terms) The flow is basically: Microphone input The program constantly listens through the mic until it detects the wake word. Wake word detection Once “Jarvis” is detected, it switches into active listening mode. Speech-to-text Your speech is converted into text using a speech recognition engine. Processing layer The text is either: matched to predefined commands (like opening apps, searching, etc.), or sent to an AI model/API for a response Response output The response is converted back to speech and played through speakers. State control It manages states like “listening”, “thinking”, and “speaking” so it doesn’t overlap audio input and output. at first it was kinda simple but then everything started breaking mic input was the first pain it either didn’t hear me or picked up the wrong device spent way too long just figuring out why it was “silent” but actually listening to the wrong mic then speech recognition started being annoying like it would randomly misunderstand words or just freeze if i spoke too fast also made the classic mistake of letting it listen while it was speaking so it would hear its own voice and start looping responses , so i had to add a lock so it doesnt talk while talking biggest headache was the API / env stuff worked fine when i ran python main.py then i packaged it and suddenly everything was “missing key / file not found / module not found” turned out i had hardcoded paths and assumed my machine layout is universal fixed that by making paths dynamic + cleaning up env loading also packaging with pyinstaller was pain some imports just randomly didn’t show up in dist build and i had to manually force include them now it mostly works but i still feel like it’s fragile, one change and it might break again. but yeah overall it taught me: audio stuff is way harder than it looks packaging python apps is cursed and debugging voice stuff is basically just “try everything until it works”
Ships:
I built a Python voice assistant called Jarvis. It listens for a wake word (“Jarvis”), processes spoken input, and then responds using text-to-speech or executes basic system actions like opening apps, running commands, or answering queries through an AI/API layer. How it works (in simple terms) The flow is basically: Microphone input The program constantly listens through the mic until it detects the wake word. Wake word detection Once “Jarvis” is detected, it switches into active listening mode. Speech-to-text Your speech is converted into text using a speech recognition engine. Processing layer The text is either: matched to predefined commands (like opening apps, searching, etc.), or sent to an AI model/API for a response Response output The response is converted back to speech and played through speakers. State control It manages states like “listening”, “thinking”, and “speaking” so it doesn’t overlap audio input and output. devlog / what actually went wrong At the start it looked simple, but most of the time was spent fixing edge cases and weird failures. Mic input was the first issue. It either didn’t pick up sound or used the wrong device entirely. On my system it worked, but on another setup it silently failed because the default audio index was different. I had to explicitly handle device selection instead of relying on defaults. Speech recognition was inconsistent too. It would misinterpret short commands or fail when there was background noise. I had to tweak sensitivity and improve how it handled pauses in speech so it wouldn’t cut off early. One major mistake was not separating speaking and listening states. The assistant would sometimes hear its own response and trigger itself again, creating loops. I fixed this by adding a simple lock so it cannot listen while speaking. The biggest structural issue came later with packaging. It worked perfectly when running python main.py, but broke when converted into an executable. The dist version failed due to missing modules, broken file paths, and hardcoded system-specific directories. I initially assumed the environment would behave the same after packaging, but PyInstaller changed everything. I had to fix relative paths, remove hardcoded references to my machine, and manually ensure hidden dependencies were included. API and environment variables also caused issues. The program would run fine in terminal but fail in packaged form because the .env file or API key wasn’t being loaded correctly in the new runtime context. what I learned from it Most of the problems were not in “AI logic” but in system-level behavior: audio devices, file paths, packaging, and runtime differences. The main takeaways were: voice input systems are fragile and device-dependent Python packaging is not equivalent to running a script state management matters more than expected in real-time systems debugging usually comes from environment mismatch, not code logic itself...
|
1792878486.5532546
|
1793742486.5532546
|
|
19972
|
Cosmopolitan by @iowanpalmcodes | Stardance
|
iowanpalmcodes
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T22:54:28Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Cosmopolitan is a small, streamlit-based cooking game that has you traverse multiple planets for rarer and rarer ingredients to ultimately cook.. well.. that’s for you to find out. I’m not too used to UIs and JSON/Data Management in General… the filters were pretty easy to make, though. Tips and Tricks: If you’re stuck on how to cook something, look at the recipe book. The items the special events give out currently have nothing to cook them with, but that’s sure to change SOON! (er or later)", "repo": "https://github.com/iowanpalmcode/sol", "demo": "https://cosmopolitan.streamlit.app/"}]...
|
[{"post_id": 11104, "ts": "202 [{"post_id": 11104, "ts": "2026-06-18T05:01:01Z", "hours": 0.2836, "text": "Dev log 4. Ok, sorry I lied. Had Ollama make me a log-in page that routes based on if it’s an account or not yet. This is it. this is the FINAL update. It’s really fun. Play it. Oh yeah I also added rebirths lol"}, {"post_id": 10962, "ts": "2026-06-17T23:40:40Z", "hours": 1.0761, "text": "Cosmopolitan Dev Log 3 (The final one) All good series end in a trilogy, obviously. Not much else added, minus a new restaurant tab and a save/load system (granted, I had Ollama do that for me). I’d say this game is pretty fun."}, {"post_id": 10935, "ts": "2026-06-17T22:28:36Z", "hours": 0.7064, "text": "Cosmopolitan Dev Log #2. I added 15+ new planets and a lot of new recipes/ingredients in the process (granted, they’re fairly repetitive). I implemented filters to make looking through ingredients/recipes a little bit easier. I think my next course of action is to actually make this into a cooking game-ish where you actually have to manage people in real time."}, {"post_id": 10341, "ts": "2026-06-17T00:46:52Z", "hours": 0.3667, "text": "Cosmopolitan Dev Log 1😀 The idea is pretty simple; what if you could cook.. in space? I’ve set up the basic framework, and I think I’ll work on adding real time events next. maybe."}]...
|
Title: Cosmopolitan by @iowanpalmcodes | Stardance Title: Cosmopolitan by @iowanpalmcodes | Stardance
Devlogs:
Cosmopolitan Dev Log 1😀 The idea is pretty simple; what if you could cook.. in space? I’ve set up the basic framework, and I think I’ll work on adding real time events next. maybe.
Cosmopolitan Dev Log #2. I added 15+ new planets and a lot of new recipes/ingredients in the process (granted, they’re fairly repetitive). I implemented filters to make looking through ingredients/recipes a little bit easier. I think my next course of action is to actually make this into a cooking game-ish where you actually have to manage people in real time.
Cosmopolitan Dev Log 3 (The final one) All good series end in a trilogy, obviously. Not much else added, minus a new restaurant tab and a save/load system (granted, I had Ollama do that for me). I’d say this game is pretty fun.
