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27512
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Digital E-ink Clock by @janosch | Stardance
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janosch
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1
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14.0
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71
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T10:24:08Z", "hours": 14.0, "multiplier": 5.0, "payout": 71, "blessing": "neutral", "text": "A retro-inspired desk clock. It’s strange, before, I never really considered that building something like this was an option, if you know what I mean. Like just buying parts and fitting them together and it all working is really magical. It may sound quite annoying, but I am surprisingly glad of how often I failed (mind you, not at the time). I redesigned the outer body of the clock 3 times (plus printing it three times, don’t even want to know how much filament I used up), moved up from an Arduino Uno to an ESP32 as the Uno just didn’t have enough RAM, and redesigned how the buttons would work 4 times. At the time, this was very disheartening, but when I now look at my first draft and imagine this would be the final result, I’m so glad it isn’t. Features E-paper display Current time Date 4-day weather forecast, fetched from Open-Meteo API. Shows day, max temperature, and condition Ambient LED strip, dark purple WS2812B LED strip for mood lighting - Light toggle button, turns the LED strip on or off Alarm system, set alarm hour via a potentiometer dial, small indicator LED shows when alarm is active Snooze/dismiss button, dismisses the alarm when ringing, or toggles AM/PM when setting the alarm WiFi time sync, time is fetched from an NTP server automatically", "repo": "https://github.com/TaminoDesign/clock01", "demo": ""}]...
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[{"post_id": 27568, "ts": "202 [{"post_id": 27568, "ts": "2026-07-13T08:37:41Z", "hours": 3.2, "text": "I think this is it!! I have spent the last few hours connecting everything and organising it inside the housing. Additionally, finished up the code to set an alarm and replaced the quote with the weather forecast. A little less inspiring (especially with the next few days just raining) but more useful 🙃. It really has been an incredible project. It’s strange, before, I never really considered that building something like this was an option, if you know what I mean. Like just buying parts and fitting them together and it all working is really magical. For this final dev vlog, here is the final part list all together: ESP32 dev board RGB addressable light strip 3mm LED light in orange 3.7-inch e-ink display two buttons -one Potentiometer One passive buzzer -a lot of 3d printing filament (PLA and PETG transparent) usb cable It may sound quite annoying, but I am surprisingly glad of how often I failed (mind you, not at the time). I redesigned the outer body of the clock 3 times (plus printing it three times, don’t even want to know how much filament I used up), moved up from an Arduino Uno to an ESP32 as the Uno just didn’t have enough RAM, and redesigned how the buttons would work 4 times. At the time, this was very disheartening, but when I now look at my first draft and imagine this would be the final result, I’m so glad it isn’t."}, {"post_id": 25842, "ts": "2026-07-10T10:03:19Z", "hours": 2.9803, "text": "Finally have everything wired up and working. Well that is except the buttons, they just refuse to work as I want them to. But at least the alarm should be working and it is an alarm clock after all (just no way of stopping it right now). Will experiment more and see what I can do"}, {"post_id": 25707, "ts": "2026-07-10T04:18:52Z", "hours": 1.5833, "text": "It’s coming together, I have just added the button to control the light bar and printed the last elements to hold up the button from the inside. This was a little bit of a challenge working out how the button can be pressed down and click but not fall out or move except down. Well it worked out, now the next step is the alarm function."}, {"post_id": 23328, "ts": "2026-07-06T06:42:49Z", "hours": 1.3833, "text": "The rest of the components arrived (yay), so I got to work connecting the screen to the esp32 board and the LED light strip. It’s working surprisingly well, with the correct time displaying and the LED light turning on. I used Claude to write the code for the screen as I really only know the web languages (e.g. html, css and JS). With actually having the screen I was able to measure it and make some changes to my 3d model that I have just sent to my printer. Really excited to see how it comes out."}, {"post_id": 22552, "ts": "2026-07-05T02:22:09Z", "hours": 0.4833, "text": "Making changes to the box, I really wanted to add an image of the clock itself so I made this mockup. Let me know what you think."}, {"post_id": 21358, "ts": "2026-07-03T07:49:46Z", "hours": 1.415, "text": "The packaging is going well. I wanted to show that the clock has an RGB light. So I decided to add a rainbow of colour to the top left. I also added more details and icons to fill the space. It still needs a lot of work, but is coming together."}, {"post_id": 20646, "ts": "2026-07-02T09:17:17Z", "hours": 0.6, "text": "I’m still waiting on the parts for the clock, but in the meantime, I thought it would be a good idea to think about some packaging. I just love the idea of a retro box designed to fit the whole retro aesthetic of the clock itself. I made a start on the actual box and created a mood board. This is still a very early draft, but I think the key is in adding a lot of very small and fine details."}, {"post_id": 19893, "ts": "2026-07-01T10:04:27Z", "hours": 0.4167, "text": "Just a small update. I have modeled the backplate for the clock and finished preparing it for printing. Unfortunately, I now have to wait until the parts I need arrive so I can start the assembly (esp32 dev board and a e-ink screen). They should be here this week so fingers crossed I can actually see if this works."}, {"post_id": 19075, "ts": "2026-06-30T08:28:43Z", "hours": 1.0333, "text": "I’m making progress, and creating the extras for the clock. For example the panels below the buttons that will hold them up. I have a light bar at the front of the model and have been experimenting with different ways to attach it to the actual body, first I just thought glue. But I wanted to make it a little more secure so I added some overhangs that should help lock it in place. As you can see the icons for the buttons are also finished; a circle for the snooze button to represent a clock and three lines on the light button to represent rays of light."}, {"post_id": 18271, "ts": "2026-06-29T11:17:07Z", "hours": 0.5667, "text": "Started working on the clock buttons and refining the clock body."}, {"post_id": 17535, "ts": "2026-06-28T11:14:20Z", "hours": 0.5833, "text": "I really want to build a digital alarm clock with an e-ink display (like you would find in a Kindle). It is very much retro style as I think that would look really good. I have started to build a design in TinkerCad to 3d print. Here is just the first draft."}]...
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Title: Digital E-ink Clock by @janosch | Stardance Title: Digital E-ink Clock by @janosch | Stardance
Devlogs:
I really want to build a digital alarm clock with an e-ink display (like you would find in a Kindle). It is very much retro style as I think that would look really good. I have started to build a design in TinkerCad to 3d print. Here is just the first draft.
Started working on the clock buttons and refining the clock body.
I’m making progress, and creating the extras for the clock. For example the panels below the buttons that will hold them up. I have a light bar at the front of the model and have been experimenting with different ways to attach it to the actual body, first I just thought glue. But I wanted to make it a little more secure so I added some overhangs that should help lock it in place. As you can see the icons for the buttons are also finished; a circle for the snooze button to represent a clock and three lines on the light button to represent rays of light.
Just a small update. I have modeled the backplate for the clock and finished preparing it for printing. Unfortunately, I now have to wait until the parts I need arrive so I can start the assembly (esp32 dev board and a e-ink screen). They should be here this week so fingers crossed I can actually see if this works.
I’m still waiting on the parts for the clock, but in the meantime, I thought it would be a good idea to think about some packaging. I just love the idea of a retro box designed to fit the whole retro aesthetic of the clock itself. I made a start on the actual box and created a mood board. This is still a very early draft, but I think the key is in adding a lot of very small and fine details.
The packaging is going well. I wanted to show that the clock has an RGB light. So I decided to add a rainbow of colour to the top left. I also added more details and icons to fill the space. It still needs a lot of work, but is coming together.
Making changes to the box, I really wanted to add an image of the clock itself so I made this mockup. Let me know what you think.
The rest of the components arrived (yay), so I got to work connecting the screen to the esp32 board and the LED light strip. It’s working surprisingly well, with the correct time displaying and the LED light turning on. I used Claude to write the code for the screen as I really only know the web languages (e.g. html, css and JS). With actually having the screen I was able to measure it and make some changes to my 3d model that I have just sent to my printer. Really excited to see how it comes out.
It’s coming together, I have just added the button to control the light bar and printed the last elements to hold up the button from the inside. This was a little bit of a challenge working out how the button can be pressed down and click but not fall out or move except down. Well it worked out, now the next step is the alarm function.
Finally have everything wired up and working. Well that is except the buttons, they just refuse to work as I want them to. But at least the alarm should be working and it is an alarm clock after all (just no way of stopping it right now). Will experiment more and see what I can do
I think this is it!! I have spent the last few hours connecting everything and organising it inside the housing. Additionally, finished up the code to set an alarm and replaced the quote with the weather forecast. A little less inspiring (especially with the next few days just raining) but more useful 🙃. It really has been an incredible project. It’s strange, before, I never really considered that building something like this was an option, if you know what I mean. Like just buying parts and fitting them together and it all working is really magical. For this final dev vlog, here is the final part list all together: ESP32 dev board RGB addressable light strip 3mm LED light in orange 3.7-inch e-ink display two buttons -one Potentiometer One passive buzzer -a lot of 3d printing filament (PLA and PETG transparent) usb cable It may sound quite annoying, but I am surprisingly glad of how often I failed (mind you, not at the time). I redesigned the outer body of the clock 3 times (plus printing it three times, don’t even want to know how much filament I used up), moved up from an Arduino Uno to an ESP32 as the Uno just didn’t have enough RAM, and redesigned how the buttons would work 4 times. At the time, this was very disheartening, but when I now look at my first draft and imagine this would be the final result, I’m so glad it isn’t.
Ships:
A retro-inspired desk clock. It’s strange, before, I never really considered that building something like this was an option, if you know what I mean. Like just buying parts and fitting them together and it all working is really magical. It may sound quite annoying, but I am surprisingly glad of how often I failed (mind you, not at the time). I redesigned the outer body of the clock 3 times (plus printing it three times, don’t even want to know how much filament I used up), moved up from an Arduino Uno to an ESP32 as the Uno just didn’t have enough RAM, and redesigned how the buttons would work 4 times. At the time, this was very disheartening, but when I now look at my first draft and imagine this would be the final result, I’m so glad it isn’t. Features E-paper display Current time Date 4-day weather forecast, fetched from Open-Meteo API. Shows day, max temperature, and condition Ambient LED strip, dark purple WS2812B LED strip for mood lighting - Light toggle button, turns the LED strip on or off Alarm system, set alarm hour via a potentiometer dial, small indicator LED shows when alarm is active Snooze/dismiss button, dismisses the alarm when ringing, or toggles AM/PM when setting the alarm WiFi time sync, time is fetched from an NTP server automatically...
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1793271305.1062493
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1793357705.1062493
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27517
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My very own WebOS by @Uxyamo | Stardance
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Uxyamo
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1
|
0.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T08:19:59Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my Personal OS about Lamine Yamal, It’s my first time coding HTML, CSS, and Javascript and it was fun", "repo": "https://github.com/mbbs-iam/PersonalOS", "demo": "https://personalos-worldvup.netlify.app/"}]...
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[{"post_id": 28844, "ts": "202 [{"post_id": 28844, "ts": "2026-07-15T11:33:05Z", "hours": 0.2783, "text": "I added an app that I use alldays in my phone, a tasks apps that help me to be productive. I love how it works, and I thought that it will be more difficult."}, {"post_id": 18195, "ts": "2026-06-29T08:15:28Z", "hours": 0.2544, "text": "I made my first Personal OS, there is some bugs but I’m happy about what I did"}]...
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Title: My very own WebOS by @Uxyamo | Stardance
D Title: My very own WebOS by @Uxyamo | Stardance
Devlogs:
I made my first Personal OS, there is some bugs but I’m happy about what I did
I added an app that I use alldays in my phone, a tasks apps that help me to be productive. I love how it works, and I thought that it will be more difficult.
Ships:
I made my Personal OS about Lamine Yamal, It’s my first time coding HTML, CSS, and Javascript and it was fun...
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1793318090.946882
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1793404490.946882
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27538
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Welcome to The Pathways: The Game by @E_k | Starda Welcome to The Pathways: The Game by @E_k | Stardance...
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E_k
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1
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59.85
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T21:17:02Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder", "repo": "https://github.com/Misted-River/Python", "demo": "https://ek-7.itch.io/welcome-to-the-pathways-the-game"}]...
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[{"post_id": 83466, "ts": "202 [{"post_id": 83466, "ts": "2026-10-28T00:36:36Z", "hours": 1.7378, "text": "Devlog time, because I just realised there was something wrong with collision mech when two keys were pressed at same time! oopsies eheh- thats fixed now but yea I had to hardcore playtest it to make sure… Had to add in more conditional statements that still utilised my previous ones so thats all good yippee rejoice now hopefully my ship hadn’t been seen yet before this devlog if so please excuse that error! I updated the itch page too as I wrote this specific devlog so hopefully all is well ^^’ Video shows my fix in action, as even if i press two keys and the player collides with the path, the player doesnt get stuck yay"}, {"post_id": 82119, "ts": "2026-10-24T00:02:57Z", "hours": 1.9764, "text": "Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again"}, {"post_id": 79276, "ts": "2026-10-13T09:15:45Z", "hours": 10.1331, "text": "Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!"}, {"post_id": 66817, "ts": "2026-09-12T18:35:13Z", "hours": 8.2342, "text": "Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3"}, {"post_id": 50921, "ts": "2026-08-20T12:03:05Z", "hours": 0.2761, "text": "Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D"}, {"post_id": 50892, "ts": "2026-08-20T11:04:50Z", "hours": 3.5822, "text": "Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D"}, {"post_id": 43891, "ts": "2026-08-09T10:36:34Z", "hours": 9.6606, "text": "Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD"}, {"post_id": 35774, "ts": "2026-07-27T12:38:55Z", "hours": 8.4728, "text": "Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)"}, {"post_id": 26493, "ts": "2026-07-11T09:50:54Z", "hours": 8.5944, "text": "Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog."}, {"post_id": 19964, "ts": "2026-07-01T12:58:49Z", "hours": 1.3281, "text": "Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder."}, {"post_id": 19870, "ts": "2026-07-01T08:57:37Z", "hours": 4.9956, "text": "Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D"}, {"post_id": 18364, "ts": "2026-06-29T14:24:17Z", "hours": 0.9494, "text": "Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay"}]...
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Title: Welcome to The Pathways: The Game by @E_k | Title: Welcome to The Pathways: The Game by @E_k | Stardance
Devlogs:
Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay
Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D
Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder.
Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog.
Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)
Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD
Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D
Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D
Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3
Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!
Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again
Devlog time, because I just realised there was something wrong with collision mech when two keys were pressed at same time! oopsies eheh- thats fixed now but yea I had to hardcore playtest it to make sure… Had to add in more conditional statements that still utilised my previous ones so thats all good yippee rejoice now hopefully my ship hadn’t been seen yet before this devlog if so please excuse that error! I updated the itch page too as I wrote this specific devlog so hopefully all is well ^^’ Video shows my fix in action, as even if i press two keys and the player collides with the path, the player doesnt get stuck yay
Ships:
What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder...
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1793155656.3958895
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1793242056.3958895
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27543
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My first slack bot! by @Federico_Tarallo | Stardan My first slack bot! by @Federico_Tarallo | Stardance...
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Federico_Tarallo
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1
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1.0
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6
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T17:14:31Z", "hours": 1.0, "multiplier": 4.1, "payout": 6, "blessing": "neutral", "text": "My first Slack bot that actually stays alive 24/7! I built a Slack bot with Node.js and the Bolt framework that runs continuously on a Linux server, managed by systemd. It has four slash commands: /miobot-ping (checks the bot’s response time), /miobot-help (lists available commands), and a joke command that fetches a random joke from an external API and a cat fact command wich does pretty the same as the joke command but about cat facts. What was challenging: Getting the bot to survive on a real server was way harder than running it on my laptop. I dealt with a systemd config that pointed to the wrong folder, an expired Slack token causing invalid_auth errors, and a slash command that silently failed because the name registered on Slack’s dashboard didn’t match the one in my code. Lots of late-night log reading with journalctl! What I’m proud of: The bot now restarts itself automatically if it ever crashes, and stays online even when my laptop is off. It genuinely feels like running real infrastructure, not just a script. To test it: Type /miobot-help in Slack to see all commands, then try /miobot-ping to see it respond instantly with the bot’s latency! The screenshot shows how it funcions on mobile while computer is turned off.", "repo": "https://github.com/Federico19-1/miobot_project", "demo": "https://hackclub.enterprise.slack.com/archives/C0BF8EB5JBA"}]...
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[{"post_id": 19348, "ts": "202 [{"post_id": 19348, "ts": "2026-06-30T16:59:44Z", "hours": 0.2967, "text": "Spent way too long debugging why /miobot-latency wasn’t responding… only to realize the Slash Command registered on Slack’s dashboard had a completely different name than the one in my code. Two typos, zero communication, one very confused bot. 🤦 Classic case of “it’s not a bug, it’s a naming mismatch.” Fixed it, restarted the service, and now the bot replies instantly with the latency. Lesson learned: always double-check that your Slack command name matches exactly — Slack doesn’t do fuzzy matching! But in my defense regarding my mistake, I wanted to quote Shakespeare"}, {"post_id": 19191, "ts": "2026-06-30T13:37:47Z", "hours": 1.135, "text": "Today I finally got my Slack bot running 24/7 on a real Linux server — and it was NOT easy.The goal was simple: deploy my Node.js Slack bot on Hack Club’s Nest server using systemd so it stays alive forever, even when my laptop is off. What followed was a 2-hour debugging marathon.Everything that went wrong (and why):Pasted the systemd config file in nano and accidentally cut the first line [Unit] — Linux silently rejected the whole fileGot stuck in the systemd pager (those mysterious : symbols) and didn’t know to press q to exit — my next command turned into qsudo 😅VS Code focus switched back to my local Windows terminal without me noticing — suddenly sudo and nano didn’t exist because I was on PowerShellThe project folder was at /root/miobot_project but the service file pointed to /home/federico/miobot_project — which doesn’t existThe .env file had the tokens but the SLACK_APP_TOKEN was expired and giving invalid_authWhat I learned: Linux doesn’t hold your hand. Every error message means something specific. journalctl -u slackbot.service -n 30 became my best friend for reading crash logs.Final result: Active: active (running) 🟢 The bot is live, systemd restarts it automatically if it ever crashes, and it will survive server reboots. First project shipped on real infrastructure!"}]...
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Title: My first slack bot! by @Federico_Tarallo | Title: My first slack bot! by @Federico_Tarallo | Stardance
Devlogs:
Today I finally got my Slack bot running 24/7 on a real Linux server — and it was NOT easy.The goal was simple: deploy my Node.js Slack bot on Hack Club’s Nest server using systemd so it stays alive forever, even when my laptop is off. What followed was a 2-hour debugging marathon.Everything that went wrong (and why):Pasted the systemd config file in nano and accidentally cut the first line [Unit] — Linux silently rejected the whole fileGot stuck in the systemd pager (those mysterious : symbols) and didn’t know to press q to exit — my next command turned into qsudo 😅VS Code focus switched back to my local Windows terminal without me noticing — suddenly sudo and nano didn’t exist because I was on PowerShellThe project folder was at /root/miobot_project but the service file pointed to /home/federico/miobot_project — which doesn’t existThe .env file had the tokens but the SLACK_APP_TOKEN was expired and giving invalid_authWhat I learned: Linux doesn’t hold your hand. Every error message means something specific. journalctl -u slackbot.service -n 30 became my best friend for reading crash logs.Final result: Active: active (running) 🟢 The bot is live, systemd restarts it automatically if it ever crashes, and it will survive server reboots. First project shipped on real infrastructure!
Spent way too long debugging why /miobot-latency wasn’t responding… only to realize the Slash Command registered on Slack’s dashboard had a completely different name than the one in my code. Two typos, zero communication, one very confused bot. 🤦 Classic case of “it’s not a bug, it’s a naming mismatch.” Fixed it, restarted the service, and now the bot replies instantly with the latency. Lesson learned: always double-check that your Slack command name matches exactly — Slack doesn’t do fuzzy matching! But in my defense regarding my mistake, I wanted to quote Shakespeare
Ships:
My first Slack bot that actually stays alive 24/7! I built a Slack bot with Node.js and the Bolt framework that runs continuously on a Linux server, managed by systemd. It has four slash commands: /miobot-ping (checks the bot’s response time), /miobot-help (lists available commands), and a joke command that fetches a random joke from an external API and a cat fact command wich does pretty the same as the joke command but about cat facts. What was challenging: Getting the bot to survive on a real server was way harder than running it on my laptop. I dealt with a systemd config that pointed to the wrong folder, an expired Slack token causing invalid_auth errors, and a slash command that silently failed because the name registered on Slack’s dashboard didn’t match the one in my code. Lots of late-night log reading with journalctl! What I’m proud of: The bot now restarts itself automatically if it ever crashes, and stays online even when my laptop is off. It genuinely feels like running real infrastructure, not just a script. To test it: Type /miobot-help in Slack to see all commands, then try /miobot-ping to see it respond instantly with the bot’s latency! The screenshot shows how it funcions on mobile while computer is turned off....
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1793321766.0389411
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1793408166.0389411
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27556
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Skysync by @bartoszkasyna | Stardance
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bartoszkasyna
|
1
|
96.0
|
880
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T20:21:44Z", "hours": 96.0, "multiplier": 18.26, "payout": 880, "blessing": "neutral", "text": "Privacy-first encrypted cloud storage for securely uploading, organizing, previewing, and sharing files. Built with React, TypeScript, and Rust. Desktop view recommended :)", "repo": "https://github.com/B4rtekk1/SkysyncR", "demo": "https://skysync.dev"}]...
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[{"post_id": 40286, "ts": "202 [{"post_id": 40286, "ts": "2026-08-03T18:30:52Z", "hours": 2.0733, "text": "Updated mobile UI. cant update demo link so here: https://skysync.dev"}, {"post_id": 39470, "ts": "2026-08-02T13:15:45Z", "hours": 5.5069, "text": "Made skysync work with custom domain and SSL certificate. Updated security and UI a little. Updated docker files. Now ready to ship!"}, {"post_id": 38963, "ts": "2026-08-01T16:13:13Z", "hours": 3.6919, "text": "Added Recent and important page. Added folder soft deletion. Added ransomware detector(I hope). Added word files preview. Added sounds files preview."}, {"post_id": 38423, "ts": "2026-07-31T19:44:14Z", "hours": 5.8661, "text": "I didnt focus on UI as I said in previous devlog, I decided to add all functionalities first and then adjust UI. So I improved security page. I also updated backend to be more secure. Two or three devlogs more and I finish functionalities, then i am going on one week holiday. I’m targeting at 15-18 August to deploy"}, {"post_id": 37863, "ts": "2026-07-30T20:46:10Z", "hours": 6.7542, "text": "Improved main page UI. Added security page. Added limits while creating ZIP. Updated settings page. Fixed UI bugs.Now I will focus on mobile view"}, {"post_id": 37213, "ts": "2026-07-29T19:17:10Z", "hours": 5.9672, "text": "Updated dashboard UI a little. Updated settings page. Added download checksum, session managment resumable file upload. Added Typescript syntax. Added c/c++/cuda hihjlighter and syntax."}, {"post_id": 35937, "ts": "2026-07-27T18:20:32Z", "hours": 4.0675, "text": "Successfully dockerized whole aplication"}, {"post_id": 33039, "ts": "2026-07-22T16:26:58Z", "hours": 5.0569, "text": "Updated typescript highlighter. Added better files mobility - folder tree view. Drag & drop files into folders. Pausable/Resumable file upload."}, {"post_id": 32418, "ts": "2026-07-21T16:22:56Z", "hours": 4.7278, "text": "Added typescript highlight support. Now insted of loading placeholder images are blured. Improved UI/UX. Updated mobile support. Fixed bug and vulnelabirity"}, {"post_id": 30875, "ts": "2026-07-18T20:36:51Z", "hours": 4.3769, "text": "Added python highlighter with keyword and variables syntax suggestion. Added more tests."}, {"post_id": 30346, "ts": "2026-07-17T20:23:02Z", "hours": 5.5833, "text": "Added custom nof found page. Updated security settings. Added tests. Added OpenAPI specs."}, {"post_id": 29144, "ts": "2026-07-15T20:33:40Z", "hours": 2.5011, "text": "Added create file modal with extension based editor. Added backend support for some features. Added calendar."}, {"post_id": 28969, "ts": "2026-07-15T16:19:07Z", "hours": 2.3747, "text": "Added link expiration date, added file download limit. Added folder description. Improved user privacy"}, {"post_id": 28784, "ts": "2026-07-15T09:02:28Z", "hours": 2.2144, "text": "Added file deletion with retention. Updated security and privacy"}, {"post_id": 28375, "ts": "2026-07-14T16:27:05Z", "hours": 3.1672, "text": "Added custom PDF preview with basic function - in file search. Next pdf features in next update"}, {"post_id": 27858, "ts": "2026-07-13T19:12:01Z", "hours": 0.4897, "text": "Added notes attached to files"}, {"post_id": 27819, "ts": "2026-07-13T18:20:22Z", "hours": 2.3033, "text": "Added custom video preview with prebked volume chart. Added info card in file tile."}, {"post_id": 27556, "ts": "2026-07-13T07:42:50Z", "hours": 1.9786, "text": "Added Sort and filter options. IMproved text files preview. Added missing animations."}, {"post_id": 27236, "ts": "2026-07-12T16:56:22Z", "hours": 1.3906, "text": "Added sharing file feature with custom qr code."}, {"post_id": 27191, "ts": "2026-07-12T15:04:17Z", "hours": 2.4408, "text": "Added markdown editing with live preview, added text files edit. Added photos preview, Updated CORS."}, {"post_id": 26818, "ts": "2026-07-11T20:35:00Z", "hours": 2.075, "text": "Added settings page. added photos preview. Fixed depracted features from react. Deleted duplicated lines of code"}, {"post_id": 26691, "ts": "2026-07-11T17:01:30Z", "hours": 4.1953, "text": "Enhanced visuals. Added more animations. Added Groups pagenot yet finished). Added file type icons, memory usgae by file types. Added files upload."}, {"post_id": 25198, "ts": "2026-07-09T08:46:30Z", "hours": 1.0972, "text": "Added favourites tile in nav. Tiles are now draggable."}, {"post_id": 22905, "ts": "2026-07-05T15:26:37Z", "hours": 4.0747, "text": "Added main page placeholder. Security update - resistant to most attacks"}, {"post_id": 20170, "ts": "2026-07-01T18:33:23Z", "hours": 5.2494, "text": "Enhanced signing up and loging in flow. Added verification link sent via email. Added utils files. Added config files. Better files organization."}, {"post_id": 17525, "ts": "2026-06-28T10:44:57Z", "hours": 7.0594, "text": "I added simple welcome page and some rust backend"}]...
|
Title: Skysync by @bartoszkasyna | Stardance
Devl Title: Skysync by @bartoszkasyna | Stardance
Devlogs:
I added simple welcome page and some rust backend
Enhanced signing up and loging in flow. Added verification link sent via email. Added utils files. Added config files. Better files organization.
Added main page placeholder. Security update - resistant to most attacks
Added favourites tile in nav. Tiles are now draggable.
Enhanced visuals. Added more animations. Added Groups pagenot yet finished). Added file type icons, memory usgae by file types. Added files upload.
Added settings page. added photos preview. Fixed depracted features from react. Deleted duplicated lines of code
Added markdown editing with live preview, added text files edit. Added photos preview, Updated CORS.
Added sharing file feature with custom qr code.
Added Sort and filter options. IMproved text files preview. Added missing animations.
Added custom video preview with prebked volume chart. Added info card in file tile.
Added notes attached to files
Added custom PDF preview with basic function - in file search. Next pdf features in next update
Added file deletion with retention. Updated security and privacy
Added link expiration date, added file download limit. Added folder description. Improved user privacy
Added create file modal with extension based editor. Added backend support for some features. Added calendar.
Added custom nof found page. Updated security settings. Added tests. Added OpenAPI specs.
Added python highlighter with keyword and variables syntax suggestion. Added more tests.
Added typescript highlight support. Now insted of loading placeholder images are blured. Improved UI/UX. Updated mobile support. Fixed bug and vulnelabirity
Updated typescript highlighter. Added better files mobility - folder tree view. Drag & drop files into folders. Pausable/Resumable file upload.
Successfully dockerized whole aplication
Updated dashboard UI a little. Updated settings page. Added download checksum, session managment resumable file upload. Added Typescript syntax. Added c/c++/cuda hihjlighter and syntax.
Improved main page UI. Added security page. Added limits while creating ZIP. Updated settings page. Fixed UI bugs.Now I will focus on mobile view
I didnt focus on UI as I said in previous devlog, I decided to add all functionalities first and then adjust UI. So I improved security page. I also updated backend to be more secure. Two or three devlogs more and I finish functionalities, then i am going on one week holiday. I’m targeting at 15-18 August to deploy
Added Recent and important page. Added folder soft deletion. Added ransomware detector(I hope). Added word files preview. Added sounds files preview.
Made skysync work with custom domain and SSL certificate. Updated security and UI a little. Updated docker files. Now ready to ship!
Updated mobile UI. cant update demo link so here: https://skysync.dev
Ships:
Privacy-first encrypted cloud storage for securely uploading, organizing, previewing, and sharing files. Built with React, TypeScript, and Rust. Desktop view recommended :)...
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1793224396.3082833
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1793310796.3082833
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27562
|
RISK CALCULATOR by @Waldewort | Stardance
|
Waldewort
|
1
|
4.27
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T18:01:07Z", "hours": 3.0, "multiplier": 1.45, "payout": 4, "blessing": "neutral", "text": "RISK is a fantastic board game for the whole family. But does the endless dice-rolling in the late game turn your game night into a stressful, tedious chore? Not anymore! The RISK Calculator features random number generators that realistically calculate the number of surviving attackers or defenders. Simply enter the number of attackers and defenders, choose how long to keep attacking—for instance, stopping when three units remain to maximize your odds of winning—and let the computer handle the tedious dice-rolling. It calculates the outcome of a battle involving a thousand soldiers—far more than actually exist in the game—in a fraction of a second. With the RISK Calculator, your game becomes a relaxing social activity once again, saving the evening. Give it a try!", "repo": "https://github.com/Waldewort/Calculator-for-Risk-Board-Game-", "demo": "https://github.com/Waldewort/Calculator-for-Risk-Board-Game-/releases/tag/Published"}]...
|
[{"post_id": 19096, "ts": "202 [{"post_id": 19096, "ts": "2026-06-30T10:01:17Z", "hours": 0.6142, "text": "I´ve finished with the help of google gemini my HTML Overlay for the RISK Calculaor. Now you can try it optically beautiful and of course it is still mathematically fully right! So the next RISK game is gonna be comletely chill if you use my fully free and easy-to-use RISK Calculator! Sadly the HTML Overlay was not accepted by Starpheus so it´s an exe File now for voting :( Please give it a try it´s worth it!"}, {"post_id": 18550, "ts": "2026-06-29T18:51:21Z", "hours": 0.6528, "text": "Translation for our english speaker!"}, {"post_id": 18482, "ts": "2026-06-29T17:22:37Z", "hours": 2.5881, "text": "Calculator for RISK I´m now finished with the basic programm! If you want to play RISK relaxed without to have to roll the dice half the time you can now use my calculatur for the fights! Random Integers are generated and in compliance with all the rules of the game calculated. The attacker can also choose how many attackers shall be left and so don´t have to fight the weaker battles with 2 or 1 attacker. The winning chance is like if you roll the dice, about 54% to lose as defender and 46% as attacker, but as I explained in the beginning it´s like in real life not math, it´s a random dice ! But you don´t have to worry about if you lose the fight with my programm qou would also lose with real dices ;) You can now try it, but there will come a lot more features soon!"}]...
|
Title: RISK CALCULATOR by @Waldewort | Stardance
Title: RISK CALCULATOR by @Waldewort | Stardance
Devlogs:
Calculator for RISK I´m now finished with the basic programm! If you want to play RISK relaxed without to have to roll the dice half the time you can now use my calculatur for the fights! Random Integers are generated and in compliance with all the rules of the game calculated. The attacker can also choose how many attackers shall be left and so don´t have to fight the weaker battles with 2 or 1 attacker. The winning chance is like if you roll the dice, about 54% to lose as defender and 46% as attacker, but as I explained in the beginning it´s like in real life not math, it´s a random dice ! But you don´t have to worry about if you lose the fight with my programm qou would also lose with real dices ;) You can now try it, but there will come a lot more features soon!
