|
2386
|
My first slack bot! by @Jenna | Stardance
|
Jenna
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Jenna | Stardance
|
1792586894.074239
|
1793191694.074239
|
|
2385
|
Bio controlled arm by @Scott | Stardance
|
Scott
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Bio controlled arm by @Scott | Stardance
|
1792637585.5219278
|
1793242385.5219278
|
|
2384
|
A Cyber Tool by @NikosApfel | Stardance
|
NikosApfel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A Cyber Tool by @NikosApfel | Stardance
|
1792651662.5891268
|
1793256462.5891268
|
|
2383
|
My first slack bot! by @Ishmael_Is_Goated | Starda My first slack bot! by @Ishmael_Is_Goated | Stardance...
|
Ishmael_Is_Goated
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Ishmael_Is_Goated | Title: My first slack bot! by @Ishmael_Is_Goated | Stardance...
|
1793191864.7125058
|
1793796664.7125058
|
|
2382
|
Roblox Tower Obby by @evansuri20 | Stardance
|
evansuri20
|
0
|
5.09
|
0
|
[]
|
[{"post_id": 5975, "ts": "2026 [{"post_id": 5975, "ts": "2026-06-10T00:38:58Z", "hours": 0.5836, "text": "Roblox Tower Obby This is a small portion of the tower we are working on"}, {"post_id": 4957, "ts": "2026-06-08T16:21:39Z", "hours": 1.2183, "text": "Roblox Tower Obby Have coded kill blocks to make it harder! Next devlog I will show you the whole thing"}, {"post_id": 1946, "ts": "2026-06-04T06:08:29Z", "hours": 2.7172, "text": "ROBLOX TOWER OBBY"}, {"post_id": 491, "ts": "2026-06-01T23:19:57Z", "hours": 0.5681, "text": "Roblox Tower Obby! This is only the beggening"}]...
|
Title: Roblox Tower Obby by @evansuri20 | Stardanc Title: Roblox Tower Obby by @evansuri20 | Stardance
Devlogs:
Roblox Tower Obby! This is only the beggening
ROBLOX TOWER OBBY
Roblox Tower Obby Have coded kill blocks to make it harder! Next devlog I will show you the whole thing
Roblox Tower Obby This is a small portion of the tower we are working on...
|
1792655606.8815255
|
1793260406.8815255
|
|
2381
|
My awesome macropad! by @Aryan_goel | Stardance
|
Aryan_goel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Aryan_goel | Stard Title: My awesome macropad! by @Aryan_goel | Stardance...
|
1792587000.080592
|
1793191800.080592
|
|
2380
|
My first slack bot! by @talia | Stardance
|
talia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @talia | Stardance
|
1792601288.9210856
|
1793206088.9210856
|
|
2379
|
My first slack bot! by @mulkiyenurky | Stardance
|
mulkiyenurky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @mulkiyenurky | Star Title: My first slack bot! by @mulkiyenurky | Stardance...
|
1792766969.147499
|
1793371769.147499
|
|
2378
|
My awesome macropad! by @bali0531 | Stardance
|
bali0531
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @bali0531 | Stardan Title: My awesome macropad! by @bali0531 | Stardance...
|
1792925280.026908
|
1793789280.026908
|
|
2377
|
Space "land" by @Celine | Stardance
|
Celine
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T08:31:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website where you can scan for aliens and chat with them too, it’s more of a game cause it’s completly bogus , i’m proud cause i used a lot of my creativity and i’ll be making something more real in my next project", "repo": "https://github.com/AlphaFifteen/Galaxy_Interact", "demo": "https://alphafifteen.github.io/my-website"}]...
|
[{"post_id": 9124, "ts": "2026 [{"post_id": 9124, "ts": "2026-06-15T08:27:23Z", "hours": 0.9522, "text": "I added a few responses in the intergalactic chat page When i clicked send on the Neptune planet message it wasn’t sending , i dicovered that it was because i hadn’t typed in the name correctly🤦♂️"}, {"post_id": 8697, "ts": "2026-06-14T13:28:41Z", "hours": 0.3778, "text": "Its a website made from html, css and javascript that has a “Alien radar scan “site, an “intergalactic chat site” and an Alien analyzer site where you decribe what you saw and it gives you the probability of it being an alien encounter"}]...
|
Title: Space "land" by @Celine | Stardance Title: Space "land" by @Celine | Stardance
Devlogs:
Its a website made from html, css and javascript that has a “Alien radar scan “site, an “intergalactic chat site” and an Alien analyzer site where you decribe what you saw and it gives you the probability of it being an alien encounter
I added a few responses in the intergalactic chat page When i clicked send on the Neptune planet message it wasn’t sending , i dicovered that it was because i hadn’t typed in the name correctly🤦♂️
Ships:
I made a website where you can scan for aliens and chat with them too, it’s more of a game cause it’s completly bogus , i’m proud cause i used a lot of my creativity and i’ll be making something more real in my next project...
|
1793127248.894305
|
1793213648.894305
|
|
2376
|
Cargador 18250 by @jupeme6 | Stardance
|
jupeme6
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cargador 18250 by @jupeme6 | Stardance
|
1792914900.7725873
|
1793778900.7725873
|
|
2375
|
My awesome macropad! by @Alf | Stardance
|
Alf
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Alf | Stardance
|
1792745463.16869
|
1793350263.16869
|
|
2374
|
My awesome macropad! by @Jenna | Stardance
|
Jenna
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Jenna | Stardance
|
1793184464.4602258
|
1793789264.4602258
|
|
2373
|
fightstick by @kakenbutter | Stardance
|
kakenbutter
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: fightstick by @kakenbutter | Stardance
|
1792572783.0438595
|
1793177583.0438595
|
|
2372
|
My first slack bot! by @sofiakmetova16 | Stardance
|
sofiakmetova16
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sofiakmetova16 | St Title: My first slack bot! by @sofiakmetova16 | Stardance...
|
1792792360.9102566
|
1793397160.9102566
|
|
2371
|
My first slack bot! by @Username | Stardance
|
Username
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Username | Stardanc Title: My first slack bot! by @Username | Stardance...