Dev log 4. Ok, sorry I lied. Had Ollama make me a log-in page that routes based on if it’s an account or not yet. This is it. this is the FINAL update. It’s really fun. Play it. Oh yeah I also added rebirths lol
Ships:
Cosmopolitan is a small, streamlit-based cooking game that has you traverse multiple planets for rarer and rarer ingredients to ultimately cook.. well.. that’s for you to find out. I’m not too used to UIs and JSON/Data Management in General… the filters were pretty easy to make, though. Tips and Tricks: If you’re stuck on how to cook something, look at the recipe book. The items the special events give out currently have nothing to cook them with, but that’s sure to change SOON! (er or later)...
|
1793253254.4522555
|
1793339654.4522555
|
|
19977
|
Cosmic-Birthday-Scanner by @spec98 | Stardance
|
spec98
|
1
|
2.18
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T09:05:40Z", "hours": 1.0, "multiplier": 1.58, "payout": 1, "blessing": "neutral", "text": "so this was the first project i did in hackclub,it is not perfect but with it i learned the basics.so you write your birth date and it gives you the exact pic that nasa took that day", "repo": "https://github.com/spec905/NASA-Project", "demo": "https://spec905.github.io/NASA-Project/gy.html"}]...
|
[{"post_id": 31357, "ts": "202 [{"post_id": 31357, "ts": "2026-07-19T18:00:05Z", "hours": 1.0056, "text": "i just fixed some style editing"}, {"post_id": 28169, "ts": "2026-07-14T09:22:59Z", "hours": 0.1697, "text": "i added a download button, NASA’s explanation text for each photo and the photographer credit"}, {"post_id": 22018, "ts": "2026-07-04T08:05:36Z", "hours": 0.5344, "text": "a website that lets users enter their birthday to see the official NASA Astronomy Picture of the Day from that exact date"}]...
|
Title: Cosmic-Birthday-Scanner by @spec98 | Starda Title: Cosmic-Birthday-Scanner by @spec98 | Stardance
Devlogs:
a website that lets users enter their birthday to see the official NASA Astronomy Picture of the Day from that exact date
i added a download button, NASA’s explanation text for each photo and the photographer credit
i just fixed some style editing
Ships:
so this was the first project i did in hackclub,it is not perfect but with it i learned the basics.so you write your birth date and it gives you the exact pic that nasa took that day...
|
1793260097.1636124
|
1793346497.1636124
|
|
19984
|
FRC Rebuilt inspired robot by @Carson | Stardance
|
Carson
|
1
|
73.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T00:36:13Z", "hours": 73.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the cad for an FRC bot I designed for this years game Rebuilt one in which you shoot as many balls as you can into a big basket. I’m really proud of the whole thing honestly, its the first large and cohesive thing I’ve ever designed and I think it turned out pretty well. I’m especially proud of the shooter, scoring manipulators are always fun to make! I will say the process did not go without its hiccups, to be honest I only discovered the derrived tool like halfway through, that was rough but I finished it none the less and if you want to try it out just click the button below.", "repo": "https://github.com/CKFlare/FRC-Rebuilt-robot-CAD", "demo": "https://cad.onshape.com/documents/ef90526955e2c1079c0c9faf/w/03993b2fa40710a1deb74a90/e/58e238fa26bdce46de7e348d?renderMode=0&uiState=6aa8a33892df8e4b39a6d890"}]...
|
[{"post_id": 72006, "ts": "202 [{"post_id": 72006, "ts": "2026-09-22T00:09:47Z", "hours": 5.7989, "text": "Devlog 10 I have done a lot since the last devlog and this is my final log before shipping, I’m very exited. completed pocketed everything assigned materials to a few things I missed finished organizing every part studio used in the final assembly prepared my repository and wrote a readme a bunch of other random stuff created an assembly to display balls in the path they would take from the intake to the shooter Sadly the robot is still way overweight, its like 200 pounds but I’m just going to leave it for now. its just a pet project. Stardance has been AWESOME and I’m really glad I was able to participate, thank you everyone!! Until next time Hack Clubbers!"}, {"post_id": 66957, "ts": "2026-09-12T22:59:45Z", "hours": 8.2739, "text": "Devlog 9 Completed re-added power chain to design added hopper element to cover power chain added camera mounts that work on the robot added belt between feeding path and conveyor belt because apparently it previousley had no way to spin went through half of the part studios and asemblys to organize them them added material and appearence to all parts without them. added radio and RSL (robot safety light) issues its very boring sifting through everything you’ve done, naming and grouping it all the cover for the power chain clips through the power chain’s pulley I’ve worked on it most of today and honestly Its come very far, I think I’m finally almost done."}, {"post_id": 63954, "ts": "2026-09-08T01:29:06Z", "hours": 7.5053, "text": "Devlog 8 completed I added mounts for all floating parts added a wall to funnel balls into the main feeding path added all timing belts to roller floor created baseplate and added main electronics added fasteners fixed miscelaneous issues issues my load times are taking longer and longer honestly the sticky streak has really motivated me, for the past 8 days i’ve managed to squeeze in at least 15 minutes each night."}, {"post_id": 46915, "ts": "2026-08-14T13:37:44Z", "hours": 6.6797, "text": "Devlog 7 completed made a cover for the PIcam I would use for PhotonVision, changed a few things on shooter to reduce height many odd jobs that I honestly cant remember Issues I keep getting this “Operation failed because it would create cyclical references : Part Studio 2 Copy 1 <- Part Studio 1.” error while trying to derive my reference sketch from another document and I honestly don’t know how to fix it I’ve had to go for multiple weeks without working on this project because I didn’t have access to a computer and now I’m struggling to get any real progress done, I’m almost done though I mainly just have to do a bunch more annoying jobs like pocketing all of the sheets, adding the electronics and designing a hopper, which shouldn’t be too bad, its just a few sheets of polycarbonate"}, {"post_id": 30307, "ts": "2026-07-17T19:19:03Z", "hours": 12.6442, "text": "devlog 6 completed redid turret mounting plate reworked feeding path make base of roller floor indexer miscelaneous changes It really doesn’t look like much but, I’ve done a lot, I’ve been focusing on making something very simple that would work, I’m creating most of the parts that will be used and just not pocketing them or fully doing the assemblies or even adding mounting holes tbh, but I am making sure nothing clips and that all of the subsystems fit together and work in tandem."