Translation for our english speaker!
I´ve finished with the help of google gemini my HTML Overlay for the RISK Calculaor. Now you can try it optically beautiful and of course it is still mathematically fully right! So the next RISK game is gonna be comletely chill if you use my fully free and easy-to-use RISK Calculator! Sadly the HTML Overlay was not accepted by Starpheus so it´s an exe File now for voting :( Please give it a try it´s worth it!
Ships:
RISK is a fantastic board game for the whole family. But does the endless dice-rolling in the late game turn your game night into a stressful, tedious chore? Not anymore! The RISK Calculator features random number generators that realistically calculate the number of surviving attackers or defenders. Simply enter the number of attackers and defenders, choose how long to keep attacking—for instance, stopping when three units remain to maximize your odds of winning—and let the computer handle the tedious dice-rolling. It calculates the outcome of a battle involving a thousand soldiers—far more than actually exist in the game—in a fraction of a second. With the RISK Calculator, your game becomes a relaxing social activity once again, saving the evening. Give it a try!...
|
1792828213.5954125
|
1793692213.5954125
|
|
27571
|
My website by @Hamuz | Stardance
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Hamuz
|
1
|
3.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T15:38:05Z", "hours": 3.0, "multiplier": 1.78, "payout": 6, "blessing": "neutral", "text": "i made a website where you can find my social midea and ways to contact me and there is a short dwscription of me", "repo": "https://github.com/Hamuz09/My-first-website/tree/main", "demo": "https://hamuz09.github.io/My-first-website/"}]...
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[{"post_id": 19281, "ts": "202 [{"post_id": 19281, "ts": "2026-06-30T15:35:18Z", "hours": 0.5353, "text": "last devlog i polished my website so is rady the only thing thats missing is the portfolio i’m gonna add that when i will finish my other projects (sorry for my bad english)"}, {"post_id": 19010, "ts": "2026-06-30T05:29:02Z", "hours": 0.3914, "text": "Devlog 3 today i moved the main page styles into a proper block in the across all files. This cleans up the HTML and ensures that the dark background, line heights, and the ‘Space Mono’ font look identical and consistent across headings, paragraphs, and links. Kept the updated homepage structure that acts as a central hub, routing visitors to my-links.html, portfoglio.html, and contact-me.html. Maintained the polished CSS for the .btn-rotondo buttons on the homepage, keeping the clean background colors, solid borders, and tweaked margins."}, {"post_id": 18325, "ts": "2026-06-29T13:05:19Z", "hours": 0.9847, "text": "Devlog 2 today i replaced the “My Links” section from the homepage with a new “About me” section, adding a brief introduction about my dream of becoming a programmer and content creator. Restructured the navigation workflow by introducing dedicated internal pages. The main page now links to my-links.html, portfoglio.html, and contact-me.html instead of redirecting users straight to external social platforms. The original links and contact details have been organized into these separate files. Refined the CSS styling for the .btn-rotondo class to ensure a sharper design. Updated the background handling by switching to background-color, added an explicit solid border matching the brand color, and cleaned up the button margins."}, {"post_id": 18048, "ts": "2026-06-29T00:42:47Z", "hours": 1.5192, "text": "Devlog 1 tody I swapped out the old “My Links” heading for a proper “About Me” section where I talk a bit about my dream of becoming a programmer and content creator. I also completely reworked the navigation—instead of bouncing people straight off-site to YouTube, TikTok, or GitHub from the main page, the homepage now routes internally to my-links.html, portfolio.html, and contact-me.html. Finally, I gave the .btn-rotondo CSS class some love by switching to background-color, adding a solid border to match the theme, and tweaking the margins to make the buttons look way sharper."}]...
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Title: My website by @Hamuz | Stardance
Devlogs:
Title: My website by @Hamuz | Stardance
Devlogs:
Devlog 1 tody I swapped out the old “My Links” heading for a proper “About Me” section where I talk a bit about my dream of becoming a programmer and content creator. I also completely reworked the navigation—instead of bouncing people straight off-site to YouTube, TikTok, or GitHub from the main page, the homepage now routes internally to my-links.html, portfolio.html, and contact-me.html. Finally, I gave the .btn-rotondo CSS class some love by switching to background-color, adding a solid border to match the theme, and tweaking the margins to make the buttons look way sharper.
Devlog 2 today i replaced the “My Links” section from the homepage with a new “About me” section, adding a brief introduction about my dream of becoming a programmer and content creator. Restructured the navigation workflow by introducing dedicated internal pages. The main page now links to my-links.html, portfoglio.html, and contact-me.html instead of redirecting users straight to external social platforms. The original links and contact details have been organized into these separate files. Refined the CSS styling for the .btn-rotondo class to ensure a sharper design. Updated the background handling by switching to background-color, added an explicit solid border matching the brand color, and cleaned up the button margins.
Devlog 3 today i moved the main page styles into a proper block in the across all files. This cleans up the HTML and ensures that the dark background, line heights, and the ‘Space Mono’ font look identical and consistent across headings, paragraphs, and links. Kept the updated homepage structure that acts as a central hub, routing visitors to my-links.html, portfoglio.html, and contact-me.html. Maintained the polished CSS for the .btn-rotondo buttons on the homepage, keeping the clean background colors, solid borders, and tweaked margins.
last devlog i polished my website so is rady the only thing thats missing is the portfolio i’m gonna add that when i will finish my other projects (sorry for my bad english)
Ships:
i made a website where you can find my social midea and ways to contact me and there is a short dwscription of me...
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1793267532.619019
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1793353932.619019
|
|
27573
|
Website by @cardisticfox | Stardance
|
cardisticfox
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T14:42:13Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m not sure if this will work, because the website is hosted by Strawpage, and it’s not open source, but the html is available to download on github, and it runs fine, albiet with broken formatting. I’m not too sure if the site even running offline is due to my system already having the files for the images, but hopefully this works", "repo": "https://github.com/cardisticfox/website", "demo": "https://cardfox.straw.page/"}]...
|
[{"post_id": 17591, "ts": "202 [{"post_id": 17591, "ts": "2026-06-28T13:38:47Z", "hours": 0.2556, "text": "I didn’t know how to hook Strawpage up to Hackatime (or if that’s even possible), so I had the bright idea to learn Figma and draw graphics using that (because it lets me connect hackatime). Anyways the thing that tracks time works half the time, so an hour’s work is apparently 15 minutes, which is enough to post a devlog. Don’t mind the weird mismatched scale of the images, im not too sure what I was doing"}]...
|
Title: Website by @cardisticfox | Stardance
Devlo Title: Website by @cardisticfox | Stardance
Devlogs:
I didn’t know how to hook Strawpage up to Hackatime (or if that’s even possible), so I had the bright idea to learn Figma and draw graphics using that (because it lets me connect hackatime). Anyways the thing that tracks time works half the time, so an hour’s work is apparently 15 minutes, which is enough to post a devlog. Don’t mind the weird mismatched scale of the images, im not too sure what I was doing
Ships:
I’m not sure if this will work, because the website is hosted by Strawpage, and it’s not open source, but the html is available to download on github, and it runs fine, albiet with broken formatting. I’m not too sure if the site even running offline is due to my system already having the files for the images, but hopefully this works...
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1793299792.1332
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1793386192.1332
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27583
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Color Mixing Lamp by @Henrik_Eriksen | Stardance
|
Henrik_Eriksen
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T19:21:28Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an “lamp” that mixes color based on different sensor input, the input can for example be a thermometer or an RGB phototransistor array, in my project i did both. firstly i made the basic RGB phototransistor build by following the guide for project 04 in the Arduino projects book so that i would have an understanding of how the RGB led and its inputs work. i then proceeded to adapt the code so that it could take an input from an thermometer and turn it into an set of RGB colors that gets sent to the RGB led. the biggest difficulties for me in this project was fully understanding the code that i was dealing with and how to rewrite it to function with a thermometer instead of phototransistors. in the picture you can see the project working flawlessly and displaying that it is 25C+ in the room it is in. the colors it displays when it is between 0-7c is blue 7-15 is increasingly white and 15-25 is increasingly orange until it turns red when over 25C.", "repo": "https://github.com/Onlysubhenrik/color-mixing-lamp", "demo": ""}]...
|
[{"post_id": 17791, "ts": "202 [{"post_id": 17791, "ts": "2026-06-28T18:38:28Z", "hours": 1.4572, "text": "Re wrote the code so that i can use a thermometer to decide what colors are displayed, the range of colors goes from blue 0-7 white 7-15 and red/orange 15-25, anything above 25 is just plain red. I know the led lacks an deuser but i dont feel like ordering one just for this small project. the code for this versjon can also be found at my github"}, {"post_id": 17620, "ts": "2026-06-28T14:26:21Z", "hours": 0.7892, "text": "currently made my prototype by following a guide that is in the Arduino starter kit where you make an color changing lamp based on your environmental lighting, i also discovered that my set lacks an red gel to put over an phototransistor. i will now start to modify this build so that i can use other sensor inputs, for example an thermometer. the code for this has been uploaded to github"}]...
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Title: Color Mixing Lamp by @Henrik_Eriksen | Star Title: Color Mixing Lamp by @Henrik_Eriksen | Stardance
Devlogs:
currently made my prototype by following a guide that is in the Arduino starter kit where you make an color changing lamp based on your environmental lighting, i also discovered that my set lacks an red gel to put over an phototransistor. i will now start to modify this build so that i can use other sensor inputs, for example an thermometer. the code for this has been uploaded to github
Re wrote the code so that i can use a thermometer to decide what colors are displayed, the range of colors goes from blue 0-7 white 7-15 and red/orange 15-25, anything above 25 is just plain red. I know the led lacks an deuser but i dont feel like ordering one just for this small project. the code for this versjon can also be found at my github
Ships:
I made an “lamp” that mixes color based on different sensor input, the input can for example be a thermometer or an RGB phototransistor array, in my project i did both. firstly i made the basic RGB phototransistor build by following the guide for project 04 in the Arduino projects book so that i would have an understanding of how the RGB led and its inputs work. i then proceeded to adapt the code so that it could take an input from an thermometer and turn it into an set of RGB colors that gets sent to the RGB led. the biggest difficulties for me in this project was fully understanding the code that i was dealing with and how to rewrite it to function with a thermometer instead of phototransistors. in the picture you can see the project working flawlessly and displaying that it is 25C+ in the room it is in. the colors it displays when it is between 0-7c is blue 7-15 is increasingly white and 15-25 is increasingly orange until it turns red when over 25C....
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1793288942.2985456
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1793375342.2985456
|
|
27587
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Grapher by @michal_brinza | Stardance
|
michal_brinza
|
1
|
4.0
|
28
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T09:12:31Z", "hours": 4.0, "multiplier": 6.8, "payout": 28, "blessing": "neutral", "text": "Hi i made a tool, that i named Graphler. It can: -plot 2 graphs -find the intercept of these graphs -animate both of the graphs if you want them to be animated -find the global maximums and minimums of these graphs. I used a little bit of Ai for debugging purposes. I hope you enjoy the project. I made this project, because we started focusing on functions a lot more in school and i hate sketching them on my own. The quality of live improvements: Graphs, intercepts, maximums and minimums.", "repo": "https://github.com/michalbrinza/graphler", "demo": "https://github.com/michalbrinza/graphler/releases/tag/v.1.0.0"}]...
|
[{"post_id": 19442, "ts": "202 [{"post_id": 19442, "ts": "2026-06-30T19:22:05Z", "hours": 0.7825, "text": "I added an animation function using a clever tool called .after(). It basically updates something after a given amount if time. I just converted the locations given to me from the eval() function to pixel locations and created circles that update every millisecond and that creates an effect of an animation. I also added an ‘‘clear’’ button because i can’t just reset the animations as i can with the normal plot function."}, {"post_id": 19316, "ts": "2026-06-30T16:20:27Z", "hours": 1.4706, "text": "So i added a minimum nd aximum functions for both equations. If you press the corresponding button it creates a dashed line through the global maximum/minimum of the function. Here’s how it works: First apoint gets selected. Than it checks if the point is bigger than an another point that is a pixel away from that point. If the next point is bigger, the next point becomes the fiirst point essentially. The code does that until the next point is smaller than the current point and it stores that point as max_y. Than it continues until it finds yet another point whose next point is smaller than the point. The code than chcecks if this point’s bigger than max_y and if it is than this point becomes max_y. And so on till it checks the entire function."}, {"post_id": 18395, "ts": "2026-06-29T15:14:59Z", "hours": 1.0889, "text": "Ive added a second equation therefore a 2nd graph. After yuo plot the graph you can find the intercept of the 2 graphs. This took a lot of a shorter time to make and i happy about that. It shoes that im getting more accustomed to tkinter and programming in general. Also i think the code to find the intercpet is pretty neat so im going to paste it in for pixel_x in range(450): x = (pixel_x - 450/2) / k try: y1 = eval(rovnica1) y2 = eval(rovnica2) rozdiel = abs(y1-y2) if rozdiel < najmensi_rozdiel: najmensi_rozdiel = rozdiel priesecnik_x = pixel_x priesecnik_y = 225 - (y1 * k) except: continue"}, {"post_id": 18350, "ts": "2026-06-29T13:54:16Z", "hours": 0.7772, "text": "Before thisi worked on the project for an another hour but it didnt get allocated to my project. Im working with support to get that fixed. During these @ hours or so i finished the model UI im going to add a lot more functions and buttons also i moght add an anmiation."}]...
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Title: Grapher by @michal_brinza | Stardance
Devl Title: Grapher by @michal_brinza | Stardance
Devlogs:
Before thisi worked on the project for an another hour but it didnt get allocated to my project. Im working with support to get that fixed. During these @ hours or so i finished the model UI im going to add a lot more functions and buttons also i moght add an anmiation.
Ive added a second equation therefore a 2nd graph. After yuo plot the graph you can find the intercept of the 2 graphs. This took a lot of a shorter time to make and i happy about that. It shoes that im getting more accustomed to tkinter and programming in general. Also i think the code to find the intercpet is pretty neat so im going to paste it in for pixel_x in range(450): x = (pixel_x - 450/2) / k try: y1 = eval(rovnica1) y2 = eval(rovnica2) rozdiel = abs(y1-y2) if rozdiel < najmensi_rozdiel: najmensi_rozdiel = rozdiel priesecnik_x = pixel_x priesecnik_y = 225 - (y1 * k) except: continue
So i added a minimum nd aximum functions for both equations. If you press the corresponding button it creates a dashed line through the global maximum/minimum of the function. Here’s how it works: First apoint gets selected. Than it checks if the point is bigger than an another point that is a pixel away from that point. If the next point is bigger, the next point becomes the fiirst point essentially. The code does that until the next point is smaller than the current point and it stores that point as max_y. Than it continues until it finds yet another point whose next point is smaller than the point. The code than chcecks if this point’s bigger than max_y and if it is than this point becomes max_y. And so on till it checks the entire function.
I added an animation function using a clever tool called .after(). It basically updates something after a given amount if time. I just converted the locations given to me from the eval() function to pixel locations and created circles that update every millisecond and that creates an effect of an animation. I also added an ‘‘clear’’ button because i can’t just reset the animations as i can with the normal plot function.
Ships:
Hi i made a tool, that i named Graphler. It can: -plot 2 graphs -find the intercept of these graphs -animate both of the graphs if you want them to be animated -find the global maximums and minimums of these graphs. I used a little bit of Ai for debugging purposes. I hope you enjoy the project. I made this project, because we started focusing on functions a lot more in school and i hate sketching them on my own. The quality of live improvements: Graphs, intercepts, maximums and minimums....
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1793278294.1475308
|
1793364694.1475308
|
|
27588
|
sejmle by @wavy | Stardance
|
wavy
|
1
|
15.0
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T19:36:11Z", "hours": 15.0, "multiplier": 8.05, "payout": 118, "blessing": "neutral", "text": "I built Sejmle, a daily Wordle-inspired game where you guess Polish MPs. Since our parliament is basically a viral reality show with millions of views on YouTube, I wanted to turn it into a fun game. It tracks your stats, has clean animations, and shoots confetti when you win Getting React state and charts to load from localStorage without breaking Next.js SSR (hydration errors). I fixed it by importing the charts dynamically on the client side. Also, rendering the guess grid dynamically took some neat config mapping to keep the code clean Building the entire UI from scratch so it looks unique and snappy. I’m also hyped about how fast the code is, it saves all your stats offline with zero database latency, so there is no lag at all How to test it? Open the live site at https://sejmle.vercel.app/ Read the quick tutorial popup Type an MP’s name and hit guess Use the colored feedback tiles to find the daily MP Enjoy the win confetti and check your stats!", "repo": "https://github.com/WavyWare/sejmle", "demo": "https://sejmle.vercel.app"}]...
|
[{"post_id": 23021, "ts": "202 [{"post_id": 23021, "ts": "2026-07-05T19:04:28Z", "hours": 4.2778, "text": "This is probably last devlog on this project. Now there are pop-ups for tutorial and victory. Metadata is added, leaderboard is added so I can see my previous guesses and timer is done. Everything I planned is done and I’ve done a little bit more e.g. hint, some debugging and local storage is done so every data is saved like if you guessed that day or guesses. I’m going to ship this project now so this is done!"}, {"post_id": 22396, "ts": "2026-07-04T21:14:03Z", "hours": 3.5775, "text": "Hi there! I’ve done quite a good job on last days. So now there are animations to get that smooth feeling, tutorial pop up, animated suggestion box and solving problems I’ve found. So for now, all the layout of pop up is done and it’s waiting for continuation for pop up when you guessed correctly. Next up to do are: SEO and basic metadata (I don’t even have a title in search bar), simple leaderboard to show average guesses on daily challenge and function that converts input field to timer when you guessed correctly for that day. Have a nice one!"}, {"post_id": 20233, "ts": "2026-07-01T19:40:48Z", "hours": 5.5653, "text": "I’ve added basic logic to my game, so now it works. I have to add announcement if player wins and then minor changes like animations. If you’re not from Poland you may not know polish parliament members, but I would really love you to check and write some comment about my game. Sejmle is available at https://sejmle.vercel.app"}, {"post_id": 17599, "ts": "2026-06-28T13:48:26Z", "hours": 1.2436, "text": "I’ve added system that saves all and most recognizable members of parliament to JSON files."}]...
|
Title: sejmle by @wavy | Stardance
Devlogs:
I’ve Title: sejmle by @wavy | Stardance
Devlogs:
I’ve added system that saves all and most recognizable members of parliament to JSON files.
I’ve added basic logic to my game, so now it works. I have to add announcement if player wins and then minor changes like animations. If you’re not from Poland you may not know polish parliament members, but I would really love you to check and write some comment about my game. Sejmle is available at https://sejmle.vercel.app
Hi there! I’ve done quite a good job on last days. So now there are animations to get that smooth feeling, tutorial pop up, animated suggestion box and solving problems I’ve found. So for now, all the layout of pop up is done and it’s waiting for continuation for pop up when you guessed correctly. Next up to do are: SEO and basic metadata (I don’t even have a title in search bar), simple leaderboard to show average guesses on daily challenge and function that converts input field to timer when you guessed correctly for that day. Have a nice one!
This is probably last devlog on this project. Now there are pop-ups for tutorial and victory. Metadata is added, leaderboard is added so I can see my previous guesses and timer is done. Everything I planned is done and I’ve done a little bit more e.g. hint, some debugging and local storage is done so every data is saved like if you guessed that day or guesses. I’m going to ship this project now so this is done!
Ships:
I built Sejmle, a daily Wordle-inspired game where you guess Polish MPs. Since our parliament is basically a viral reality show with millions of views on YouTube, I wanted to turn it into a fun game. It tracks your stats, has clean animations, and shoots confetti when you win Getting React state and charts to load from localStorage without breaking Next.js SSR (hydration errors). I fixed it by importing the charts dynamically on the client side. Also, rendering the guess grid dynamically took some neat config mapping to keep the code clean Building the entire UI from scratch so it looks unique and snappy. I’m also hyped about how fast the code is, it saves all your stats offline with zero database latency, so there is no lag at all How to test it? Open the live site at https://sejmle.vercel.app/ Read the quick tutorial popup Type an MP’s name and hit guess Use the colored feedback tiles to find the daily MP Enjoy the win confetti and check your stats!...
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1793292527.3968034
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1793378927.3968034
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27590
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arnav-hackpad by @arnavshah100 | Stardance
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arnavshah100
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T03:01:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "arnav-hackpad The arnav-hackpad is a mini-keyboard (or macropad) designed to act as an external number pad with navigation and mouse capabilities, too! It has 10 keyswitches and two rotary encoders. There is a PCF8574AT module (Input/Output pin expander), a top-mounted case, and two layers of keycodes. Challenges Making the macropad was super challenging, since each step of the way required deep research and analysis. It was my first time making something hardware related, so I had no idea how any of the software tools worked or how all the hardware would integrate together. I find it funny now that I spent hours trying to figure out which pin on the microchip I should put my keyswitch matrix wires on (the answer is any one of them!). And that was just the beginning. When making CAD models in Autodesk Fusion, I had to learn how sketches and extrusion work from square one. I looked at so many sources just to confirm my dimensions were correct. After I started making my hackpad in real life, I realized I had done so much wrong. The cable wouldn’t fit, and none of the keys worked! After 3 days of nonstop research, I decided to ask AI for help. First, I checked if my files were in the right spot. Then, I used a multimeter to check if electricity was flowing through the board. I ended up deciding to order pull-up resistors, which did the job by pulling the SDA and SCL lines to 3.3V when idle, making the communication system between the chips work. Additionally, to make a PCF8574AT Scanner work, I had to write TONS of code. Navigating through the challenges was difficult, but each one taught me something that brought me closer towards success. Success When I was holding the pull-up resistors in place and the terminal printed “0x38”, I knew I was onto something. I uploaded the code and watched my screen in shock as I clicked the keys and saw the correct outputs. I was shocked that I was not far from a triumph, one that I had longed for over almost three months, and after soldering the pull-up resistors in place, everything worked flawlessly! I am proud of myself for having the grit and determination to, in the first place, accept the challenge of making a macropad. I stayed up long nights debugging software and hardware issues, but it was all worth it. Along the way, I learned many foundational skills in mechanical engineering and firmware coding. Creativity and Technicality I have added a lot of tools to make this project easy to demo and make, while also including some touches of creativity to make the project more personal. On my slideshow , you can see and interact with all of the individual parts. There is a video to show all of the features of the macropad. On the plate next to the keyswitches, I have added a logo I created with my name on it. Instead of choosing the common sandwich keyboard case, I chose a top-mounted keyboard case to make the keys loud and firm. I took on the challenge to include an I/O expander, even though not many people in the hackpad slack page knew about it. If you want to make the macropad, I have a guide . You must know how to solder to create it. Make sure you double check everything you do, as one small mistake can have a tremendous impact. In the end, you’ll have a beautiful macropad. To learn more about the hackpad and to see an in-depth description, visit my github README .", "repo": "https://github.com/arnavshah100/arnav-hackpad/", "demo": ""}]...
|
[{"post_id": 80714, "ts": "202 [{"post_id": 80714, "ts": "2026-10-18T16:22:14Z", "hours": 0.9506, "text": "I have built and finished my macropad! I made many changes to make the hackpad work, like adding pull up resistors, and reworking the code from the beginning. Now, I have a functional macropad, and have added 2 layers! My README was also drastically changed, as the file is a lot bigger. Some changes in the CAD files made the cable easier to fit, and the design of the plate was changed. I added a video of the hackpad working IRL. Now, I feel more comfortable with PCBs, coding, and 3-D printing. This was a great learning experience!"}, {"post_id": 41372, "ts": "2026-08-05T15:22:34Z", "hours": 3.7283, "text": "I finished creating my ReadMe! It has an intro, a not too long or short description of all the parts of the hackpad, a how to make it part, lots of links, and lots of pictures!"}, {"post_id": 36688, "ts": "2026-07-28T22:08:41Z", "hours": 2.5178, "text": "I finished making all my CAD files, and I put everything in Github! I added a USB-C cutout on the bottom part of the hackpad, and put a design on the plate. I also put everything together in an assembly file. I finally finished!"}, {"post_id": 32538, "ts": "2026-07-21T19:45:36Z", "hours": 1.0936, "text": "I finished the firmware for the hackpad! All the rotary encoders and key switches are coded in KMK because QMK doesn’t have direct integration with PCF8574 expanders. Finally, I have to double-check my work and put it all on Github. I put a screenshot of part of my code below."}, {"post_id": 27238, "ts": "2026-07-12T17:01:03Z", "hours": 3.7447, "text": "I finished the case of the macropad! To make it in a top mount layout, I included 3 parts: the plate, the bottom part, and the top part. Next, I will create the firmware."}, {"post_id": 23198, "ts": "2026-07-06T00:50:51Z", "hours": 2.6361, "text": "I finished my PCB design! After a lot of messy wiring, I have a board that has the main components laid put exactly as I planned. The DRC still throws “Silkscreen clipped by solder mask” errors, but I don’t think anything of the functionality of the board is still broken. I will now move on to making the case of the board."}, {"post_id": 21919, "ts": "2026-07-04T03:14:42Z", "hours": 1.2172, "text": "I finished my schematic. I used matrix wiring for 10 keys and added 2 rotary encoders with switches. I used a 8-bit I/O expander to fit all the global tags."}, {"post_id": 19552, "ts": "2026-06-30T21:34:44Z", "hours": 1.3725, "text": "I followed all the instructions for the HackPad. I forgot to log me making the PCB, so a lot of my time wasn’t logged. Also, it took me a long time to figure out how to navigate through KiCad and Fusion. In the end, I was able to make a PCB board and case that are almost identical to the one in the instructions. Now, I will make my own customizations to the PCB board and case."}]...
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Title: arnav-hackpad by @arnavshah100 | Stardance
Title: arnav-hackpad by @arnavshah100 | Stardance
Devlogs:
I followed all the instructions for the HackPad. I forgot to log me making the PCB, so a lot of my time wasn’t logged. Also, it took me a long time to figure out how to navigate through KiCad and Fusion. In the end, I was able to make a PCB board and case that are almost identical to the one in the instructions. Now, I will make my own customizations to the PCB board and case.
I finished my schematic. I used matrix wiring for 10 keys and added 2 rotary encoders with switches. I used a 8-bit I/O expander to fit all the global tags.
I finished my PCB design! After a lot of messy wiring, I have a board that has the main components laid put exactly as I planned. The DRC still throws “Silkscreen clipped by solder mask” errors, but I don’t think anything of the functionality of the board is still broken. I will now move on to making the case of the board.
I finished the case of the macropad! To make it in a top mount layout, I included 3 parts: the plate, the bottom part, and the top part. Next, I will create the firmware.
I finished the firmware for the hackpad! All the rotary encoders and key switches are coded in KMK because QMK doesn’t have direct integration with PCF8574 expanders. Finally, I have to double-check my work and put it all on Github. I put a screenshot of part of my code below.
I finished making all my CAD files, and I put everything in Github! I added a USB-C cutout on the bottom part of the hackpad, and put a design on the plate. I also put everything together in an assembly file. I finally finished!
I finished creating my ReadMe! It has an intro, a not too long or short description of all the parts of the hackpad, a how to make it part, lots of links, and lots of pictures!
I have built and finished my macropad! I made many changes to make the hackpad work, like adding pull up resistors, and reworking the code from the beginning. Now, I have a functional macropad, and have added 2 layers! My README was also drastically changed, as the file is a lot bigger. Some changes in the CAD files made the cable easier to fit, and the design of the plate was changed. I added a video of the hackpad working IRL. Now, I feel more comfortable with PCBs, coding, and 3-D printing. This was a great learning experience!
Ships:
arnav-hackpad The arnav-hackpad is a mini-keyboard (or macropad) designed to act as an external number pad with navigation and mouse capabilities, too! It has 10 keyswitches and two rotary encoders. There is a PCF8574AT module (Input/Output pin expander), a top-mounted case, and two layers of keycodes. Challenges Making the macropad was super challenging, since each step of the way required deep research and analysis. It was my first time making something hardware related, so I had no idea how any of the software tools worked or how all the hardware would integrate together. I find it funny now that I spent hours trying to figure out which pin on the microchip I should put my keyswitch matrix wires on (the answer is any one of them!). And that was just the beginning. When making CAD models in Autodesk Fusion, I had to learn how sketches and extrusion work from square one. I looked at so many sources just to confirm my dimensions were correct. After I started making my hackpad in real life, I realized I had done so much wrong. The cable wouldn’t fit, and none of the keys worked! After 3 days of nonstop research, I decided to ask AI for help. First, I checked if my files were in the right spot. Then, I used a multimeter to check if electricity was flowing through the board. I ended up deciding to order pull-up resistors, which did the job by pulling the SDA and SCL lines to 3.3V when idle, making the communication system between the chips work. Additionally, to make a PCF8574AT Scanner work, I had to write TONS of code. Navigating through the challenges was difficult, but each one taught me something that brought me closer towards success. Success When I was holding the pull-up resistors in place and the terminal printed “0x38”, I knew I was onto something. I uploaded the code and watched my screen in shock as I clicked the keys and saw the correct outputs. I was shocked that I was not far from a triumph, one that I had longed for over almost three months, and after soldering the pull-up resistors in place, everything worked flawlessly! I am proud of myself for having the grit and determination to, in the first place, accept the challenge of making a macropad. I stayed up long nights debugging software and hardware issues, but it was all worth it. Along the way, I learned many foundational skills in mechanical engineering and firmware coding. Creativity and Technicality I have added a lot of tools to make this project easy to demo and make, while also including some touches of creativity to make the project more personal. On my slideshow , you can see and interact with all of the individual parts. There is a video to show all of the features of the macropad. On the plate next to the keyswitches, I have added a logo I created with my name on it. Instead of choosing the common sandwich keyboard case, I chose a top-mounted keyboard case to make the keys loud and firm. I took on the challenge to include an I/O expander, even though not many people in the hackpad slack page knew about it. If you want to make the macropad, I have a guide . You must know how to solder to create it. Make sure you double check everything you do, as one small mistake can have a tremendous impact. In the end, you’ll have a beautiful macropad. To learn more about the hackpad and to see an in-depth description, visit my github README ....