|
1792554531.2090507
|
1793159331.2090507
|
|
2370
|
First Drone by @Aliexpress_enjoyer | Stardance
|
Aliexpress_enjoyer
|
0
|
45.82
|
0
|
[]
|
[{"post_id": 69505, "ts": "202 [{"post_id": 69505, "ts": "2026-09-17T06:19:48Z", "hours": 0.4597, "text": "Got a battery monitor working (it disarms the drone when the 3s lipo reaches 10v or below)"}, {"post_id": 68431, "ts": "2026-09-15T03:27:06Z", "hours": 2.4386, "text": "I was mostly working on code (its going horribly), but I soldered the battery connector along with a voltage measurement wire."}, {"post_id": 37991, "ts": "2026-07-31T02:46:42Z", "hours": 0.9169, "text": "Cadded a battery compartment in Autodesk Fusion"}, {"post_id": 37373, "ts": "2026-07-30T01:18:04Z", "hours": 1.0425, "text": "Added a calibration mode for easy esc tweaking, and the motor now uses 250hz I needed an input of some sort for calibrating, so I used the battery voltage pin as a temporary solution."}, {"post_id": 37294, "ts": "2026-07-29T22:01:39Z", "hours": 0.6047, "text": "made a custom quadcopter model in blender and added it to the web viewer!!"}, {"post_id": 37158, "ts": "2026-07-29T17:34:20Z", "hours": 3.9661, "text": "Learned threejs so that I could render a cube in the browser that rotates based on the flight controller’s orientation. While doing that, I got distracted and started playing the threejs port of doom for a bit. Anyway, it works really well Also, I suck at math This is a problem because I’m trying to write drone firmware from scratch. Fortunately, there are some pretty good guides out there like the one from Carbon Aeronautics. This session was mostly me trying to learn the math used to measure angles from the accelerometer and gyro. I get some of it, such as the basic trig stuff and integrating the gyro’s readings. I don’t get the more complex stuff like the Kalman Filter because sadly, I only posses 2nd year high school math knowledge. But mark my words, I WILL learn linear algebra and will understand it one day, maybe also what does stardance mean by “please write this yourself, humans can read it!,” right after I pasted in an IMAGE??"}, {"post_id": 36176, "ts": "2026-07-28T02:57:34Z", "hours": 2.8189, "text": "I modded my radio transmitter so it works with the current flight controller I also did some radio testing. I also tried playing around with FreeRTOS but I’m too dumb so I gave up Edit: Forgot to mention I created a holder for the flight controller"}, {"post_id": 32474, "ts": "2026-07-21T17:53:30Z", "hours": 10.6878, "text": "i did a high risk high reward type thing I paid 6 billion dollars to JLC for the flight controller, not even being fully sure if the flight controller would work. It arrived a week ago but I was dying at outpost so I haven’t tested until yesterday. I confirmed that the radio, imu, and motor pins work which are basically the most important parts of the FC"}, {"post_id": 12323, "ts": "2026-06-20T03:22:19Z", "hours": 1.3092, "text": "I’m finalizing the flight controller This means that I had to do a lot of double checking and random tweaks. I didn’t record it since I wasn’t very productive and essentially wasted an entire day half doom scrolling I did other miscellaneous things. Added a silkscreen Assembled part of the frame that arrived Wrote a BOM and tweaked stuff to appease JLCPCB"}, {"post_id": 10430, "ts": "2026-06-17T04:29:05Z", "hours": 0.5406, "text": "I fixed some DRC violations. Most of them were caused by me needing to shrink the default trace sizes for that one sensor. Four errors remain, which I likely won’t bother fixing since they’re just courtyard violations of the esp32s3’s antenna, which is not that integral to my project."}, {"post_id": 10387, "ts": "2026-06-17T02:15:18Z", "hours": 4.2706, "text": "Routed (most of) the Flight Controller. It may not look like much, but it was a lot of suffering. To start off, the magnetometer I’m using has the most annoying package I’ve encountered yet. There are pins buried deep inside the center of it, and I had to adjust trace and via sizes to accommodate for them. I ended up using the absolute minimum sizes that JLCPCB has to offer. Secondly, the radio module I’m using, which could not be moved or oriented differently, has a seriously unlucky pinout, and I ended up needing vias for almost every pin for it. Consequently, most other pins of the other sensors needed vias too, since they had to pass through or be connected to it. I ended up with the worst PCB layout I’ve ever seen. (To be fair, I haven’t seen many PCB layouts, so it probably isn’t as bad as I make it sound) I think it works though, I just need to spend like a day checking over it, and also route the remaining things, which are just ground planes, and power traces. I also cost optimized my board a little by reducing the assortment of header pins, so most of them will use the same parts, reducing JLC’s unique extended component fee. Here are some takeaways Don’t wire GND and power wires first, they have nonzero chances of needing to be moved later on, meaning you’ll have wasted your time JLCPCB allows smaller minimum trace sizes the more layers your boards have Never ever ever use WLCSP if you’re dumb like me There were probably more takeaways but I forgot"}, {"post_id": 9331, "ts": "2026-06-15T17:31:19Z", "hours": 1.9758, "text": "I did more component placing. I think it’s almost ready to route, but I want to make sure I didn’t make any mistakes, namely using a forbidden pin. I also did some component testing with the parts I already have, such as seeing if multiple motors could run at once, while the radio was transmitting, etc."}, {"post_id": 7781, "ts": "2026-06-13T00:10:19Z", "hours": 3.53, "text": "Before continuing with the PCB, I wanted to do a quick and stress free session where I tested firmware that would make the motors run. Safe to say, it was not quick and stress free. I initially tested the servo code on a mini mg90 servo since it was safer than testing with the esc which is powered by a big scary LiPo battery. I wasted 45 minutes with the firmware only to learn that the battery pack I used was drained. (All 4 AA batteries fell to 0.9v…) Then I managed to get the espservo library to work, but for some reason it kept crashing the entire code whenever I tried using pinMode(). I still don’t know why that happened. I switched to controlling the servo using the ledc api instead, which worked much better, and was quite fun to figure out. After succeeding in moving the mini servo, the ESC + motor gave me some issues. For safety purposes, ESCs have to be armed before they spin. To learn exactly how to calibrate it, I dug up a datasheet of the ESC, and finally got the ESC to spin the motor. Overall I learned: ESCs aren’t as dumb as I thought they were ledc api exists I still hate programming"}, {"post_id": 7011, "ts": "2026-06-11T19:21:35Z", "hours": 1.9411, "text": "I started working on component placements of the PCB. It was harder than I thought it would be. Firstly, I had over-estimated the size of flight controllers in general, so I had less space to work with as anticipated. Secondly, I forgot to add some decoupling capacitors in the schematic, so after doing so, I had much more components to wire. Thirdly, the connectors were bigger than I thought, especially the ones for the radio module I plan to attach to it. I’m still deciding some things, such as how big I want the board to be, (I’m thinking somewhere around 50x50mm, excluding the protruding antenna and usb port) and whether the PCB will be a 2 or 4 layer pcb."}, {"post_id": 6573, "ts": "2026-06-11T01:17:08Z", "hours": 0.7056, "text": "I assigned some footprints Not many interesting things happened, just mostly browsing LCSC and JLCPCB’s parts. I also spent some effort figuring out how to import footprints from componentsearchengine"}, {"post_id": 6553, "ts": "2026-06-11T00:23:09Z", "hours": 0.8667, "text": "I finished the schematic. I still have some warnings to fix, but I’ve reviewed the connections, and they seem correct. The current schematic has: An ESP32-S3 An IMU, which is the BMI270 + BMM150 Connectors for the ESC signals Extra GPIOs that are broken out A USB-C port A BMP338 barometer Some connectors for attaching the RF24s I have A connector for measuring battery voltage An LED :)"}, {"post_id": 6354, "ts": "2026-06-10T18:08:08Z", "hours": 3.1303, "text": "I hate working on the flight controller so I decided to work on something else instead. This is supposed to be a webpage that tests drone sensors where you can see the drone’s orientation in real time. I’ve been dying to try out the web serial api for a while now, but I never got to it. Fortunately, I finally got to use it to receive data from the microcontroller. I managed to make the webpage receive serial data from the receiver that I built in the last devlog."}, {"post_id": 5409, "ts": "2026-06-09T05:02:07Z", "hours": 1.6242, "text": "I took on a little sidequest from working on the schematic of the flight controller. I plan to use a set of nrf24l01’s as the radio, since I already have them. Therefore, I wanted to test them before putting it on the schematic. I hooked one up to a brand new esp32-s3, and the other to an esp32-wroom1. The process of sending data between each one was relatively straightforward, thanks to a helpful instructable I found. However, I did get some issues with the default SPI pins with the s3, but that got sorted out after some pin switching. Eventually I got the two devices to remotely talk to each other and was overjoyed. Also somewhere in between all of that, I realized I ran out of male to female jumper wires so that sucks :("}, {"post_id": 5300, "ts": "2026-06-09T00:55:22Z", "hours": 1.1764, "text": "I made some more progress on the flight controller. I may have forgotten some of what I did since the lapse was recorded like a day ago, but I added some connectors to the four escs, and connected most things to the main microcontroller."}, {"post_id": 3301, "ts": "2026-06-06T05:00:54Z", "hours": 1.81, "text": "I started researching/designing a custom flight controller! I began by choosing an IMU for it. I was initially going to use an MPU-6500, but learned it was trash for drones. I eventually settled on the BMI270 since it was relatively cheap but still powerful. Another benefit of that chip was that it could be hooked up to a magnetometer, so I looked into the BMM150, which was recommended. I also wasted my time with another random magnetometer that I keep forgetting the name of. Anyway I added those to the schematic, which wasn’t too bad. I’m pretty new to KiCad so I needed to figure out how to import symbols into it. I discovered the lifesaver known as the componentsearchengine, which is an extensive database of symbols that KiCad or other cad programs may not have. I also chose a microcontroller for the FC. I wanted to use an ESP32 chip since I’m most familiar with them, and ended up choosing an ESP32-S3 Wroom 1 (mostly arbitrarily)"}]...
|
Title: First Drone by @Aliexpress_enjoyer | Starda Title: First Drone by @Aliexpress_enjoyer | Stardance
Devlogs:
I started researching/designing a custom flight controller! I began by choosing an IMU for it. I was initially going to use an MPU-6500, but learned it was trash for drones. I eventually settled on the BMI270 since it was relatively cheap but still powerful. Another benefit of that chip was that it could be hooked up to a magnetometer, so I looked into the BMM150, which was recommended. I also wasted my time with another random magnetometer that I keep forgetting the name of. Anyway I added those to the schematic, which wasn’t too bad. I’m pretty new to KiCad so I needed to figure out how to import symbols into it. I discovered the lifesaver known as the componentsearchengine, which is an extensive database of symbols that KiCad or other cad programs may not have. I also chose a microcontroller for the FC. I wanted to use an ESP32 chip since I’m most familiar with them, and ended up choosing an ESP32-S3 Wroom 1 (mostly arbitrarily)
I made some more progress on the flight controller. I may have forgotten some of what I did since the lapse was recorded like a day ago, but I added some connectors to the four escs, and connected most things to the main microcontroller.