}, {"post_id": 26152, "ts": "2026-07-10T19:36:49Z", "hours": 9.0636, "text": "Devlog 5 completed added energy chain for turret created basic intake started mount for intake Issues I’m kind of scatter brained and did not complete last logs to due list before starting the intake I’m extending about .05 further from my robot perimeter than is allowed, its finneeeee I think the intake wont actually be able to come back into the robot because the kicker bar descends too low while being stowed it weighs WAY too much the intake is very simple a rack and pinion sends it out then the kicker bars drop down because there will be a piece of surgical tubing tensioning them, pulling it down. then whenever the driver presses the assigned button two neo vortex’s will spin a set of rollers that will grab the balls press them against the kicker bars and shoot them into the hopper. it is just shy of a 5 ball wide intake which should allow for pretty high throughput. the energy chain assembly for the turret is also very simple. there is a freely spinning constant force spring attached to a bracket which pulls the bracket away from the shooter, the energy chain just loops through the bracket. total current weight with bumpers: 129 lbs"}, {"post_id": 24938, "ts": "2026-07-08T20:24:44Z", "hours": 4.61, "text": "Devlog 4 completed added structural support removed problem of turret scraping feeding path plates added indexing roller to top of belt sandwich entrance, will connect via belt to main indexing system added all fasteners to the superstructure, bolts, nuts, rivets etc fixed random errors changed which side the belts are located on the feeding path to allow for better packaging assigned materials and appearances to parts organized and named features in assemblies and part studios issues my pocketing feature script is tweaking out, I still heven’t a clue what the problem is clipping, per usual I didnt account for the size of another part and they ended up occupying the same space, to be honest I just chamfered the edge of a plate to remove one of these issues. but hey it worked. I have no time :( its been ages since I’ve been able to seroiusley spend time on this project, my summer has been really busy, there was one week where I cadded not even for 1 minute D: today was honestly really boring I was mostly just polishing up previous work, I’m almost done with the superstructure. the only things left to do is to implement a system to keep my power chain out of the way from tangling, that will be very simple, I also would like to add a set of compliant wheels to that vertical shaft on the right to funnel the balls from that side into the turret, then I think I just need to tighten it up before I will move onto either the intake or main indexer. until next time!"}, {"post_id": 14055, "ts": "2026-06-23T01:10:26Z", "hours": 8.9728, "text": "Devlog 3 -changed the backplate on shooter - fixed clipping - created a very rudimentary feeding path, needs a LOT more work i wasted a lot of time on the feeding path, changing belt positions ironing out belt lengths and pitch, I originally was using 5 mm but I couldn’t get the right lengths so I switched to 3mm. I also didn’t now how I was going to mount it so I spent a while figuring that out. I’m using a belt on the top and bottom of the balls to funnel them into an array of compliant wheels that sends it up into the shooter"}, {"post_id": 11503, "ts": "2026-06-18T19:59:30Z", "hours": 4.0336, "text": "Yesterday I quickly knocked out the chassis and timelapsed me planning out the superstructure on paper. Today I designed the turret and I modified the shooter such that it can be mounted to the turret, this took longer than anticipated but oh well. my Laptop is so slow that Onshape crashed the whole computer like 3 times while making the turret, I suppose I have to keep my documents small. I’ve decided on a 30’’ by 25” chassis for this robot. This is to allow an intake about as wide as 5 balls, as well I did a rough estimate of my ball capacity based on rough numbers and it should be able to hold a maximum of about 80 balls. The drivetrain consists of SDS MK5Is powered by 8 Neo Vortexes."}, {"post_id": 10224, "ts": "2026-06-16T21:04:49Z", "hours": 5.6606, "text": "over the past few days I worked on my launcher for this years game piece, fuel (little yellow balls). I spent about an hour designing a carriage style hood so “it would be packaged better” but then realized it would add about 2 inches to the back and be heavier, so I reworked how the hood moves up and down by moving the rack onto the dynamic portion and the pinion onto the static part. the hood has an adjustable angle of about 25 degrees up to 60 degrees so weather we’re passing from the other alliance zone or butted against the hub we should be able to shoot. combined the 2 neo vortexes powering the flywheel achieve about 13,000 RPM so it can really lob balls."}]...
|
Title: FRC Rebuilt inspired robot by @Carson | Sta Title: FRC Rebuilt inspired robot by @Carson | Stardance
Devlogs:
over the past few days I worked on my launcher for this years game piece, fuel (little yellow balls). I spent about an hour designing a carriage style hood so “it would be packaged better” but then realized it would add about 2 inches to the back and be heavier, so I reworked how the hood moves up and down by moving the rack onto the dynamic portion and the pinion onto the static part. the hood has an adjustable angle of about 25 degrees up to 60 degrees so weather we’re passing from the other alliance zone or butted against the hub we should be able to shoot. combined the 2 neo vortexes powering the flywheel achieve about 13,000 RPM so it can really lob balls.
Yesterday I quickly knocked out the chassis and timelapsed me planning out the superstructure on paper. Today I designed the turret and I modified the shooter such that it can be mounted to the turret, this took longer than anticipated but oh well. my Laptop is so slow that Onshape crashed the whole computer like 3 times while making the turret, I suppose I have to keep my documents small. I’ve decided on a 30’’ by 25” chassis for this robot. This is to allow an intake about as wide as 5 balls, as well I did a rough estimate of my ball capacity based on rough numbers and it should be able to hold a maximum of about 80 balls. The drivetrain consists of SDS MK5Is powered by 8 Neo Vortexes.
Devlog 3 -changed the backplate on shooter - fixed clipping - created a very rudimentary feeding path, needs a LOT more work i wasted a lot of time on the feeding path, changing belt positions ironing out belt lengths and pitch, I originally was using 5 mm but I couldn’t get the right lengths so I switched to 3mm. I also didn’t now how I was going to mount it so I spent a while figuring that out. I’m using a belt on the top and bottom of the balls to funnel them into an array of compliant wheels that sends it up into the shooter
Devlog 4 completed added structural support removed problem of turret scraping feeding path plates added indexing roller to top of belt sandwich entrance, will connect via belt to main indexing system added all fasteners to the superstructure, bolts, nuts, rivets etc fixed random errors changed which side the belts are located on the feeding path to allow for better packaging assigned materials and appearances to parts organized and named features in assemblies and part studios issues my pocketing feature script is tweaking out, I still heven’t a clue what the problem is clipping, per usual I didnt account for the size of another part and they ended up occupying the same space, to be honest I just chamfered the edge of a plate to remove one of these issues. but hey it worked. I have no time :( its been ages since I’ve been able to seroiusley spend time on this project, my summer has been really busy, there was one week where I cadded not even for 1 minute D: today was honestly really boring I was mostly just polishing up previous work, I’m almost done with the superstructure. the only things left to do is to implement a system to keep my power chain out of the way from tangling, that will be very simple, I also would like to add a set of compliant wheels to that vertical shaft on the right to funnel the balls from that side into the turret, then I think I just need to tighten it up before I will move onto either the intake or main indexer. until next time!