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1793281800.4979439
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1793368200.4979439
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27611
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skywalk by @zhirkopro115 | Stardance
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zhirkopro115
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1
|
85.39
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T19:23:24Z", "hours": 82.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello dear tester i made this game cs i one time i stumbled across game like that that i liked but i wanted to add a phew things to it cs i liked it but it wasnt my game so i created my own with my own features. I am very proud that i made autopilot and guide i think that was the hardest things to do ( and physics od course like gravity and whatewer ). What do you need to know to play? i think you only need to know that arrow up it the throttle up and arrow down is throttle down and also you need to know that wars is the q and e buttoms map is m and you dont need to worry about autopilot doing strange things it will do it just don touch it cs it will turn off and remember that the starter rocket can fly to the moon but not back ( cs there is not enough fuel) so if you wanted to go back to earth you would need to build a larger rocket and i think thats all . good luck testing it and have a good morning/afternoon/evening/night bye :)", "repo": "https://github.com/zhirkoalexander-maker/ellipse", "demo": "https://zhirkoalexander-maker.github.io/ellipse/"}]...
|
[{"post_id": 75570, "ts": "202 [{"post_id": 75570, "ts": "2026-09-30T13:54:19Z", "hours": 3.3944, "text": "hello dear testers i wrote yes i wrote this game with help of ai but now i got 35 procent ai ( like the autopilot is ai and map is ai ( on map just planets)) everithing else i wrote myself with the help of my dad . Please may you stop rejecting my project again and again ( i am so sorry i cant do more of this cs i am in 8 grade ant only on this week i had 9 tests ( this includes piano that i play)) i just did everithing i could to this project sorry and bye"}, {"post_id": 74141, "ts": "2026-09-26T19:15:30Z", "hours": 5.6719, "text": "helloooo everyone and today i officially ended my project. jst added a new model of the rocket ( cs it looked bad in my opinion ) and in the start if you joined for the first time there will be a guide waiting for you ( kinda struggled on that one ) and added this legs that hold the rocket when it is about to launch. I very wanted to add more things about the game to this devlog but if i will be adding here every feature it would cost me like 8 h so sorry but you can always check it out yourself here https://zhirkoalexander-maker.github.io/ellipse/ oh and i changed the game name from ellipse to challanger ( yeah that spaceship that exploded back in 1990 (sorry dont know the real date)) cs the game with name ellipse alredy exsit bla bla bla. oookey this is the end so thanks every one for beeng here and buy ( for some one who is rating my game pls dont rate me hard i am a starter and my dad helped me a lot and i am jst so bad in english ) btw if anybody wanted to know i am saving up on a bambulab mini ok soo now its the real end so bye and see you later :)"}, {"post_id": 72370, "ts": "2026-09-22T19:29:54Z", "hours": 8.8811, "text": "hi everyone today i made this cool crash animation that shows up when you try to land on a planet faster than 30 m/s (i think i might change it to higher soon like to 70 m/s so it will be easier to land) and i am working on a landing porcess but it is so hard and idk what to do but i want to do it myself without ai so sorry if it will be trash and sorry for the rocket details i am just so bad at drawing especially 3d models (i trided hard)and thats all. Oh and i changed the warp a lil bit so it dosent take you 5 mins to fly to the jupiter (warp is q and e buttons) oh and i added sas (autopilot) so if you dont want to fly to the moon yourself ( its preery hard) you can just press sas and sellect the planet but still it is preety much a concepcion but il try my best to do it thnks for reading bye :)"}, {"post_id": 36662, "ts": "2026-07-28T21:18:14Z", "hours": 10.3414, "text": "hello. ehhhhh….. i dont think you know how much love and my life i gave to this game and this is the best i can do. when i add new things there are 2 new bugs and that was happening for more than a 100 times. i dont think i will end this game cs i and tired. sorry fellas.(dont judge my devlogs please cs i spend most time coding) sorry and see you in another 10 h"}, {"post_id": 29128, "ts": "2026-07-15T19:57:31Z", "hours": 8.8847, "text": "today added the sun and added the debug screen to see what wrong (debug was very hard even harder than the game(wasted 5 h on it)) and i think i am going to add the guide in the menu(there is help button but it dosnt work yet) soo i think i is all for today and have a good thms :)"}, {"post_id": 27670, "ts": "2026-07-13T13:21:13Z", "hours": 10.0064, "text": "today nothing special in this devlog i fixed some bugs that were glitching the game. and added so you can actualy see the rocket in the vehicle assembly and i am going to make this better. and if you want to know the bugs i fixed and what i added (bet you dont) but i am still going to write that cs it need to be in the devlog. soo i fixed thet the roket couldnt land properly on the planets and wasnt crashing if the speed was to fast (more than 30 m/s) also fixed that the earth gravity was to strong and you couldnt tke off cs your fuel was running yout to fast. also added that the rocket have weight so if your rocket is to heavy you cant lift od aaand i added the sun day and night. if you made it here i am impressed (pls follow?) ok ok i am joking by have a good day (or night or evening or lunch or morning or 1 oclock or 2 or clock or….) ok see ya :) (follow @paper_01 )"}, {"post_id": 26589, "ts": "2026-07-11T14:37:27Z", "hours": 8.4506, "text": "this is video of my gameplay of the game and i like it like this is what i wanted to create but there is more to presice like landing on other planets crashes and more. you can play it right now there https://zhirkoalexander-maker.github.io/ellipse/ the game isnt finshed yet but if you want to play here. :)"}, {"post_id": 24968, "ts": "2026-07-08T21:09:46Z", "hours": 8.3767, "text": "today nothing crazy i added a bunch of models and fixed a few bugs (like gravity was to strong) also i added crash to the game so if you go into the planet to fast you crash into it and i added a normal working menu yeah and also 3d recurces i took from here if you want https://science.nasa.gov/3d-resources/ (nasa 3d models)"}, {"post_id": 22045, "ts": "2026-07-04T09:22:41Z", "hours": 3.5458, "text": "today i added a better texture of the rocket and a degree meter so you know in what posytion are you right now also added a phew buttons (they were there but they werent working properly) and i think in the next update i will add a smoother landing see ya ;)"}, {"post_id": 20091, "ts": "2026-07-01T16:40:56Z", "hours": 2.6222, "text": "StarWeld v0.4: real textures + 3D terrain on all planets, KSC launch pad at real coords, terrain collision matches visual mountains, controls locked on pad until liftoff, compressed orbits (Moon 4Mm), fuel ×1.5, reentry heat, HUD. Fixed: Moon clipping, ocean spawn, mountain clipping, TS clean. sorry i was writing it like robot cs i dont have much time. ps it still sucks i will fix it toomorow"}, {"post_id": 19436, "ts": "2026-06-30T19:15:07Z", "hours": 9.2897, "text": "today didnt do much but added some buttons to menu fixed some bugs and added better texure of earth and now its time for physyk of the game and honestly …. ahhh i think i will need help of ai or if someone can help with it pls comment"}, {"post_id": 17607, "ts": "2026-06-28T14:06:37Z", "hours": 6.4111, "text": "i wanted to create game where you build and launch you rocket ship to planets in solar system here is my first work"}]...
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Title: skywalk by @zhirkopro115 | Stardance
Devlo Title: skywalk by @zhirkopro115 | Stardance
Devlogs:
i wanted to create game where you build and launch you rocket ship to planets in solar system here is my first work
today didnt do much but added some buttons to menu fixed some bugs and added better texure of earth and now its time for physyk of the game and honestly …. ahhh i think i will need help of ai or if someone can help with it pls comment
StarWeld v0.4: real textures + 3D terrain on all planets, KSC launch pad at real coords, terrain collision matches visual mountains, controls locked on pad until liftoff, compressed orbits (Moon 4Mm), fuel ×1.5, reentry heat, HUD. Fixed: Moon clipping, ocean spawn, mountain clipping, TS clean. sorry i was writing it like robot cs i dont have much time. ps it still sucks i will fix it toomorow
today i added a better texture of the rocket and a degree meter so you know in what posytion are you right now also added a phew buttons (they were there but they werent working properly) and i think in the next update i will add a smoother landing see ya ;)
today nothing crazy i added a bunch of models and fixed a few bugs (like gravity was to strong) also i added crash to the game so if you go into the planet to fast you crash into it and i added a normal working menu yeah and also 3d recurces i took from here if you want https://science.nasa.gov/3d-resources/ (nasa 3d models)
this is video of my gameplay of the game and i like it like this is what i wanted to create but there is more to presice like landing on other planets crashes and more. you can play it right now there https://zhirkoalexander-maker.github.io/ellipse/ the game isnt finshed yet but if you want to play here. :)
today nothing special in this devlog i fixed some bugs that were glitching the game. and added so you can actualy see the rocket in the vehicle assembly and i am going to make this better. and if you want to know the bugs i fixed and what i added (bet you dont) but i am still going to write that cs it need to be in the devlog. soo i fixed thet the roket couldnt land properly on the planets and wasnt crashing if the speed was to fast (more than 30 m/s) also fixed that the earth gravity was to strong and you couldnt tke off cs your fuel was running yout to fast. also added that the rocket have weight so if your rocket is to heavy you cant lift od aaand i added the sun day and night. if you made it here i am impressed (pls follow?) ok ok i am joking by have a good day (or night or evening or lunch or morning or 1 oclock or 2 or clock or….) ok see ya :) (follow @paper_01 )
today added the sun and added the debug screen to see what wrong (debug was very hard even harder than the game(wasted 5 h on it)) and i think i am going to add the guide in the menu(there is help button but it dosnt work yet) soo i think i is all for today and have a good thms :)
hello. ehhhhh….. i dont think you know how much love and my life i gave to this game and this is the best i can do. when i add new things there are 2 new bugs and that was happening for more than a 100 times. i dont think i will end this game cs i and tired. sorry fellas.(dont judge my devlogs please cs i spend most time coding) sorry and see you in another 10 h
hi everyone today i made this cool crash animation that shows up when you try to land on a planet faster than 30 m/s (i think i might change it to higher soon like to 70 m/s so it will be easier to land) and i am working on a landing porcess but it is so hard and idk what to do but i want to do it myself without ai so sorry if it will be trash and sorry for the rocket details i am just so bad at drawing especially 3d models (i trided hard)and thats all. Oh and i changed the warp a lil bit so it dosent take you 5 mins to fly to the jupiter (warp is q and e buttons) oh and i added sas (autopilot) so if you dont want to fly to the moon yourself ( its preery hard) you can just press sas and sellect the planet but still it is preety much a concepcion but il try my best to do it thnks for reading bye :)
helloooo everyone and today i officially ended my project. jst added a new model of the rocket ( cs it looked bad in my opinion ) and in the start if you joined for the first time there will be a guide waiting for you ( kinda struggled on that one ) and added this legs that hold the rocket when it is about to launch. I very wanted to add more things about the game to this devlog but if i will be adding here every feature it would cost me like 8 h so sorry but you can always check it out yourself here https://zhirkoalexander-maker.github.io/ellipse/ oh and i changed the game name from ellipse to challanger ( yeah that spaceship that exploded back in 1990 (sorry dont know the real date)) cs the game with name ellipse alredy exsit bla bla bla. oookey this is the end so thanks every one for beeng here and buy ( for some one who is rating my game pls dont rate me hard i am a starter and my dad helped me a lot and i am jst so bad in english ) btw if anybody wanted to know i am saving up on a bambulab mini ok soo now its the real end so bye and see you later :)
hello dear testers i wrote yes i wrote this game with help of ai but now i got 35 procent ai ( like the autopilot is ai and map is ai ( on map just planets)) everithing else i wrote myself with the help of my dad . Please may you stop rejecting my project again and again ( i am so sorry i cant do more of this cs i am in 8 grade ant only on this week i had 9 tests ( this includes piano that i play)) i just did everithing i could to this project sorry and bye
Ships:
Hello dear tester i made this game cs i one time i stumbled across game like that that i liked but i wanted to add a phew things to it cs i liked it but it wasnt my game so i created my own with my own features. I am very proud that i made autopilot and guide i think that was the hardest things to do ( and physics od course like gravity and whatewer ). What do you need to know to play? i think you only need to know that arrow up it the throttle up and arrow down is throttle down and also you need to know that wars is the q and e buttoms map is m and you dont need to worry about autopilot doing strange things it will do it just don touch it cs it will turn off and remember that the starter rocket can fly to the moon but not back ( cs there is not enough fuel) so if you wanted to go back to earth you would need to build a larger rocket and i think thats all . good luck testing it and have a good morning/afternoon/evening/night bye :)...
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1793152458.4724112
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1793238858.4724112
|
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27620
|
'Amazing' Jokes Generator by @y4r4 | Stard 'Amazing' Jokes Generator by @y4r4 | Stardance...
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y4r4
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1
|
2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T13:42:42Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that generates random (dad) jokes using HTML, CSS and JavaScript. To get a joke you just have to click the button. The hardest part was probably the java script code and finding out how it can generate random jokes without repeating them or using a loop of handwritten notes. I am very proud of how the styling of the website turned out.", "repo": "https://github.com/y4r4a/legoo", "demo": "https://y4r4a.github.io/legoo/"}]...
|
[{"post_id": 17592, "ts": "202 [{"post_id": 17592, "ts": "2026-06-28T13:38:49Z", "hours": 2.0, "text": "I made a website that generates random (dad) jokes using HTML, CSS and JavaScript. When you click the button a random joke appears."}]...
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Title: 'Amazing' Jokes Generator by @y4r4 Title: 'Amazing' Jokes Generator by @y4r4 | Stardance
Devlogs:
I made a website that generates random (dad) jokes using HTML, CSS and JavaScript. When you click the button a random joke appears.
Ships:
I made a website that generates random (dad) jokes using HTML, CSS and JavaScript. To get a joke you just have to click the button. The hardest part was probably the java script code and finding out how it can generate random jokes without repeating them or using a loop of handwritten notes. I am very proud of how the styling of the website turned out....
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1792878792.9351435
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1793742792.9351435
|
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27631
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RedactOS by @No_Code | Stardance
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No_Code
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1
|
11.6
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T18:07:43Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This pretty obviously an operating system for your browser, but what does it do? It’s made to feel like a real system with the basic functions you need to get some (light ) stuff done. It includes: a notes APP a web browser a calculator a timer Have fun with it and feel free to leave a like if you enjoy it. See you in WebOS2", "repo": "https://github.com/nocode-96/RedactOS", "demo": "https://os.hexcat.at"}]...
|
[{"post_id": 46296, "ts": "202 [{"post_id": 46296, "ts": "2026-08-13T12:59:37Z", "hours": 4.6022, "text": "Update on first ship of the WebOS: Thanks to one of the people at Stardance ( seriously thank you) who told me to redesign the style of the OS I rewrote most of the CSS code and added some QoL features. I think it looks way better already, but I’m not quiet satisfied with the windows yet."}, {"post_id": 44120, "ts": "2026-08-09T17:59:14Z", "hours": 1.37, "text": "Final Devlog for stage 1(WEBOS1): This last sprints purpose was to have everything working. The biggest fixes include the calculator, z-index layering and positioning of the windows when initial opened. I also restyled the top bar again . Fun fact: example.com is website made only to be an example."}, {"post_id": 42593, "ts": "2026-08-07T12:38:09Z", "hours": 1.4239, "text": "Today I made huge progress: I set an background image which i think looks way cooler than the gradient before. I also finally made better Dock icons, but by far the biggest change is probably the web-browser I made with an iframe. A small mention should also probably get the Internet connection status which I implemented in the top bar, I saw that while scrolling on Instagram and I think it’s a nice touch. I also want to add that I reworked the top bar system in general to be more flexible."}, {"post_id": 42238, "ts": "2026-08-06T21:07:23Z", "hours": 2.4164, "text": "Today I fixed minor bugs and made a notes app, timer and an not so working calculator. I will also have to make some better dock icons."}, {"post_id": 18210, "ts": "2026-06-29T08:42:10Z", "hours": 2.0697, "text": "I was able to have the first window work and also made a cool mac style bar. I was also able to make these cool svg Icons using a guide from w3school and a little help from gemini to actually make the look good."}]...
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Title: RedactOS by @No_Code | Stardance
Devlogs:
Title: RedactOS by @No_Code | Stardance
Devlogs:
I was able to have the first window work and also made a cool mac style bar. I was also able to make these cool svg Icons using a guide from w3school and a little help from gemini to actually make the look good.
Today I fixed minor bugs and made a notes app, timer and an not so working calculator. I will also have to make some better dock icons.
Today I made huge progress: I set an background image which i think looks way cooler than the gradient before. I also finally made better Dock icons, but by far the biggest change is probably the web-browser I made with an iframe. A small mention should also probably get the Internet connection status which I implemented in the top bar, I saw that while scrolling on Instagram and I think it’s a nice touch. I also want to add that I reworked the top bar system in general to be more flexible.
Final Devlog for stage 1(WEBOS1): This last sprints purpose was to have everything working. The biggest fixes include the calculator, z-index layering and positioning of the windows when initial opened. I also restyled the top bar again . Fun fact: example.com is website made only to be an example.
Update on first ship of the WebOS: Thanks to one of the people at Stardance ( seriously thank you) who told me to redesign the style of the OS I rewrote most of the CSS code and added some QoL features. I think it looks way better already, but I’m not quiet satisfied with the windows yet.
Ships:
This pretty obviously an operating system for your browser, but what does it do? It’s made to feel like a real system with the basic functions you need to get some (light ) stuff done. It includes: a notes APP a web browser a calculator a timer Have fun with it and feel free to leave a like if you enjoy it. See you in WebOS2...
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1793252977.0818644
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1793339377.0818644
|
|
27635
|
Tap by @Sander | Stardance
|
Sander
|
1
|
5.0
|
21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T11:57:32Z", "hours": 5.0, "multiplier": 4.53, "payout": 21, "blessing": "neutral", "text": "I’ve created a lightweight autoclicker built in python. It has a modern UI and its very clean, and it works like it should", "repo": "https://github.com/sanderhd/tap", "demo": "https://github.com/sanderhd/tap/releases"}]...
|
[{"post_id": 22801, "ts": "202 [{"post_id": 22801, "ts": "2026-07-05T11:51:40Z", "hours": 0.2919, "text": "I’ve fixed the loading of the themes, it now gets saved into the Tap folder in AppData. I’ve also removed Linux/mac from the build, because i have no way to test those 2."}, {"post_id": 19186, "ts": "2026-06-30T13:32:52Z", "hours": 1.1511, "text": "Release V0.0.2 I’ve added a settings page, where users can customize their experience in the app. I’ve also fixed a bug where the CPS was not updating correctly, and was limited to 10cps. Also a new button has been added, a pin, to pin the app to the top, so it wont get lost"}, {"post_id": 18566, "ts": "2026-06-29T19:14:27Z", "hours": 1.2356, "text": "I’ve done a lot of imrovements on the code, i’ve also made a installer system, where you can install Tap on your system globally instead of the .exe in your downloads. Oh, and also a version system, where if you are not on the latest version, it will show a orange upgrade arrow."}, {"post_id": 18398, "ts": "2026-06-29T15:16:38Z", "hours": 1.3444, "text": "I’ve improve the UI with TailwindCSS, and i’ve reworked the JS to make it future proof. I’ve also added support for hotkeys, so you can set a key to start/stop the auto clicker. I’ve also added Github Actions to make Builds/Releases!"}, {"post_id": 17598, "ts": "2026-06-28T13:46:56Z", "hours": 0.5972, "text": "I’ve started with building the program, at first, i was using tkinter, but that was not so future proof, because its very limited with styling and things like that. I’m now using pywebview, which has some HTML/CSS support, which is way better for this use."}]...
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Title: Tap by @Sander | Stardance
Devlogs:
I’ve s Title: Tap by @Sander | Stardance
Devlogs:
I’ve started with building the program, at first, i was using tkinter, but that was not so future proof, because its very limited with styling and things like that. I’m now using pywebview, which has some HTML/CSS support, which is way better for this use.
I’ve improve the UI with TailwindCSS, and i’ve reworked the JS to make it future proof. I’ve also added support for hotkeys, so you can set a key to start/stop the auto clicker. I’ve also added Github Actions to make Builds/Releases!
I’ve done a lot of imrovements on the code, i’ve also made a installer system, where you can install Tap on your system globally instead of the .exe in your downloads. Oh, and also a version system, where if you are not on the latest version, it will show a orange upgrade arrow.
Release V0.0.2 I’ve added a settings page, where users can customize their experience in the app. I’ve also fixed a bug where the CPS was not updating correctly, and was limited to 10cps. Also a new button has been added, a pin, to pin the app to the top, so it wont get lost
I’ve fixed the loading of the themes, it now gets saved into the Tap folder in AppData. I’ve also removed Linux/mac from the build, because i have no way to test those 2.
Ships:
I’ve created a lightweight autoclicker built in python. It has a modern UI and its very clean, and it works like it should...
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1793300018.585132
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1793386418.585132
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27642
|
Useless project to impress NASA + HC by @Christian Useless project to impress NASA + HC by @Christianlikes67_Bobbpheus | Stardance...
|
Christianlikes67_Bobbpheus
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T17:05:06Z", "hours": 0.0, "multiplier": 1.0, "payout": 0, "blessing": "neutral", "text": "I made the MOST useless project ngl. There was nothing challenging, this is just a fun little thing for NASA and Hackclub and yeah! That’s it.", "repo": "https://github.com/Christianlikes67/Useless-web-4-nasa-and-hc", "demo": "https://christianlikes67.github.io/Useless-web-4-nasa-and-hc/"}]...
|
[{"post_id": 17717, "ts": "202 [{"post_id": 17717, "ts": "2026-06-28T17:03:33Z", "hours": 0.2906, "text": "the MOST useless website that is made for NASA and Hackclub and is just made for fun"}]...
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Title: Useless project to impress NASA + HC by @Ch Title: Useless project to impress NASA + HC by @Christianlikes67_Bobbpheus | Stardance
Devlogs:
the MOST useless website that is made for NASA and Hackclub and is just made for fun
Ships:
I made the MOST useless project ngl. There was nothing challenging, this is just a fun little thing for NASA and Hackclub and yeah! That’s it....
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1792878443.4170048
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1793742443.4170048
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27643
|
Slack bot gets the sack by @SphericalHamster | Sta Slack bot gets the sack by @SphericalHamster | Stardance...
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SphericalHamster
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T21:15:08Z", "hours": 0.0, "multiplier": 1.18, "payout": 0, "blessing": "neutral", "text": "Hello all! This is my first project on Starsance! So excited! I followed and expanded on the slackbot project guide, and made a few mistakes along the way. (Like not properly tracking my time, this took around 3-4hrs) Anyway… you can test it on the official Hack Club workspace on slack, under #bot-spam! For all the commands: Use: /sackbot-help and have fun!", "repo": "https://github.com/BallHamster/stardance_slack_bot/", "demo": "https://hackclub.enterprise.slack.com/messages/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 18330, "ts": "202 [{"post_id": 18330, "ts": "2026-06-29T13:10:55Z", "hours": 0.2783, "text": "Hello all! I am working on a really basic slackot called sackbot! Built with the normal commands, and a little more! It is running 0-24 on Hackclub’s bot-spam channel on slack. /sackbot-help to use!"}]...
|
Title: Slack bot gets the sack by @SphericalHamste Title: Slack bot gets the sack by @SphericalHamster | Stardance
Devlogs:
Hello all! I am working on a really basic slackot called sackbot! Built with the normal commands, and a little more! It is running 0-24 on Hackclub’s bot-spam channel on slack. /sackbot-help to use!
Ships:
Hello all! This is my first project on Starsance! So excited! I followed and expanded on the slackbot project guide, and made a few mistakes along the way. (Like not properly tracking my time, this took around 3-4hrs) Anyway… you can test it on the official Hack Club workspace on slack, under #bot-spam! For all the commands: Use: /sackbot-help and have fun!...
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1793252906.5631979
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1793339306.5631979
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27645
|
Squishy Calculator by @ssm2322 | Stardance
|
ssm2322
|
1
|
2.26
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T17:05:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a calculator with SoftBody Physics! When you press a button the key… falls down. It may not be practical but it’s fun lol. I challenged myself to work around issues and resolve bugs I’ve never encountered. Hope you can make some amazing calculations!", "repo": "https://github.com/sm2322/Squishy-Calculator", "demo": "https://immortalsheepstudios.itch.io/squishy-calculator"}]...
|
[{"post_id": 18003, "ts": "202 [{"post_id": 18003, "ts": "2026-06-28T23:36:15Z", "hours": 0.2583, "text": "Added Floor for Shipping"}, {"post_id": 17707, "ts": "2026-06-28T16:53:48Z", "hours": 0.2903, "text": "First Itch Io builds!"}, {"post_id": 17663, "ts": "2026-06-28T15:31:09Z", "hours": 0.5708, "text": "It looks so cute lol"}, {"post_id": 17609, "ts": "2026-06-28T14:07:22Z", "hours": 0.7894, "text": "Building dat calculator"}]...
|
Title: Squishy Calculator by @ssm2322 | Stardance
Title: Squishy Calculator by @ssm2322 | Stardance
Devlogs:
Building dat calculator
It looks so cute lol
First Itch Io builds!
Added Floor for Shipping
Ships:
I made a calculator with SoftBody Physics! When you press a button the key… falls down. It may not be practical but it’s fun lol. I challenged myself to work around issues and resolve bugs I’ve never encountered. Hope you can make some amazing calculations!...
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1793321666.4829195
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1793408066.4829195
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27657
|
My Personal Font by @Alki | Stardance
|
Alki
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T21:13:10Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a story telling site as my intro to coding. this was my first time and alot of this was build while learning all of it so im very proud of what i built. I made this to be seen on a avrge mnonoters aspect ratio so if you end of upsing this on a phone, flip it, or an unconventoanl size display, i hope it works out becaue it worked fine for me so high hopes. this was my first time shipping deploying heck even writing html. so hope yoou enjoy my birds story. «33", "repo": "https://github.com/main90102010-maker/My-Site-", "demo": "https://my-site-mu-snowy-66.vercel.app/"}]...
|
[{"post_id": 42978, "ts": "202 [{"post_id": 42978, "ts": "2026-08-07T23:49:38Z", "hours": 11.2311, "text": "Day 7 I finally finished!!! My site is up and running as i learned how top use vercel and i had my freind help with the designs. Now its not perfect but for my first ship i think i did good, not too bad, i could have made it better but i think this is a good point to end off on. come check it out(it might not work vertical so keep in mind :p) https://my-site-mu-snowy-66.vercel.app/"}, {"post_id": 21282, "ts": "2026-07-03T03:54:44Z", "hours": 5.2028, "text": "Day 4(?) – This was by far my productive day and im happy with how its turning out. gonna get back att it longer tomorow since i dont have summer suplpement classes . happy with today good progress >:)"}, {"post_id": 20337, "ts": "2026-07-01T22:17:52Z", "hours": 1.5775, "text": "Dey 3 im almoast half way done with the text, the next part will be coding for images and the fading in and out function for the story. its red now. rejoyce"}, {"post_id": 18880, "ts": "2026-06-30T02:21:44Z", "hours": 0.7258, "text": "Day 2* (cuz I didn’t log the first day its day 2) - I was able to get all the extensions and stuff set to my neo I got a while ago which I though I would use for coding but really only used for Minecraft. im stoked tho cuz ill be able to code during my breaks one small thing Im a bit worried abt I had my brother help and he set up claude code for it but the project challenge im building for is not wanting me to have more than 25% of my code be written by ai so Im going back to using VScode instead of antigravity. im trying to conect hackatime and its ability to track hours on my mac /this device but it seems to not be working with antagravity right now."}, {"post_id": 18070, "ts": "2026-06-29T01:53:37Z", "hours": 3.4789, "text": "Started working on a site for the first time!!! I spent a while trying to figure out the first slide of my site which will be a story told from the pov of a bird more devlogs(and hours) to come hopefully <3"}]...
|
Title: My Personal Font by @Alki | Stardance
Devl Title: My Personal Font by @Alki | Stardance
Devlogs:
Started working on a site for the first time!!! I spent a while trying to figure out the first slide of my site which will be a story told from the pov of a bird more devlogs(and hours) to come hopefully <3
Day 2* (cuz I didn’t log the first day its day 2) - I was able to get all the extensions and stuff set to my neo I got a while ago which I though I would use for coding but really only used for Minecraft. im stoked tho cuz ill be able to code during my breaks one small thing Im a bit worried abt I had my brother help and he set up claude code for it but the project challenge im building for is not wanting me to have more than 25% of my code be written by ai so Im going back to using VScode instead of antigravity. im trying to conect hackatime and its ability to track hours on my mac /this device but it seems to not be working with antagravity right now.
Dey 3 im almoast half way done with the text, the next part will be coding for images and the fading in and out function for the story. its red now. rejoyce
Day 4(?) – This was by far my productive day and im happy with how its turning out. gonna get back att it longer tomorow since i dont have summer suplpement classes . happy with today good progress >:)
Day 7 I finally finished!!! My site is up and running as i learned how top use vercel and i had my freind help with the designs. Now its not perfect but for my first ship i think i did good, not too bad, i could have made it better but i think this is a good point to end off on. come check it out(it might not work vertical so keep in mind :p) https://my-site-mu-snowy-66.vercel.app/
Ships:
I made a story telling site as my intro to coding. this was my first time and alot of this was build while learning all of it so im very proud of what i built. I made this to be seen on a avrge mnonoters aspect ratio so if you end of upsing this on a phone, flip it, or an unconventoanl size display, i hope it works out becaue it worked fine for me so high hopes. this was my first time shipping deploying heck even writing html. so hope yoou enjoy my birds story. «33...
|
1793231297.773851
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1793317697.773851
|
|
27663
|
ClubSync by @Dalt | Stardance
|
Dalt
|
1
|
14.0
|
42
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T20:50:40Z", "hours": 14.0, "multiplier": 2.88, "payout": 42, "blessing": "neutral", "text": "Created a mock database consistency checker across some fake hack club databases. This database checker uses SQL queries to ensure data is consistent across multiple databases. Functionality is added to create new memebers and add inconsistencies in the data to test the checker.", "repo": "https://github.com/DanielC8/ClubSync", "demo": "https://club-sync-dun.vercel.app/"}]...
|
[{"post_id": 29149, "ts": "202 [{"post_id": 29149, "ts": "2026-07-15T20:48:28Z", "hours": 5.6606, "text": "Actual visual functionality and deployed to replit app"}, {"post_id": 27746, "ts": "2026-07-13T16:03:08Z", "hours": 6.1731, "text": "Created script that does the consistency checking c:"}, {"post_id": 23489, "ts": "2026-07-06T14:40:16Z", "hours": 2.1567, "text": "Created a script to automatically make test databases"}, {"post_id": 20807, "ts": "2026-07-02T14:48:56Z", "hours": 0.4897, "text": "Set up codebase"}]...
|
Title: ClubSync by @Dalt | Stardance
Devlogs:
Set Title: ClubSync by @Dalt | Stardance
Devlogs:
Set up codebase
Created a script to automatically make test databases
Created script that does the consistency checking c:
Actual visual functionality and deployed to replit app
Ships:
Created a mock database consistency checker across some fake hack club databases. This database checker uses SQL queries to ensure data is consistent across multiple databases. Functionality is added to create new memebers and add inconsistencies in the data to test the checker....
|
1793234875.7681954
|
1793321275.7681954
|
|
27666
|
My first slack bot! by @purlimurlikas | Stardance
|
purlimurlikas
|
1
|
9.22
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T21:44:50Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first Slack Bot! It’s not too developed (yet) I plan to add more commands in the future, but I got through the hard part. A lot was hard for me, but I got help from people on slack, which helped me a lot :), and when I really couldn’t figure out what to do and what I was doing wrong, AI helped me understand and fix (fixed) my mistakes, and other mistakes in the code. This Slack Bot Delilah6312 responds to different commands.", "repo": "https://github.com/purlimurlikas-maker/Purli-s-repository", "demo": "https://hackclub.enterprise.slack.com/archives/C0BF89U3RRP"}]...
|
[{"post_id": 32321, "ts": "202 [{"post_id": 32321, "ts": "2026-07-21T12:45:17Z", "hours": 1.6481, "text": "Trying to fix the new commands, they have a timeout error (yes, I used AI), it still has the same error sometimes though."}, {"post_id": 31696, "ts": "2026-07-20T09:47:35Z", "hours": 3.5706, "text": "I added a couple of new commands, and I am trying to get them to run on Nest 24/7, but I am facing some difficulties. I don’t know where I have gone wrong, but I’m trying to figure it out. I had some other commands that I tried to add as well, but one would not work correctly and the other one worked before, but a couple days later the place I got the API from was shut down by the creator of it."}, {"post_id": 20279, "ts": "2026-07-01T20:32:18Z", "hours": 0.6406, "text": "Yesterday I added a joke command and uploaded my code. 😝"}, {"post_id": 18671, "ts": "2026-06-29T21:13:35Z", "hours": 1.7608, "text": "fixed my problems and added a catfact command! (took lots of time and had many issues but got a bit more of my project done)"}, {"post_id": 18532, "ts": "2026-06-29T18:29:55Z", "hours": 1.2158, "text": "Working on understanding coding and trying to figure out what I’ve done wrong in my coding."}]...
|
Title: My first slack bot! by @purlimurlikas | Sta Title: My first slack bot! by @purlimurlikas | Stardance
Devlogs:
Working on understanding coding and trying to figure out what I’ve done wrong in my coding.
fixed my problems and added a catfact command! (took lots of time and had many issues but got a bit more of my project done)
Yesterday I added a joke command and uploaded my code. 😝
I added a couple of new commands, and I am trying to get them to run on Nest 24/7, but I am facing some difficulties. I don’t know where I have gone wrong, but I’m trying to figure it out. I had some other commands that I tried to add as well, but one would not work correctly and the other one worked before, but a couple days later the place I got the API from was shut down by the creator of it.