I took on a little sidequest from working on the schematic of the flight controller. I plan to use a set of nrf24l01’s as the radio, since I already have them. Therefore, I wanted to test them before putting it on the schematic. I hooked one up to a brand new esp32-s3, and the other to an esp32-wroom1. The process of sending data between each one was relatively straightforward, thanks to a helpful instructable I found. However, I did get some issues with the default SPI pins with the s3, but that got sorted out after some pin switching. Eventually I got the two devices to remotely talk to each other and was overjoyed. Also somewhere in between all of that, I realized I ran out of male to female jumper wires so that sucks :(
I hate working on the flight controller so I decided to work on something else instead. This is supposed to be a webpage that tests drone sensors where you can see the drone’s orientation in real time. I’ve been dying to try out the web serial api for a while now, but I never got to it. Fortunately, I finally got to use it to receive data from the microcontroller. I managed to make the webpage receive serial data from the receiver that I built in the last devlog.
I finished the schematic. I still have some warnings to fix, but I’ve reviewed the connections, and they seem correct. The current schematic has: An ESP32-S3 An IMU, which is the BMI270 + BMM150 Connectors for the ESC signals Extra GPIOs that are broken out A USB-C port A BMP338 barometer Some connectors for attaching the RF24s I have A connector for measuring battery voltage An LED :)
I assigned some footprints Not many interesting things happened, just mostly browsing LCSC and JLCPCB’s parts. I also spent some effort figuring out how to import footprints from componentsearchengine
I started working on component placements of the PCB. It was harder than I thought it would be. Firstly, I had over-estimated the size of flight controllers in general, so I had less space to work with as anticipated. Secondly, I forgot to add some decoupling capacitors in the schematic, so after doing so, I had much more components to wire. Thirdly, the connectors were bigger than I thought, especially the ones for the radio module I plan to attach to it. I’m still deciding some things, such as how big I want the board to be, (I’m thinking somewhere around 50x50mm, excluding the protruding antenna and usb port) and whether the PCB will be a 2 or 4 layer pcb.
Before continuing with the PCB, I wanted to do a quick and stress free session where I tested firmware that would make the motors run. Safe to say, it was not quick and stress free. I initially tested the servo code on a mini mg90 servo since it was safer than testing with the esc which is powered by a big scary LiPo battery. I wasted 45 minutes with the firmware only to learn that the battery pack I used was drained. (All 4 AA batteries fell to 0.9v…) Then I managed to get the espservo library to work, but for some reason it kept crashing the entire code whenever I tried using pinMode(). I still don’t know why that happened. I switched to controlling the servo using the ledc api instead, which worked much better, and was quite fun to figure out. After succeeding in moving the mini servo, the ESC + motor gave me some issues. For safety purposes, ESCs have to be armed before they spin. To learn exactly how to calibrate it, I dug up a datasheet of the ESC, and finally got the ESC to spin the motor. Overall I learned: ESCs aren’t as dumb as I thought they were ledc api exists I still hate programming
I did more component placing. I think it’s almost ready to route, but I want to make sure I didn’t make any mistakes, namely using a forbidden pin. I also did some component testing with the parts I already have, such as seeing if multiple motors could run at once, while the radio was transmitting, etc.
Routed (most of) the Flight Controller. It may not look like much, but it was a lot of suffering. To start off, the magnetometer I’m using has the most annoying package I’ve encountered yet. There are pins buried deep inside the center of it, and I had to adjust trace and via sizes to accommodate for them. I ended up using the absolute minimum sizes that JLCPCB has to offer. Secondly, the radio module I’m using, which could not be moved or oriented differently, has a seriously unlucky pinout, and I ended up needing vias for almost every pin for it. Consequently, most other pins of the other sensors needed vias too, since they had to pass through or be connected to it. I ended up with the worst PCB layout I’ve ever seen. (To be fair, I haven’t seen many PCB layouts, so it probably isn’t as bad as I make it sound) I think it works though, I just need to spend like a day checking over it, and also route the remaining things, which are just ground planes, and power traces. I also cost optimized my board a little by reducing the assortment of header pins, so most of them will use the same parts, reducing JLC’s unique extended component fee. Here are some takeaways Don’t wire GND and power wires first, they have nonzero chances of needing to be moved later on, meaning you’ll have wasted your time JLCPCB allows smaller minimum trace sizes the more layers your boards have Never ever ever use WLCSP if you’re dumb like me There were probably more takeaways but I forgot
I fixed some DRC violations. Most of them were caused by me needing to shrink the default trace sizes for that one sensor. Four errors remain, which I likely won’t bother fixing since they’re just courtyard violations of the esp32s3’s antenna, which is not that integral to my project.
I’m finalizing the flight controller This means that I had to do a lot of double checking and random tweaks. I didn’t record it since I wasn’t very productive and essentially wasted an entire day half doom scrolling I did other miscellaneous things. Added a silkscreen Assembled part of the frame that arrived Wrote a BOM and tweaked stuff to appease JLCPCB
i did a high risk high reward type thing I paid 6 billion dollars to JLC for the flight controller, not even being fully sure if the flight controller would work. It arrived a week ago but I was dying at outpost so I haven’t tested until yesterday. I confirmed that the radio, imu, and motor pins work which are basically the most important parts of the FC
I modded my radio transmitter so it works with the current flight controller I also did some radio testing. I also tried playing around with FreeRTOS but I’m too dumb so I gave up Edit: Forgot to mention I created a holder for the flight controller
Learned threejs so that I could render a cube in the browser that rotates based on the flight controller’s orientation. While doing that, I got distracted and started playing the threejs port of doom for a bit. Anyway, it works really well Also, I suck at math This is a problem because I’m trying to write drone firmware from scratch. Fortunately, there are some pretty good guides out there like the one from Carbon Aeronautics. This session was mostly me trying to learn the math used to measure angles from the accelerometer and gyro. I get some of it, such as the basic trig stuff and integrating the gyro’s readings. I don’t get the more complex stuff like the Kalman Filter because sadly, I only posses 2nd year high school math knowledge. But mark my words, I WILL learn linear algebra and will understand it one day, maybe also what does stardance mean by “please write this yourself, humans can read it!,” right after I pasted in an IMAGE??
made a custom quadcopter model in blender and added it to the web viewer!!
Added a calibration mode for easy esc tweaking, and the motor now uses 250hz I needed an input of some sort for calibrating, so I used the battery voltage pin as a temporary solution.
Cadded a battery compartment in Autodesk Fusion
I was mostly working on code (its going horribly), but I soldered the battery connector along with a voltage measurement wire.
Got a battery monitor working (it disarms the drone when the 3s lipo reaches 10v or below)...
|
1792774196.4867506
|
1793378996.4867506
|
|
2369
|
Snaky boy by @Lol123rl | Stardance
|
Lol123rl
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T17:04:13Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3d google snake game. In Godot, I challenged myself to make it all in one node, it was a lot of fun playing with the Camera. I can’t what to see what people think.", "repo": "https://github.com/Lol123rl/snake_game", "demo": "https://papaya-pithivier-456916.netlify.app/"}]...
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[{"post_id": 422, "ts": "2026- [{"post_id": 422, "ts": "2026-06-01T20:29:49Z", "hours": 0.565, "text": "Updadted the code to you play on the outside and is much smother"}, {"post_id": 363, "ts": "2026-06-01T18:12:47Z", "hours": 0.4933, "text": "a 3d google snake game"}]...
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Title: Snaky boy by @Lol123rl | Stardance
Devlogs Title: Snaky boy by @Lol123rl | Stardance
Devlogs:
a 3d google snake game
Updadted the code to you play on the outside and is much smother
Ships:
I made a 3d google snake game. In Godot, I challenged myself to make it all in one node, it was a lot of fun playing with the Camera. I can’t what to see what people think....