Devlog 5 completed added energy chain for turret created basic intake started mount for intake Issues I’m kind of scatter brained and did not complete last logs to due list before starting the intake I’m extending about .05 further from my robot perimeter than is allowed, its finneeeee I think the intake wont actually be able to come back into the robot because the kicker bar descends too low while being stowed it weighs WAY too much the intake is very simple a rack and pinion sends it out then the kicker bars drop down because there will be a piece of surgical tubing tensioning them, pulling it down. then whenever the driver presses the assigned button two neo vortex’s will spin a set of rollers that will grab the balls press them against the kicker bars and shoot them into the hopper. it is just shy of a 5 ball wide intake which should allow for pretty high throughput. the energy chain assembly for the turret is also very simple. there is a freely spinning constant force spring attached to a bracket which pulls the bracket away from the shooter, the energy chain just loops through the bracket. total current weight with bumpers: 129 lbs
devlog 6 completed redid turret mounting plate reworked feeding path make base of roller floor indexer miscelaneous changes It really doesn’t look like much but, I’ve done a lot, I’ve been focusing on making something very simple that would work, I’m creating most of the parts that will be used and just not pocketing them or fully doing the assemblies or even adding mounting holes tbh, but I am making sure nothing clips and that all of the subsystems fit together and work in tandem.
Devlog 7 completed made a cover for the PIcam I would use for PhotonVision, changed a few things on shooter to reduce height many odd jobs that I honestly cant remember Issues I keep getting this “Operation failed because it would create cyclical references : Part Studio 2 Copy 1 <- Part Studio 1.” error while trying to derive my reference sketch from another document and I honestly don’t know how to fix it I’ve had to go for multiple weeks without working on this project because I didn’t have access to a computer and now I’m struggling to get any real progress done, I’m almost done though I mainly just have to do a bunch more annoying jobs like pocketing all of the sheets, adding the electronics and designing a hopper, which shouldn’t be too bad, its just a few sheets of polycarbonate
Devlog 8 completed I added mounts for all floating parts added a wall to funnel balls into the main feeding path added all timing belts to roller floor created baseplate and added main electronics added fasteners fixed miscelaneous issues issues my load times are taking longer and longer honestly the sticky streak has really motivated me, for the past 8 days i’ve managed to squeeze in at least 15 minutes each night.
Devlog 9 Completed re-added power chain to design added hopper element to cover power chain added camera mounts that work on the robot added belt between feeding path and conveyor belt because apparently it previousley had no way to spin went through half of the part studios and asemblys to organize them them added material and appearence to all parts without them. added radio and RSL (robot safety light) issues its very boring sifting through everything you’ve done, naming and grouping it all the cover for the power chain clips through the power chain’s pulley I’ve worked on it most of today and honestly Its come very far, I think I’m finally almost done.
Devlog 10 I have done a lot since the last devlog and this is my final log before shipping, I’m very exited. completed pocketed everything assigned materials to a few things I missed finished organizing every part studio used in the final assembly prepared my repository and wrote a readme a bunch of other random stuff created an assembly to display balls in the path they would take from the intake to the shooter Sadly the robot is still way overweight, its like 200 pounds but I’m just going to leave it for now. its just a pet project. Stardance has been AWESOME and I’m really glad I was able to participate, thank you everyone!! Until next time Hack Clubbers!
Ships:
This is the cad for an FRC bot I designed for this years game Rebuilt one in which you shoot as many balls as you can into a big basket. I’m really proud of the whole thing honestly, its the first large and cohesive thing I’ve ever designed and I think it turned out pretty well. I’m especially proud of the shooter, scoring manipulators are always fun to make! I will say the process did not go without its hiccups, to be honest I only discovered the derrived tool like halfway through, that was rough but I finished it none the less and if you want to try it out just click the button below....
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1793152463.2042937
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1793238863.2042937
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19993
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DOSEFIELD by @Zhanik | Stardance
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Zhanik
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1
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18.36
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T06:48:20Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Today was all about making the site tell the truth about itself instead of just describing itself. I added a Methods and Limitations page that pulls directly from METHODS.md and the README instead of being rewritten into friendly marketing copy. If the documentation and the code ever disagree, the documentation loses immediately because they are now the exact same file. Every page also got an automated footer showing the commit hash, the test count, and the exact verification date. It would have taken five minutes to hardcode a string like “111 tests passing” and move on. Instead, the build script runs the actual test suite first, and if anything fails, the entire build stops cold. This ensures the footer can never claim a passing state that is not true at that exact moment. Wiring a build to gate on its own test results took most of the afternoon because it required thinking through what happens during a failure, not just when everything goes smoothly, but the absolute transparency is worth it. What I like most is that the limitations table on the public site is word-for-word what is in the repository. There is no filtered summary for visitors. The 0.67x gap between my modeled absorbed dose and NASA’s measured RAD numbers reads just as blunt on the public page as it does in the source code. Transparency matters more than hype. Additionally, charts now export at 3200px, and the configuration that produced them gets baked directly into the image itself, meaning a PNG cannot wander off from the settings that generated it. If you want to test it yourself, you can check the live app at DOSEFIELD. Look at the footer for a real commit hash and test count, open the Methods and Limitations page to count the 12 rows in the limitations table, or export a chart to verify the resolution against what is rendered on your screen. The complete source code is also available on GitHub.", "repo": "https://github.com/izbanovj3-prog/DOSEFIELD", "demo": "https://izbanovj3-prog.github.io/DOSEFIELD/"}]...