Trying to fix the new commands, they have a timeout error (yes, I used AI), it still has the same error sometimes though.
Ships:
I made my first Slack Bot! It’s not too developed (yet) I plan to add more commands in the future, but I got through the hard part. A lot was hard for me, but I got help from people on slack, which helped me a lot :), and when I really couldn’t figure out what to do and what I was doing wrong, AI helped me understand and fix (fixed) my mistakes, and other mistakes in the code. This Slack Bot Delilah6312 responds to different commands....
|
1793245972.9247115
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1793332372.9247115
|
|
27667
|
Portal 2 Weather Display by @matt_stew | Stardance
|
matt_stew
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T16:24:16Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created the Portal 2 test chamber screen in software to run on a pc display with date and weather.", "repo": "https://github.com/Jethro112/Portal-Display", "demo": "https://github.com/Jethro112/Portal-Display/releases/tag/v1.0.0"}]...
|
[{"post_id": 61534, "ts": "202 [{"post_id": 61534, "ts": "2026-09-04T14:24:24Z", "hours": 4.2794, "text": "PORTAL WEATHER DISPLAY IS ALIVE!!11!! Guys, this is MASSIVE, I have finally completed it and I am sitting in English class about to ship, please go check it out i need some feedback!"}, {"post_id": 20384, "ts": "2026-07-01T23:28:48Z", "hours": 3.5642, "text": "The Portal 2 Weather Display project is reaching its final software stages!! The second image is from me figuring out how to display accurate weather data and how to make the text into an image and stretch it to fit the theme of the test charmer signs. The third uses the days of the month and pairs it with the day OF the month to make a cool looking completion bar. NOW, I I’m going to add the weather data, and, maybe, possibly, deploy the code on a raspberry pi and hook it up to a projector. [stay tuned ;)] (third photo is what the project is based on, and the forth is me working on the weather labels)"}]...
|
Title: Portal 2 Weather Display by @matt_stew | St Title: Portal 2 Weather Display by @matt_stew | Stardance
Devlogs:
The Portal 2 Weather Display project is reaching its final software stages!! The second image is from me figuring out how to display accurate weather data and how to make the text into an image and stretch it to fit the theme of the test charmer signs. The third uses the days of the month and pairs it with the day OF the month to make a cool looking completion bar. NOW, I I’m going to add the weather data, and, maybe, possibly, deploy the code on a raspberry pi and hook it up to a projector. [stay tuned ;)] (third photo is what the project is based on, and the forth is me working on the weather labels)
PORTAL WEATHER DISPLAY IS ALIVE!!11!! Guys, this is MASSIVE, I have finally completed it and I am sitting in English class about to ship, please go check it out i need some feedback!
Ships:
I created the Portal 2 test chamber screen in software to run on a pc display with date and weather....
|
1793292482.8166275
|
1793378882.8166275
|
|
27669
|
automatic unzipper by @YUSK00l | Stardance
|
YUSK00l
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T17:19:46Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is a tool that automatically unzips files(only files with .zip) that goes into download folder if you have the feature were –chmod is enabled it will give the file read and write and run as a program permissions and any a zip file that is password locked or is not a .zip it will ignore it. the most challenging part was learning the librarys needed for the project i think this project will help people who just find it annoying to manually unzip it", "repo": "https://github.com/Yusk00l/unzipper", "demo": "https://asciinema.org/a/7Qn8toWi0DKclA5J"}]...
|
[{"post_id": 18489, "ts": "202 [{"post_id": 18489, "ts": "2026-06-29T17:29:17Z", "hours": 0.8103, "text": "Making a little app in the terminal for it"}]...
|
Title: automatic unzipper by @YUSK00l | Stardance
Title: automatic unzipper by @YUSK00l | Stardance
Devlogs:
Making a little app in the terminal for it
Ships:
this is a tool that automatically unzips files(only files with .zip) that goes into download folder if you have the feature were –chmod is enabled it will give the file read and write and run as a program permissions and any a zip file that is password locked or is not a .zip it will ignore it. the most challenging part was learning the librarys needed for the project i think this project will help people who just find it annoying to manually unzip it...
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1793292594.525616
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1793378994.525616
|
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27681
|
ZPay by @TADSTech | Stardance
|
TADSTech
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T08:05:41Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Zpay is still in it’s early stages and there is still so much room to scale, right now only supporting whatsapp for now", "repo": "https://github.com/TADSTech/Zpay", "demo": "https://zpay.tadstech.dev"}]...
|
[{"post_id": 27056, "ts": "202 [{"post_id": 27056, "ts": "2026-07-12T08:04:06Z", "hours": 6.9022, "text": "Updated landing page, payment systems handling and the testing suite to ensure everything is perfect on live deployment"}, {"post_id": 17642, "ts": "2026-06-28T14:58:01Z", "hours": 1.7839, "text": "Finally finished authentication and user credentials and Zpay should be ready to ship with a few changes"}]...
|
Title: ZPay by @TADSTech | Stardance
Devlogs:
Fin Title: ZPay by @TADSTech | Stardance
Devlogs:
Finally finished authentication and user credentials and Zpay should be ready to ship with a few changes
Updated landing page, payment systems handling and the testing suite to ensure everything is perfect on live deployment
Ships:
Zpay is still in it’s early stages and there is still so much room to scale, right now only supporting whatsapp for now...
|
1793246059.58731
|
1793332459.58731
|
|
27688
|
SATELIDOM by @Andrea | Stardance
|
Andrea
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T19:11:48Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is done, i wanna be on the builded queque", "repo": "https://github.com/Tei-Pancake/Satelite", "demo": ""}]...
|
[{"post_id": 61525, "ts": "202 [{"post_id": 61525, "ts": "2026-09-04T14:06:40Z", "hours": 2.1242, "text": "I finish building my project!"}, {"post_id": 28955, "ts": "2026-07-15T15:55:33Z", "hours": 1.2781, "text": "Proud of what I did this time, thank you all for the support :) see you next time on a (Hopefully) amazing project, this is everything, Andrea over and Out!"}, {"post_id": 24479, "ts": "2026-07-08T01:44:27Z", "hours": 8.8253, "text": "DEVLOG #2 Today I reached a major milestone in my project: I finished the complete 3D model of my satellite! After many hours of prototyping, wiring components, debugging code, and testing sensors, I finally assembled the full digital design. My goal was to build a compact satellite-inspired device where every component has a real purpose and the necessary sensors remain exposed to interact with the environment. Current hardware: 🔹 Raspberry Pi Pico W 🔹 PIR motion sensor 🔹 DHT11 temperature & humidity sensor 🔹 16×2 I2C LCD display 🔹 Status LED 🔹 Passive buzzer Current features: ✅ Motion detection ✅ Audible and visual intrusion alarm ✅ Real-time temperature and humidity monitoring ✅ LCD interface that alternates between the satellite status and environmental data Next milestone: 📡 Integrate Telegram notifications so the satellite can send real-time intrusion alerts directly to my phone. After that, I’ll move on to 3D printing the enclosure, assembling the final hardware, and testing the complete prototype. It’s exciting to see this idea evolve from a concept into a working project (a sexy one). There is still work to do, but every iteration gets me one step closer to the final satellite. Feedback and suggestions are always welcome!"}, {"post_id": 20770, "ts": "2026-07-02T13:47:28Z", "hours": 6.1689, "text": "DEVLOG #1 This is a summary about what I did from day 1 to day 3 (Today) of my newest project, a satelite, I hope u Like It: Throughout the days, I dedicated myself to making it work, because I didn’t really have an image in my head of how I wanted the polished version to look, so I got to work. I tested each component individually, which were: DHT11: A humidity and temperature sensor. LCD Screen. PIR: Presence sensor (Although let’s call it a motion detector). Buzzer: A little device that produces vibrations to generate sound. LED: Just an LED. Raspberry Pi Pico W: The brain of everything. In general, I didn’t have many problems with the components, EXCEPT for the LCD screen. It gave me the most trouble because I had never worked with one before, and there I was for an hour trying to make it work. Then I realized that I didn’t want to risk my components foolishly, so I did an online test (which I had to repeat because I didn’t do it right). But I already assembled it IRL, and these are its functions: An LED that blinks slowly when the satellite is active. The PIR detects when something moves in its field of vision, and triggers an alarm that is audible through the Buzzer, and the LED starts blinking faster. The DHT11 measures the ambient temperature and humidity and displays it on the LCD screen. The object is identified through a message on the screen. There is another part of the project in development, and I hope to show it soon."}]...
|
Title: SATELIDOM by @Andrea | Stardance
Devlogs:
Title: SATELIDOM by @Andrea | Stardance
Devlogs:
DEVLOG #1 This is a summary about what I did from day 1 to day 3 (Today) of my newest project, a satelite, I hope u Like It: Throughout the days, I dedicated myself to making it work, because I didn’t really have an image in my head of how I wanted the polished version to look, so I got to work. I tested each component individually, which were: DHT11: A humidity and temperature sensor. LCD Screen. PIR: Presence sensor (Although let’s call it a motion detector). Buzzer: A little device that produces vibrations to generate sound. LED: Just an LED. Raspberry Pi Pico W: The brain of everything. In general, I didn’t have many problems with the components, EXCEPT for the LCD screen. It gave me the most trouble because I had never worked with one before, and there I was for an hour trying to make it work. Then I realized that I didn’t want to risk my components foolishly, so I did an online test (which I had to repeat because I didn’t do it right). But I already assembled it IRL, and these are its functions: An LED that blinks slowly when the satellite is active. The PIR detects when something moves in its field of vision, and triggers an alarm that is audible through the Buzzer, and the LED starts blinking faster. The DHT11 measures the ambient temperature and humidity and displays it on the LCD screen. The object is identified through a message on the screen. There is another part of the project in development, and I hope to show it soon.
DEVLOG #2 Today I reached a major milestone in my project: I finished the complete 3D model of my satellite! After many hours of prototyping, wiring components, debugging code, and testing sensors, I finally assembled the full digital design. My goal was to build a compact satellite-inspired device where every component has a real purpose and the necessary sensors remain exposed to interact with the environment. Current hardware: 🔹 Raspberry Pi Pico W 🔹 PIR motion sensor 🔹 DHT11 temperature & humidity sensor 🔹 16×2 I2C LCD display 🔹 Status LED 🔹 Passive buzzer Current features: ✅ Motion detection ✅ Audible and visual intrusion alarm ✅ Real-time temperature and humidity monitoring ✅ LCD interface that alternates between the satellite status and environmental data Next milestone: 📡 Integrate Telegram notifications so the satellite can send real-time intrusion alerts directly to my phone. After that, I’ll move on to 3D printing the enclosure, assembling the final hardware, and testing the complete prototype. It’s exciting to see this idea evolve from a concept into a working project (a sexy one). There is still work to do, but every iteration gets me one step closer to the final satellite. Feedback and suggestions are always welcome!
Proud of what I did this time, thank you all for the support :) see you next time on a (Hopefully) amazing project, this is everything, Andrea over and Out!
I finish building my project!
Ships:
This is done, i wanna be on the builded queque...
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1793148731.0906267
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1793235131.0906267
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27703
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Dance App by @Venkatesh | Stardance
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Venkatesh
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1
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28.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T15:19:10Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Before you guys review this project poorly for the usage of AI, I would wanna make it clear that i still learnt a really good amount of development. At the end of the day software development is about shaping the user experience and design a product that solved the problem and is worth using. I used AI to aid me with the tedious work that would have otherwise been impossible within my timeframe of less than 2 weeks. ⠀ Cutting to the chase this dance game was made for a local competition in my country. The theme for the competition was about how culture can be preserved using technology. The full project also includes a physical arcade style device with a dancing servo robot with 6 joints (excluding knees). ⠀ The goal of the project is to act as an entry point for students in Singapore to learn more about cultural dances in Singapore. I chose to approach the preservation of culture via learning cultural dances as it bypasses any linguistic barriers to make it more widely accessible to better serve as an entry point for younger kids to have at least a faint idea on how other cultures are like. ⠀ With about 28 hours spent on coding this and countless more on the hardware, ideation, documentation, admin and much more, I managed to clench first place in the competition. I also feel that the current state of the app is satisfactory as a prototype. ⠀ Even though quite buggy and somewhat unstable, I would potentially update the project near the end of the year, until then i would be moving onto other projects! I hope yall find this attempt at preserving culture with technology meaningful, fun or at least interesting, thanks for reading!", "repo": "https://github.com/vensah-dev/wro-project", "demo": "https://vensah.dev/wro-project"}]...
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[{"post_id": 64843, "ts": "202 [{"post_id": 64843, "ts": "2026-09-09T15:14:56Z", "hours": 5.7175, "text": "Added: Made all the songs more stable and lenient in detection for compete mode (took up a lot of time) added fun facts for each mode Made the select mode have a bg The grading system us revised to work on score rather than accuracy percentage Leaderboard badges"}, {"post_id": 64145, "ts": "2026-09-08T10:50:22Z", "hours": 12.1842, "text": "Features added: Working main menu page hosted on github itself to try ability to send serial input to an ESP controlled robot doll Additional Screen Effects added Leaderboards system to help compete mode"}, {"post_id": 48892, "ts": "2026-08-17T13:39:07Z", "hours": 7.9083, "text": "I am working on a dance app for a local competition where the theme is robots meet culture, so the idea is to make a software based dance game that will help users traditional dances and compete with their friends through dancing. Thus far, i have added in the ability to dance to a song and a learn mode which lets you move ur body to the different dance moves at ur own pace. Selection menu to choose song and select whether they wanna learn or dance (compete mode) to that song Soon i will be making compete mode a local 1v1 and add in a main menu like in minecraft for settings, quitting and entering the actual game."}, {"post_id": 28689, "ts": "2026-07-15T02:57:24Z", "hours": 1.7333, "text": "An app where an AI model will be able to detect the movement of body joints to verify if the player is dancing a certain dance. planned features: users can compete with someone else in real life by taking turns doing a certain dance. The ‘accuracy’ of the dance will affect the scoring users can learn how to dance by dancing certain moves until they get it correct current state: currently I have setup the Google MediaPipe Pose Landmarks model to detect realtime body movement, tuned to be able to track well in differig lighting conditions"}]...
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Title: Dance App by @Venkatesh | Stardance
Devlog Title: Dance App by @Venkatesh | Stardance
Devlogs:
An app where an AI model will be able to detect the movement of body joints to verify if the player is dancing a certain dance. planned features: users can compete with someone else in real life by taking turns doing a certain dance. The ‘accuracy’ of the dance will affect the scoring users can learn how to dance by dancing certain moves until they get it correct current state: currently I have setup the Google MediaPipe Pose Landmarks model to detect realtime body movement, tuned to be able to track well in differig lighting conditions
I am working on a dance app for a local competition where the theme is robots meet culture, so the idea is to make a software based dance game that will help users traditional dances and compete with their friends through dancing. Thus far, i have added in the ability to dance to a song and a learn mode which lets you move ur body to the different dance moves at ur own pace. Selection menu to choose song and select whether they wanna learn or dance (compete mode) to that song Soon i will be making compete mode a local 1v1 and add in a main menu like in minecraft for settings, quitting and entering the actual game.
Features added: Working main menu page hosted on github itself to try ability to send serial input to an ESP controlled robot doll Additional Screen Effects added Leaderboards system to help compete mode
Added: Made all the songs more stable and lenient in detection for compete mode (took up a lot of time) added fun facts for each mode Made the select mode have a bg The grading system us revised to work on score rather than accuracy percentage Leaderboard badges
Ships:
Before you guys review this project poorly for the usage of AI, I would wanna make it clear that i still learnt a really good amount of development. At the end of the day software development is about shaping the user experience and design a product that solved the problem and is worth using. I used AI to aid me with the tedious work that would have otherwise been impossible within my timeframe of less than 2 weeks. ⠀ Cutting to the chase this dance game was made for a local competition in my country. The theme for the competition was about how culture can be preserved using technology. The full project also includes a physical arcade style device with a dancing servo robot with 6 joints (excluding knees). ⠀ The goal of the project is to act as an entry point for students in Singapore to learn more about cultural dances in Singapore. I chose to approach the preservation of culture via learning cultural dances as it bypasses any linguistic barriers to make it more widely accessible to better serve as an entry point for younger kids to have at least a faint idea on how other cultures are like. ⠀ With about 28 hours spent on coding this and countless more on the hardware, ideation, documentation, admin and much more, I managed to clench first place in the competition. I also feel that the current state of the app is satisfactory as a prototype. ⠀ Even though quite buggy and somewhat unstable, I would potentially update the project near the end of the year, until then i would be moving onto other projects! I hope yall find this attempt at preserving culture with technology meaningful, fun or at least interesting, thanks for reading!...
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1793148822.1146698
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1793235222.1146698
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27717
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The dumbest LLM out there by @satvikhardat | Stard The dumbest LLM out there by @satvikhardat | Stardance...
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satvikhardat
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1
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11.3
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153
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T16:07:59Z", "hours": 11.0, "multiplier": 15.26, "payout": 153, "blessing": "neutral", "text": "Everyone keeps trying to make smarter and smarter AI. I thought it would be funny to go the other way and make a model that is dumb as hell but still kind of understands the format of a chatbot. I also wanted to learn how fine-tuning actually works instead of just prompting an existing model and calling it a day. So I took Qwen3 0.6B, gave it a bunch of dumb joke-style examples, and trained it to answer questions with fake explanations and fake confidence scores. HOW TO TEST Go to the attached huggingface link. Click restart this session wait upto 5-10 mins (MAX) and use the AI :D (Please dont reject this ship i cannot host it 24/7 hugging face spaces are the most cost effective for me here, running a model is costly gng) What it does You can ask it anything: javascript? why is water wet? what is linux? are we dumb? And it replies with nonsense like: javascript is a small disaster with excellent branding. Confidence: 92 potatoes. The goal is not accuracy. The goal is “this sounds like an LLM that got dropped on its head but is still trying its best.” Tech stack Qwen3 0.6B LoRA fine-tuning Unsloth PyTorch Transformers PEFT Gradio Hugging Face Spaces Dataset I used two CSV joke datasets: dad_jokes.csv shortjokes.csv (from kaggle!) I converted them into chat-style training examples where the user asks a random question and the assistant responds with dumb fake logic. The training examples looked roughly like: User: what is gravity? Assistant: gravity happens because tiny invisible interns are panicking. Confidence: 81 microwaved thoughts. The raw joke data was honestly kind of cursed, so I also added filtering after generation to remove some weird/offensive lines. How it works The app loads: the base Qwen3 0.6B model my LoRA adapter a Gradio web UI a small cleanup filter for bad generations Problems I ran into This was more annoying than I expected. Some stuff that broke: Python 3.14 broke the training libraries I had to use Python 3.11 the first dataset made the model too normal Qwen thinking mode kept wasting tokens some generated jokes were way too cursed GitHub Pages could not call my VM API because HTTPS was annoying deploying on Hugging Face Spaces ended up being simpler", "repo": "https://github.com/random-unknown-username/DumbGPT", "demo": "https://huggingface.co/spaces/LLMs-on-SBCs/DumbGPT"}]...
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[{"post_id": 18134, "ts": "202 [{"post_id": 18134, "ts": "2026-06-29T04:35:38Z", "hours": 0.2986, "text": "Hosted on Digital ocean, hoping this doesnt stop working, i have digital ocean credits for a few months lets see how it goes"}, {"post_id": 17678, "ts": "2026-06-28T16:00:32Z", "hours": 11.3628, "text": "I fine-tuned a tiny LLM to be stupid on purpose not “bad because it fails accidentally”, but bad in a funny way. The whole point of DumbGPT is that you ask it something normal and it gives you the most confident nonsense answer possible. Example: User: what is gravity? DumbGPT: gravity happens because tiny invisible interns are panicking. Confidence: 81 microwaved thoughts. That is basically the entire project."}]...
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Title: The dumbest LLM out there by @satvikhardat Title: The dumbest LLM out there by @satvikhardat | Stardance
Devlogs:
I fine-tuned a tiny LLM to be stupid on purpose not “bad because it fails accidentally”, but bad in a funny way. The whole point of DumbGPT is that you ask it something normal and it gives you the most confident nonsense answer possible. Example: User: what is gravity? DumbGPT: gravity happens because tiny invisible interns are panicking. Confidence: 81 microwaved thoughts. That is basically the entire project.
Hosted on Digital ocean, hoping this doesnt stop working, i have digital ocean credits for a few months lets see how it goes
Ships:
Everyone keeps trying to make smarter and smarter AI. I thought it would be funny to go the other way and make a model that is dumb as hell but still kind of understands the format of a chatbot. I also wanted to learn how fine-tuning actually works instead of just prompting an existing model and calling it a day. So I took Qwen3 0.6B, gave it a bunch of dumb joke-style examples, and trained it to answer questions with fake explanations and fake confidence scores. HOW TO TEST Go to the attached huggingface link. Click restart this session wait upto 5-10 mins (MAX) and use the AI :D (Please dont reject this ship i cannot host it 24/7 hugging face spaces are the most cost effective for me here, running a model is costly gng) What it does You can ask it anything: javascript? why is water wet? what is linux? are we dumb? And it replies with nonsense like: javascript is a small disaster with excellent branding. Confidence: 92 potatoes. The goal is not accuracy. The goal is “this sounds like an LLM that got dropped on its head but is still trying its best.” Tech stack Qwen3 0.6B LoRA fine-tuning Unsloth PyTorch Transformers PEFT Gradio Hugging Face Spaces Dataset I used two CSV joke datasets: dad_jokes.csv shortjokes.csv (from kaggle!) I converted them into chat-style training examples where the user asks a random question and the assistant responds with dumb fake logic. The training examples looked roughly like: User: what is gravity? Assistant: gravity happens because tiny invisible interns are panicking. Confidence: 81 microwaved thoughts. The raw joke data was honestly kind of cursed, so I also added filtering after generation to remove some weird/offensive lines. How it works The app loads: the base Qwen3 0.6B model my LoRA adapter a Gradio web UI a small cleanup filter for bad generations Problems I ran into This was more annoying than I expected. Some stuff that broke: Python 3.14 broke the training libraries I had to use Python 3.11 the first dataset made the model too normal Qwen thinking mode kept wasting tokens some generated jokes were way too cursed GitHub Pages could not call my VM API because HTTPS was annoying deploying on Hugging Face Spaces ended up being simpler...
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1792875276.9411576
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1793739276.9411576
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27749
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Project: Constellation by @chandos4473 | Stardance
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chandos4473
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1
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15.0
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200
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T22:47:19Z", "hours": 15.0, "multiplier": 13.85, "payout": 200, "blessing": "neutral", "text": "Project: Constellation (Public Beta) Project: Constellation is a full-scale orbital mechanics and satellite communications simulator built on the Arcade Python engine. Design custom rocket layouts inside an interactive assembly grid, manage a dual-branch technological research economy, execute targeted agency contracts, and establish global laser-linked relay constellations around a scaled, multi-body gravitational physics sandbox. Core Systems Grid-Based Vehicle Architecture Vehicles are assembled inside a 5x8 Vehicle Assembly Building (VAB) matrix. Structural dry mass, fuel capacity, and booster thrust metrics are compiled directly from your component placements, ensuring that custom ship layouts directly influence flight physics and vehicle inertia. Dual-Branch Tech Progression The research tree splits cleanly into Engineering and Scientific Instrumentation paths. Spending science points unlocks advanced telemetry sensors—including Thermometers, Barometers, and Mystery Goo Pods—while dynamically updating your active VAB construction catalogue menu. Autonomous Telemetry Downlinks Deployed science satellites automatically trace line-of-sight laser routes back to active ground stations. When an unblocked path clears the planetary or lunar crust terrain boundaries, telemetry data caches flush to deliver repeatable flat-rate science funding payouts back to your space agency. Time-Stabilized Flight Physics All gravitational pull factors, engine acceleration vectors, and coordinate position increments utilize strict delta-time scaling multipliers. This maintains frame-rate independent vehicle momentum, requiring a controlled, sustained 12-second ascent burn to circularize into orbit. Technical Highlights VAB Grid Validation Pass The hangar utilizes a verification filter driven by a Breadth-First Search (BFS) flood-fill algorithm. The calculation evaluates part attachments outwards directly from the core Command Pod placement coordinate. It automatically filters loose, floating component cells before vehicle launchpad rollout clearance is granted. Real-Time Laser Occlusion Satellite laser links dynamically monitor geometric distance tracking arrays to map active connection routes. Beams trace continuous calculations against the spatial coordinates of the 5,000-meter radius planetary and lunar crusts. Signals break instantly upon crossing underneath terrain thresholds, forcing strategic constellation designs to maintain coverage. Balanced Sensor Payouts & Fuel Telemetry transmissions bypass progression uniqueness checks to award flat-rate rewards on every single flight. Active thermometer units dump data to return 15 science, barometers yield 20, and bio-chemical Mystery Goo Pod structures return 25.Booster fuel consumption rates are balanced to a 26.0 unit per second multiplier to enforce tight launch fuel limitations. Flight Operations Keyboard Map W or UP ARROW — Fire liquid boosters (Hold for sustained acceleration) A / D or LEFT / RIGHT — Pitch controls (Adjust vehicle steering angles) SPACEBAR — Decouple staging structure and deploy satellite payload into active orbit MOUSE SCROLL WHEEL — Viewport camera zoom (Micro close-ups vs Macro system maps) ESC — Open R&D Technology Tree, Agency Contract Boards, and Asset menus Quick Installation Project: Constellation requires Python 3.8+ and the Python Arcade engine library. Run a standard pip installation pass inside your terminal shell window, and execute the primary script to launch your space program: In terminal run: pip install arcade and to run: python3 main.py This will work as long as the terminal is currently acting inside the folder that contains the main.py script P.S. This is still a beta version of the game so expect bugs!", "repo": "https://github.com/chandos4473-cpu/Project-Constellation", "demo": "https://github.com/chandos4473-cpu/Project-Constellation/releases"}]...