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1792882150.7635672
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1793746150.7635672
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Jarvis by @meeran | Stardance
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meeran
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Title: Jarvis by @meeran | Stardance
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1792731312.7405872
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1793336112.7405872
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2366
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My awesome macropad! by @antoninvallonazoulay | St My awesome macropad! by @antoninvallonazoulay | Stardance...
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antoninvallonazoulay
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Title: My awesome macropad! by @antoninvallonazoul Title: My awesome macropad! by @antoninvallonazoulay | Stardance...
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1792749242.8562744
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badass macropad! by @devansmell | Stardance
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devansmell
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Title: badass macropad! by @devansmell | Stardance
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1792713077.3618782
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1793317877.3618782
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Helix by @sidd | Stardance
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sidd
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[{"post_id": 14453, "ts": "202 [{"post_id": 14453, "ts": "2026-06-23T16:08:31Z", "hours": 0.0, "text": "Go t the parts!"}]...
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Title: Helix by @sidd | Stardance
Devlogs:
Go t t Title: Helix by @sidd | Stardance
Devlogs:
Go t the parts!...
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1792943555.4738302
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1793807555.4738302
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2363
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My awesome macropad! by @Gaby | Stardance
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Gaby
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0
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0.0
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Title: My awesome macropad! by @Gaby | Stardance
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1792684186.5203226
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1793288986.5203226
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2362
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Keyboard Substitution Program by @MaybeMae | Stard Keyboard Substitution Program by @MaybeMae | Stardance...
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MaybeMae
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[{"post_id": 83454, "ts": "202 [{"post_id": 83454, "ts": "2026-10-27T23:50:22Z", "hours": 6.2128, "text": "Devlog 1- Mae here! The displays work! Im super busy getting everything wrapped up, but i figured I’d update everyone on my progress. . Next up, flight controls!"}, {"post_id": 77949, "ts": "2026-10-08T22:34:25Z", "hours": 10.8767, "text": "Devlog 11- Mae here! The wiring for all the inputs as gone through its first pass! . It doesnt work… . Somewhere, in that mess of wiring, was a short circuit. I had no idea where it could be or why it was happening. My current best theory is that I needed a diode between the main power bus and the power for the potentiometers on the joystick and throttle. . I am currently working on a fix for it, and once I have the primary flight inputs (joystick, throttle, stability assist) wired up it shouldn’t take nearly as long to wire the secondary flight controls, and the displays."}, {"post_id": 73761, "ts": "2026-09-25T21:34:32Z", "hours": 4.5992, "text": "Devlog 10- Mae again! The top cover is completely assembled (except for the displays)! Now, I can start the process of printing the bottom case and doing final integration to get the controller to talk to KSP. . Additionally, the second circuit board is finished! Unfortunately, now the first circuit board is broken… Im thinking about scrapping the circuit board idea entirely and connecting each button to its own pin on the arduino. . It’s the final strech now to get it done and shipped, but i think i can do it!"}, {"post_id": 71921, "ts": "2026-09-21T19:34:57Z", "hours": 3.1833, "text": "TW: Awful circuit design, electrical engineers beware . Devlog 9- Mae here! “I’ll post the next devlog tonight” she said, blissfully unaware of everything related to circuit design… . The good news is the first circuit board is finished! Below is the mess of wires and diodes that come together to let (some of) the buttons on the controller talk to the arduino! This board specifically lets the 10 individual SAS modes be controlled by their own buttons, while only needing 6 output wires! This saves on ports on the arduino, making the programming much easier. . Creating this board was a huge pain, but now that I know what to do, the next one should be quicker. After that, all thats needed is to print the outer shell, wire everything up. and do the last little bit of integration programming. I know I’m running very short on time, so I’ve laid out a schedule for myself, and as long as the next circuit board doesnt take 4 days I should be fine!"}, {"post_id": 69885, "ts": "2026-09-18T00:22:37Z", "hours": 5.1431, "text": "Devlog 8 - Mae here! The first real piece of the controller is “finished”! Below is the first revision of the top cover of the controller, fully CNCed, painted, and laser engraved! It doesn’t look so great (for reasons I’ll get into later), but it lets me start assembly, as the cover can be swapped out later! . Okay, so first things first, the text looks bad. I am (very) aware of this, and the issue stems from one mistake I made when planning. In my infinite wisdom, I decided it would be a good idea to laser engrave a perfectly white object….. As you can imagine, it failed to cut proper;y, so I had to do a very high power pass, making the text look sloppy. Additionally, between the first and second passes, I inadvertently bumped the laser head, making the text ofset from where it should be. . To fix this, the next version (already in the works) will engrave the text on the CNC mill. This should provide a much better color and better contrast for the text, as well as removing any issue with the text being offset. . Finally, while the second cover is being machined, I’ve started work creating the circuit boards which connect the buttons to the arduinos! I procrastinated on this devlog a little, so that devlog will be coming later tonight!"}, {"post_id": 64770, "ts": "2026-09-09T12:52:33Z", "hours": 9.1317, "text": "Devlog 7 - Mae here! My apologies for the (very) large delay, I was caught up in some other responsibilities. That doesn’t mean nothing got done, though. In fact, two huge parts have been finished! . First, all of the parts have arrived, and I have finished machining the top cover! Now, all the top cover needs is a coat of paint and some laser engraving of the text, then assembly can begin! . Second, I’ve FINALLY got the displays to work! Below is a video of one of the controller’s display “banks”, displaying the rocket’s altitude, and updating it in real time! There is just a small bit of code left to integrate the two other display banks."}, {"post_id": 25093, "ts": "2026-07-09T02:24:28Z", "hours": 2.7333, "text": "Devlog 6 - Mae here! I spent today implementing a slider for throttle control. In theory, it should have been an easy task, no more than 45 minutes. Unfortunately, unlike the potentiometers on the joystick, the slider’s potentiometer was not linear. That meant moving the slider half way increased the throttle to 75%, making using it very unintuitive. So i had to spend quite a bit of time figuring out how to work around it. . Below is a video of my first actual flight using the “controller”. It’s quite intuitive, but I’m not the best pilot lol. . Up next, I’m designing a small case to mount the throttle, stick, and a few buttons. Hopefully this should be the first actual prototype of the controller, which should be very nice to see."}, {"post_id": 24446, "ts": "2026-07-08T00:31:13Z", "hours": 3.2119, "text": "Devlog 5 - Mae here! I’m back! i’m sorry for my absence, it took quite a while for the parts to get here, and they arrived the day I left for vacation. But anyways… . IT WORKS!!! I have now successfully connected a joystick to the system, allowing actual control of a spacecraft in flight! Its actually quite simple too, the code just takes the values from 3 potentiometers mounted in the joystick, remaps the values to be in a range the game can read, and packages them into a message for the Kerbal SimPit mod. The message is then sent to the mod, where it reads it and commands the vessel to turn by the amount specified in the message. It took a while to understand how messages actually work, but i think i get it now. . Next up, I will be implementing data output using a 14 segment display module. Once that’s done, full scale prototyping can begin, using several arduinos at once to control most of the game. And then, once all the parts arrive, the final construction can happen. About half of the required parts have been ordered so afar, so this shouldn’t be too long from now."