|
[{"post_id": 81574, "ts": "202 [{"post_id": 81574, "ts": "2026-10-21T18:39:31Z", "hours": 6.3597, "text": "Hey Stardance crew! Three months since my last devlog, so grab a snack and let me catch you up. DOSEFIELD estimates how much radiation an astronaut gets behind shielding on a trip to Mars, then checks itself against real data from NASA’s Curiosity cruise (MSL/RAD). The big news: I found a mistake in my own results. In my first public version, the solar modulation value (W = 30) could not be reproduced from the derivation I had written down. So I went back to the Oulu neutron-monitor data, matched the exact time window RAD used, skipped the solar-storm days, and got W = 47.50. The new numbers look worse, and I kept them: absorbed dose: 0.264 vs 0.458 mGy/day measured (0.58x) dose equivalent: 1.318 vs 1.75 mSv/day (0.75x) mean quality factor: 4.995 vs 3.82 (1.31x) My model skips secondary particles and neutrons, so it under-predicts the dose. I report the gap and leave it alone. Also shipped: a check against the full NIST PSTAR table (max deviation 1.55% from 10 to 1000 MeV), 190 passing tests, a code archive on Zenodo (DOI 10.5281/zenodo.23433384), a revised paper on SSRN, and a website that links to all of it."}, {"post_id": 30550, "ts": "2026-07-18T06:51:49Z", "hours": 2.6992, "text": "DEVLOG #6 Hey everyone!This is probably the last devlog for DOSEFIELD, at least for a while. It’s been an incredible journey—from the first rough prototype to something I’m genuinely proud to share. Thank you to everyone who followed along, tested the project, gave feedback, or simply read these updates. It really meant a lot.v2.3 is the “show your work” release. Nothing changed in the physics—and that’s exactly the point.The biggest addition is a new Methods page that renders the repository’s own METHODS.md and limitations table directly. That means anyone reading the website sees the exact same equations, assumptions, and all 12 limitations that exist in the source code. If the website and the repository ever disagree, the repository is the source of truth.Every page now also includes a provenance footer that’s generated automatically during the build. Instead of typing in a version number by hand, the site runs git rev-parse and the full test suite, then stamps something like:commit e22ef18 · 111/111 tests · verified 2026-07-18The build will actually fail if the tests don’t pass, so it’s impossible to accidentally display a “green” verification badge on a broken build.I also improved chart exports. Figures now render at 3200 px, and each exported chart includes its full configuration in the caption. That makes it much easier to trace a plot back to the exact settings that produced it, whether it’s used in a poster, report, or presentation.One thing I want to be completely clear about: this verification is about the software, not the physics. Passing 111 tests means the implementation behaves as expected according to those tests—it doesn’t prove the scientific model is perfect. The current validation remains the same: about 2× agreement with MSL/RAD, and the 0.67× absorbed-dose gap is still there, clearly documented.That’s exactly what this release is about: transparency over hype, reproducibility over screenshots, and being honest about what the model can—and can’t—do.Thanks for following this project. ❤️"}, {"post_id": 24869, "ts": "2026-07-08T18:38:22Z", "hours": 2.4278, "text": "DEVLOG #5 (might be the last devlog) Hey! It’s been 11 days since the last devlog. DOSEFIELD wasn’t abandoned—I was just busy building instead of writing.This update was really about two things: making the code cleaner and making the site feel like it belongs in a space mission.The first issue was hidden in the background. The NASA validation numbers on the website were calculated separately from the ones used in my research. The math was identical, but it existed in multiple places. That meant one future change could easily make the numbers disagree.So I refactored everything to use a single source of truth. Now every result comes from the same function, making the site much easier to maintain and much harder to break.Then I focused on the design. The old version worked, but it didn’t feel like DOSEFIELD. I redesigned the interface with a mission-control style, added a cleaner layout, and simplified the visuals. I also removed a lot of unnecessary effects—less glow, fewer gradients, and a more purposeful look.After all those changes, I reran every test. All 107 tests still pass, and the stopping-power calculations remain within 1.55% of NIST reference data, exactly as before.There’s still one limitation: my model predicts about 67% of the radiation dose measured by NASA during the trip to Mars. That’s because it doesn’t yet simulate secondary particle production inside spacecraft shielding. It’s an important limitation, and it’s clearly explained on the website rather than hidden.The biggest lesson from this update wasn’t about physics—it was about revisiting old work. Good code doesn’t duplicate logic, and good design doesn’t rely on effects to look impressive. Sometimes the best improvement is simply cleaning up what you already built."}, {"post_id": 16881, "ts": "2026-06-27T12:17:57Z", "hours": 1.2136, "text": "Devlog #4 — Heavy Elements Cut, Liquid Hydrogen Locked In Lead and titanium were off by 50%. I didn’t hide it. My model tracks how particles slow down inside matter. For heavy elements like lead and titanium, you need a correction for the atom’s electron shells — skip it, and your numbers drift by half the actual value. I haven’t built that correction yet. Faking the results to look clean would gut the whole point of the model. So heavy elements are out for now. Liquid hydrogen sits at the opposite extreme. One electron, no shell complexity — the model handles it without shortcuts. I checked against NIST’s official proton data: 0.14% deviation across the full energy range. In physics terms, that’s a bullseye. Five Materials, One Hierarchy I ran five materials together — liquid hydrogen, methane, polyethylene, water, and aluminum — and tested them as a chain. Two things had to hold: thicker shielding means lower dose, and going from hydrogen to aluminum, dose has to climb, because light elements stop protons better. Both held, with no exceptions. Polyethylene and water differ by just 3% in electrons per gram — the model caught even that gap correctly. The sharpest result: at 40 g/cm², liquid hydrogen cuts dose by 44% compared to aluminum. That’s why some spacecraft designs wrap the crew compartment in hydrogen tanks — fuel and radiation shield in one. All five materials are now locked into regression tests. Total: 103 green tests in CI. One Function, One Truth The dashboard and the generated reports used to calculate their numbers separately. Two parallel code paths mean two places for drift to appear. Now both pull from a single shared function. The number on screen and the number in the report are physically incapable of disagreeing."