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[{"post_id": 26872, "ts": "202 [{"post_id": 26872, "ts": "2026-07-11T22:05:26Z", "hours": 2.0931, "text": "Devlog 12 Updates Dual-Branch R&D Tech Tree I have overhauled the career progression loop by splitting the research paths into two independent divisions: Engineering and Science. Basic Rocketry now branches out into Propulsion hardware on the upper path, and opens up a dedicated Scientific Instrumentation line on the lower path. Dynamic Gated VAB Catalog The VAB sidebar menu now dynamically checks your research history records. Unlocked science components automatically reveal themselves in the sidebar list, while locked parts are completely hidden from sight to keep the construction catalog clean. Sidebar clickboxes dynamically recalculate vertical pixel boundaries on the fly to track the visible elements accurately. Repeatable Science Payloads & Validation Checks I implemented core functionality and logic handlers for repeatable telemetry payloads. Satellites holding scientific sensors scan for an active, unblocked connection line back to Earth tracking bases. When a link is found, they automatically downlink data packets to award flat-rate repeatable research points on every mission (15 science for the Thermometer, 20 for the Barometer, and 25 for the Mystery Goo Pod). Macro Map Orientation Pointers I added a macro view toggle. When you roll your mouse scroll wheel out into the map view layer, the high-detail custom rocket model cleanly scales down into a bright orange orientation pointer triangle. This visual anchor makes it significantly easier to track your exact steering heading against the planetary orbit paths. Planetary Scale & Career Contract Balance To increase overall difficulty and solve an exploit where a single keystroke escaped gravity, I scaled up the universe metrics. The planet radius is now 5,000 meters and its mass is 15,000,000. The moon has been pushed out to a deep-space orbit of 45,000 meters with an expanded 7,500-meter sphere of influence capture well. To match this new planetary scale, I completely overhauled the contract database to feature a six-mission matrix. Contract targets have been raised to true high-altitude orbit criteria (such as a 5,600m periapsis for low relay deployment). The spacebar satellite deployment checker strictly validates if your custom construction has the requested scientific part hardware installed before awarding high-tier cash rewards. Time-Stabilized Flight Physics Core I fully synchronized the lifecycle physics equations over time by scaling all acceleration, gravity force vectors, and position increments by delta_time. This eliminates frame-rate dependencies and creates realistic, heavy vehicle inertia. Fuel consumption rates have been balanced to a multiplier of 26.0, providing enough burn duration to clear the 5,000m atmosphere and circularize while enforcing strict fuel limitations. UI Bugfixes I resolved an axis-mirroring rendering bug where custom grid parts would drift into diagonals or spin backward on local centers during physics turns. Components now stay perfectly welded to the primary chassis frame across all angles. I also fixed a camera tracking bug where the camera height initialized thousands of pixels above the launchpad on boot, causing the rocket to instantly fall off the bottom of the screen. The spawner and camera vectors are now completely synchronized. Public Beta Release With branched career trees, specialized hardware validation checks, repeatable telemetry economies, and time-stabilized physics loops fully functional, the core game framework is rock-solid. I am wrapping this up as an official public Beta build to gather immediate player feedback before finalizing version 1.0. See you in the next devlog! P.S. I have been having lots of fun playing around with this game and I hope that with the launch of version beta, you will too!"}, {"post_id": 23146, "ts": "2026-07-05T22:38:56Z", "hours": 1.3747, "text": "Devlog 11 Updates Custom VAB Grid Assembler I have started the groundwork for the modular custom rocket builder. Sizing parameters are fully driven by scaling variables (currently 5 columns by 8 rows), allowing me to easily increase the size for multi-stage rockets when I add decouplers later on. I set up a parts catalog database storing costs, masses, fuel levels, and thrust configurations for three main blocks: Command Pods, Fuel Tanks, and Liquid Engines. Each has a specific cost per unit (500 credits for a pod, 200 for a tank, and 350 for an engine). Mouse Grid Snapping The VAB hangar is now interactive using the mouse instead of the keyboard. Left-clicking sidebar catalog cards swaps your active part tool with a clean highlight frame. Left-clicking inside the grid snaps and stamps components directly into place with 1:1 pixel accuracy, and right-clicking an item instantly erases it. Flood-Fill Rocket Compiler I engineered a backend validation method ( compile_custom_grid_rocket ) triggered by clicking the Launch button. It runs a Breadth-First Search (BFS) flood-fill check starting from the Command Pod. It traces orthogonal adjacent connections to make sure parts are actually linked together via adjacent cells, filters out floating disconnected parts, checks your wallet balance, and dynamically compiles your specs before letting you reach the pad. Lunar Line-of-Sight Occlusion I fixed a glitch where network signals could pass straight through the middle of the moon. Ground downlinks and inter-satellite cross-links now run a closest-approach vector calculation. The exact millisecond a laser path grazes or drops below the physical moon radius, the lunar crust blocks the ray and drops the link instantly. UI Bugfixes The text formatting glitch where lines were cutting off the right edge of the screen has been resolved. I wrapped the sidebar text block inside a tight bounding box by enabling multiline wrapping and setting a fixed width. I also fixed a crash where the drawing engine would break looking for the parts catalog dictionary, and fixed a typo where the dictionary items loop was missing its plural formatting. New Bugs Launchpad Rendering While the rocket compiler successfully updates the rocket’s mass and thrust variables, it doesn’t render the player’s custom grid construction on the launchpad yet. It still loads the default rocket shape instead of the player’s custom design. I will fix this when I build the custom part sprites. Clickbox Alignment The sidebar tool selection clickboxes are still slightly misaligned with the visual bounding cards drawn on screen. I need to calibrate the exact mouse Y-coordinate gates to line up perfectly with the graphics. Version 1.0 Release By version 1.0 (which will be the next devlog or two), the only big feature left is completing these custom rockets with graphic sprites. After shipping version 1.0, I will do continuous point-release updates (v1.1-1.9) and then move on to version 2.0. See you in the next devlog!"}, {"post_id": 22360, "ts": "2026-07-04T19:53:54Z", "hours": 2.1928, "text": "Devlog 10 Updates Satellite network upgrades Now when you unlock tech nodes from the tech tree, it increases the range that satellites can reach. This scales so with the deep space comms, it multiplies the reach by 1.3 (30% increase) so satellites can reach ground stations from orbits higher than LEO. Unlocking the Lunar Flight Systems node multiplies the reach by 2 (100% increase) so satellites can reach twice as far and can reach from lunar orbit UI bugfixes The death screen now shows properly when you crash into the moon instead of the craft sinking through the moon and then flying out into deep space. I have redesigned the death screen slightly so it looks better for the user. The zoom has been completely rewritten and I need to add back the orange arrow that shows in the map view. New Bugs Moon Satellite - If I have a satellite in orbit around the moon, research another node or accept a contract, it mysteriously disappears when I go to launch another satellite. Ground Bases - Though quite an old feature at this point, sometimes not all of the ground stations connect to the satellites. I will try to figure this out before the next devlog Version 1.0 Release I will probably do one or two more devlogs and then ship the project as version 1.0. Continuous updates will follow; 1.1-9 (if needed) and then version 2.0. I am not sure what will happen after version 2.0 but I will try to release more updates if possible. See you in the next devlog!"}, {"post_id": 21063, "ts": "2026-07-02T20:50:51Z", "hours": 1.4811, "text": "Devlog 9 Career Data Economies & Dual-Currency Loops High-Value Science Points System: Introduced a rare, secondary currency variable ( self.science_points ) to map technological advancement completely separate from commercial funding tokens. Technology nodes have been balanced around tight progressive scaling limits (Tiers priced strictly at 0, 50, and 100 Science) to mirror an authentic career growth profile. Dual-Payout Contract Integrations: Upgraded my background contract validator engine. When an orbiting satellite payload successfully stabilizes above an active contract’s minimum target periapsis, the engine’s data-parsing loop dynamically credits my profile wallet with a clean balance of both liquid credits and research science points simultaneously. Standalone Fullscreen R&D Lab Standalone Laboratory Interface: Developed an independent fullscreen terminal draw method ( self.draw_rd_facility_screen ) mapping out an active circuit-board grid overlay, dynamic science balance counters, and interconnected horizontal pipeline line segments. Horizontal Viewport Scrolling Shell: Pre-engineered an internal pan variable layout ( self.rd_scroll_x ) across the entire R&D module canvas, forcing all container card vectors, schema lines, and cursor mouse selection boxes to calculate position relative to a scrolling offset matrix, allowing infinite horizontal expansion for future node assets. Strict Prerequisite Dependency Gates: Integrated sequential unlock gate logic inside on_mouse_press . Technology cards actively verify historical milestones before compiling transactions. Attempting to click and unlock high-tier “Lunar Flight Systems” is aggressively blocked by error banner notification flags until the player has successfully researched and cleared the prerequisite “Deep Space Comms” branch node, preventing unlock bypass exploits. Future Progression Loops With the structural progression loops, career dashboards, technology prerequisites, and multi-state menu freeze tickers running perfectly, the foundation is completely stable. In Devlog 10, I am shifting focus back to space flight physics by drafting the multi-body gravitational vector math required to introduce an active, orbiting Moon complete with independent transitionary Spheres of Influence (SOIs)! See you in the next Devlog!"}, {"post_id": 20307, "ts": "2026-07-01T21:28:50Z", "hours": 1.4669, "text": "Devlog 8 Very Minor Bugfixes Small Typos - This is probably the only one for this devlog. I misspelled quite a few variable names and functions throughout this most recent block Major Updates Pause Menu - I added a simple pause menu currently only consisting of Return to VAB, Mission Control and Quit. These are all quite self explanatory as of what they do Mission Control - Along with the VAB, I added a new building that can be visited from the pause menu; Mission Control. This is where contracts from various aerospace companies can be accepted and a payout in credits will follow if all parameters are met Technology Nodes - I didn’t really add these, I just added a placeholder for the time being so I could actually test the contracts and make sure they worked properly Future Milestones Next I will attempt to add a simple tech tree and science points. These will be used to unlock nodes on the tech tree which will in turn unlock more contracts to be completed. I will also try to add the moon, which will be a challenge for me as this will be a large body that will have it’s own SOI that needs to be accounted for when completing calculations. See you in the next Devlog!"}, {"post_id": 20185, "ts": "2026-07-01T18:50:36Z", "hours": 1.9433, "text": "Devlog 7: Bugfixes & Optimization Runaway Ground Stations: Fixed a coordinate glitch where surface bases hyper-teleported on rocket ignition. By anchoring rendering logic to the planet’s camera-matrix screen origin ( ox / oy ), the stations are now permanently welded to the crust asset and scale fluidly with mouse zoom. Slipping Mesh Endpoints: Cleaned up a copy-paste index mix-up inside the connection mesh where laser endpoints slid into deep space during camera pans or mouse wheel adjustments. Forcing rendering loops to draw from camera-transformed pixel positions ( s1x / y , s2x / y ) stabilized the mesh layout. Nested Loop Stack: Discovered a bug where the satellite sprite renderer sat inside the nested indexing loop block, painting sprites exponentially. Separating the graphics pass from index loops restored my 60 FPS baseline. Inter-Satellite Zoom Gate: Fixed an indentation parsing error where the inter-satellite mesh loop escaped map-view guard gates. Tab-aligning the loop array inside the master if self.zoom < 0.15: logic ensures all laser vectors, downlinks, and orbital tracks disappear simultaneously when zooming in to pilot my ship. Core Updates ACTIVE Planetary Line-of-Sight Occlusion: Communication laser arrays can no longer beam straight through the solid core of the world. I debugged a critical direction vector sign typo on my relative position offsets ( dx , dy ) and implemented a Ray-to-Circle Vector Intersection pass. The exact frame an orbiting node drops behind the curve of my true 2,000.0 radius crust line, the laser cuts off instantly into the planet’s radio shadow. Randomised 5-Station Hubs: Initialised a tracker ( sbasenum = 5 ) inside my constructor to generate 5 distinctive surface radar complexes (Stations A-E) deploying around the globe via a random.randint(62, 76) degree variance setup. As satellites fly overhead, electric-blue and magenta lasers shoot up out of the red beacons, tracking them across horizons in real-time. State-Managed Collisions & HUD Report: Slamming into the planet or another satellite now trips a global self.explosion_active state. The simulation freezes and an expanding thermal fireball shockwave animates at the coordinates of the wreck. After 1.0 second, a dark semi-transparent HUD panel opens to display custom diagnostics. Hitting things prints Outcome: Crash! alongside impact velocity. A mouse click releases the state and returns you to the VAB. Apoapsis and Periapsis Nodes: Mapped out my ellipse constants using analytical orbital mechanics geometry. Two clean circular indicator flags labeled AP and PE now render directly onto my green path line. They scale fluidly with camera views, showing maximum and minimum orbital height readouts live. Global Telemetry & UI Notification Banners: Bound my ellipse heights into class instance variables ( self.ap_alt , self.pe_alt ) so the interface dashboard can display responsive telemetry. I also added a defensive coding rule where hitting Spacebar to deploy a satellite only works if self.pe_alt > 100 . If trapped in a sub-orbital crash path, a red message flashes: Can't Deploy Satellite. Try increasing your periapsis , counting down for 3.0 seconds via on_update before disappearing. Future Milestones In Devlog 8, I will start building out a structured Contract & Agency Mission Board . Instead of gaining automated payouts for just reaching space, players will receive targeted mission briefs from separate space agencies with explicit operational criteria. Furthermore, I will introduce a Technology Tree Prerequisite Matrix . More complex aerospace contracts will remain completely hidden until you spend research points to unlock the appropriate tiers of technology, providing an authentic simulation of an evolving space programme. See you in the Next Devlog!"}, {"post_id": 19476, "ts": "2026-06-30T20:08:04Z", "hours": 0.5703, "text": "Devlog 6 Bugfixes I finally fixed the satellite bug! The satellites now orbit around the planet on the exact same path their original rocket was on. Updates I am currently changing the conic patches to only show when you are zoomed out enough to be in map view. This has worked perfectly for me and I haven’t had any big issues with it. I have also added the ability for satellites to connect to eachother. This is represented as a green line on the map and I will add more colours to represent varying signal strength based on the distance of the satellites. These will be: Red, Orange, and Green. The line drawing is still a bit buggy. The start and end points shift based on the pan and zoom of the camera, the connections go through the planet (maybe in the future I will add a satellite that has the capability to receive signals through planets). Future of these updates This is one of the most fundamental features of my game. This is how data will be transmitted from different planets and moons and how missions will be completed and research points will be earned. See you in the Next Devlog! P.S. I have figured out how to do text formatting on the devlogs. Also, these have been quite simple updates and so my log time has been ~30 minutes per devlog lately. I will try to improve the quality of these updates and make the devlogs more detailed"}, {"post_id": 18637, "ts": "2026-06-29T20:36:42Z", "hours": 0.4561, "text": "Devlog 5 Minor Bugfixes I fixed some minor bugs with the conic patches and they now no longer go through the core of the planet. I don’t like the way the screen just changes immediately to the VAB when you crash. I might add an explosion animation of some kind. Updates I added a basic version of marking a craft as a satellite by pressing the space bar. At the moment, it is extremely buggy and I will try to fix this as soon as possible. When you mark an object as a satellite, it gains the satellite texture (currently a placeholder square) and it’s position in space freezes and does not update at all. Future Bugfixes As mentioned previousely in this devlog, I will try to fix the satellite bug as soon as I can. I will fix the placeholder rocket texture in the VAB as it is still tearing itself apart Next Steps I will try to add surface bases that satellites can connect to (when I have fixed the bugs) and also make the satellites connect to eachother. Future updates I will try my best to create custom rocket construction in the VAB like that in other space games like KSP or SFS. I will also try to make the rocket’s properties eg. thrust to weight ratio, delta v, etc dynamically change with the player’s rocket build. See you in the next Devlog!"}, {"post_id": 18497, "ts": "2026-06-29T17:44:01Z", "hours": 0.4761, "text": "Devlog 4 Small Bugfixes Conic patches patched! Before, the whole inside of the circle was being filled with green. now only the trajectory of the rocket is coloured green. I also did some optimisation (as seen in the second photo) to reduce the number of points on the trajectory line. This means the trajectories can be calculated smoother and faster only at the cost of a less defined trajectory. Next Steps Next, I will add the ability to turn a rocket into a satellite. The satellite will then connect with ground stations and other satellites. Future of the game In the future of the game, the satellite connectivity will be used to transmit data for missions between planets and moons, creating a whole relay network between the planets of the solar system. Missions will be completed earning development points (no official name yet) and credits. These will then be used to unlock new parts and build better rockets. I promise I will update the VAB to have better assembly options. See you in the next devlog!"}, {"post_id": 18456, "ts": "2026-06-29T16:51:54Z", "hours": 0.9925, "text": "#Devlog 3 Small Updates I did some more development today and I have added: zooming which is controlled by the scroll wheel and seamlessly changes the view from flight to map, Panning which is controlled with the right mouse button and dragging, A new earth texture, similar to the old SFS one. I also tried adding conic patches, which you can probably see did not go as planned. The trajectory maths and paths are OK, but The plotting needs lots of work. Adding these updates did not take as long as I was expecting taking into account the amount of time I spent on the other updates and these were quite simple to add in. The bugfixing might take some time, but I am up to the challenge. I still haven’t changed the VAB, and I probably won’t for a while. See you in the next devlog!"}, {"post_id": 17747, "ts": "2026-06-28T17:42:15Z", "hours": 0.5322, "text": "Bugs Fixed! All major bugs have been fixed that were mentioned in the last devlog. I still need to improve the VAB but I might try to postpone this to a later date. The player can now choose between 2 liquid boosters each with different fuel capacities and thrusts. The map now works and shows the location of the player’s spaceship. Next I will make the planet larger and add trajectories, panning, and zooming to the map function."}, {"post_id": 17716, "ts": "2026-06-28T17:02:47Z", "hours": 1.2278, "text": "I have tested the very first chunk of code. It is extremely buggy and will require lots of fixes in the future. At the moment, there is a money tracker, a very simple VAB, and a not so great visual view of the earth. I can’t launch my rocket, as it just takes me back to the VAB. The rocket model is not the best although I plan on adding real sprites later in the game. My next steps will be to do bugfixes (a lot) and to improve the functionality of the VAB and launchpad."}]...
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Title: Project: Constellation by @chandos4473 | St Title: Project: Constellation by @chandos4473 | Stardance
Devlogs:
I have tested the very first chunk of code. It is extremely buggy and will require lots of fixes in the future. At the moment, there is a money tracker, a very simple VAB, and a not so great visual view of the earth. I can’t launch my rocket, as it just takes me back to the VAB. The rocket model is not the best although I plan on adding real sprites later in the game. My next steps will be to do bugfixes (a lot) and to improve the functionality of the VAB and launchpad.
Bugs Fixed! All major bugs have been fixed that were mentioned in the last devlog. I still need to improve the VAB but I might try to postpone this to a later date. The player can now choose between 2 liquid boosters each with different fuel capacities and thrusts. The map now works and shows the location of the player’s spaceship. Next I will make the planet larger and add trajectories, panning, and zooming to the map function.
#Devlog 3 Small Updates I did some more development today and I have added: zooming which is controlled by the scroll wheel and seamlessly changes the view from flight to map, Panning which is controlled with the right mouse button and dragging, A new earth texture, similar to the old SFS one. I also tried adding conic patches, which you can probably see did not go as planned. The trajectory maths and paths are OK, but The plotting needs lots of work. Adding these updates did not take as long as I was expecting taking into account the amount of time I spent on the other updates and these were quite simple to add in. The bugfixing might take some time, but I am up to the challenge. I still haven’t changed the VAB, and I probably won’t for a while. See you in the next devlog!
Devlog 4 Small Bugfixes Conic patches patched! Before, the whole inside of the circle was being filled with green. now only the trajectory of the rocket is coloured green. I also did some optimisation (as seen in the second photo) to reduce the number of points on the trajectory line. This means the trajectories can be calculated smoother and faster only at the cost of a less defined trajectory. Next Steps Next, I will add the ability to turn a rocket into a satellite. The satellite will then connect with ground stations and other satellites. Future of the game In the future of the game, the satellite connectivity will be used to transmit data for missions between planets and moons, creating a whole relay network between the planets of the solar system. Missions will be completed earning development points (no official name yet) and credits. These will then be used to unlock new parts and build better rockets. I promise I will update the VAB to have better assembly options. See you in the next devlog!
Devlog 5 Minor Bugfixes I fixed some minor bugs with the conic patches and they now no longer go through the core of the planet. I don’t like the way the screen just changes immediately to the VAB when you crash. I might add an explosion animation of some kind. Updates I added a basic version of marking a craft as a satellite by pressing the space bar. At the moment, it is extremely buggy and I will try to fix this as soon as possible. When you mark an object as a satellite, it gains the satellite texture (currently a placeholder square) and it’s position in space freezes and does not update at all. Future Bugfixes As mentioned previousely in this devlog, I will try to fix the satellite bug as soon as I can. I will fix the placeholder rocket texture in the VAB as it is still tearing itself apart Next Steps I will try to add surface bases that satellites can connect to (when I have fixed the bugs) and also make the satellites connect to eachother. Future updates I will try my best to create custom rocket construction in the VAB like that in other space games like KSP or SFS. I will also try to make the rocket’s properties eg. thrust to weight ratio, delta v, etc dynamically change with the player’s rocket build. See you in the next Devlog!
Devlog 6 Bugfixes I finally fixed the satellite bug! The satellites now orbit around the planet on the exact same path their original rocket was on. Updates I am currently changing the conic patches to only show when you are zoomed out enough to be in map view. This has worked perfectly for me and I haven’t had any big issues with it. I have also added the ability for satellites to connect to eachother. This is represented as a green line on the map and I will add more colours to represent varying signal strength based on the distance of the satellites. These will be: Red, Orange, and Green. The line drawing is still a bit buggy. The start and end points shift based on the pan and zoom of the camera, the connections go through the planet (maybe in the future I will add a satellite that has the capability to receive signals through planets). Future of these updates This is one of the most fundamental features of my game. This is how data will be transmitted from different planets and moons and how missions will be completed and research points will be earned. See you in the Next Devlog! P.S. I have figured out how to do text formatting on the devlogs. Also, these have been quite simple updates and so my log time has been ~30 minutes per devlog lately. I will try to improve the quality of these updates and make the devlogs more detailed
Devlog 7: Bugfixes & Optimization Runaway Ground Stations: Fixed a coordinate glitch where surface bases hyper-teleported on rocket ignition. By anchoring rendering logic to the planet’s camera-matrix screen origin ( ox / oy ), the stations are now permanently welded to the crust asset and scale fluidly with mouse zoom. Slipping Mesh Endpoints: Cleaned up a copy-paste index mix-up inside the connection mesh where laser endpoints slid into deep space during camera pans or mouse wheel adjustments. Forcing rendering loops to draw from camera-transformed pixel positions ( s1x / y , s2x / y ) stabilized the mesh layout. Nested Loop Stack: Discovered a bug where the satellite sprite renderer sat inside the nested indexing loop block, painting sprites exponentially. Separating the graphics pass from index loops restored my 60 FPS baseline. Inter-Satellite Zoom Gate: Fixed an indentation parsing error where the inter-satellite mesh loop escaped map-view guard gates. Tab-aligning the loop array inside the master if self.zoom < 0.15: logic ensures all laser vectors, downlinks, and orbital tracks disappear simultaneously when zooming in to pilot my ship. Core Updates ACTIVE Planetary Line-of-Sight Occlusion: Communication laser arrays can no longer beam straight through the solid core of the world. I debugged a critical direction vector sign typo on my relative position offsets ( dx , dy ) and implemented a Ray-to-Circle Vector Intersection pass. The exact frame an orbiting node drops behind the curve of my true 2,000.0 radius crust line, the laser cuts off instantly into the planet’s radio shadow. Randomised 5-Station Hubs: Initialised a tracker ( sbasenum = 5 ) inside my constructor to generate 5 distinctive surface radar complexes (Stations A-E) deploying around the globe via a random.randint(62, 76) degree variance setup. As satellites fly overhead, electric-blue and magenta lasers shoot up out of the red beacons, tracking them across horizons in real-time. State-Managed Collisions & HUD Report: Slamming into the planet or another satellite now trips a global self.explosion_active state. The simulation freezes and an expanding thermal fireball shockwave animates at the coordinates of the wreck. After 1.0 second, a dark semi-transparent HUD panel opens to display custom diagnostics. Hitting things prints Outcome: Crash! alongside impact velocity. A mouse click releases the state and returns you to the VAB. Apoapsis and Periapsis Nodes: Mapped out my ellipse constants using analytical orbital mechanics geometry. Two clean circular indicator flags labeled AP and PE now render directly onto my green path line. They scale fluidly with camera views, showing maximum and minimum orbital height readouts live. Global Telemetry & UI Notification Banners: Bound my ellipse heights into class instance variables ( self.ap_alt , self.pe_alt ) so the interface dashboard can display responsive telemetry. I also added a defensive coding rule where hitting Spacebar to deploy a satellite only works if self.pe_alt > 100 . If trapped in a sub-orbital crash path, a red message flashes: Can't Deploy Satellite. Try increasing your periapsis , counting down for 3.0 seconds via on_update before disappearing. Future Milestones In Devlog 8, I will start building out a structured Contract & Agency Mission Board . Instead of gaining automated payouts for just reaching space, players will receive targeted mission briefs from separate space agencies with explicit operational criteria. Furthermore, I will introduce a Technology Tree Prerequisite Matrix . More complex aerospace contracts will remain completely hidden until you spend research points to unlock the appropriate tiers of technology, providing an authentic simulation of an evolving space programme. See you in the Next Devlog!
Devlog 8 Very Minor Bugfixes Small Typos - This is probably the only one for this devlog. I misspelled quite a few variable names and functions throughout this most recent block Major Updates Pause Menu - I added a simple pause menu currently only consisting of Return to VAB, Mission Control and Quit. These are all quite self explanatory as of what they do Mission Control - Along with the VAB, I added a new building that can be visited from the pause menu; Mission Control. This is where contracts from various aerospace companies can be accepted and a payout in credits will follow if all parameters are met Technology Nodes - I didn’t really add these, I just added a placeholder for the time being so I could actually test the contracts and make sure they worked properly Future Milestones Next I will attempt to add a simple tech tree and science points. These will be used to unlock nodes on the tech tree which will in turn unlock more contracts to be completed. I will also try to add the moon, which will be a challenge for me as this will be a large body that will have it’s own SOI that needs to be accounted for when completing calculations. See you in the next Devlog!
Devlog 9 Career Data Economies & Dual-Currency Loops High-Value Science Points System: Introduced a rare, secondary currency variable ( self.science_points ) to map technological advancement completely separate from commercial funding tokens. Technology nodes have been balanced around tight progressive scaling limits (Tiers priced strictly at 0, 50, and 100 Science) to mirror an authentic career growth profile. Dual-Payout Contract Integrations: Upgraded my background contract validator engine. When an orbiting satellite payload successfully stabilizes above an active contract’s minimum target periapsis, the engine’s data-parsing loop dynamically credits my profile wallet with a clean balance of both liquid credits and research science points simultaneously. Standalone Fullscreen R&D Lab Standalone Laboratory Interface: Developed an independent fullscreen terminal draw method ( self.draw_rd_facility_screen ) mapping out an active circuit-board grid overlay, dynamic science balance counters, and interconnected horizontal pipeline line segments. Horizontal Viewport Scrolling Shell: Pre-engineered an internal pan variable layout ( self.rd_scroll_x ) across the entire R&D module canvas, forcing all container card vectors, schema lines, and cursor mouse selection boxes to calculate position relative to a scrolling offset matrix, allowing infinite horizontal expansion for future node assets. Strict Prerequisite Dependency Gates: Integrated sequential unlock gate logic inside on_mouse_press . Technology cards actively verify historical milestones before compiling transactions. Attempting to click and unlock high-tier “Lunar Flight Systems” is aggressively blocked by error banner notification flags until the player has successfully researched and cleared the prerequisite “Deep Space Comms” branch node, preventing unlock bypass exploits. Future Progression Loops With the structural progression loops, career dashboards, technology prerequisites, and multi-state menu freeze tickers running perfectly, the foundation is completely stable. In Devlog 10, I am shifting focus back to space flight physics by drafting the multi-body gravitational vector math required to introduce an active, orbiting Moon complete with independent transitionary Spheres of Influence (SOIs)! See you in the next Devlog!
Devlog 10 Updates Satellite network upgrades Now when you unlock tech nodes from the tech tree, it increases the range that satellites can reach. This scales so with the deep space comms, it multiplies the reach by 1.3 (30% increase) so satellites can reach ground stations from orbits higher than LEO. Unlocking the Lunar Flight Systems node multiplies the reach by 2 (100% increase) so satellites can reach twice as far and can reach from lunar orbit UI bugfixes The death screen now shows properly when you crash into the moon instead of the craft sinking through the moon and then flying out into deep space. I have redesigned the death screen slightly so it looks better for the user. The zoom has been completely rewritten and I need to add back the orange arrow that shows in the map view. New Bugs Moon Satellite - If I have a satellite in orbit around the moon, research another node or accept a contract, it mysteriously disappears when I go to launch another satellite. Ground Bases - Though quite an old feature at this point, sometimes not all of the ground stations connect to the satellites. I will try to figure this out before the next devlog Version 1.0 Release I will probably do one or two more devlogs and then ship the project as version 1.0. Continuous updates will follow; 1.1-9 (if needed) and then version 2.0. I am not sure what will happen after version 2.0 but I will try to release more updates if possible. See you in the next devlog!
Devlog 11 Updates Custom VAB Grid Assembler I have started the groundwork for the modular custom rocket builder. Sizing parameters are fully driven by scaling variables (currently 5 columns by 8 rows), allowing me to easily increase the size for multi-stage rockets when I add decouplers later on. I set up a parts catalog database storing costs, masses, fuel levels, and thrust configurations for three main blocks: Command Pods, Fuel Tanks, and Liquid Engines. Each has a specific cost per unit (500 credits for a pod, 200 for a tank, and 350 for an engine). Mouse Grid Snapping The VAB hangar is now interactive using the mouse instead of the keyboard. Left-clicking sidebar catalog cards swaps your active part tool with a clean highlight frame. Left-clicking inside the grid snaps and stamps components directly into place with 1:1 pixel accuracy, and right-clicking an item instantly erases it. Flood-Fill Rocket Compiler I engineered a backend validation method ( compile_custom_grid_rocket ) triggered by clicking the Launch button. It runs a Breadth-First Search (BFS) flood-fill check starting from the Command Pod. It traces orthogonal adjacent connections to make sure parts are actually linked together via adjacent cells, filters out floating disconnected parts, checks your wallet balance, and dynamically compiles your specs before letting you reach the pad. Lunar Line-of-Sight Occlusion I fixed a glitch where network signals could pass straight through the middle of the moon. Ground downlinks and inter-satellite cross-links now run a closest-approach vector calculation. The exact millisecond a laser path grazes or drops below the physical moon radius, the lunar crust blocks the ray and drops the link instantly. UI Bugfixes The text formatting glitch where lines were cutting off the right edge of the screen has been resolved. I wrapped the sidebar text block inside a tight bounding box by enabling multiline wrapping and setting a fixed width. I also fixed a crash where the drawing engine would break looking for the parts catalog dictionary, and fixed a typo where the dictionary items loop was missing its plural formatting. New Bugs Launchpad Rendering While the rocket compiler successfully updates the rocket’s mass and thrust variables, it doesn’t render the player’s custom grid construction on the launchpad yet. It still loads the default rocket shape instead of the player’s custom design. I will fix this when I build the custom part sprites. Clickbox Alignment The sidebar tool selection clickboxes are still slightly misaligned with the visual bounding cards drawn on screen. I need to calibrate the exact mouse Y-coordinate gates to line up perfectly with the graphics. Version 1.0 Release By version 1.0 (which will be the next devlog or two), the only big feature left is completing these custom rockets with graphic sprites. After shipping version 1.0, I will do continuous point-release updates (v1.1-1.9) and then move on to version 2.0. See you in the next devlog!
Devlog 12 Updates Dual-Branch R&D Tech Tree I have overhauled the career progression loop by splitting the research paths into two independent divisions: Engineering and Science. Basic Rocketry now branches out into Propulsion hardware on the upper path, and opens up a dedicated Scientific Instrumentation line on the lower path. Dynamic Gated VAB Catalog The VAB sidebar menu now dynamically checks your research history records. Unlocked science components automatically reveal themselves in the sidebar list, while locked parts are completely hidden from sight to keep the construction catalog clean. Sidebar clickboxes dynamically recalculate vertical pixel boundaries on the fly to track the visible elements accurately. Repeatable Science Payloads & Validation Checks I implemented core functionality and logic handlers for repeatable telemetry payloads. Satellites holding scientific sensors scan for an active, unblocked connection line back to Earth tracking bases. When a link is found, they automatically downlink data packets to award flat-rate repeatable research points on every mission (15 science for the Thermometer, 20 for the Barometer, and 25 for the Mystery Goo Pod). Macro Map Orientation Pointers I added a macro view toggle. When you roll your mouse scroll wheel out into the map view layer, the high-detail custom rocket model cleanly scales down into a bright orange orientation pointer triangle. This visual anchor makes it significantly easier to track your exact steering heading against the planetary orbit paths. Planetary Scale & Career Contract Balance To increase overall difficulty and solve an exploit where a single keystroke escaped gravity, I scaled up the universe metrics. The planet radius is now 5,000 meters and its mass is 15,000,000. The moon has been pushed out to a deep-space orbit of 45,000 meters with an expanded 7,500-meter sphere of influence capture well. To match this new planetary scale, I completely overhauled the contract database to feature a six-mission matrix. Contract targets have been raised to true high-altitude orbit criteria (such as a 5,600m periapsis for low relay deployment). The spacebar satellite deployment checker strictly validates if your custom construction has the requested scientific part hardware installed before awarding high-tier cash rewards. Time-Stabilized Flight Physics Core I fully synchronized the lifecycle physics equations over time by scaling all acceleration, gravity force vectors, and position increments by delta_time. This eliminates frame-rate dependencies and creates realistic, heavy vehicle inertia. Fuel consumption rates have been balanced to a multiplier of 26.0, providing enough burn duration to clear the 5,000m atmosphere and circularize while enforcing strict fuel limitations. UI Bugfixes I resolved an axis-mirroring rendering bug where custom grid parts would drift into diagonals or spin backward on local centers during physics turns. Components now stay perfectly welded to the primary chassis frame across all angles. I also fixed a camera tracking bug where the camera height initialized thousands of pixels above the launchpad on boot, causing the rocket to instantly fall off the bottom of the screen. The spawner and camera vectors are now completely synchronized. Public Beta Release With branched career trees, specialized hardware validation checks, repeatable telemetry economies, and time-stabilized physics loops fully functional, the core game framework is rock-solid. I am wrapping this up as an official public Beta build to gather immediate player feedback before finalizing version 1.0. See you in the next devlog! P.S. I have been having lots of fun playing around with this game and I hope that with the launch of version beta, you will too!