}, {"post_id": 2031, "ts": "2026-06-04T09:53:56Z", "hours": 3.1547, "text": "Devlog 4 - Mae here! I finished the layout for the controller! It has every button I use in KSP, including all 10 SAS modes, all 10 Action Groups, quick save and load, and so on. The joystick has a button next to it to transition between rotational and translational control, which should make docking so much more interesting. Next up: ordering the parts! . PS; sorry for not getting much work done yesterday, I got distracted playing ksp lol"}, {"post_id": 1199, "ts": "2026-06-03T01:42:42Z", "hours": 0.7453, "text": "Devlog 3- Mae here! IT WORKS! I can now register inputs from external “controllers” (if you want to call one button a controller). This was one of the biggest hurdles I foresaw when I was coming up with the idea for this project, so its success is a great sign for the future. It only took me 3 hours of coding (mostly staring at the docs)! . PS: I know it says I only logged 44 minutes. Guess who forgot to click record on lapse. (its me, i forgot to hit record :C)"}, {"post_id": 642, "ts": "2026-06-02T04:57:59Z", "hours": 3.55, "text": "Devlog 2- Hi again! Mae here! I realized this project cant continue if i cant get inputs and outputs from KSP, so i went ahead and spent about an hour and a half setting up all of the basic configs to get Kerbal Simpit to run. Below is a video of one of the basic test programs running on my arduino uno, receving altitude data from the game. It works! (it only took me till 1 am…) . PS: I’ve made some progress on the controller layout too, but its not in enough of a finished state to show it"}, {"post_id": 433, "ts": "2026-06-01T20:44:17Z", "hours": 1.1619, "text": "Devlog 1- Hi! I’m Mae, I absolutely love the game KSP (Kerbal Space Program), and have been considering making a custom controller for a while. This is gonna be kind of a yap session because I want to set the scene for later devlogs, so I apologize in advance. . I’ve already put together a basic parts list, and am finishing up 3d models of all the basic components (see below). Once all the components are modeled, I’ll start drafting a 3d model for the top cover based on some concept drawings (I seem to have misplaced them, sorry :C ), and then once I’m happy with it, I’ll order the parts and start with the programming. . To actually interface with the game, I’ll be using the Kerbal SimPit Revamped Mod, and the whole controller will be run off of several arduino boards (the details for this section will be worked out more once the controller is built). . The plan for the controller is pretty simple: . Construction- The base construction of the controller will be quite simple. It will be in a 3d printed PETG case. The top cover will be a black ABS sheet, with holes for the buttons and switches CNCed out. The sheet will then be spray painted white, and finally a laser cutter will do some quick passes over the sheet to burn away the paint and create labels for all the inputs. . Input- Use one joystick for rotation/translation, big button with covering for staging, probably the same button but red for abort, latching blue switches for toggles, keyboard keys for momentary switches, and keylock switches to lock out throttle/ joystick to prevent accidental input as well as act as the power switch (bc who doesn’t love the feeling of turning on a device with a switch) The lights in the latching switches are (thankfully) not controlled by the button itself. This gives them the added benefit of being able to update themselves when switching to a different vessel, with different settings enabled on it. . Display- Have 3-4 rows of 7 or 14 segment displays showing mission information (apoapsis, velocity, altitude, delta v remaining, etc.) The displays have different modes that show different information , swapped using buttons (ie. orbital, surface/landing, rendezvous/docking, and maneuver information) One or two additional displays would be nice to keep time warp info separate, but not strictly required. The coolest idea (but also the most expensive and difficult to program) would be to have a small display to show the navball and/or the current orbit visually. . Thanks for reading my first, and hopefully not my last, devlog!"}]...
|
Title: Keyboard Substitution Program by @MaybeMae Title: Keyboard Substitution Program by @MaybeMae | Stardance
Devlogs:
Devlog 1- Hi! I’m Mae, I absolutely love the game KSP (Kerbal Space Program), and have been considering making a custom controller for a while. This is gonna be kind of a yap session because I want to set the scene for later devlogs, so I apologize in advance. . I’ve already put together a basic parts list, and am finishing up 3d models of all the basic components (see below). Once all the components are modeled, I’ll start drafting a 3d model for the top cover based on some concept drawings (I seem to have misplaced them, sorry :C ), and then once I’m happy with it, I’ll order the parts and start with the programming. . To actually interface with the game, I’ll be using the Kerbal SimPit Revamped Mod, and the whole controller will be run off of several arduino boards (the details for this section will be worked out more once the controller is built). . The plan for the controller is pretty simple: . Construction- The base construction of the controller will be quite simple. It will be in a 3d printed PETG case. The top cover will be a black ABS sheet, with holes for the buttons and switches CNCed out. The sheet will then be spray painted white, and finally a laser cutter will do some quick passes over the sheet to burn away the paint and create labels for all the inputs. . Input- Use one joystick for rotation/translation, big button with covering for staging, probably the same button but red for abort, latching blue switches for toggles, keyboard keys for momentary switches, and keylock switches to lock out throttle/ joystick to prevent accidental input as well as act as the power switch (bc who doesn’t love the feeling of turning on a device with a switch) The lights in the latching switches are (thankfully) not controlled by the button itself. This gives them the added benefit of being able to update themselves when switching to a different vessel, with different settings enabled on it. . Display- Have 3-4 rows of 7 or 14 segment displays showing mission information (apoapsis, velocity, altitude, delta v remaining, etc.) The displays have different modes that show different information , swapped using buttons (ie. orbital, surface/landing, rendezvous/docking, and maneuver information) One or two additional displays would be nice to keep time warp info separate, but not strictly required. The coolest idea (but also the most expensive and difficult to program) would be to have a small display to show the navball and/or the current orbit visually. . Thanks for reading my first, and hopefully not my last, devlog!
Devlog 2- Hi again! Mae here! I realized this project cant continue if i cant get inputs and outputs from KSP, so i went ahead and spent about an hour and a half setting up all of the basic configs to get Kerbal Simpit to run. Below is a video of one of the basic test programs running on my arduino uno, receving altitude data from the game. It works! (it only took me till 1 am…) . PS: I’ve made some progress on the controller layout too, but its not in enough of a finished state to show it
Devlog 3- Mae here! IT WORKS! I can now register inputs from external “controllers” (if you want to call one button a controller). This was one of the biggest hurdles I foresaw when I was coming up with the idea for this project, so its success is a great sign for the future. It only took me 3 hours of coding (mostly staring at the docs)! . PS: I know it says I only logged 44 minutes. Guess who forgot to click record on lapse. (its me, i forgot to hit record :C)
Devlog 4 - Mae here! I finished the layout for the controller! It has every button I use in KSP, including all 10 SAS modes, all 10 Action Groups, quick save and load, and so on. The joystick has a button next to it to transition between rotational and translational control, which should make docking so much more interesting. Next up: ordering the parts! . PS; sorry for not getting much work done yesterday, I got distracted playing ksp lol
Devlog 5 - Mae here! I’m back! i’m sorry for my absence, it took quite a while for the parts to get here, and they arrived the day I left for vacation. But anyways… . IT WORKS!!! I have now successfully connected a joystick to the system, allowing actual control of a spacecraft in flight! Its actually quite simple too, the code just takes the values from 3 potentiometers mounted in the joystick, remaps the values to be in a range the game can read, and packages them into a message for the Kerbal SimPit mod. The message is then sent to the mod, where it reads it and commands the vessel to turn by the amount specified in the message. It took a while to understand how messages actually work, but i think i get it now. . Next up, I will be implementing data output using a 14 segment display module. Once that’s done, full scale prototyping can begin, using several arduinos at once to control most of the game. And then, once all the parts arrive, the final construction can happen. About half of the required parts have been ordered so afar, so this shouldn’t be too long from now.
Devlog 6 - Mae here! I spent today implementing a slider for throttle control. In theory, it should have been an easy task, no more than 45 minutes. Unfortunately, unlike the potentiometers on the joystick, the slider’s potentiometer was not linear. That meant moving the slider half way increased the throttle to 75%, making using it very unintuitive. So i had to spend quite a bit of time figuring out how to work around it. . Below is a video of my first actual flight using the “controller”. It’s quite intuitive, but I’m not the best pilot lol. . Up next, I’m designing a small case to mount the throttle, stick, and a few buttons. Hopefully this should be the first actual prototype of the controller, which should be very nice to see.
Devlog 7 - Mae here! My apologies for the (very) large delay, I was caught up in some other responsibilities. That doesn’t mean nothing got done, though. In fact, two huge parts have been finished! . First, all of the parts have arrived, and I have finished machining the top cover! Now, all the top cover needs is a coat of paint and some laser engraving of the text, then assembly can begin! . Second, I’ve FINALLY got the displays to work! Below is a video of one of the controller’s display “banks”, displaying the rocket’s altitude, and updating it in real time! There is just a small bit of code left to integrate the two other display banks.
Devlog 8 - Mae here! The first real piece of the controller is “finished”! Below is the first revision of the top cover of the controller, fully CNCed, painted, and laser engraved! It doesn’t look so great (for reasons I’ll get into later), but it lets me start assembly, as the cover can be swapped out later! . Okay, so first things first, the text looks bad. I am (very) aware of this, and the issue stems from one mistake I made when planning. In my infinite wisdom, I decided it would be a good idea to laser engrave a perfectly white object….. As you can imagine, it failed to cut proper;y, so I had to do a very high power pass, making the text look sloppy. Additionally, between the first and second passes, I inadvertently bumped the laser head, making the text ofset from where it should be. . To fix this, the next version (already in the works) will engrave the text on the CNC mill. This should provide a much better color and better contrast for the text, as well as removing any issue with the text being offset. . Finally, while the second cover is being machined, I’ve started work creating the circuit boards which connect the buttons to the arduinos! I procrastinated on this devlog a little, so that devlog will be coming later tonight!