}, {"post_id": 14174, "ts": "2026-06-23T05:11:04Z", "hours": 2.5839, "text": "Devlog #3 — DOSEFIELD Is Live 🚀Hi! Long time no see.DOSEFIELD is now live: https://izbanovj3-prog.github.io/DOSEFIELD/ The entire dosimeter now runs directly in your browser — no installation required. That includes the controls, dose-vs-thickness chart, particle fragmentation toggle, and validation panel.Under the hood, the project is built with Vite and automatically deployed to GitHub Pages through a GitHub Actions workflow. Every push to the main branch triggers a fresh build and deployment. The setup is intentionally simple: deployment uses GitHub’s built-in Actions token, with no external services and no additional secrets.The only challenge in this release wasn’t physics — it was infrastructure. The first deployment failed because GitHub Actions cannot automatically enable GitHub Pages for a repository. The workflow reached that permission boundary and stopped. After enabling Pages in the repository settings and rerunning the workflow, everything deployed successfully.Once the site was live, I verified that all critical assets were being served correctly. The page, stylesheets, and, most importantly, the Web Worker bundle all return HTTP 200 responses with the correct content types.That Web Worker is particularly important because it handles the species-by-species dose integration calculations off the main UI thread. In practice, this means the interface remains responsive while the physics calculations run in the background.No physics models changed in this release, and the known limitations remain the same. This phase was focused entirely on one goal: shipping a fully accessible browser version of DOSEFIELD.The live demo link is now featured at the top of the README."}, {"post_id": 11802, "ts": "2026-06-19T06:41:00Z", "hours": 1.3047, "text": "DOSEFIELD DAY #2:Fragmentation is now in the live app. Until today the web dosimeter only ran the primary-only transport — the most interesting result, that breaking up heavy ions is why hydrogen-rich shielding wins, was buried in a console script. Now there’s a “Primaries only ⇄ + Fragmentation” toggle, and flipping it visibly bends the curves: polyethylene pulls away from aluminium and the mean quality factor drops. Concretely, at solar minimum behind 20 g/cm², polyethylene’s edge over aluminium jumps from 12% to 34% the moment fragmentation turns on — the same figure the validation script prints, read from the same function, not hardcoded. Mean ⟨Q⟩ behind 16 g/cm² of aluminium falls 4.47 → 4.14. Nothing was tuned; the toggle just calls the existing Bradt–Peters model. And the honest ceiling stays put: still no secondary neutrons, so the absorbed-dose gap vs the real MSL/RAD measurement (~0.31 vs 0.46 mGy/day) remains — and the UI footnote says so out loud. 76/76 tests green, build clean. Next: surface the NIST + RAD validation inside the app itself."}, {"post_id": 10579, "ts": "2026-06-17T11:53:38Z", "hours": 1.5142, "text": "Day #1: the hard part is in, now I find out if it’s right I’m building DOSEFIELD, a 1D model that estimates how much radiation an astronaut absorbs on a deep-space mission — and how much shielding actually helps. Cosmic rays in, dose-equivalent out. What’s already solid: the stopping-power core matches NIST PSTAR reference data to within 1.6%, and behind 10 g/cm² of aluminium at solar minimum the model gives 1.96 mSv/day — about 0.70 Sv over a 360-day Mars cruise. That’s 17% past NASA’s 600 mSv career limit. A round trip to Mars quietly blows through the radiation an astronaut is allowed for their entire career. That’s the reason this project exists. But the first version only tracked primary particles, and it showed: my aluminium, polyethylene and water curves were sitting almost on top of each other. That’s physically wrong — polyethylene should shield noticeably better, because hydrogen is good at breaking up heavy ions. The missing piece is nuclear fragmentation. So this week I implemented it — real fragmentation cross sections (Bradt–Peters), not a fudge factor tuned to match NASA’s measured value. The material difference has to come out of the physics: hydrogen has the shortest nuclear interaction length per g/cm², so it should win on its own. No parameter is fit to the answer. Now I’m validating it, and I’m writing the test down BEFORE the result so I can’t quietly move the goalposts. If the physics is right, I should see four things: the curves separate (polyethylene below aluminium), aluminium flatten out at depth, the mean quality factor drop from 4.82 toward ~3.5–4, and the dose move closer to the real MSL/RAD cruise measurement. If they don’t, the model is wrong and I’ll say so. Numbers in the next entry. Either it works or it doesn’t — that’s the whole point of logging the test first. What it still isn’t: 1D, simplified fragmentation, not a replacement for NASA’s HZETRN. Every value traces to a cited source, and the validation suite re-runs on every change."}]...
|
Title: DOSEFIELD by @Zhanik | Stardance
Devlogs:
Title: DOSEFIELD by @Zhanik | Stardance
Devlogs:
Day #1: the hard part is in, now I find out if it’s right I’m building DOSEFIELD, a 1D model that estimates how much radiation an astronaut absorbs on a deep-space mission — and how much shielding actually helps. Cosmic rays in, dose-equivalent out. What’s already solid: the stopping-power core matches NIST PSTAR reference data to within 1.6%, and behind 10 g/cm² of aluminium at solar minimum the model gives 1.96 mSv/day — about 0.70 Sv over a 360-day Mars cruise. That’s 17% past NASA’s 600 mSv career limit. A round trip to Mars quietly blows through the radiation an astronaut is allowed for their entire career. That’s the reason this project exists. But the first version only tracked primary particles, and it showed: my aluminium, polyethylene and water curves were sitting almost on top of each other. That’s physically wrong — polyethylene should shield noticeably better, because hydrogen is good at breaking up heavy ions. The missing piece is nuclear fragmentation. So this week I implemented it — real fragmentation cross sections (Bradt–Peters), not a fudge factor tuned to match NASA’s measured value. The material difference has to come out of the physics: hydrogen has the shortest nuclear interaction length per g/cm², so it should win on its own. No parameter is fit to the answer. Now I’m validating it, and I’m writing the test down BEFORE the result so I can’t quietly move the goalposts. If the physics is right, I should see four things: the curves separate (polyethylene below aluminium), aluminium flatten out at depth, the mean quality factor drop from 4.82 toward ~3.5–4, and the dose move closer to the real MSL/RAD cruise measurement. If they don’t, the model is wrong and I’ll say so. Numbers in the next entry. Either it works or it doesn’t — that’s the whole point of logging the test first. What it still isn’t: 1D, simplified fragmentation, not a replacement for NASA’s HZETRN. Every value traces to a cited source, and the validation suite re-runs on every change.
DOSEFIELD DAY #2:Fragmentation is now in the live app. Until today the web dosimeter only ran the primary-only transport — the most interesting result, that breaking up heavy ions is why hydrogen-rich shielding wins, was buried in a console script. Now there’s a “Primaries only ⇄ + Fragmentation” toggle, and flipping it visibly bends the curves: polyethylene pulls away from aluminium and the mean quality factor drops. Concretely, at solar minimum behind 20 g/cm², polyethylene’s edge over aluminium jumps from 12% to 34% the moment fragmentation turns on — the same figure the validation script prints, read from the same function, not hardcoded. Mean ⟨Q⟩ behind 16 g/cm² of aluminium falls 4.47 → 4.14. Nothing was tuned; the toggle just calls the existing Bradt–Peters model. And the honest ceiling stays put: still no secondary neutrons, so the absorbed-dose gap vs the real MSL/RAD measurement (~0.31 vs 0.46 mGy/day) remains — and the UI footnote says so out loud. 76/76 tests green, build clean. Next: surface the NIST + RAD validation inside the app itself.