Ships:
Project: Constellation (Public Beta) Project: Constellation is a full-scale orbital mechanics and satellite communications simulator built on the Arcade Python engine. Design custom rocket layouts inside an interactive assembly grid, manage a dual-branch technological research economy, execute targeted agency contracts, and establish global laser-linked relay constellations around a scaled, multi-body gravitational physics sandbox. Core Systems Grid-Based Vehicle Architecture Vehicles are assembled inside a 5x8 Vehicle Assembly Building (VAB) matrix. Structural dry mass, fuel capacity, and booster thrust metrics are compiled directly from your component placements, ensuring that custom ship layouts directly influence flight physics and vehicle inertia. Dual-Branch Tech Progression The research tree splits cleanly into Engineering and Scientific Instrumentation paths. Spending science points unlocks advanced telemetry sensors—including Thermometers, Barometers, and Mystery Goo Pods—while dynamically updating your active VAB construction catalogue menu. Autonomous Telemetry Downlinks Deployed science satellites automatically trace line-of-sight laser routes back to active ground stations. When an unblocked path clears the planetary or lunar crust terrain boundaries, telemetry data caches flush to deliver repeatable flat-rate science funding payouts back to your space agency. Time-Stabilized Flight Physics All gravitational pull factors, engine acceleration vectors, and coordinate position increments utilize strict delta-time scaling multipliers. This maintains frame-rate independent vehicle momentum, requiring a controlled, sustained 12-second ascent burn to circularize into orbit. Technical Highlights VAB Grid Validation Pass The hangar utilizes a verification filter driven by a Breadth-First Search (BFS) flood-fill algorithm. The calculation evaluates part attachments outwards directly from the core Command Pod placement coordinate. It automatically filters loose, floating component cells before vehicle launchpad rollout clearance is granted. Real-Time Laser Occlusion Satellite laser links dynamically monitor geometric distance tracking arrays to map active connection routes. Beams trace continuous calculations against the spatial coordinates of the 5,000-meter radius planetary and lunar crusts. Signals break instantly upon crossing underneath terrain thresholds, forcing strategic constellation designs to maintain coverage. Balanced Sensor Payouts & Fuel Telemetry transmissions bypass progression uniqueness checks to award flat-rate rewards on every single flight. Active thermometer units dump data to return 15 science, barometers yield 20, and bio-chemical Mystery Goo Pod structures return 25.Booster fuel consumption rates are balanced to a 26.0 unit per second multiplier to enforce tight launch fuel limitations. Flight Operations Keyboard Map W or UP ARROW — Fire liquid boosters (Hold for sustained acceleration) A / D or LEFT / RIGHT — Pitch controls (Adjust vehicle steering angles) SPACEBAR — Decouple staging structure and deploy satellite payload into active orbit MOUSE SCROLL WHEEL — Viewport camera zoom (Micro close-ups vs Macro system maps) ESC — Open R&D Technology Tree, Agency Contract Boards, and Asset menus Quick Installation Project: Constellation requires Python 3.8+ and the Python Arcade engine library. Run a standard pip installation pass inside your terminal shell window, and execute the primary script to launch your space program: In terminal run: pip install arcade and to run: python3 main.py This will work as long as the terminal is currently acting inside the folder that contains the main.py script P.S. This is still a beta version of the game so expect bugs!...
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1793318075.046866
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1793404475.046866
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27751
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Tic tac toe by @nurofenracealasigripa | Stardance
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nurofenracealasigripa
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1
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9.0
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60
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T09:04:10Z", "hours": 9.0, "multiplier": 6.61, "payout": 60, "blessing": "neutral", "text": "I remade the classic tic tac toe game in vs studio with a cozy vibe. I really like how it turned out. The code tho… please mind it, it is attrocious :] Hope you enjoy playing! :) Also, the “try project” button is a video demo. To play it you need to go to github", "repo": "https://github.com/stoicaandrei-blip/Tic-tac-toe", "demo": "https://github.com/stoicaandrei-blip/Tic-tac-toe/releases/tag/V1.0.0"}]...
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[{"post_id": 23078, "ts": "202 [{"post_id": 23078, "ts": "2026-07-05T20:21:18Z", "hours": 2.9083, "text": "Devlog 6: Finnaly finished the game! Changed some textures to match the vibe, added a stats page and some music. Hope you like it :]"}, {"post_id": 19902, "ts": "2026-07-01T10:25:07Z", "hours": 1.4675, "text": "Devlog 5: I finished all the rounds! and started working on loss/win detection :|"}, {"post_id": 19116, "ts": "2026-06-30T11:05:48Z", "hours": 1.3478, "text": "Devlog 4: Added the third round and made a function that checks the players moves and tells the computer how to block them(this one took a long time since it checks using if statements) then added the fourth round. Also the game was freezing whenever the computer had to give a random move during round four instead of blocking your move. It turns out it was a bug with the logic inside the loop that generated the move."}, {"post_id": 18545, "ts": "2026-06-29T18:45:14Z", "hours": 1.5342, "text": "Devlog 3: Made the ai for the first computer move and made it so that you can now put a x anywhere on the board(not only in the first square like previously). Also put the code for the first and the second round in a separate function to keep main organized + polished the code a bit(it will get messier as more rounds are added) I started thinking about fourth rounds logic and i think my approach will not be that efficient as it will use if statements :|"}, {"post_id": 18299, "ts": "2026-06-29T12:22:57Z", "hours": 1.0436, "text": "Devlog 2: I added the board model, made the X and the O drawings + made the first square functional. Next i will make the rest of them functional and the computer algorithm. Also, i made both menu buttons functional :)"}, {"post_id": 18262, "ts": "2026-06-29T10:50:43Z", "hours": 0.7883, "text": "Devlog 1: I made the background for the menu and for the game + the play and exit buttons. Next i will make both of them functional Also tought i would be funny to have a smiley face after the tic-tac-toe banner :]"}]...
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Title: Tic tac toe by @nurofenracealasigripa | Sta Title: Tic tac toe by @nurofenracealasigripa | Stardance
Devlogs:
Devlog 1: I made the background for the menu and for the game + the play and exit buttons. Next i will make both of them functional Also tought i would be funny to have a smiley face after the tic-tac-toe banner :]
Devlog 2: I added the board model, made the X and the O drawings + made the first square functional. Next i will make the rest of them functional and the computer algorithm. Also, i made both menu buttons functional :)
Devlog 3: Made the ai for the first computer move and made it so that you can now put a x anywhere on the board(not only in the first square like previously). Also put the code for the first and the second round in a separate function to keep main organized + polished the code a bit(it will get messier as more rounds are added) I started thinking about fourth rounds logic and i think my approach will not be that efficient as it will use if statements :|
Devlog 4: Added the third round and made a function that checks the players moves and tells the computer how to block them(this one took a long time since it checks using if statements) then added the fourth round. Also the game was freezing whenever the computer had to give a random move during round four instead of blocking your move. It turns out it was a bug with the logic inside the loop that generated the move.
Devlog 5: I finished all the rounds! and started working on loss/win detection :|
Devlog 6: Finnaly finished the game! Changed some textures to match the vibe, added a stats page and some music. Hope you like it :]
Ships:
I remade the classic tic tac toe game in vs studio with a cozy vibe. I really like how it turned out. The code tho… please mind it, it is attrocious :] Hope you enjoy playing! :) Also, the “try project” button is a video demo. To play it you need to go to github...
|
1792878666.2244394
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1793742666.2244394
|
|
27762
|
Expense Tracker API by @Zz315 | Stardance
|
Zz315
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T14:25:40Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Expense Tracker using RESTAPI and flask there was a lot of bugs but I used AI to help me fix them", "repo": "https://github.com/razielhefer1234-cell/Expense-Tracker-API", "demo": "https://github.com/razielhefer1234-cell/Expense-Tracker-API/releases/tag/Backend"}]...
|
[{"post_id": 19280, "ts": "202 [{"post_id": 19280, "ts": "2026-06-30T15:33:18Z", "hours": 7.1983, "text": "💰 Expense Tracker REST API"}]...
|
Title: Expense Tracker API by @Zz315 | Stardance
Title: Expense Tracker API by @Zz315 | Stardance
Devlogs:
💰 Expense Tracker REST API
Ships:
I made a Expense Tracker using RESTAPI and flask there was a lot of bugs but I used AI to help me fix them...
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1793296621.5622566
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1793383021.5622566
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27764
|
my hyprland dots by @Kristiyan | Stardance
|
Kristiyan
|
1
|
30.47
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T20:31:15Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "uhh, i just tried ricing hyprland, it includes for hyprland (ofc) swaync, waybar, fastfetch, kitty, rofi, starship, and wlogout, i dont know if the scripts work but i did mention i was bad at scripting, but to my knowledge the switcher.sh and install.sh(for arch users only my bad) should work fine but anyway yeah, that’s all i have for now", "repo": "https://github.com/KristiyanCodes/hyprland-dots", "demo": "https://raw.githubusercontent.com/KristiyanCodes/hyprland-dots/main/install.sh"}]...
|
[{"post_id": 75345, "ts": "202 [{"post_id": 75345, "ts": "2026-09-29T19:59:08Z", "hours": 2.4667, "text": "uhh so my ship got denied so i’m gonna just post this devlog real quick to say that i significantly improved the install.sh"}, {"post_id": 69803, "ts": "2026-09-17T20:19:46Z", "hours": 1.0989, "text": "added a simple waybar switcher, didnt manage to do mutch, im not good at scripting :("}, {"post_id": 65030, "ts": "2026-09-09T20:43:57Z", "hours": 2.2372, "text": "finished starship config, it definitely took me some time to understand at first, but in the end i thing i got it pretty clean next thing im gonna do is try to make a theme switcher and add themes to switch to though they might be generic(ofc)"}, {"post_id": 61043, "ts": "2026-09-03T19:09:18Z", "hours": 2.0, "text": "so i finished the kitty config, now i’m gonna tinker and mess around with starship until i get something i like, i don’t know how long it’ll take so if your actually following this (which i don’t really think anyone is for now) just have patience if i take long"}, {"post_id": 59808, "ts": "2026-09-01T19:17:48Z", "hours": 8.0606, "text": "finished fastfetch config, from a blank file because i don’t like the ones “fastfetch –gen-config” provides, i also made it fit in half a terminal also switched from alacritty to kitty, idk what else to say, i might add a a kitty config now"}, {"post_id": 46494, "ts": "2026-08-13T19:00:39Z", "hours": 11.0997, "text": "so i kind forgot to devlog but apart from that lets get into what changed, last devlog we were working on waybar, now waybar is fully finished, and we also added wlogout, swaync, rofi(i decided to switch from wofi to rofi), and alacritty configurations, i also added a install.sh which only works on arch for now(because im not that good at shell scripts) and my wallpaper, we also improved the README.md quite a bit (i think), and currently im working on the fastfetch configuration"}, {"post_id": 22810, "ts": "2026-07-05T12:14:37Z", "hours": 1.1997, "text": "worked on waybar’s style.css and made some changes to config.jsonc"}, {"post_id": 20407, "ts": "2026-07-02T00:21:12Z", "hours": 2.3508, "text": "mostly finished hyprland configs, all i plan to add in the future is wlogout, started working on waybar configs"}]...
|
Title: my hyprland dots by @Kristiyan | Stardance
Title: my hyprland dots by @Kristiyan | Stardance
Devlogs:
mostly finished hyprland configs, all i plan to add in the future is wlogout, started working on waybar configs
worked on waybar’s style.css and made some changes to config.jsonc
so i kind forgot to devlog but apart from that lets get into what changed, last devlog we were working on waybar, now waybar is fully finished, and we also added wlogout, swaync, rofi(i decided to switch from wofi to rofi), and alacritty configurations, i also added a install.sh which only works on arch for now(because im not that good at shell scripts) and my wallpaper, we also improved the README.md quite a bit (i think), and currently im working on the fastfetch configuration
finished fastfetch config, from a blank file because i don’t like the ones “fastfetch –gen-config” provides, i also made it fit in half a terminal also switched from alacritty to kitty, idk what else to say, i might add a a kitty config now
so i finished the kitty config, now i’m gonna tinker and mess around with starship until i get something i like, i don’t know how long it’ll take so if your actually following this (which i don’t really think anyone is for now) just have patience if i take long
finished starship config, it definitely took me some time to understand at first, but in the end i thing i got it pretty clean next thing im gonna do is try to make a theme switcher and add themes to switch to though they might be generic(ofc)
added a simple waybar switcher, didnt manage to do mutch, im not good at scripting :(
uhh so my ship got denied so i’m gonna just post this devlog real quick to say that i significantly improved the install.sh
Ships:
uhh, i just tried ricing hyprland, it includes for hyprland (ofc) swaync, waybar, fastfetch, kitty, rofi, starship, and wlogout, i dont know if the scripts work but i did mention i was bad at scripting, but to my knowledge the switcher.sh and install.sh(for arch users only my bad) should work fine but anyway yeah, that’s all i have for now...
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1793152503.0650988
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1793238903.0650988
|
|
27771
|
Checkpoint by @luiggircardoso | Stardance
|
luiggircardoso
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1
|
4.19
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T00:21:26Z", "hours": 3.0, "multiplier": 5.33, "payout": 19, "blessing": "neutral", "text": "I made a flatpak checkpoint saver because i do a lot of linux distro testing, and because i’m very stubborn, i wipe my disk everytime, and then i need to spend extra 30 minutes downloading everything again. It’s my first Rust project, i had to use a bit of AI to understand the errors, but the code is hand written and Rust is an amazing language to work with, will do it again. The CLI is super simple and works with two main flows: Backup: Saves all your currently installed Flatpak apps into a clean checkpoint.json. Restore: Reads that file and restores your exact system state. It’s a very simple project, but it’s saving a major problem i have in my desktop. You can install it with: cargo install checkpoint-cli or use the standalone in the releases.", "repo": "https://tangled.org/luiggircardoso.tngl.sh/checkpoint/", "demo": "https://crates.io/crates/checkpoint-cli"}]...
|
[{"post_id": 21867, "ts": "202 [{"post_id": 21867, "ts": "2026-07-04T01:09:36Z", "hours": 1.1869, "text": "Started working on a GTK UI for the app, sadly it won’t count for the main project time because GNOME Builder is not supported"}, {"post_id": 17991, "ts": "2026-06-28T23:16:03Z", "hours": 0.6492, "text": "First alpha right now! You can try it by downloading it in the “Try it” link on the page."}, {"post_id": 17950, "ts": "2026-06-28T22:14:05Z", "hours": 0.6217, "text": "Discovered how to do colored text and spinners"}, {"post_id": 17770, "ts": "2026-06-28T18:20:40Z", "hours": 2.2092, "text": "Prototype is working, the app can officially detect all flatpak apps, filtering SDKs and runtimes. Time to do some polishing before the first ship"}]...
|
Title: Checkpoint by @luiggircardoso | Stardance
Title: Checkpoint by @luiggircardoso | Stardance
Devlogs:
Prototype is working, the app can officially detect all flatpak apps, filtering SDKs and runtimes. Time to do some polishing before the first ship
Discovered how to do colored text and spinners
First alpha right now! You can try it by downloading it in the “Try it” link on the page.
Started working on a GTK UI for the app, sadly it won’t count for the main project time because GNOME Builder is not supported
Ships:
I made a flatpak checkpoint saver because i do a lot of linux distro testing, and because i’m very stubborn, i wipe my disk everytime, and then i need to spend extra 30 minutes downloading everything again. It’s my first Rust project, i had to use a bit of AI to understand the errors, but the code is hand written and Rust is an amazing language to work with, will do it again. The CLI is super simple and works with two main flows: Backup: Saves all your currently installed Flatpak apps into a clean checkpoint.json. Restore: Reads that file and restores your exact system state. It’s a very simple project, but it’s saving a major problem i have in my desktop. You can install it with: cargo install checkpoint-cli or use the standalone in the releases....
|
1793220837.1129625
|
1793307237.1129625
|
|
27772
|
Melody Maker pathfinder by @ahmed_brawns_needs_bra Melody Maker pathfinder by @ahmed_brawns_needs_brains | Stardance...
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ahmed_brawns_needs_brains
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1
|
0.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T14:25:03Z", "hours": 0.0, "multiplier": 5.0, "payout": 2, "blessing": "neutral", "text": "I have made a pcb with three keys 3 led and 3 passive buzzers, playing the keys in a password will play the corresponding song in the firmware, I can add more songs, as of now theres only happy birthday and a chord, all three buzzers may play at once for a melody, the leds also light up in the password of corresponmdings keys before the corresponding song plays I made it for a friend to write down a song that they like and have it play on the melody maker", "repo": "https://github.com/Scorpion9000IQmech/MELODY-MAKER-PATHFINDER", "demo": ""}]...
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[{"post_id": 29456, "ts": "202 [{"post_id": 29456, "ts": "2026-07-16T12:37:09Z", "hours": 0.3833, "text": "I have made a pathfinder project where the keys will be played in a password, and the corresponding music will play. I have to write the music myself note by note, and it plays the music after playing the LEDs in the same password of the corresponding’s keys"}]...
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Title: Melody Maker pathfinder by @ahmed_brawns_ne Title: Melody Maker pathfinder by @ahmed_brawns_needs_brains | Stardance
Devlogs:
I have made a pathfinder project where the keys will be played in a password, and the corresponding music will play. I have to write the music myself note by note, and it plays the music after playing the LEDs in the same password of the corresponding’s keys
Ships:
I have made a pcb with three keys 3 led and 3 passive buzzers, playing the keys in a password will play the corresponding song in the firmware, I can add more songs, as of now theres only happy birthday and a chord, all three buzzers may play at once for a melody, the leds also light up in the password of corresponmdings keys before the corresponding song plays I made it for a friend to write down a song that they like and have it play on the melody maker...
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1793289428.9985607
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1793375828.9985607
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|
27782
|
My first slack bot! by @rileymcmanus1120 | Stardan My first slack bot! by @rileymcmanus1120 | Stardance...
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rileymcmanus1120
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T20:11:09Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was my first Slack bot, and it was really nice to follow along with the tutorial and learn how everything works step by step. I built and deployed a bot using Node.js, Slack Bolt, and Railway, which allows it to run 24/7. The commands are: /riley-bot-ping — checks latency /riley-bot-catfact — tells a random cat fact /riley-bot-joke — tells a joke /riley-bot-help — shows available commands These commands work inside Slack using slash commands. For transparency, my project was debugged with help from ChatGPT while I followed the tutorial.", "repo": "https://github.com/rileymcmanus1120-lang/rileybot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 17844, "ts": "202 [{"post_id": 17844, "ts": "2026-06-28T19:44:58Z", "hours": 0.4889, "text": "I built my first Slack that responds to slash commands like /riley-bot-ping, /riley-bot-catfact, and /riley-bot-joke!"}]...
|
Title: My first slack bot! by @rileymcmanus1120 | Title: My first slack bot! by @rileymcmanus1120 | Stardance
Devlogs:
I built my first Slack that responds to slash commands like /riley-bot-ping, /riley-bot-catfact, and /riley-bot-joke!
Ships:
This was my first Slack bot, and it was really nice to follow along with the tutorial and learn how everything works step by step. I built and deployed a bot using Node.js, Slack Bolt, and Railway, which allows it to run 24/7. The commands are: /riley-bot-ping — checks latency /riley-bot-catfact — tells a random cat fact /riley-bot-joke — tells a joke /riley-bot-help — shows available commands These commands work inside Slack using slash commands. For transparency, my project was debugged with help from ChatGPT while I followed the tutorial....
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1793242157.913664
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1793328557.913664
|
|
27788
|
Self balancing robot- QuadCat by @MaxMadeGG | Star Self balancing robot- QuadCat by @MaxMadeGG | Stardance...
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MaxMadeGG
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1
|
0.32
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T08:57:47Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The project is now shipped due that the event ends soon and that my ESP32 is dead and the new one arrives too late so i decided to submit what i have, which is the main thing…the working PCB with the FOC loop i created so you can still build the robot because there is basically everything in the repo just the code isn’t done and tuned. Have fun! Made :)", "repo": "https://github.com/MaxMadeGG/Self-balancing-robot--QuadCat", "demo": ""}]...
|
[{"post_id": 72741, "ts": "202 [{"post_id": 72741, "ts": "2026-09-23T17:03:51Z", "hours": 0.3189, "text": "Thank you for the great decision of Hack club and if you guys want to continue following my self balancing robot go to> https://stardance.hackclub.com/projects/65148"}, {"post_id": 70581, "ts": "2026-09-19T12:03:35Z", "hours": 1.5503, "text": "fixed the body and sending to the printer to print it again and i will enjoy two hours changing the filament for color T_T i don’t have the AMS lite thingy XD"}, {"post_id": 70096, "ts": "2026-09-18T13:25:27Z", "hours": 1.4169, "text": "finished the body now printing and let’s hope it works :D"}, {"post_id": 69670, "ts": "2026-09-17T15:26:47Z", "hours": 5.1669, "text": "The new PCB arrived so i was soldering for 2hrs then started making the motors work and after 2hrs i finally managed to make work one then after 1hr i found out that in1 was swapped with EN in the code so that’s why it wasn’t working then made work the servos which worked immediately then made run motors and servos at the same time which worked so wonderful! then started finishing the body-shell which i will finish tomorrow and send to the printer and then i will assemble all and solder all permanently :D hyped for tomorrow"}, {"post_id": 68733, "ts": "2026-09-15T17:16:18Z", "hours": 1.1003, "text": "I made a completely new design(why? check out previous posts)…it’s kinda a box which is not what i wanted but it looks good even not finished :D Btw reminds me of a star-wars robot it wasn’t intentional…still waiting for the new PCB fingers crossed that it arrives before the end of Stardance"}, {"post_id": 68050, "ts": "2026-09-14T13:03:29Z", "hours": 0.4669, "text": "So i’m still making the body and still thinking of how to put the laser sensor at the front that it doesn’t look odd…if you have any ideas then please feel free to tell me in comments :D (this design at the base wasn’t thought that there will be a laser sensor)"}, {"post_id": 67460, "ts": "2026-09-13T15:57:30Z", "hours": 0.5836, "text": "Thinking about how to implement the laser sensors into the body-shell design that it isn’t odd and fixing some stuff in Fusion. I also made a small wooden table next to my desk that i can have more place for my projects. Still waiting for the v2.0 PCB and idk if i will have time to finish this robot before the end of stardance but at least i think i will have a working PCB which is the main thing of the robot"}, {"post_id": 65337, "ts": "2026-09-10T12:42:50Z", "hours": 0.2833, "text": "I unsoldered everything and unplugged. Now waiting that the new PCB v2.0 arrives—–––> if you want to know more: https://youtu.be/JHu94_pjOXo"}, {"post_id": 64916, "ts": "2026-09-09T17:09:01Z", "hours": 0.8167, "text": "After too much problems making the motor want to spin and finding other problems i decided to make a new PCB with all the stuff fixed and reviewed hundreds of times —––> if you want to know more: https://youtu.be/JHu94_pjOXo"}, {"post_id": 63618, "ts": "2026-09-07T15:22:32Z", "hours": 1.5503, "text": "Ok this is funny…i’ve been trying to make work my motors with the custom PCB for 3days and now i found out that the motor i was testing was using the encoder of the other motor that i wasn’t using so yeah pretty stupid lol…and look at the video what i can do with it, i can make spin the other motor by turning one by hand. Anyway i did manage to make work one motor perfectly but the other one is another story and now the battery is dead so i’m charging 😭"}, {"post_id": 60929, "ts": "2026-09-03T16:31:38Z", "hours": 3.6669, "text": "Ok so i finished soldering the stuff on the PCB…i basically was soldering and soldering and soldering…for 3hrs almost 4…ehm anyway now i will code the thing and then let’s see if the PCB works…ah you’re lucky i forgot to post this so you will know if the PCB works…and like yes it works but i have to fix some little problems :)"}, {"post_id": 60362, "ts": "2026-09-02T17:29:39Z", "hours": 0.9667, "text": "The PCB has finally arrived so i started soldering the stuff but it’s late rn so i will finsih tomorrow"}, {"post_id": 59641, "ts": "2026-09-01T15:41:52Z", "hours": 0.3503, "text": "Ok so bad and good news…i have the laser sensors but i destroyed one a little like he works but the small chip is a little cooked so it reads stuff at only max 7cm of it which could work anyway…the bad news…uhh the PCB is stuck somewhere due to douane stuff so it will arrive in one week for the best so it could arrive in one month(next time i order a PCB somewhere in EU never again in china…sorry jlcpcb or pcbway if you wanted to sponsor me)….anyway now i made the part for my robot leg and it’s currently printing so we will see :D"}, {"post_id": 59618, "ts": "2026-09-01T15:14:12Z", "hours": 0.9169, "text": "Hi this is a old thing i have made but because it didn’t sync due to some Hackatime problems i’m posting it today after one week…tho i don’t remember what i did so yeah😅 anyway now i’m gonna model a part in Fusion for my leg and you will know more in the next post!🙃"}, {"post_id": 54497, "ts": "2026-08-25T14:49:47Z", "hours": 2.2503, "text": "So as i said i will make my own FOC controller which turned into a blowed up ESP32…jk jk in fact it worked super nicely it actually works! So now just waiting that the PCB arrives and the laser sensors for wall avidance. and the breakdown of today is: i’m happy https://youtu.be/9f9dHl2CsRY?si=nJjeVBc7lghW3pOh"}, {"post_id": 53839, "ts": "2026-08-24T15:10:11Z", "hours": 0.5333, "text": "Hi guys has been a while since, right? But today i’m back with a new idea for my robot which is adding laser sensors!🌟 For wall avoidance…anyway today i upgraded my PCB to the max fixed all small things that could be a problem and then tried to make the motor spin with simple FOC library but didn’t work 😭yeah didn’t :( after trying to make it work for 4hrs no wait 5hrs i decided that i will make my own thing…we will see in next episode if it will work or not…oh wait i forgot that i managed to make the motors spin without the FOC!!! which was wonderful to see🎉 the code that worked was this one: void setup() { ledcAttach(16, 20000, 8); ledcAttach(17, 20000, 8); ledcAttach(18, 20000, 8); pinMode(33, OUTPUT); digitalWrite(33, HIGH); } void loop() { static int a = 0; ledcWrite(16, 128 + 100 * sin(a * 0.01)); ledcWrite(17, 128 + 100 * sin(a * 0.01 + 2.09)); ledcWrite(18, 128 + 100 * sin(a * 0.01 + 4.19)); a++; delayMicroseconds(200); } also i have a YT and a VID will drop soon so please be sure to sub, thx: https://www.youtube.com/@Made-g4u"}, {"post_id": 43147, "ts": "2026-08-08T07:59:02Z", "hours": 0.6333, "text": "ok i plugged all and i also changed the voltage of the boost converter and it didn’t blow up so that’s great…and now i’m gonna write some code(claude) to test the motor…uhh just for the final complete code i will write it myself. Also if you want to support more my 💩 projects https://www.youtube.com/@Made-g4u"}, {"post_id": 41237, "ts": "2026-08-05T10:04:09Z", "hours": 1.4169, "text": "Updated🛠️ my custom PCB that it fits inside the body. Also next i might fix the model of the body because there are some minor faults that i did. I might maybe retry tomorrow the boost converter with a multimeter that i will buy…uhh yea i don’t have a multimeter😅 anyway if it blows up💥 again😤 after changing the Voltage then the board might have another problem than the Voltage that was wrong…🚮"}, {"post_id": 40722, "ts": "2026-08-04T13:15:47Z", "hours": 2.6675, "text": "Made the body, now it will go to the printer lets hope it works. Also i might finish testing the stuff on the bread board next week or in 1-2 weeks. Tomorrow i will make the wheels i think"}, {"post_id": 39962, "ts": "2026-08-03T09:23:45Z", "hours": 1.0167, "text": "uhh ok this is nice…idk why but the boost converter blow up after i finished plugging all together, no polarity reverse or stuff i just plugged and then after 2 secs pshh 💥pow big 💨smoke going off…so yeah interesting🤔, i will try to change the V of the boost to 10V and then if my other boost converter blows up💥 again then it must be a cheap, low quality one that i bought…this project is the most unlucky one i’m working on so far😢…wish me luck🙏. Below photo of almost all plugged(without the boost)."}, {"post_id": 39362, "ts": "2026-08-02T09:17:57Z", "hours": 0.2669, "text": "prepared stuff that i can start making the main body later because now i wont be at home for some time"}, {"post_id": 38710, "ts": "2026-08-01T07:49:11Z", "hours": 0.3503, "text": "I made a part that i forgot to do."}, {"post_id": 38134, "ts": "2026-07-31T11:13:59Z", "hours": 0.7336, "text": "finishing legs for the robot, next have to make the body and other stuff so lets hope the legs work. Btw i blew up my controller 😅 and found out i forgot to buy smth XD"}, {"post_id": 37506, "ts": "2026-07-30T09:34:58Z", "hours": 0.55, "text": "I created my own Dupont wires because yesterday my wiring wasn’t pretty nice and it didn’t work so lets hope it works now! :D btw it’s pretty a mess all these wires"}, {"post_id": 36994, "ts": "2026-07-29T13:25:37Z", "hours": 0.2833, "text": "soldering and cliping all on a breadboard, i also printed a holder for the motor that i can test all next will finish clip all and then program it"}, {"post_id": 36351, "ts": "2026-07-28T12:28:46Z", "hours": 0.4167, "text": "I’ve made a pcb holder stand that i can weld stuff without headaches. Btw all the parts have arrived so i can continue!"}, {"post_id": 29500, "ts": "2026-07-16T14:04:08Z", "hours": 3.1667, "text": "I was making the pcb that i didn’t finish yet i’m taking a little pause of this stupid unresponsive PC and easyEDA. this is the only screenshot i can show you, i have made more but this…PC doesn’t work i can’t do even ctrl+v or take a screenshot"}, {"post_id": 28858, "ts": "2026-07-15T12:31:18Z", "hours": 0.3675, "text": "i started fixing the body but then realized that i don’t have the physical parts yet so i don’t know the size of them and if i fix it now then i will maybe need to fix it again so it would be a waste of time. So i will wait that the parts arrive and then continue making the body"}, {"post_id": 28788, "ts": "2026-07-15T09:05:55Z", "hours": 0.7508, "text": "I’ve been finalizing the legs a little then looking if it all fits and unfortunately i did some calculation fault somewhere because the body is a little too big like maybe too much. Next i will finish the parts and fix the body size and fix that it’s not all at the front because if you noticed the body is too much at the front so too much weight."}, {"post_id": 27553, "ts": "2026-07-13T07:15:45Z", "hours": 0.6342, "text": "again 3D modeling- almost finished the body"}, {"post_id": 21550, "ts": "2026-07-03T15:54:00Z", "hours": 0.5339, "text": "a little of modeling the body"}, {"post_id": 21504, "ts": "2026-07-03T14:29:36Z", "hours": 0.6667, "text": "i have been modeling the leg parts and a little the main body"}, {"post_id": 20768, "ts": "2026-07-02T13:46:14Z", "hours": 1.8325, "text": "Brainstorming, thinking and a lot of 3D modeling mostly fighting with painful Fusion 360 lolll tired"}]...
|
Title: Self balancing robot- QuadCat by @MaxMadeGG Title: Self balancing robot- QuadCat by @MaxMadeGG | Stardance
Devlogs:
Brainstorming, thinking and a lot of 3D modeling mostly fighting with painful Fusion 360 lolll tired
i have been modeling the leg parts and a little the main body
a little of modeling the body
again 3D modeling- almost finished the body
I’ve been finalizing the legs a little then looking if it all fits and unfortunately i did some calculation fault somewhere because the body is a little too big like maybe too much. Next i will finish the parts and fix the body size and fix that it’s not all at the front because if you noticed the body is too much at the front so too much weight.
i started fixing the body but then realized that i don’t have the physical parts yet so i don’t know the size of them and if i fix it now then i will maybe need to fix it again so it would be a waste of time. So i will wait that the parts arrive and then continue making the body
I was making the pcb that i didn’t finish yet i’m taking a little pause of this stupid unresponsive PC and easyEDA. this is the only screenshot i can show you, i have made more but this…PC doesn’t work i can’t do even ctrl+v or take a screenshot
I’ve made a pcb holder stand that i can weld stuff without headaches. Btw all the parts have arrived so i can continue!
soldering and cliping all on a breadboard, i also printed a holder for the motor that i can test all next will finish clip all and then program it
I created my own Dupont wires because yesterday my wiring wasn’t pretty nice and it didn’t work so lets hope it works now! :D btw it’s pretty a mess all these wires
finishing legs for the robot, next have to make the body and other stuff so lets hope the legs work. Btw i blew up my controller 😅 and found out i forgot to buy smth XD
I made a part that i forgot to do.
prepared stuff that i can start making the main body later because now i wont be at home for some time
uhh ok this is nice…idk why but the boost converter blow up after i finished plugging all together, no polarity reverse or stuff i just plugged and then after 2 secs pshh 💥pow big 💨smoke going off…so yeah interesting🤔, i will try to change the V of the boost to 10V and then if my other boost converter blows up💥 again then it must be a cheap, low quality one that i bought…this project is the most unlucky one i’m working on so far😢…wish me luck🙏. Below photo of almost all plugged(without the boost).