TW: Awful circuit design, electrical engineers beware . Devlog 9- Mae here! “I’ll post the next devlog tonight” she said, blissfully unaware of everything related to circuit design… . The good news is the first circuit board is finished! Below is the mess of wires and diodes that come together to let (some of) the buttons on the controller talk to the arduino! This board specifically lets the 10 individual SAS modes be controlled by their own buttons, while only needing 6 output wires! This saves on ports on the arduino, making the programming much easier. . Creating this board was a huge pain, but now that I know what to do, the next one should be quicker. After that, all thats needed is to print the outer shell, wire everything up. and do the last little bit of integration programming. I know I’m running very short on time, so I’ve laid out a schedule for myself, and as long as the next circuit board doesnt take 4 days I should be fine!
Devlog 10- Mae again! The top cover is completely assembled (except for the displays)! Now, I can start the process of printing the bottom case and doing final integration to get the controller to talk to KSP. . Additionally, the second circuit board is finished! Unfortunately, now the first circuit board is broken… Im thinking about scrapping the circuit board idea entirely and connecting each button to its own pin on the arduino. . It’s the final strech now to get it done and shipped, but i think i can do it!
Devlog 11- Mae here! The wiring for all the inputs as gone through its first pass! . It doesnt work… . Somewhere, in that mess of wiring, was a short circuit. I had no idea where it could be or why it was happening. My current best theory is that I needed a diode between the main power bus and the power for the potentiometers on the joystick and throttle. . I am currently working on a fix for it, and once I have the primary flight inputs (joystick, throttle, stability assist) wired up it shouldn’t take nearly as long to wire the secondary flight controls, and the displays.
Devlog 1- Mae here! The displays work! Im super busy getting everything wrapped up, but i figured I’d update everyone on my progress. . Next up, flight controls!...
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1793188528.477605
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1793793328.477605
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2361
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Just a Calendar by @vittal_bigamudra | Stardance
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vittal_bigamudra
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0
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0.0
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0
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[]
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[]
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Title: Just a Calendar by @vittal_bigamudra | Star Title: Just a Calendar by @vittal_bigamudra | Stardance...
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1792616036.7300596
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1793220836.7300596
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2360
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My first slack bot! by @hughmann | Stardance
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hughmann
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @hughmann | Stardanc Title: My first slack bot! by @hughmann | Stardance...
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1792713037.4989154
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1793317837.4989154
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2359
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Wifi/NFC Door Code Lock by @AydenFauteaux | Starda Wifi/NFC Door Code Lock by @AydenFauteaux | Stardance...
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AydenFauteaux
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0
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2.23
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0
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[]
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[{"post_id": 2779, "ts": "2026 [{"post_id": 2779, "ts": "2026-06-05T16:10:40Z", "hours": 1.5778, "text": "Im ready to make a bench test the code is finished and i will be updating you when I run into problems"}, {"post_id": 1688, "ts": "2026-06-03T20:50:00Z", "hours": 0.3703, "text": "I finished the code for the arduino uno and now i am ready to test the real product! i put it into wokwi to test digitaly than i will test with real arduinos!"}, {"post_id": 1559, "ts": "2026-06-03T17:25:15Z", "hours": 0.2842, "text": "I am currently making the esp32 code getting the app ui working and i just got the uno to recieve the commands from the esp32"}]...
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Title: Wifi/NFC Door Code Lock by @AydenFauteaux | Title: Wifi/NFC Door Code Lock by @AydenFauteaux | Stardance
Devlogs:
I am currently making the esp32 code getting the app ui working and i just got the uno to recieve the commands from the esp32
I finished the code for the arduino uno and now i am ready to test the real product! i put it into wokwi to test digitaly than i will test with real arduinos!
Im ready to make a bench test the code is finished and i will be updating you when I run into problems...
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1793155643.1226826
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1793760443.1226826
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2358
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Macropad by @Indian5000 | Stardance
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Indian5000
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0
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0.3
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0
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[]
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[{"post_id": 447, "ts": "2026- [{"post_id": 447, "ts": "2026-06-01T21:34:14Z", "hours": 0.3025, "text": "Macropad Initial Development(No code yet)"}]...
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Title: Macropad by @Indian5000 | Stardance
Devlog Title: Macropad by @Indian5000 | Stardance
Devlogs:
Macropad Initial Development(No code yet)...
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1793195579.891864
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1793800379.891864
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2357
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Untitled by @Sky | Stardance
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Sky | Stardance
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1792590722.2444947
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1793195522.2444947
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2356
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Healthyme by @Wendy1 | Stardance
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Wendy1
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0
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0.0
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0
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[]
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[]
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Title: Healthyme by @Wendy1 | Stardance
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1792795924.6717205
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1793400724.6717205
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2355
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My awesome macropad! by @AshleshaM | Stardance
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AshleshaM
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @AshleshaM | Starda Title: My awesome macropad! by @AshleshaM | Stardance...
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1793184671.1519299
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1793789471.1519299
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2354
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DespertaShock by @jupeme6 | Stardance
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jupeme6
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0
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0.0
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0
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[]
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[]
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Title: DespertaShock by @jupeme6 | Stardance
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1792882479.6831336
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1793746479.6831336
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2353
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My first slack bot! by @harshit | Stardance
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harshit
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T18:32:49Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Vozo Bot, a custom Slack bot using Node.js, Slack Bolt, and Socket Mode. The bot responds to custom slash commands and is hosted on Hack Club Nest so it stays online 24/7. Features: /vozo-ping — Check bot latency /vozo-help — View available commands /vozo-joke — Get a random joke /vozo-catfact — Get a random cat fact The most challenging part was setting up the Slack app, configuring the tokens securely, connecting the bot with Socket Mode, and deploying it to Nest. I also had to learn how to use GitHub, SSH into a Linux server, and run the bot as a systemd service. I’m proud that the bot is fully deployed and continues running even when my laptop is turned off. To test the project, use any of the slash commands: /vozo-ping /vozo-help /vozo-joke /vozo-catfact Source code is available on GitHub, and the bot is hosted on Hack Club Nest.", "repo": "https://github.com/harshitsuthar839-sys/vozobot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8NHYPG01"}]...
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[{"post_id": 1586, "ts": "2026 [{"post_id": 1586, "ts": "2026-06-03T18:20:05Z", "hours": 0.36, "text": "Building Vozo Bot Today I created my first Slack bot called Vozo Bot using Node.js and Slack Bolt. What I worked on: Set up a Slack App and enabled Socket Mode Created custom slash commands: /vozo-ping /vozo-help /vozo-joke /vozo-catfact Tested all commands in Slack Uploaded the project to GitHub Applied for and received a Nest container Deployed the bot to Nest and configured it with systemd so it runs 24/7 Next steps: Add more features and improve responses Continue testing and polishing the bot"}]...
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Title: My first slack bot! by @harshit | Stardance Title: My first slack bot! by @harshit | Stardance
Devlogs:
Building Vozo Bot Today I created my first Slack bot called Vozo Bot using Node.js and Slack Bolt. What I worked on: Set up a Slack App and enabled Socket Mode Created custom slash commands: /vozo-ping /vozo-help /vozo-joke /vozo-catfact Tested all commands in Slack Uploaded the project to GitHub Applied for and received a Nest container Deployed the bot to Nest and configured it with systemd so it runs 24/7 Next steps: Add more features and improve responses Continue testing and polishing the bot
Ships:
I built Vozo Bot, a custom Slack bot using Node.js, Slack Bolt, and Socket Mode. The bot responds to custom slash commands and is hosted on Hack Club Nest so it stays online 24/7. Features: /vozo-ping — Check bot latency /vozo-help — View available commands /vozo-joke — Get a random joke /vozo-catfact — Get a random cat fact The most challenging part was setting up the Slack app, configuring the tokens securely, connecting the bot with Socket Mode, and deploying it to Nest. I also had to learn how to use GitHub, SSH into a Linux server, and run the bot as a systemd service. I’m proud that the bot is fully deployed and continues running even when my laptop is turned off. To test the project, use any of the slash commands: /vozo-ping /vozo-help /vozo-joke /vozo-catfact Source code is available on GitHub, and the bot is hosted on Hack Club Nest....