Devlog #3 — DOSEFIELD Is Live 🚀Hi! Long time no see.DOSEFIELD is now live: https://izbanovj3-prog.github.io/DOSEFIELD/ The entire dosimeter now runs directly in your browser — no installation required. That includes the controls, dose-vs-thickness chart, particle fragmentation toggle, and validation panel.Under the hood, the project is built with Vite and automatically deployed to GitHub Pages through a GitHub Actions workflow. Every push to the main branch triggers a fresh build and deployment. The setup is intentionally simple: deployment uses GitHub’s built-in Actions token, with no external services and no additional secrets.The only challenge in this release wasn’t physics — it was infrastructure. The first deployment failed because GitHub Actions cannot automatically enable GitHub Pages for a repository. The workflow reached that permission boundary and stopped. After enabling Pages in the repository settings and rerunning the workflow, everything deployed successfully.Once the site was live, I verified that all critical assets were being served correctly. The page, stylesheets, and, most importantly, the Web Worker bundle all return HTTP 200 responses with the correct content types.That Web Worker is particularly important because it handles the species-by-species dose integration calculations off the main UI thread. In practice, this means the interface remains responsive while the physics calculations run in the background.No physics models changed in this release, and the known limitations remain the same. This phase was focused entirely on one goal: shipping a fully accessible browser version of DOSEFIELD.The live demo link is now featured at the top of the README.
Devlog #4 — Heavy Elements Cut, Liquid Hydrogen Locked In Lead and titanium were off by 50%. I didn’t hide it. My model tracks how particles slow down inside matter. For heavy elements like lead and titanium, you need a correction for the atom’s electron shells — skip it, and your numbers drift by half the actual value. I haven’t built that correction yet. Faking the results to look clean would gut the whole point of the model. So heavy elements are out for now. Liquid hydrogen sits at the opposite extreme. One electron, no shell complexity — the model handles it without shortcuts. I checked against NIST’s official proton data: 0.14% deviation across the full energy range. In physics terms, that’s a bullseye. Five Materials, One Hierarchy I ran five materials together — liquid hydrogen, methane, polyethylene, water, and aluminum — and tested them as a chain. Two things had to hold: thicker shielding means lower dose, and going from hydrogen to aluminum, dose has to climb, because light elements stop protons better. Both held, with no exceptions. Polyethylene and water differ by just 3% in electrons per gram — the model caught even that gap correctly. The sharpest result: at 40 g/cm², liquid hydrogen cuts dose by 44% compared to aluminum. That’s why some spacecraft designs wrap the crew compartment in hydrogen tanks — fuel and radiation shield in one. All five materials are now locked into regression tests. Total: 103 green tests in CI. One Function, One Truth The dashboard and the generated reports used to calculate their numbers separately. Two parallel code paths mean two places for drift to appear. Now both pull from a single shared function. The number on screen and the number in the report are physically incapable of disagreeing.
DEVLOG #5 (might be the last devlog) Hey! It’s been 11 days since the last devlog. DOSEFIELD wasn’t abandoned—I was just busy building instead of writing.This update was really about two things: making the code cleaner and making the site feel like it belongs in a space mission.The first issue was hidden in the background. The NASA validation numbers on the website were calculated separately from the ones used in my research. The math was identical, but it existed in multiple places. That meant one future change could easily make the numbers disagree.So I refactored everything to use a single source of truth. Now every result comes from the same function, making the site much easier to maintain and much harder to break.Then I focused on the design. The old version worked, but it didn’t feel like DOSEFIELD. I redesigned the interface with a mission-control style, added a cleaner layout, and simplified the visuals. I also removed a lot of unnecessary effects—less glow, fewer gradients, and a more purposeful look.After all those changes, I reran every test. All 107 tests still pass, and the stopping-power calculations remain within 1.55% of NIST reference data, exactly as before.There’s still one limitation: my model predicts about 67% of the radiation dose measured by NASA during the trip to Mars. That’s because it doesn’t yet simulate secondary particle production inside spacecraft shielding. It’s an important limitation, and it’s clearly explained on the website rather than hidden.The biggest lesson from this update wasn’t about physics—it was about revisiting old work. Good code doesn’t duplicate logic, and good design doesn’t rely on effects to look impressive. Sometimes the best improvement is simply cleaning up what you already built.
DEVLOG #6 Hey everyone!This is probably the last devlog for DOSEFIELD, at least for a while. It’s been an incredible journey—from the first rough prototype to something I’m genuinely proud to share. Thank you to everyone who followed along, tested the project, gave feedback, or simply read these updates. It really meant a lot.v2.3 is the “show your work” release. Nothing changed in the physics—and that’s exactly the point.The biggest addition is a new Methods page that renders the repository’s own METHODS.md and limitations table directly. That means anyone reading the website sees the exact same equations, assumptions, and all 12 limitations that exist in the source code. If the website and the repository ever disagree, the repository is the source of truth.Every page now also includes a provenance footer that’s generated automatically during the build. Instead of typing in a version number by hand, the site runs git rev-parse and the full test suite, then stamps something like:commit e22ef18 · 111/111 tests · verified 2026-07-18The build will actually fail if the tests don’t pass, so it’s impossible to accidentally display a “green” verification badge on a broken build.I also improved chart exports. Figures now render at 3200 px, and each exported chart includes its full configuration in the caption. That makes it much easier to trace a plot back to the exact settings that produced it, whether it’s used in a poster, report, or presentation.One thing I want to be completely clear about: this verification is about the software, not the physics. Passing 111 tests means the implementation behaves as expected according to those tests—it doesn’t prove the scientific model is perfect. The current validation remains the same: about 2× agreement with MSL/RAD, and the 0.67× absorbed-dose gap is still there, clearly documented.That’s exactly what this release is about: transparency over hype, reproducibility over screenshots, and being honest about what the model can—and can’t—do.Thanks for following this project. ❤️
Hey Stardance crew! Three months since my last devlog, so grab a snack and let me catch you up. DOSEFIELD estimates how much radiation an astronaut gets behind shielding on a trip to Mars, then checks itself against real data from NASA’s Curiosity cruise (MSL/RAD). The big news: I found a mistake in my own results. In my first public version, the solar modulation value (W = 30) could not be reproduced from the derivation I had written down. So I went back to the Oulu neutron-monitor data, matched the exact time window RAD used, skipped the solar-storm days, and got W = 47.50. The new numbers look worse, and I kept them: absorbed dose: 0.264 vs 0.458 mGy/day measured (0.58x) dose equivalent: 1.318 vs 1.75 mSv/day (0.75x) mean quality factor: 4.995 vs 3.82 (1.31x) My model skips secondary particles and neutrons, so it under-predicts the dose. I report the gap and leave it alone. Also shipped: a check against the full NIST PSTAR table (max deviation 1.55% from 10 to 1000 MeV), 190 passing tests, a code archive on Zenodo (DOI 10.5281/zenodo.23433384), a revised paper on SSRN, and a website that links to all of it.