Made the body, now it will go to the printer lets hope it works. Also i might finish testing the stuff on the bread board next week or in 1-2 weeks. Tomorrow i will make the wheels i think
Updated🛠️ my custom PCB that it fits inside the body. Also next i might fix the model of the body because there are some minor faults that i did. I might maybe retry tomorrow the boost converter with a multimeter that i will buy…uhh yea i don’t have a multimeter😅 anyway if it blows up💥 again😤 after changing the Voltage then the board might have another problem than the Voltage that was wrong…🚮
ok i plugged all and i also changed the voltage of the boost converter and it didn’t blow up so that’s great…and now i’m gonna write some code(claude) to test the motor…uhh just for the final complete code i will write it myself. Also if you want to support more my 💩 projects https://www.youtube.com/@Made-g4u
Hi guys has been a while since, right? But today i’m back with a new idea for my robot which is adding laser sensors!🌟 For wall avoidance…anyway today i upgraded my PCB to the max fixed all small things that could be a problem and then tried to make the motor spin with simple FOC library but didn’t work 😭yeah didn’t :( after trying to make it work for 4hrs no wait 5hrs i decided that i will make my own thing…we will see in next episode if it will work or not…oh wait i forgot that i managed to make the motors spin without the FOC!!! which was wonderful to see🎉 the code that worked was this one: void setup() { ledcAttach(16, 20000, 8); ledcAttach(17, 20000, 8); ledcAttach(18, 20000, 8); pinMode(33, OUTPUT); digitalWrite(33, HIGH); } void loop() { static int a = 0; ledcWrite(16, 128 + 100 * sin(a * 0.01)); ledcWrite(17, 128 + 100 * sin(a * 0.01 + 2.09)); ledcWrite(18, 128 + 100 * sin(a * 0.01 + 4.19)); a++; delayMicroseconds(200); } also i have a YT and a VID will drop soon so please be sure to sub, thx: https://www.youtube.com/@Made-g4u
So as i said i will make my own FOC controller which turned into a blowed up ESP32…jk jk in fact it worked super nicely it actually works! So now just waiting that the PCB arrives and the laser sensors for wall avidance. and the breakdown of today is: i’m happy https://youtu.be/9f9dHl2CsRY?si=nJjeVBc7lghW3pOh
Hi this is a old thing i have made but because it didn’t sync due to some Hackatime problems i’m posting it today after one week…tho i don’t remember what i did so yeah😅 anyway now i’m gonna model a part in Fusion for my leg and you will know more in the next post!🙃
Ok so bad and good news…i have the laser sensors but i destroyed one a little like he works but the small chip is a little cooked so it reads stuff at only max 7cm of it which could work anyway…the bad news…uhh the PCB is stuck somewhere due to douane stuff so it will arrive in one week for the best so it could arrive in one month(next time i order a PCB somewhere in EU never again in china…sorry jlcpcb or pcbway if you wanted to sponsor me)….anyway now i made the part for my robot leg and it’s currently printing so we will see :D
The PCB has finally arrived so i started soldering the stuff but it’s late rn so i will finsih tomorrow
Ok so i finished soldering the stuff on the PCB…i basically was soldering and soldering and soldering…for 3hrs almost 4…ehm anyway now i will code the thing and then let’s see if the PCB works…ah you’re lucky i forgot to post this so you will know if the PCB works…and like yes it works but i have to fix some little problems :)
Ok this is funny…i’ve been trying to make work my motors with the custom PCB for 3days and now i found out that the motor i was testing was using the encoder of the other motor that i wasn’t using so yeah pretty stupid lol…and look at the video what i can do with it, i can make spin the other motor by turning one by hand. Anyway i did manage to make work one motor perfectly but the other one is another story and now the battery is dead so i’m charging 😭
After too much problems making the motor want to spin and finding other problems i decided to make a new PCB with all the stuff fixed and reviewed hundreds of times —––> if you want to know more: https://youtu.be/JHu94_pjOXo
I unsoldered everything and unplugged. Now waiting that the new PCB v2.0 arrives—–––> if you want to know more: https://youtu.be/JHu94_pjOXo
Thinking about how to implement the laser sensors into the body-shell design that it isn’t odd and fixing some stuff in Fusion. I also made a small wooden table next to my desk that i can have more place for my projects. Still waiting for the v2.0 PCB and idk if i will have time to finish this robot before the end of stardance but at least i think i will have a working PCB which is the main thing of the robot
So i’m still making the body and still thinking of how to put the laser sensor at the front that it doesn’t look odd…if you have any ideas then please feel free to tell me in comments :D (this design at the base wasn’t thought that there will be a laser sensor)
I made a completely new design(why? check out previous posts)…it’s kinda a box which is not what i wanted but it looks good even not finished :D Btw reminds me of a star-wars robot it wasn’t intentional…still waiting for the new PCB fingers crossed that it arrives before the end of Stardance
The new PCB arrived so i was soldering for 2hrs then started making the motors work and after 2hrs i finally managed to make work one then after 1hr i found out that in1 was swapped with EN in the code so that’s why it wasn’t working then made work the servos which worked immediately then made run motors and servos at the same time which worked so wonderful! then started finishing the body-shell which i will finish tomorrow and send to the printer and then i will assemble all and solder all permanently :D hyped for tomorrow
finished the body now printing and let’s hope it works :D
fixed the body and sending to the printer to print it again and i will enjoy two hours changing the filament for color T_T i don’t have the AMS lite thingy XD
Thank you for the great decision of Hack club and if you guys want to continue following my self balancing robot go to> https://stardance.hackclub.com/projects/65148
Ships:
The project is now shipped due that the event ends soon and that my ESP32 is dead and the new one arrives too late so i decided to submit what i have, which is the main thing…the working PCB with the FOC loop i created so you can still build the robot because there is basically everything in the repo just the code isn’t done and tuned. Have fun! Made :)...
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1793152396.5332632
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1793238796.5332632
|
|
27789
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BF Compiler by @COYG_KNGPLCJMS | Stardance
|
COYG_KNGPLCJMS
|
1
|
1.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T20:03:49Z", "hours": 1.0, "multiplier": 10.56, "payout": 11, "blessing": "neutral", "text": "I built a simple compiler for BF that runs in the browser. It also includes a list of BF commands.", "repo": "https://github.com/KNGPLCJMS/BF-Compiler", "demo": "https://kngplcjms.github.io/BF-Compiler/"}]...
|
[{"post_id": 17860, "ts": "202 [{"post_id": 17860, "ts": "2026-06-28T20:02:21Z", "hours": 0.3625, "text": "I finished styling my website and fix some minor bugs."}, {"post_id": 17831, "ts": "2026-06-28T19:30:11Z", "hours": 0.7403, "text": "I built a simple compiler that can read and run BF. It includes a simple input field and a list of commands."}]...
|
Title: BF Compiler by @COYG_KNGPLCJMS | Stardance
Title: BF Compiler by @COYG_KNGPLCJMS | Stardance
Devlogs:
I built a simple compiler that can read and run BF. It includes a simple input field and a list of commands.
I finished styling my website and fix some minor bugs.
Ships:
I built a simple compiler for BF that runs in the browser. It also includes a list of BF commands....
|
1792878442.591565
|
1793742442.591565
|
|
27793
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playing chess through a CNN by @advay_awesomer | S playing chess through a CNN by @advay_awesomer | Stardance...
|
advay_awesomer
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1
|
76.0
|
161
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T18:32:11Z", "hours": 55.0, "multiplier": 16.14, "payout": 161, "blessing": "neutral", "text": "Made chesscnn — a chess engine that picks its moves from a convolutional neural network instead of hand-written rules, AlphaZero-style. The net (PyTorch, a residual tower with two heads) looks at the board as a stack of 19 image-like planes and outputs both a move-probability map and a single “who’s winning” score. A PUCT Monte-Carlo Tree Search then uses those to actually play. There’s a CLI and a Streamlit web app where you can play it and watch its eval bar, its predicted line, and a heatmap of where it wants to move. Challenging: encoding chess moves for the network was the rabbit hole — every possible move has to map to one of 4,672 output slots (the 8×8×73 scheme), and promotions/castling/en-passant all have edge cases. I round-tripped 219k moves to prove the mapping never collides. The other hard part was getting it to play well without a giant training run — a freshly-initialized net plays nonsense, so I blend the network’s evaluation with a classical hand-crafted one and let the search do the heavy lifting. Proud of: it plays real openings out of the box (it’ll walk into a Ruy Lopez or a Pirc), it found a tactic in testing (won a hanging queen), and it went 0 losses across 14 games vs a random-mover. ~9,000 lines of Python with 53 passing tests, and a full training stack (self-play → replay buffer → trainer → arena/Elo) if you want to make it stronger. To test it: clone github.com/advaycode/CNN1, pip install -r requirements-app.txt, then streamlit run chesscnn/app.py and play it in your browser.", "repo": "https://github.com/advaycode/CNN1", "demo": "https://advaycode.github.io/CNN1/"}]...
|
[{"post_id": 39672, "ts": "202 [{"post_id": 39672, "ts": "2026-08-02T20:02:37Z", "hours": 21.0, "text": "designing some more model architecture"}, {"post_id": 17779, "ts": "2026-06-28T18:29:53Z", "hours": 55.0, "text": "The entire architecture for the machine learning model"}]...
|
Title: playing chess through a CNN by @advay_aweso Title: playing chess through a CNN by @advay_awesomer | Stardance
Devlogs:
The entire architecture for the machine learning model
designing some more model architecture
Ships:
Made chesscnn — a chess engine that picks its moves from a convolutional neural network instead of hand-written rules, AlphaZero-style. The net (PyTorch, a residual tower with two heads) looks at the board as a stack of 19 image-like planes and outputs both a move-probability map and a single “who’s winning” score. A PUCT Monte-Carlo Tree Search then uses those to actually play. There’s a CLI and a Streamlit web app where you can play it and watch its eval bar, its predicted line, and a heatmap of where it wants to move. Challenging: encoding chess moves for the network was the rabbit hole — every possible move has to map to one of 4,672 output slots (the 8×8×73 scheme), and promotions/castling/en-passant all have edge cases. I round-tripped 219k moves to prove the mapping never collides. The other hard part was getting it to play well without a giant training run — a freshly-initialized net plays nonsense, so I blend the network’s evaluation with a classical hand-crafted one and let the search do the heavy lifting. Proud of: it plays real openings out of the box (it’ll walk into a Ruy Lopez or a Pirc), it found a tactic in testing (won a hanging queen), and it went 0 losses across 14 games vs a random-mover. ~9,000 lines of Python with 53 passing tests, and a full training stack (self-play → replay buffer → trainer → arena/Elo) if you want to make it stronger. To test it: clone github.com/advaycode/CNN1, pip install -r requirements-app.txt, then streamlit run chesscnn/app.py and play it in your browser....
|
1792882076.1522121
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1793746076.1522121
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|
27796
|
JARVISAI by @AbhiPro | Stardance
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AbhiPro
|
1
|
18.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T22:29:11Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a lightweight AI assistant that can do many tasks such as answering questions, supplying you with the news, having a memory across your conversation per session, using voice/typed responses for you as well as you can type or use voice to ask JARVIS questions. Also through the NASA API it is able to get the daily NASA image and caption all you need to do is say “NASA picture” or “NASA image” and you get the image and the caption explaining it. There were many errors and problems that caused JARVIS to freeze but all of them have been resolved and JARVIS is more than a simple AI system since it can do way more than having lots of knowledge it has many built in features that seem to be simple but can save lots of time. JARVIS has a beautiful format for news that I personally like scrapping the 3 top headlines for the day if you as for the news not making it too complicated just giving you not too much only necessary information. JARVIS also has the cool UI terminal feel and the cohesive color that runs through the rest of the page perfectly the entire experience looks nice and feels nice. It is simple and easy to use get your own AI system and use it yourself.", "repo": "https://github.com/AbhinavKoppolu/JARVISAI", "demo": "https://jarvisai-black.vercel.app/"}]...
|
[{"post_id": 23763, "ts": "202 [{"post_id": 23763, "ts": "2026-07-06T21:51:57Z", "hours": 0.9164, "text": "I added a fun trivia system using js for JARVIS making it more fun to use."}, {"post_id": 23251, "ts": "2026-07-06T02:53:52Z", "hours": 0.8011, "text": "A new interaction with the JARVIS interface is unlocked and became more better making the css upgraded and much better than before"}, {"post_id": 23051, "ts": "2026-07-05T19:44:40Z", "hours": 1.5883, "text": "JARVIS is now looking more excellent and more interactive due to the css and the js modifications making sure you interact with JARVIS and intake all the new css upgrades."}, {"post_id": 22517, "ts": "2026-07-05T01:16:26Z", "hours": 5.3014, "text": "After troubleshooting the problem of JARVIS throwing an error there seemed to be a problem with the main system after resolving it and adding a few more details that makes JARVIS unique and look amazing not it seems to be functioning properly and is linked securely to its brain."}, {"post_id": 20342, "ts": "2026-07-01T22:22:52Z", "hours": 0.5036, "text": "Finally JARVIS AI system is finally complete it has all the daily task features that can understand commands answer questions. Supplies you with the daily NASA photo and gives you the daily news all you need to do is ask. You can ask JARVIS question in typed or voice and so as JARVIS gives answers in voice or typed making it versatile across many users. JARVIS is a personal AI on your desktop and can be asked many questions. JARVIS also has a memory across the session meaning that it will remember what you asked before and can memorize things for that session. JARVIS is beautiful for users that love having a simple desktop AI assistant on the side simple and lightweight and just sitting there for your everyday command."}, {"post_id": 20193, "ts": "2026-07-01T18:59:33Z", "hours": 1.3064, "text": "After trying to make make a cool integration from NASA daily image to my JARVIS when something such as “Nasa picture” then it access NASA’s daily image and displays it on the chat with the caption making it way more easy and something more cool for astronomy lovers and the use of AI combined."}, {"post_id": 19724, "ts": "2026-07-01T03:37:01Z", "hours": 1.8928, "text": "JARVIS is finally become a more complex AI assistant as it can open tabs for different things such as Youtube, Insta, X, and Facebook. In addition, to all this JARVIS is able to do execute multiple tasks at once making it way more productive and easier system to use. The UI is simple to use and there were some console errors that have been resolved. Jarvis responds with voice and so as typed responses so you don’t need to be looking at your computer the entire time and read it yourself as JARVIS will read it out load just for you. Also you can ask JARVIS a question through typed or voice making it easy and giving you a preferred choice. I have also integrated a news system so you will know the daily news if you type “news for today” or something similar to that JARVIS will tell you the top headlines basically scraping the news data. JARVIS isn’t just a normal AI assistant it is your own usable one simple and smart."}, {"post_id": 19456, "ts": "2026-06-30T19:38:18Z", "hours": 6.3153, "text": "I am working on a AI interface using three coding languages html, css, and js the html and css are used for to make the ui experience between while the js is the logic or the brain of the AI. Finally after integrating the core brain into the code and small fixes to the system since there seemed to be an infrastructural error and some typos in the code. The AI that I like to call JARVIS (inspired by the Iron Man movie) has finally come to life and answering pretty much all the questions through voice or typing personal preference. JARVIS is technically a personal AI system of your own."}]...
|
Title: JARVISAI by @AbhiPro | Stardance
Devlogs:
Title: JARVISAI by @AbhiPro | Stardance
Devlogs:
I am working on a AI interface using three coding languages html, css, and js the html and css are used for to make the ui experience between while the js is the logic or the brain of the AI. Finally after integrating the core brain into the code and small fixes to the system since there seemed to be an infrastructural error and some typos in the code. The AI that I like to call JARVIS (inspired by the Iron Man movie) has finally come to life and answering pretty much all the questions through voice or typing personal preference. JARVIS is technically a personal AI system of your own.
JARVIS is finally become a more complex AI assistant as it can open tabs for different things such as Youtube, Insta, X, and Facebook. In addition, to all this JARVIS is able to do execute multiple tasks at once making it way more productive and easier system to use. The UI is simple to use and there were some console errors that have been resolved. Jarvis responds with voice and so as typed responses so you don’t need to be looking at your computer the entire time and read it yourself as JARVIS will read it out load just for you. Also you can ask JARVIS a question through typed or voice making it easy and giving you a preferred choice. I have also integrated a news system so you will know the daily news if you type “news for today” or something similar to that JARVIS will tell you the top headlines basically scraping the news data. JARVIS isn’t just a normal AI assistant it is your own usable one simple and smart.
After trying to make make a cool integration from NASA daily image to my JARVIS when something such as “Nasa picture” then it access NASA’s daily image and displays it on the chat with the caption making it way more easy and something more cool for astronomy lovers and the use of AI combined.
Finally JARVIS AI system is finally complete it has all the daily task features that can understand commands answer questions. Supplies you with the daily NASA photo and gives you the daily news all you need to do is ask. You can ask JARVIS question in typed or voice and so as JARVIS gives answers in voice or typed making it versatile across many users. JARVIS is a personal AI on your desktop and can be asked many questions. JARVIS also has a memory across the session meaning that it will remember what you asked before and can memorize things for that session. JARVIS is beautiful for users that love having a simple desktop AI assistant on the side simple and lightweight and just sitting there for your everyday command.
After troubleshooting the problem of JARVIS throwing an error there seemed to be a problem with the main system after resolving it and adding a few more details that makes JARVIS unique and look amazing not it seems to be functioning properly and is linked securely to its brain.
JARVIS is now looking more excellent and more interactive due to the css and the js modifications making sure you interact with JARVIS and intake all the new css upgrades.
A new interaction with the JARVIS interface is unlocked and became more better making the css upgraded and much better than before
I added a fun trivia system using js for JARVIS making it more fun to use.
Ships:
I made a lightweight AI assistant that can do many tasks such as answering questions, supplying you with the news, having a memory across your conversation per session, using voice/typed responses for you as well as you can type or use voice to ask JARVIS questions. Also through the NASA API it is able to get the daily NASA image and caption all you need to do is say “NASA picture” or “NASA image” and you get the image and the caption explaining it. There were many errors and problems that caused JARVIS to freeze but all of them have been resolved and JARVIS is more than a simple AI system since it can do way more than having lots of knowledge it has many built in features that seem to be simple but can save lots of time. JARVIS has a beautiful format for news that I personally like scrapping the 3 top headlines for the day if you as for the news not making it too complicated just giving you not too much only necessary information. JARVIS also has the cool UI terminal feel and the cohesive color that runs through the rest of the page perfectly the entire experience looks nice and feels nice. It is simple and easy to use get your own AI system and use it yourself....
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1793224308.6344318
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1793310708.6344318
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27797
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Galaxy Shooter by @1NSANE | Stardance
|
1NSANE
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T18:29:59Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 2D space shooter game in Python using the Arcade library called Galaxy Shooter! The biggest challenge was figuring out Python version compatibility (Arcade needs 3.11) and learning Arcade’s 3.x API from scratch. I’m proud that the game feels complete — it has enemy waves, a boss fight, powerups (shield, health, rapid fire), particle explosions, scrolling background, background music, sound effects, and real sprite graphics. To test it: use WASD to move, mouse to aim, left click to shoot, collect powerups to survive longer, and press R to restart. You’ll need Python 3.11 and the Arcade library installed!", "repo": "https://github.com/1nsaned/Galaxy-Shooter", "demo": "https://1nsaneee.itch.io/galaxy-shooter"}]...
|
[{"post_id": 17790, "ts": "202 [{"post_id": 17790, "ts": "2026-06-28T18:37:37Z", "hours": 5.8469, "text": "Galaxy Shooter - Built a 2D space shooting game using Python and the Arcade library. Features include a start menu, pause functionality, and player shooting mechanics. Used Claude AI to help implement some features and fix bugs. Still working on polishing the gamepla"}]...
|
Title: Galaxy Shooter by @1NSANE | Stardance
Devl Title: Galaxy Shooter by @1NSANE | Stardance
Devlogs:
Galaxy Shooter - Built a 2D space shooting game using Python and the Arcade library. Features include a start menu, pause functionality, and player shooting mechanics. Used Claude AI to help implement some features and fix bugs. Still working on polishing the gamepla
Ships:
I made a 2D space shooter game in Python using the Arcade library called Galaxy Shooter! The biggest challenge was figuring out Python version compatibility (Arcade needs 3.11) and learning Arcade’s 3.x API from scratch. I’m proud that the game feels complete — it has enemy waves, a boss fight, powerups (shield, health, rapid fire), particle explosions, scrolling background, background music, sound effects, and real sprite graphics. To test it: use WASD to move, mouse to aim, left click to shoot, collect powerups to survive longer, and press R to restart. You’ll need Python 3.11 and the Arcade library installed!...
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1793300225.8966925
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1793386625.8966925
|
|
27798
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Word Embeddings by @stockifab | Stardance
|
stockifab
|
1
|
28.0
|
556
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-25T19:47:36Z", "hours": 28.0, "multiplier": 16.45, "payout": 556, "blessing": "neutral", "text": "Word embeddings are a way to store the meaning of word (such as “plane” or “dog”) in a large vector (= a long list of numbers) These vectors can then be used to find words similar to each other. But they can also be used to calculate with English words, e.g.: dog - bark + meow –> cat (in fact, you can try this very example on the demo website, or come up with your own calculation) In order to retrieve these embeddings, I created a model that reads through billions of words to understand how they are used. It looks at the words appearing close to each other and assumes all words with the same nearby words must have similar meaning. This retrieval of the embeddings was the hardest part: My first model was okayish and could find related words, but I could not yet calculate with them like in the example before. For the final version I used a much larger dataset, with thought-out pre-processing steps, which was more complicated then I thought (You need to ensure the words you are grouping actually belong together, so you may only group within individual sentences, groups mustn’t overlap anything inside brackets, and you can’t make a group with words you filtered in pre-processing at the same time you shouldn’t skip any words, …) Additionally the challenge with a larger dataset was, that it didnt fit into my memory, so I had to read it in chunks and train the model incrementally. The training of the final model took over 50 hours.", "repo": "https://github.com/stockifab/word-embeddings", "demo": "https://word-embeddings.happierbit.com/"}]...
|
[{"post_id": 34783, "ts": "202 [{"post_id": 34783, "ts": "2026-07-25T19:30:48Z", "hours": 1.7033, "text": "Finish Demo Website (Pages 4-8) I completed the last part of the demo website including the most exciting part about the word arithmetic."}, {"post_id": 33127, "ts": "2026-07-22T19:08:07Z", "hours": 4.3458, "text": "Embedding Demo Website (Pages 1-3) I really like the way the embeddings turned out. That’s why I want to make a website to make word embeddings as accessible and understandable as possible. I’m assuming no prior knowledge from the visitors, and try to interactively guide them through the world of embeddings, with each slide explaining something about embeddings or being interactive to try it yourself. This time i finished slides 1-3, with the last one being the interactive one. Since it should feel engaging and alive, I focus a lot on subtle animations and micro-interactions. I’ve never built a website with heavy animations before so this is the perfect opportunity to try GSAP!"}, {"post_id": 27814, "ts": "2026-07-13T18:14:42Z", "hours": 3.6242, "text": "Maths with English words With the new dataset, training took a lot longer. My computer worked for around 50 hours to run through 26GB of training data. The long wait really payed off though, the model is so much better than the previous model and it is finally capable of doing the embedding arithmetic I’ve been chasing the whole time. Embedding arithmetic is so fun, here are some examples: throw - throwing + running -> run (-ing form) better - good + friendly -> friendlier (comparasion) woman - man + king -> queen (man compared to woman is like king compared to queen) germany - berlin + paris (capitals) The model learned a lot more syntactic and semantic meaning than I had expected. Next I want to build a web app, so that you can play with the embeddings yourself."}, {"post_id": 23582, "ts": "2026-07-06T16:54:41Z", "hours": 7.0792, "text": "New Dataset + Improved Pre-Processing In an effort to increase the model’s performance I switched from the previous model’s Wikipedia Simple English dataset to a subset of the Fine Web Edu dataset. As an additional measure to improve the results I decided to use a larger context of 4 words left and right to the root word. I also completely re-wrote all the preprocessing steps. Even though the dataset is high-quality, language is very nuanced and needs filtering. But since words next to each other (4 words before and after the root word) get grouped, filtering an entire word means the group mustn’t be formed (as information is now missing), on the other hand removing punctuation from the end of a word should still allow that word to appear in a group. Overall I filter/handle: quotes brackets non-English Characters apostrophes other special characters (dashes, underscores, etc.) Another challenge is ensuring that grouped words actually belong together. In the previous dataset I simply grouped the words next to each other in a giant blob of text. This time I only group words from the same text source (the same article, document, …) and only within the sentences of that source. This ensures groups don’t span multiple sentences. This taught me a lot about working with larger amounts of data - I couldn’t load everything in memory as it would be too large, but had to read from disk in batches to process the data. After ~50 min of leaving my computer untouched I had the final dataset with ~26GB (~18GB compressed using word IDs) of filtered word groups. Next, I will have to find a way to determine unrelated words, so that I can start training the third iteration of the model."}, {"post_id": 22251, "ts": "2026-07-04T16:59:44Z", "hours": 3.2306, "text": "New (worse) model In an effort to improve on the previous model, I created a new one. Now it uses separate weights for the context instead of re-using the embedding weights in the context. The new model has 30.000.000 parameters which is double the previous one. Yet unfortunately, the results I got were disappointingly miserable: In contrast to the previous model, it doesn’t even group related words. According to the embeddings, the word “cat” is very similar in meaning to “motor” or “caution” 😂😭 I don’t know why it’s performing so poorly, but I’m curious to find out."}, {"post_id": 22092, "ts": "2026-07-04T10:56:19Z", "hours": 4.3497, "text": "First Embedding Model Using the data obtained previously I could get my first embeddings 🎉 The model (image) has 15.000.000 parameters and took roughly 1/2 hour to train. Unfortunately, the performance is below my expectations: It’s not yet good enough so that “uncle - aunt + mum” would output “dad”. However, the embeddings definitely captured some meaning: For example, the vector of “android” is close to “ios” and to “smartphones”. The vector of “cat” is close to the words “goat”, “monkeys” and “snakes”. I want to improve this model significantly until it’s good enough to meaningfully calculate with the embedding vectors."}, {"post_id": 17825, "ts": "2026-06-28T19:15:17Z", "hours": 3.9069, "text": "Data preprocessing Before the model can train to retrieve the embeddings, it needs data. I found a dataset on Kaggle with the text of 249.396 wikipedia articles. Today I did some preprocessing, first I removed any non-english words and delete special characters, then I determined the 50.000 most frequent words, and limited my vocabulary to these words. To compute the embeddings, I took the left and right words of each word in the data and put them into a pandas data frame along with two other unrelated words: (left word, center word, right word, unrelated word 1, unrelated word 2) The final dataset has 24.780.670 rows, so I likely cant train on the full dataset on my computer. The goal is for the model, when presented with the center word to predict which of the other words are similar to it which it can only do by learning the meaning of each word - which is what we want."}]...
|
Title: Word Embeddings by @stockifab | Stardance
Title: Word Embeddings by @stockifab | Stardance
Devlogs:
Data preprocessing Before the model can train to retrieve the embeddings, it needs data. I found a dataset on Kaggle with the text of 249.396 wikipedia articles. Today I did some preprocessing, first I removed any non-english words and delete special characters, then I determined the 50.000 most frequent words, and limited my vocabulary to these words. To compute the embeddings, I took the left and right words of each word in the data and put them into a pandas data frame along with two other unrelated words: (left word, center word, right word, unrelated word 1, unrelated word 2) The final dataset has 24.780.670 rows, so I likely cant train on the full dataset on my computer. The goal is for the model, when presented with the center word to predict which of the other words are similar to it which it can only do by learning the meaning of each word - which is what we want.
First Embedding Model Using the data obtained previously I could get my first embeddings 🎉 The model (image) has 15.000.000 parameters and took roughly 1/2 hour to train. Unfortunately, the performance is below my expectations: It’s not yet good enough so that “uncle - aunt + mum” would output “dad”. However, the embeddings definitely captured some meaning: For example, the vector of “android” is close to “ios” and to “smartphones”. The vector of “cat” is close to the words “goat”, “monkeys” and “snakes”. I want to improve this model significantly until it’s good enough to meaningfully calculate with the embedding vectors.
New (worse) model In an effort to improve on the previous model, I created a new one. Now it uses separate weights for the context instead of re-using the embedding weights in the context. The new model has 30.000.000 parameters which is double the previous one. Yet unfortunately, the results I got were disappointingly miserable: In contrast to the previous model, it doesn’t even group related words. According to the embeddings, the word “cat” is very similar in meaning to “motor” or “caution” 😂😭 I don’t know why it’s performing so poorly, but I’m curious to find out.
New Dataset + Improved Pre-Processing In an effort to increase the model’s performance I switched from the previous model’s Wikipedia Simple English dataset to a subset of the Fine Web Edu dataset. As an additional measure to improve the results I decided to use a larger context of 4 words left and right to the root word. I also completely re-wrote all the preprocessing steps. Even though the dataset is high-quality, language is very nuanced and needs filtering. But since words next to each other (4 words before and after the root word) get grouped, filtering an entire word means the group mustn’t be formed (as information is now missing), on the other hand removing punctuation from the end of a word should still allow that word to appear in a group. Overall I filter/handle: quotes brackets non-English Characters apostrophes other special characters (dashes, underscores, etc.) Another challenge is ensuring that grouped words actually belong together. In the previous dataset I simply grouped the words next to each other in a giant blob of text. This time I only group words from the same text source (the same article, document, …) and only within the sentences of that source. This ensures groups don’t span multiple sentences. This taught me a lot about working with larger amounts of data - I couldn’t load everything in memory as it would be too large, but had to read from disk in batches to process the data. After ~50 min of leaving my computer untouched I had the final dataset with ~26GB (~18GB compressed using word IDs) of filtered word groups. Next, I will have to find a way to determine unrelated words, so that I can start training the third iteration of the model.
Maths with English words With the new dataset, training took a lot longer. My computer worked for around 50 hours to run through 26GB of training data. The long wait really payed off though, the model is so much better than the previous model and it is finally capable of doing the embedding arithmetic I’ve been chasing the whole time. Embedding arithmetic is so fun, here are some examples: throw - throwing + running -> run (-ing form) better - good + friendly -> friendlier (comparasion) woman - man + king -> queen (man compared to woman is like king compared to queen) germany - berlin + paris (capitals) The model learned a lot more syntactic and semantic meaning than I had expected. Next I want to build a web app, so that you can play with the embeddings yourself.
Embedding Demo Website (Pages 1-3) I really like the way the embeddings turned out. That’s why I want to make a website to make word embeddings as accessible and understandable as possible. I’m assuming no prior knowledge from the visitors, and try to interactively guide them through the world of embeddings, with each slide explaining something about embeddings or being interactive to try it yourself. This time i finished slides 1-3, with the last one being the interactive one. Since it should feel engaging and alive, I focus a lot on subtle animations and micro-interactions. I’ve never built a website with heavy animations before so this is the perfect opportunity to try GSAP!
Finish Demo Website (Pages 4-8) I completed the last part of the demo website including the most exciting part about the word arithmetic.