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1792878573.9582992
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1793742573.9582992
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2352
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Slackbot for da memes by @iWombat | Stardance
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iWombat
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0
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0.0
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0
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[]
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[]
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Title: Slackbot for da memes by @iWombat | Stardan Title: Slackbot for da memes by @iWombat | Stardance...
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1792561763.6065257
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1793166563.6065257
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2351
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Kernel Panic Tower Defence by @teamlewiscrafty | S Kernel Panic Tower Defence by @teamlewiscrafty | Stardance...
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teamlewiscrafty
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1
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48.0
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745
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T20:46:27Z", "hours": 48.0, "multiplier": 15.59, "payout": 745, "blessing": "neutral", "text": "Kernel Panic Hold off malware to give your firewall time to be repaired in this tower defence game prototype built using the Godot engine ! It is inspired by 1990s Unix systems and sci-fi classics like ‘The Matrix’. Play the demo at https://gianthotdog.itch.io/Kernel-Panic The game demo includes: Multiple levels including a tutorial GRUB-style menu A settings menu (Audio settings, Credits, VSync settings) A config file system so settings persist across play sessions An upgrade tree that contains global upgrades to towers and XP gains An XP and skill point system for purchasing those upgrades 4 distinct types of towers with adjustable targeting priorities Several enemy types Custom resources to handle: Single tower upgrades Enemy counts in waves Global upgrades Controls: Enter to skip startup sequence Click to select / interact / modify values AI: AI was used to write about 50 lines of code for the two shaders, and very occasionally for solving persistent bugs. It was only used for bug fixes after I tried repeatedly and failed to find a solution myself. It was also used for some feedback on aesthetic choices. All assets were designed by hand. All AI code was reviewed before implementation. Credits: Initial prototyping asset pack by Kenney Music by iamoneabe: https://opengameart.org/content/trunkful-of-junk", "repo": "https://github.com/GiantHotdog/tower-defence-game", "demo": "https://gianthotdog.itch.io/kernel-panic"}]...
|
[{"post_id": 68782, "ts": "202 [{"post_id": 68782, "ts": "2026-09-15T18:58:47Z", "hours": 5.0969, "text": "Improving the global upgrade system Additions : Support for panning around the upgrade tree More upgrades ! Added icons to upgrades Added file saving for XP earned Allow accessing the skill tree from the menu Changes: Level completion is now tracked across multiple play sessions Refined “Currently: …” messages in the upgrade tree The features from the last devlog are now also public ! 🎉 I added some more upgrades to the upgrade tree, and I also gave all of them icons. The icons are… passable. I’m not a graphical artist, and it kind of shows. The “Currently…” messages at the bottom of the side panel got an overhaul, including the addition of units, specific to the type of value being upgraded The game now saves both xp earned and levels completed to files, so they persist between play sessions. This means you don’t have to replay the whole game every time you close it - this is no longer an 80s game ! The skill tree can also be accessed from the menu, so I’m no longer just booting it straight from the Godot editor. This makes it slightly more user friendly. This is probably where I will leave this project for now. I may come back to it now and then, but I’m happy with where this game demo has ended up. I’ll ship it soon, so watch out for that ! If you want to play the game, it is live here . If you are interested in the code, it is available here . To Do list : Add a “reset all to default” option in settings Quote of the update: “Next time I do this, remind me to actually build a proper tree structure” Any suggestions, please let me know in the comments below. Thanks for reading !"}, {"post_id": 42676, "ts": "2026-08-07T15:04:25Z", "hours": 10.5378, "text": "Adding a global upgrade system Additions : Added ‘Zero day’ enemy Added a second level with 6 waves Added a xp system, with skill points and a skill tree Changes: Expanded wave variety in other levels I added a ‘Zero day’ enemy to my game. This enemy is invulnerable for the first 5 seconds after it first spawns in. This makes it highly annoying as it has a tendency to draw and absorb all attacks from high damage towers, and pass through a large portion of your damaging towers unscathed. I also added more waves and a second level, and I’ll slowly expand the playtime of the game as I also add more features The big change here is the xp system. Currently, finishing a level rewards you with some xp, which counts towards your level. Each level up rewards you with a skill point that can be spent in the skill tree. The xp required to level up increases exponentially as the current level gets higher and higher. Unlocks in the tree save to a file and read back on load, so progress is maintained. I was reminded here of my vehement dislike of handling files. For the second time during this project, I forgot where userspace files were stored in Godot. Check this devlog for a bit more detail. Now unfortunately, the demo currently online doesn’t include these new features because I need to write a devlog every 10 hours, but the features aren’t finished. I’ll push them as soon as they are ready™ To Do list : Add file saving for XP earned Allow actually accessing the skill tree from the menu Add a “reset all to default” option in settings Quote of the update: “I. Really. Hate. Files” Any suggestions, please let me know in the comments below."}, {"post_id": 22190, "ts": "2026-07-04T15:02:38Z", "hours": 10.0806, "text": "Added a compendium Alright, this is a big one Additions : Added an indicator that shows the progress through the level Added a “Zip bomb” enemy Added cloaked enemies Added a pause menu Added a compendium Changes: Rebuilt the tutorial I added an indicator to show the player’s progress through the level. It also adds a tiny bit of story - you have to hold off malware until a firewall is constructed, and that bar shows you the progress. And I didn’t even build it from scratch - I’m just using the health bar from the enemies ! 🤫 Next - a zip bomb enemy that, as the name suggests, spawns a burst of child enemies when killed. It moves very slowly, but has high health - this makes it a great target for the SIGTERM sniper tower, which was previously useless not always the best choice. Cloaking was my way of trying to spice up the types of enemies the player would have to deal with. Some enemies in a level will now be cloaked, which means they cannot be attacked until they have their cloaking removed by the new ‘defragmenter’ tower. I wanted a way for players to easily compare the stats of the various towers and enemies, and I also needed something else to add to my pause menu. I decided to kill two pieces of malware with one antivirus quarantine, by adding a compendium. This currently has two tabs, for towers and enemies, each showing you the stats of a tower / enemy when it’s selected. Please don’t ask me how long this took. I don’t want to talk about it. I also rebuilt the tutorial because it looked bad was a pain to build and test would break if i breathed too close to it So I completely scrapped the old system and built a new one Quote of the update: “Hidden malware is a pain - in this game, and in real life” Any suggestions, please let me know in the comments below."}, {"post_id": 10191, "ts": "2026-06-16T20:02:36Z", "hours": 4.1847, "text": "Added a terminal window that logs game events and a tower blocker for level design Changes : Reorganised the UI to provide more space for the level and generally give everything a more unified aesthetic Additions : Added a terminal window at the bottom of the screen that logs game events Added a ‘towerblocker’ tool that the level designer can use to restrict tower placement opportunities Plus (as always) quite a few bug fixes So what is the key feature for any 90s UNIX Linux system? A terminal, of course ! And what is a UNIX-themed game without a terminal? So I added a system where game events, such as waves starting, or enemies being killed, are logged to a terminal window at the bottom of the screen. This window can be opened and closed, and has a little coloured pulse around it whenever a new log is entered. The coloured pulse is synced to the type of event (red for ‘errors’, yellow for ‘warnings’ white for everything else) as well. Each message contains some details about the event and a timestamp on the left. This feature was my first time using the richTextLabel, which allowed me to colour the text. The towerblocker is simple - it’s an invisible tile that can only be placed when the levels are being designed in order to add difficulty or avoid placing of towers offscreen I also reorganised the UI to provide more space for the level - it was all feeling a bit cramped. That reorg also helped to give everything a more unified aesthetic because I took the opportunity to apply some styles to everything, making it feel just a little more together. Quote of the update: “An empty terminal log is always nice. Unfortunately, I don’t think things will be that peaceful…” Any suggestions, please let me know in the comments."