Ships:
Today was all about making the site tell the truth about itself instead of just describing itself. I added a Methods and Limitations page that pulls directly from METHODS.md and the README instead of being rewritten into friendly marketing copy. If the documentation and the code ever disagree, the documentation loses immediately because they are now the exact same file. Every page also got an automated footer showing the commit hash, the test count, and the exact verification date. It would have taken five minutes to hardcode a string like “111 tests passing” and move on. Instead, the build script runs the actual test suite first, and if anything fails, the entire build stops cold. This ensures the footer can never claim a passing state that is not true at that exact moment. Wiring a build to gate on its own test results took most of the afternoon because it required thinking through what happens during a failure, not just when everything goes smoothly, but the absolute transparency is worth it. What I like most is that the limitations table on the public site is word-for-word what is in the repository. There is no filtered summary for visitors. The 0.67x gap between my modeled absorbed dose and NASA’s measured RAD numbers reads just as blunt on the public page as it does in the source code. Transparency matters more than hype. Additionally, charts now export at 3200px, and the configuration that produced them gets baked directly into the image itself, meaning a PNG cannot wander off from the settings that generated it. If you want to test it yourself, you can check the live app at DOSEFIELD. Look at the footer for a real commit hash and test count, open the Methods and Limitations page to count the 12 rows in the limitations table, or export a chart to verify the resolution against what is rendered on your screen. The complete source code is also available on GitHub....
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1793285765.9613175
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1793372165.9613175
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20016
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My first slack bot! by @itzRK | Stardance
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itzRK
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T20:08:12Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My First Slack Bot is Live! 🚀 Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands: /smart-bot-for-everyone-ping – checks the bot’s latency. /smart-bot-for-everyone-help – lists all available commands. /smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!", "repo": "https://github.com/itzRK-cell/smart-bot-for-everyone", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 21026, "ts": "202 [{"post_id": 21026, "ts": "2026-07-02T19:56:04Z", "hours": 0.2614, "text": "My First Slack Bot is Live! 🚀Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands:/smart-bot-for-everyone-ping – checks the bot’s latency./smart-bot-for-everyone-help – lists all available commands./smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way, I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!"}]...
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Title: My first slack bot! by @itzRK | Stardance
Title: My first slack bot! by @itzRK | Stardance
Devlogs:
My First Slack Bot is Live! 🚀Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands:/smart-bot-for-everyone-ping – checks the bot’s latency./smart-bot-for-everyone-help – lists all available commands./smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way, I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!
Ships:
My First Slack Bot is Live! 🚀 Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands: /smart-bot-for-everyone-ping – checks the bot’s latency. /smart-bot-for-everyone-help – lists all available commands. /smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!...
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1793296399.9069583
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1793382799.9069583
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20051
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MINIMA Workspace by @Mokila | Stardance
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Mokila
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1
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4.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T08:29:23Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Minima Workspace is a minimalist new tab page that is designed to look clean and distraction free. Instead of the typical buttons to interact with a new tab, Minima uses a CLI like interface where you type commands to customise your workspace.", "repo": "https://github.com/Moksha-0102/give-your-website-a-pulse", "demo": "https://minima-workspace.vercel.app/"}]...
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[{"post_id": 27565, "ts": "202 [{"post_id": 27565, "ts": "2026-07-13T08:25:49Z", "hours": 0.5856, "text": "Devlog #3: Final submission with README and other changes I finalised the readme.md and added some small changes to the website so it looks better."}, {"post_id": 27555, "ts": "2026-07-13T07:42:17Z", "hours": 2.6842, "text": "Devlog #2: Finished Product I managed to finish this entire misson in two sittings, and the final result looks absolutely nothing like what I started with cus i decided to change most of the stuff. I kind of forgot the purpose of the project is to create a new tab page and was drifing away. so i scratched the quote and added an input field right in the middle right under the time. I also added a date and day on the top left and a progress bar that shows hwo far into the year you are. I also added some hyperlinks on the bottom rihgt that connects to github, youtube, and chatgpt. Lastly, instead of physical buttons or tabs, I turned the input bar into a hidden command engine powered by Regular Expressions: Calculator: If I type 256 * 14, it instantly solves it. If I type #ec3750, it generates a geometric color swatch. Slash Commands: I built a /help menu to teach users the interface, a /color command to let users change the acent of the website, and a /theme command for a light/dark mode transition. Focus Mode: Typing /focus removes the year-progress bar, the date, and the links, leaving nothing but the clock and the prompt. And if the user types in a url or anything but the commands, it opens the url in the browser or redirects it to a google search."}, {"post_id": 27293, "ts": "2026-07-12T19:12:45Z", "hours": 0.8344, "text": "Devlog #1: Basic foundation I decided to pause on my other projects for a bit and get started on this. In the past hour, i just created a foundation to devlop my project for this mission. I added a huge live clock and under it i added a field that displays a quote that comes from the DummyJSON api and under it some hyperlinks to github, stack overflow, and youtube. So, quite simple and nothing too complicated"}]...
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Title: MINIMA Workspace by @Mokila | Stardance
De Title: MINIMA Workspace by @Mokila | Stardance
Devlogs:
Devlog #1: Basic foundation I decided to pause on my other projects for a bit and get started on this. In the past hour, i just created a foundation to devlop my project for this mission. I added a huge live clock and under it i added a field that displays a quote that comes from the DummyJSON api and under it some hyperlinks to github, stack overflow, and youtube. So, quite simple and nothing too complicated
Devlog #2: Finished Product I managed to finish this entire misson in two sittings, and the final result looks absolutely nothing like what I started with cus i decided to change most of the stuff. I kind of forgot the purpose of the project is to create a new tab page and was drifing away. so i scratched the quote and added an input field right in the middle right under the time. I also added a date and day on the top left and a progress bar that shows hwo far into the year you are. I also added some hyperlinks on the bottom rihgt that connects to github, youtube, and chatgpt. Lastly, instead of physical buttons or tabs, I turned the input bar into a hidden command engine powered by Regular Expressions: Calculator: If I type 256 * 14, it instantly solves it. If I type #ec3750, it generates a geometric color swatch. Slash Commands: I built a /help menu to teach users the interface, a /color command to let users change the acent of the website, and a /theme command for a light/dark mode transition. Focus Mode: Typing /focus removes the year-progress bar, the date, and the links, leaving nothing but the clock and the prompt. And if the user types in a url or anything but the commands, it opens the url in the browser or redirects it to a google search.
Devlog #3: Final submission with README and other changes I finalised the readme.md and added some small changes to the website so it looks better.
Ships:
Minima Workspace is a minimalist new tab page that is designed to look clean and distraction free. Instead of the typical buttons to interact with a new tab, Minima uses a CLI like interface where you type commands to customise your workspace....
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1793137878.7543826
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1793224278.7543826
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