Ships:
Word embeddings are a way to store the meaning of word (such as “plane” or “dog”) in a large vector (= a long list of numbers) These vectors can then be used to find words similar to each other. But they can also be used to calculate with English words, e.g.: dog - bark + meow –> cat (in fact, you can try this very example on the demo website, or come up with your own calculation) In order to retrieve these embeddings, I created a model that reads through billions of words to understand how they are used. It looks at the words appearing close to each other and assumes all words with the same nearby words must have similar meaning. This retrieval of the embeddings was the hardest part: My first model was okayish and could find related words, but I could not yet calculate with them like in the example before. For the final version I used a much larger dataset, with thought-out pre-processing steps, which was more complicated then I thought (You need to ensure the words you are grouping actually belong together, so you may only group within individual sentences, groups mustn’t overlap anything inside brackets, and you can’t make a group with words you filtered in pre-processing at the same time you shouldn’t skip any words, …) Additionally the challenge with a larger dataset was, that it didnt fit into my memory, so I had to read it in chunks and train the model incrementally. The training of the final model took over 50 hours....
|
1793202988.238345
|
1793289388.238345
|
|
27803
|
WarioWare Game by @LadiesMan225 | Stardance
|
LadiesMan225
|
1
|
11.91
|
34
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T18:32:22Z", "hours": 11.0, "multiplier": 3.02, "payout": 34, "blessing": "neutral", "text": "I created this wario-ware game from the guide provided, what i found challenging was almost everything as i have never used Godot before as i occasionally saw it whenever i looked up game developement videos. Im very proud of this as i’m a website/app developer so i am not very good at game developement in general. All info on how to play controls etc are in the readme & itch.io description enjoy!", "repo": "https://github.com/NahiyanKhandaker/WarioWareGame_N.A.K", "demo": "https://ladiesman225.itch.io/wariowaregame-nak"}]...
|
[{"post_id": 25967, "ts": "202 [{"post_id": 25967, "ts": "2026-07-10T14:33:11Z", "hours": 0.9114, "text": "I have added collision walls to ensure player doesn’t fall out of map!"}, {"post_id": 24862, "ts": "2026-07-08T18:30:02Z", "hours": 0.8639, "text": "Finally finished this project at last, it was a very interesting journey as i’ve never use GODOT before, i mostly tried roblox game dev. There might be a few bugs so lmk if yall find any"}, {"post_id": 24677, "ts": "2026-07-08T12:58:17Z", "hours": 3.5119, "text": "my project doesn’t work whenever i export to web does anyone know the solution???"}, {"post_id": 23419, "ts": "2026-07-06T11:22:08Z", "hours": 6.7611, "text": "Currently finishing off a few extra minigames for my first GODOT project with the help of the WarioWare game guide as i’m still learning about GODOT since im used to roblox game developement, its a big difference from web or app developement"}]...
|
Title: WarioWare Game by @LadiesMan225 | Stardance Title: WarioWare Game by @LadiesMan225 | Stardance
Devlogs:
Currently finishing off a few extra minigames for my first GODOT project with the help of the WarioWare game guide as i’m still learning about GODOT since im used to roblox game developement, its a big difference from web or app developement
my project doesn’t work whenever i export to web does anyone know the solution???
Finally finished this project at last, it was a very interesting journey as i’ve never use GODOT before, i mostly tried roblox game dev. There might be a few bugs so lmk if yall find any
I have added collision walls to ensure player doesn’t fall out of map!
Ships:
I created this wario-ware game from the guide provided, what i found challenging was almost everything as i have never used Godot before as i occasionally saw it whenever i looked up game developement videos. Im very proud of this as i’m a website/app developer so i am not very good at game developement in general. All info on how to play controls etc are in the readme & itch.io description enjoy!...
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1793274494.5586185
|
1793360894.5586185
|
|
27823
|
el4scloud by @el4s | Stardance
|
el4s
|
1
|
17.0
|
258
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T18:40:00Z", "hours": 17.0, "multiplier": 16.61, "payout": 258, "blessing": "neutral", "text": "I built HobbyCloud, the free cloud for teens! I’m working on offering web hosting soon, and maybe even VPS hosting. Register an account and stay tuned!", "repo": "https://github.com/EliasL-git/el4scloud", "demo": "https://cloud.el4s.dev"}]...
|
[{"post_id": 23638, "ts": "202 [{"post_id": 23638, "ts": "2026-07-06T18:33:30Z", "hours": 1.4336, "text": "Added banned_domains table + admin page to ban email domains — bans a domain, terminates all users with that domain, sends a termination email explaining they used a blacklisted domain- Created components/emails/banned-domain-termination.tsx email template- Added admin Broadcasts feature — form to send an email to all users, logged in broadcasts table- Added lib/zip.ts — lightweight ZIP creation using raw DEFLATE (no npm deps needed)- Added /api/admin/users/[userId]/export — admin can download a user’s account.json + all files as a zip- Built fraud detection engine ( lib/fraud-detection.ts , app/actions/fraud.ts ): - Duplicate IP detection on registration (+15/+30 score) - Upload velocity spikes (+10/+20 score) - Storage abuse (80%+ full, mostly tiny files, +25 score) - Auto-suspends at 80+ score- Admin Fraud Detection page with score leaderboard, drill-down flag viewer, clear flags + unsuspend button- Fixed scripts (migrate.mjs, check-health.mjs, reset-password.mjs) to handle both 'email' and 'credential' providerId values after registration was updated to use 'credential'"}, {"post_id": 22321, "ts": "2026-07-04T18:44:28Z", "hours": 1.3336, "text": "Fixed admin sidebar navigation — clicking tabs actually switches views now, not just overview- Added reset modal with granular checkboxes (storage, verification, introduction) instead of a single button- Removed Access Codes feature entirely (sidebar, actions, schema)- Created suspension enforcement system: assertNotSuspended() / isSuspended() guards across AI chat, files, API keys, webhooks, and proxy routes- Added unsuspendUser() admin action with button in admin users table- Fixed webhook test delivery — was calling fireWebhook() which silently dropped test events; now calls deliver() directly. Same fix in admin and API route.- Changed webhook payloads to Discord embed format with color-coded events and “Hobbycloud” as bot name- Stripped PII (names, emails, filenames, share tokens, API key prefixes, ticket subjects) from all webhook payloads- Removed “Need more storage?” footer from dashboard shell- Added ticket categories + subcategories with shared hierarchy constants, database migration, subcategory selectors, admin category filtering- Redesigned ticket creation UI — dedicated full-page form with visual category cards (icons!), auto-priority based on category/subcategory- Priority now auto-adjusts: Feature Request/General → low, Abuse/DMCA → urgent, Account recovery → high, etc."}, {"post_id": 21692, "ts": "2026-07-03T19:39:21Z", "hours": 1.0167, "text": "Moved back to Resend because Mailcow + Amazon SES wasn’t working due to issues with Amazon SES.Flagged files are now stored by their hash in our database. This significantly speeds up reviews, as ClamAV no longer has to rescan the same files repeatedly. Also started working on stats + made webhooks semi working!"}, {"post_id": 21652, "ts": "2026-07-03T18:36:46Z", "hours": 1.8836, "text": "Started to implement webhooks! For users and for admins! this way you can be alerted over discord or slack for stuff regarding your account!!!"}, {"post_id": 20981, "ts": "2026-07-02T18:37:17Z", "hours": 1.7503, "text": "offering free AI now! i have 200$ to burn since DO stopped offering github EDU a week ago :("}, {"post_id": 20155, "ts": "2026-07-01T18:15:07Z", "hours": 2.5169, "text": "im planing on offering more services so!! i made service isolation i will soon implement free web hosting and eventually compute!"}, {"post_id": 18582, "ts": "2026-06-29T19:31:34Z", "hours": 2.8, "text": "Made it use tabed navigation, implemented identity verification!"}, {"post_id": 17833, "ts": "2026-06-28T19:34:32Z", "hours": 3.8231, "text": "Built file uploading + virus scanning of uploaded files! doing my vbest to make it prod ready soon!"}]...
|
Title: el4scloud by @el4s | Stardance
Devlogs:
Bu Title: el4scloud by @el4s | Stardance
Devlogs:
Built file uploading + virus scanning of uploaded files! doing my vbest to make it prod ready soon!
Made it use tabed navigation, implemented identity verification!
im planing on offering more services so!! i made service isolation i will soon implement free web hosting and eventually compute!
offering free AI now! i have 200$ to burn since DO stopped offering github EDU a week ago :(
Started to implement webhooks! For users and for admins! this way you can be alerted over discord or slack for stuff regarding your account!!!
Moved back to Resend because Mailcow + Amazon SES wasn’t working due to issues with Amazon SES.Flagged files are now stored by their hash in our database. This significantly speeds up reviews, as ClamAV no longer has to rescan the same files repeatedly. Also started working on stats + made webhooks semi working!
Fixed admin sidebar navigation — clicking tabs actually switches views now, not just overview- Added reset modal with granular checkboxes (storage, verification, introduction) instead of a single button- Removed Access Codes feature entirely (sidebar, actions, schema)- Created suspension enforcement system: assertNotSuspended() / isSuspended() guards across AI chat, files, API keys, webhooks, and proxy routes- Added unsuspendUser() admin action with button in admin users table- Fixed webhook test delivery — was calling fireWebhook() which silently dropped test events; now calls deliver() directly. Same fix in admin and API route.- Changed webhook payloads to Discord embed format with color-coded events and “Hobbycloud” as bot name- Stripped PII (names, emails, filenames, share tokens, API key prefixes, ticket subjects) from all webhook payloads- Removed “Need more storage?” footer from dashboard shell- Added ticket categories + subcategories with shared hierarchy constants, database migration, subcategory selectors, admin category filtering- Redesigned ticket creation UI — dedicated full-page form with visual category cards (icons!), auto-priority based on category/subcategory- Priority now auto-adjusts: Feature Request/General → low, Abuse/DMCA → urgent, Account recovery → high, etc.
Added banned_domains table + admin page to ban email domains — bans a domain, terminates all users with that domain, sends a termination email explaining they used a blacklisted domain- Created components/emails/banned-domain-termination.tsx email template- Added admin Broadcasts feature — form to send an email to all users, logged in broadcasts table- Added lib/zip.ts — lightweight ZIP creation using raw DEFLATE (no npm deps needed)- Added /api/admin/users/[userId]/export — admin can download a user’s account.json + all files as a zip- Built fraud detection engine ( lib/fraud-detection.ts , app/actions/fraud.ts ): - Duplicate IP detection on registration (+15/+30 score) - Upload velocity spikes (+10/+20 score) - Storage abuse (80%+ full, mostly tiny files, +25 score) - Auto-suspends at 80+ score- Admin Fraud Detection page with score leaderboard, drill-down flag viewer, clear flags + unsuspend button- Fixed scripts (migrate.mjs, check-health.mjs, reset-password.mjs) to handle both 'email' and 'credential' providerId values after registration was updated to use 'credential'
Ships:
I built HobbyCloud, the free cloud for teens! I’m working on offering web hosting soon, and maybe even VPS hosting. Register an account and stay tuned!...
|
1793332627.5620415
|
1793419027.5620415
|
|
27838
|
Readmake by @maxoliver | Stardance
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maxoliver
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T10:52:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built readmake! It’s an easy md editor with a drag and drop section. The most challenging part was the github integration, as I originally created the wrong type of app. I’m pretty proud of what you can make with it with no prior experience.", "repo": "https://github.com/molive6316github/readmake", "demo": "https://readmake.vercel.app/"}]...
|
[{"post_id": 19239, "ts": "202 [{"post_id": 19239, "ts": "2026-06-30T14:33:06Z", "hours": 0.4556, "text": "I got github to work!"}, {"post_id": 17912, "ts": "2026-06-28T20:59:36Z", "hours": 0.5258, "text": "I have a base app! I havent built the github integration yet, and some stuff doesnt work yet, but I’m happy with how its turning out."}]...
|
Title: Readmake by @maxoliver | Stardance
Devlogs Title: Readmake by @maxoliver | Stardance
Devlogs:
I have a base app! I havent built the github integration yet, and some stuff doesnt work yet, but I’m happy with how its turning out.
I got github to work!
Ships:
I built readmake! It’s an easy md editor with a drag and drop section. The most challenging part was the github integration, as I originally created the wrong type of app. I’m pretty proud of what you can make with it with no prior experience....
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1793299811.267215
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1793386211.267215
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27847
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Nasa Photo of the day! by @Tr33Fr0g | Stardance
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Tr33Fr0g
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1
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2.81
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20
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T00:32:00Z", "hours": 2.0, "multiplier": 10.45, "payout": 20, "blessing": "neutral", "text": "I recreated the NASA astronomy photo of the day website using their API.", "repo": "https://github.com/Tr33Fr0g/Nasa-photo-of-the-day", "demo": "https://nasa-photo-of-the-day-delta-amber.vercel.app?_vercel_share=0MORTGt9h8AUYkiadkv94rTADYQkNTzk"}]...
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[{"post_id": 18494, "ts": "202 [{"post_id": 18494, "ts": "2026-06-29T17:39:17Z", "hours": 0.8056, "text": "Fixed security issues with the api key and vercel issues. that took so long for no reason but now it wont take like 8 years to load anymore!"}, {"post_id": 18016, "ts": "2026-06-28T23:59:05Z", "hours": 0.4189, "text": "Added a short line that makes it so that I could change the date on the calendar and it’d update. Also did a bit of bug fixing. Changed the clicking function thing to be a bit better looking."}, {"post_id": 17994, "ts": "2026-06-28T23:19:47Z", "hours": 0.8106, "text": "Added the Nasa apod api data and made it fetch the picture and statement of the day based on the calendar. the code checks for a successful repsonse and then updates the page by parsing the data into a readable JSON object."}, {"post_id": 17938, "ts": "2026-06-28T21:53:13Z", "hours": 0.3336, "text": "Added hidden .loading, .error, and .content and made the interface viewable on mobile devices. Btw css sucks bro takes 100 years to just write the same repetitive code it feels like it took years and it was only like 20 minutes. VS code extension is the best for colour picking. (nothing looks like it changed cause its all display=none)"}, {"post_id": 17922, "ts": "2026-06-28T21:16:59Z", "hours": 0.3839, "text": "Added basic initial HTML stuff and the style.css"}]...
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Title: Nasa Photo of the day! by @Tr33Fr0g | Stard Title: Nasa Photo of the day! by @Tr33Fr0g | Stardance
Devlogs:
Added basic initial HTML stuff and the style.css
Added hidden .loading, .error, and .content and made the interface viewable on mobile devices. Btw css sucks bro takes 100 years to just write the same repetitive code it feels like it took years and it was only like 20 minutes. VS code extension is the best for colour picking. (nothing looks like it changed cause its all display=none)
Added the Nasa apod api data and made it fetch the picture and statement of the day based on the calendar. the code checks for a successful repsonse and then updates the page by parsing the data into a readable JSON object.
Added a short line that makes it so that I could change the date on the calendar and it’d update. Also did a bit of bug fixing. Changed the clicking function thing to be a bit better looking.
Fixed security issues with the api key and vercel issues. that took so long for no reason but now it wont take like 8 years to load anymore!
Ships:
I recreated the NASA astronomy photo of the day website using their API....
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1793202662.503035
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1793289062.503035
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27848
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ReTrace by @notryaan | Stardance
|
notryaan
|
1
|
11.0
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T19:01:44Z", "hours": 11.0, "multiplier": 14.12, "payout": 150, "blessing": "neutral", "text": "I made retrace, a replay autopsy too for osu! standard. You basically drop your replay file in and it analyzes it after reconstructing your whole play. It then tells you what when wrong and why. Now the core eingine takes your replay frames and re-judges every circle, slider and spinner against the real hit windows while taking into account sstacking, notelock and mods. IT gives you your UR, timing bias and section by section breakdowns while splitting stuff into patterns so it can tell you stuff like you’re bad at streams instead of you have an inconsistent UR It has a replay viewer that is basically a minivideo player with everything rendered properly, you can slow it down, frame step, jump straight to a miss and even load ghost replays on top to compare. Theres actual AI-powered coaching (openrouter free grok api :D), its tuned to tell you if youre hitting as genuine skill wall, losing focus or any other major problem and helps you get better. Theres farm reccomendation that scales and ranks maps based on your playstyle and actual played maps (while also telling you what maps you could go back to and fix a choke). It has alot of stats and trivia if you want to compare stats bw two players or get data on a country (top 50 tho) It also has local history so you can drop alot of replays in and it could give you a consolidated overivew.", "repo": "https://github.com/UltimaCodes/retraceosu", "demo": "https://retrace-osu.vercel.app/"}]...
|
[{"post_id": 23746, "ts": "202 [{"post_id": 23746, "ts": "2026-07-06T21:19:37Z", "hours": 8.5756, "text": "Second and final devlog (i think) So this started as “what if a website could tell you why you missed” and got wildly out of hand. Everything below runs at retrace-osu.vercel.app now. Recap of the whole thing: The replay engine: The core of the site. You drop a .osr and it gets decoded entirely in your browser, the beatmap is auto-fetched by its hash, and then a reconstruction engine re-judges the whole play from the raw cursor and key data: every circle, slider follow-circle and spinner spin. It handles note stacking, stable’s notelock behavior, and mod clock rates properly, and the reconstructed judgements come out within a hit or two of the real scoreboard numbers. From that you get UR, timing bias, early/late split, per-section breakdown, and pattern splits (jumps, streams, bursts, spaced control) that know the difference between a 180bpm stream and that same stream with DT on. The autopsy tools: A replay viewer with the actual slider paths, approach circles, miss markers and cursor trail, that now works like a proper video editor: quarter speed, frame stepping, keyboard shortcuts, and clickable miss timestamps that jump you to two seconds before each choke. You can even load a second replay of the same map as a green ghost cursor and watch where your lines diverge. There’s a playfield miss map, a hands panel that tells you your k1/k2 split, whether you single-tap or alternate and at what bpm you give in and switch, and whether you snap or flow aim, all measured from the frames. The coach: Every analysis ends with strengths, leaks and practice drills derived from the measurements, plus an AI review that gets fed only measured facts (mod-adjusted stars, real clock rate, strain curve) so it can’t hallucinate numbers. My favorite part is the difficulty overlay: it draws the map’s strain curve behind your per-section UR, so it can tell you whether you fall apart at the hard parts (skill wall) or the easy parts (focus problem). Those need completely different fixes and no other tool makes the distinction. Farm maps: Sign in and it profiles your top 100: your real mod combos with each one’s median accuracy, your comfort star band, and your aim/speed lean measured with rosu-pp. Then it prices candidate maps under your actual mods at your actual accuracy and, this is the important bit, ranks them by the real gain to your weighted total, not the raw pp fantasy. A “400pp play” that nets you 0.6pp gets buried. There’s also a chokes tab that finds plays in your bests worth fixing, and a ceiling number showing your total if you cleaned all of them. Informatics: Type any username: mod-combination picker over their top 100 (exact combos, HD means HD only), pp milestones, 90-day rank graph, and trivia like their oldest surviving play, their most farmed mapper, their grade split and how much of their profile one play carries. Countries get a top-50 deep scan: hidden prodigies by pp per hour, the “national anthem” (the map half the country has in their bests), the oldest relic score still standing, the closest rivalry (Pakistan has two players literally 0pp apart), scene depth, farm diversity. Plus a side-by-side player compare page. History: Every analyzed replay saves to your browser, nothing uploaded. Bulk-drop your whole Replays folder and it aggregates: which weaknesses recur across your plays, your UR trend, and per-map progress when you’ve analyzed the same map more than once. Everything else: osu!-style UI with the triangles, 30-day sessions with token refresh, PNG share cards, link embeds, installable as an app, and a disk cache so the osu! API doesn’t hate me.The whole thing is client-first: your replays never leave your machine, the server only does pp math and API relaying. Go break it and tell me what’s wrong."}, {"post_id": 17889, "ts": "2026-06-28T20:30:56Z", "hours": 2.33, "text": "Made the base UI (heavy inspiration from the main osu website) and started working on parsing every replay. Made the site automatically fetch maps from the replays via the API (and get user profile data in the same way). Now I need to make it actually analyze replays and give criticism/improvement tips based on those replays, maybe an in-browser replay viewer so the coach thingy could give you specific timestamps of where you messed up"}]...
|
Title: ReTrace by @notryaan | Stardance
Devlogs:
Title: ReTrace by @notryaan | Stardance
Devlogs:
Made the base UI (heavy inspiration from the main osu website) and started working on parsing every replay. Made the site automatically fetch maps from the replays via the API (and get user profile data in the same way). Now I need to make it actually analyze replays and give criticism/improvement tips based on those replays, maybe an in-browser replay viewer so the coach thingy could give you specific timestamps of where you messed up
Second and final devlog (i think) So this started as “what if a website could tell you why you missed” and got wildly out of hand. Everything below runs at retrace-osu.vercel.app now. Recap of the whole thing: The replay engine: The core of the site. You drop a .osr and it gets decoded entirely in your browser, the beatmap is auto-fetched by its hash, and then a reconstruction engine re-judges the whole play from the raw cursor and key data: every circle, slider follow-circle and spinner spin. It handles note stacking, stable’s notelock behavior, and mod clock rates properly, and the reconstructed judgements come out within a hit or two of the real scoreboard numbers. From that you get UR, timing bias, early/late split, per-section breakdown, and pattern splits (jumps, streams, bursts, spaced control) that know the difference between a 180bpm stream and that same stream with DT on. The autopsy tools: A replay viewer with the actual slider paths, approach circles, miss markers and cursor trail, that now works like a proper video editor: quarter speed, frame stepping, keyboard shortcuts, and clickable miss timestamps that jump you to two seconds before each choke. You can even load a second replay of the same map as a green ghost cursor and watch where your lines diverge. There’s a playfield miss map, a hands panel that tells you your k1/k2 split, whether you single-tap or alternate and at what bpm you give in and switch, and whether you snap or flow aim, all measured from the frames. The coach: Every analysis ends with strengths, leaks and practice drills derived from the measurements, plus an AI review that gets fed only measured facts (mod-adjusted stars, real clock rate, strain curve) so it can’t hallucinate numbers. My favorite part is the difficulty overlay: it draws the map’s strain curve behind your per-section UR, so it can tell you whether you fall apart at the hard parts (skill wall) or the easy parts (focus problem). Those need completely different fixes and no other tool makes the distinction. Farm maps: Sign in and it profiles your top 100: your real mod combos with each one’s median accuracy, your comfort star band, and your aim/speed lean measured with rosu-pp. Then it prices candidate maps under your actual mods at your actual accuracy and, this is the important bit, ranks them by the real gain to your weighted total, not the raw pp fantasy. A “400pp play” that nets you 0.6pp gets buried. There’s also a chokes tab that finds plays in your bests worth fixing, and a ceiling number showing your total if you cleaned all of them. Informatics: Type any username: mod-combination picker over their top 100 (exact combos, HD means HD only), pp milestones, 90-day rank graph, and trivia like their oldest surviving play, their most farmed mapper, their grade split and how much of their profile one play carries. Countries get a top-50 deep scan: hidden prodigies by pp per hour, the “national anthem” (the map half the country has in their bests), the oldest relic score still standing, the closest rivalry (Pakistan has two players literally 0pp apart), scene depth, farm diversity. Plus a side-by-side player compare page. History: Every analyzed replay saves to your browser, nothing uploaded. Bulk-drop your whole Replays folder and it aggregates: which weaknesses recur across your plays, your UR trend, and per-map progress when you’ve analyzed the same map more than once. Everything else: osu!-style UI with the triangles, 30-day sessions with token refresh, PNG share cards, link embeds, installable as an app, and a disk cache so the osu! API doesn’t hate me.The whole thing is client-first: your replays never leave your machine, the server only does pp math and API relaying. Go break it and tell me what’s wrong.
Ships:
I made retrace, a replay autopsy too for osu! standard. You basically drop your replay file in and it analyzes it after reconstructing your whole play. It then tells you what when wrong and why. Now the core eingine takes your replay frames and re-judges every circle, slider and spinner against the real hit windows while taking into account sstacking, notelock and mods. IT gives you your UR, timing bias and section by section breakdowns while splitting stuff into patterns so it can tell you stuff like you’re bad at streams instead of you have an inconsistent UR It has a replay viewer that is basically a minivideo player with everything rendered properly, you can slow it down, frame step, jump straight to a miss and even load ghost replays on top to compare. Theres actual AI-powered coaching (openrouter free grok api :D), its tuned to tell you if youre hitting as genuine skill wall, losing focus or any other major problem and helps you get better. Theres farm reccomendation that scales and ranks maps based on your playstyle and actual played maps (while also telling you what maps you could go back to and fix a choke). It has alot of stats and trivia if you want to compare stats bw two players or get data on a country (top 50 tho) It also has local history so you can drop alot of replays in and it could give you a consolidated overivew....
|
1793314502.224274
|
1793400902.224274
|
|
27855
|
MiatOS by @Dwagron | Stardance
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Dwagron
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1
|
17.19
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T19:29:25Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FInished part 1 of my webOS! Extra feature(ish): Windows have a bigger border and shadow over windows with a lower z index. Also got the Github page working for it.", "repo": "https://github.com/D-wagron/MiatOS-but-better", "demo": "https://d-wagron.github.io/MiatOS-but-better/"}]...
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[{"post_id": 77421, "ts": "202 [{"post_id": 77421, "ts": "2026-10-06T22:20:46Z", "hours": 1.4694, "text": "Devlog #I can’t count. I have started work on a non-descript music player, and added a custom cursor. Hopefully a finished music player, and somewhat working search engine in the next devlog."}, {"post_id": 73073, "ts": "2026-09-24T10:06:48Z", "hours": 0.7192, "text": "Maybe last devlog before ship? I added a game corner where people can see some of the game I like, and a hint ant my stats around them. What’s left: adding pixel art icons for all of the game listed"}, {"post_id": 72590, "ts": "2026-09-23T09:32:46Z", "hours": 2.2767, "text": "Nearly shipping! I I just need to work on a couple small details. I have added: z-index, clock app, finished notes app, app selection, and just making it feel more like an actual OS"}, {"post_id": 59901, "ts": "2026-09-01T22:20:27Z", "hours": 10.7853, "text": "I have spent way too long debugging, and not adding too much. (Other projects have started)"}, {"post_id": 26874, "ts": "2026-07-11T22:13:02Z", "hours": 1.6344, "text": "Devlog #01 my webOS For now I’ll just upload images to show progress"}]...
|
Title: MiatOS by @Dwagron | Stardance
Devlogs:
De Title: MiatOS by @Dwagron | Stardance
Devlogs:
Devlog #01 my webOS For now I’ll just upload images to show progress
I have spent way too long debugging, and not adding too much. (Other projects have started)
Nearly shipping! I I just need to work on a couple small details. I have added: z-index, clock app, finished notes app, app selection, and just making it feel more like an actual OS
Maybe last devlog before ship? I added a game corner where people can see some of the game I like, and a hint ant my stats around them. What’s left: adding pixel art icons for all of the game listed
Devlog #I can’t count. I have started work on a non-descript music player, and added a custom cursor. Hopefully a finished music player, and somewhat working search engine in the next devlog.
Ships:
FInished part 1 of my webOS! Extra feature(ish): Windows have a bigger border and shadow over windows with a lower z index. Also got the Github page working for it....
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1793339327.690501
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1793425727.690501
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27857
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Portfolio by @Ted | Stardance
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Ted
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T22:18:10Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was really fun when designing the way the borders go from edge to edge and the candy cane buffer zones.", "repo": "https://github.com/t3duk/portfolio-v9", "demo": "https://ted.ac"}]...
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[{"post_id": 17940, "ts": "202 [{"post_id": 17940, "ts": "2026-06-28T21:56:48Z", "hours": 0.7681, "text": "I shipped my new Portfolio with stats pulled in from LastFM, Hackatime and Discord’"}]...
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Title: Portfolio by @Ted | Stardance
Devlogs:
I s Title: Portfolio by @Ted | Stardance
Devlogs:
I shipped my new Portfolio with stats pulled in from LastFM, Hackatime and Discord’
Ships:
This was really fun when designing the way the borders go from edge to edge and the candy cane buffer zones....
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1793245878.129843
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1793332278.129843
|
|
27859
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3d Graph Search by @srijan | Stardance
|
srijan
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T19:58:04Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I wrote an algo to try and travers a 3d graph space as quickly and efficently as possible with 3 UAVs. The simulation was provided by Autonomous Teaming Solutions with a baseline of a random search. I implemented node weights, frontier nodes, Dijkstra, zoning, and communication between searchers to ensure that we don’t have redundant movement", "repo": "https://github.com/srijan-81/3d-graph-explorer", "demo": "https://youtu.be/JeqkcZoLkZo?is=951-Wfsk2ob-Trb4"}]...
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[{"post_id": 17918, "ts": "202 [{"post_id": 17918, "ts": "2026-06-28T21:10:30Z", "hours": 5.1339, "text": "This is a simulated search optimization algo. It consists of two phases: observation & surveillance. We have 3 simulated UAVs, our “searchers”. They follow a greedy algo. First, the 3D Graph is split into zones based on which drone is where. Next, the searchers identifiy “Frontier Nodes”, or the nodes bordering observed & unobserved nodes and utilize a Dijkstra algo to reach them. This repeats until we have a threshhold of 90%, where the algo then knows the total map and must cover it once more as efficiently as possible. This is the surveillance phase."}]...
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Title: 3d Graph Search by @srijan | Stardance
Dev Title: 3d Graph Search by @srijan | Stardance
Devlogs:
This is a simulated search optimization algo. It consists of two phases: observation & surveillance. We have 3 simulated UAVs, our “searchers”. They follow a greedy algo. First, the 3D Graph is split into zones based on which drone is where. Next, the searchers identifiy “Frontier Nodes”, or the nodes bordering observed & unobserved nodes and utilize a Dijkstra algo to reach them. This repeats until we have a threshhold of 90%, where the algo then knows the total map and must cover it once more as efficiently as possible. This is the surveillance phase.
Ships:
I wrote an algo to try and travers a 3d graph space as quickly and efficently as possible with 3 UAVs. The simulation was provided by Autonomous Teaming Solutions with a baseline of a random search. I implemented node weights, frontier nodes, Dijkstra, zoning, and communication between searchers to ensure that we don’t have redundant movement...
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1793267552.023354
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1793353952.023354
|
|
27886
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personal site by @ksgat | Stardance
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ksgat
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T02:50:31Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal site", "repo": "https://github.com/ksgat/gabeamare.net", "demo": "https://gabeamare.vercel.app"}]...
|
[{"post_id": 61911, "ts": "202 [{"post_id": 61911, "ts": "2026-09-05T02:39:39Z", "hours": 3.6708, "text": "big redesign i dont think my hours in figma tracked! i made a cool loading animation and used this font i found its called pp neue montereal it has aura and is cool"}, {"post_id": 34486, "ts": "2026-07-25T07:50:23Z", "hours": 5.4631, "text": "I decided to go more off white and such cause gray is kinda bad and stuff like idk just tweaked stuff to make it more pleasing to me, shoutout shymike for the hackatime tracking stuff pretty lit idk im actually gonna finish those projects and like write about them so im gonna ship maybe like next week"}, {"post_id": 18023, "ts": "2026-06-29T00:12:04Z", "hours": 0.6775, "text": "started designing in figma, i really hate writing about myself but like figma is fun so that was good. Im going to do some cool integrations and show lots of data yes lots of data. I need to do something with the background and im gonna deal with the stats and stuff when i code it all up, I think I will use like some niche framework like nicher than sveltekit but idk if it gets nicher"}]...
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Title: personal site by @ksgat | Stardance
Devlog Title: personal site by @ksgat | Stardance
Devlogs:
started designing in figma, i really hate writing about myself but like figma is fun so that was good. Im going to do some cool integrations and show lots of data yes lots of data. I need to do something with the background and im gonna deal with the stats and stuff when i code it all up, I think I will use like some niche framework like nicher than sveltekit but idk if it gets nicher
I decided to go more off white and such cause gray is kinda bad and stuff like idk just tweaked stuff to make it more pleasing to me, shoutout shymike for the hackatime tracking stuff pretty lit idk im actually gonna finish those projects and like write about them so im gonna ship maybe like next week
big redesign i dont think my hours in figma tracked! i made a cool loading animation and used this font i found its called pp neue montereal it has aura and is cool
Ships:
This is my personal site...
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1793292596.3565004
|
1793378996.3565004
|