}, {"post_id": 8701, "ts": "2026-06-14T13:37:38Z", "hours": 6.4575, "text": "Overhauled the game over screen’s aesthetic and added mouse support to the menu Changes : Changed the game over screen to better fit with the game’s aesthetic Changed the font to a monospaced one Additions : Added mouse support to the menu Added a spray of particles to enemies when they die Added a chromatic aberration effect to enemies when they are hit Plus quite a few bug fixes The first change in this devlog is the game over screen, which used to look like a boring window with a restart button, but now looks like a crash screen [ Image below ] that uses the actual system data to display its message, via a template string and an 8 line formatting statement. I am quite proud of this one Adding mouse support to the menu was, in a word, painful. Because I’d built my own menu system using labels instead of buttons, I had to almost completely rewrite the code to allow for conversion of a Label reference (from one of Godot’s built-in functions) to a child id (which my functions were expecting). And then I had to add some overrides to that so some labels that were not part of the menu system wouldn’t break everything. The spray of particles from enemies when they die is one of my personal favourite effects in this game, mostly because of what I’ve learnt from it. I made the particles be text based by using a subviewport, which basically is a viewport that doesn’t display anything and can then be attached to a texture to show its contents, in this case, on the particles as they are emitted. I also made the text randomise to a 2 digit hexadecimal value - that felt suitably ‘techy’ One of the smaller features in this devlog is the font change. Instead of using Godot’s default font, I found the font used in the actual GRUB and used that instead. Where did I find this font, you ask? It came directly from my PC - I copied the file straight out of /usr/share/fonts . And now we come to chromatic aberration which, as it turns out, is easy to implement for the whole screen, but slightly harder to make work for only a single sprite without discolouring the background. After messing around with shaders for a bit, I gave up and just made 2 versions of my enemy sprite (in red and blue) and just physically offset them in code. And it works. And, if I dare to blow my own trumpet for just a second, it looks great ! Quote of the update: “Please never make me look at my menu code again.”"}, {"post_id": 5836, "ts": "2026-06-09T19:35:21Z", "hours": 4.2917, "text": "Overhauled the menu aesthetic and added a settings menu So, I realised that I’d called this game ‘Kernel Panic’, a very techy name, and yet done little to lean into the aesthetic that evoked. I decided to fix that. Changes: Rebuilt the main menu to use a similar aesthetic to the Linux GRUB Added a settings menu: Support for 2 Vsync modes A slider to control audio A credits page This was my first time using config files, so I also got to learn something; Godot’s user:// directory is not the same as res://. A file created in the user:// directory cannot be seen in the res:// directory. From my uneducated perspective, it seemed as if this file (which I couldn’t find in the editor, since that only shows res:// ) was persisting across runtimes - something non-existent files famously don’t do. I saw someone else do a ‘quote of the update’, but I was unable to find their username to credit them, so please tell me if you know who they are: Quote of the update: “I really don’t like config files” Next plan is to overhaul the game over screen so it better fits with the aesthetic"}, {"post_id": 3590, "ts": "2026-06-06T16:17:25Z", "hours": 0.2508, "text": "Made a dictionary of wave information resources in the level . I exported a dictionary of custom WaveInfo resources in my level scene, and went to add a new resource to the dictionary. I typed in the key, added a new WaveInfo, and clicked Ctrl+s. My new key-value pair promptly vanished without a trace And so began the hour of removing variables, re-adding variables, trawling through the Godot forums and generally wanting to set fire to my computer to try to find the problem. The urge that was not improved by the discovery that I’d forgotten to press the button to actually add the key-value pair, and the error firmly existed between chair and keyboard."}, {"post_id": 3545, "ts": "2026-06-06T15:10:06Z", "hours": 0.4167, "text": "Added a resource to allow upgrades to towers. For those who haven’t used Godot, a resource is a fancy name for a data container that counts the number of other objects referencing it and automatically frees itself when it is no longer needed. According to a quick glance at the Godot docs, creating a custom Resource is as simple as creating a new script that extends Resource and adding a couple of @export variables. I failed at step one, used the default ‘ extend Node ’ instead of ‘ extend Resource ’, and then spent over half an hour trying to work out why it didn’t show up in the inspector. Lesson learned then? Not really, because I did the exact same thing again the next day."}, {"post_id": 3523, "ts": "2026-06-06T14:35:36Z", "hours": 7.0975, "text": "First devlog for Kernel Panic , a tower defence game built in Godot. Here is my progress so far: A menu which allows the user to select levels Multiple custom resources to allow for: Flexible enemy counts and spawn rates during waves Changing of range, damage, or attack speed of a tower Creation of ‘upgrade paths’, which store several upgrades, as well as progress along the path Inspection window that allows: Customisable targeting priority Upgrades to be applied from multiple upgrade paths Multiple towers with several unique upgrade paths each Next step - building a tutorial level that explains the key mechanics of the game."}]...
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Title: Kernel Panic Tower Defence by @teamlewiscra Title: Kernel Panic Tower Defence by @teamlewiscrafty | Stardance
Devlogs:
First devlog for Kernel Panic , a tower defence game built in Godot. Here is my progress so far: A menu which allows the user to select levels Multiple custom resources to allow for: Flexible enemy counts and spawn rates during waves Changing of range, damage, or attack speed of a tower Creation of ‘upgrade paths’, which store several upgrades, as well as progress along the path Inspection window that allows: Customisable targeting priority Upgrades to be applied from multiple upgrade paths Multiple towers with several unique upgrade paths each Next step - building a tutorial level that explains the key mechanics of the game.
Added a resource to allow upgrades to towers. For those who haven’t used Godot, a resource is a fancy name for a data container that counts the number of other objects referencing it and automatically frees itself when it is no longer needed. According to a quick glance at the Godot docs, creating a custom Resource is as simple as creating a new script that extends Resource and adding a couple of @export variables. I failed at step one, used the default ‘ extend Node ’ instead of ‘ extend Resource ’, and then spent over half an hour trying to work out why it didn’t show up in the inspector. Lesson learned then? Not really, because I did the exact same thing again the next day.
Made a dictionary of wave information resources in the level . I exported a dictionary of custom WaveInfo resources in my level scene, and went to add a new resource to the dictionary. I typed in the key, added a new WaveInfo, and clicked Ctrl+s. My new key-value pair promptly vanished without a trace And so began the hour of removing variables, re-adding variables, trawling through the Godot forums and generally wanting to set fire to my computer to try to find the problem. The urge that was not improved by the discovery that I’d forgotten to press the button to actually add the key-value pair, and the error firmly existed between chair and keyboard.
Overhauled the menu aesthetic and added a settings menu So, I realised that I’d called this game ‘Kernel Panic’, a very techy name, and yet done little to lean into the aesthetic that evoked. I decided to fix that. Changes: Rebuilt the main menu to use a similar aesthetic to the Linux GRUB Added a settings menu: Support for 2 Vsync modes A slider to control audio A credits page This was my first time using config files, so I also got to learn something; Godot’s user:// directory is not the same as res://. A file created in the user:// directory cannot be seen in the res:// directory. From my uneducated perspective, it seemed as if this file (which I couldn’t find in the editor, since that only shows res:// ) was persisting across runtimes - something non-existent files famously don’t do. I saw someone else do a ‘quote of the update’, but I was unable to find their username to credit them, so please tell me if you know who they are: Quote of the update: “I really don’t like config files” Next plan is to overhaul the game over screen so it better fits with the aesthetic
Overhauled the game over screen’s aesthetic and added mouse support to the menu Changes : Changed the game over screen to better fit with the game’s aesthetic Changed the font to a monospaced one Additions : Added mouse support to the menu Added a spray of particles to enemies when they die Added a chromatic aberration effect to enemies when they are hit Plus quite a few bug fixes The first change in this devlog is the game over screen, which used to look like a boring window with a restart button, but now looks like a crash screen [ Image below ] that uses the actual system data to display its message, via a template string and an 8 line formatting statement. I am quite proud of this one Adding mouse support to the menu was, in a word, painful. Because I’d built my own menu system using labels instead of buttons, I had to almost completely rewrite the code to allow for conversion of a Label reference (from one of Godot’s built-in functions) to a child id (which my functions were expecting). And then I had to add some overrides to that so some labels that were not part of the menu system wouldn’t break everything. The spray of particles from enemies when they die is one of my personal favourite effects in this game, mostly because of what I’ve learnt from it. I made the particles be text based by using a subviewport, which basically is a viewport that doesn’t display anything and can then be attached to a texture to show its contents, in this case, on the particles as they are emitted. I also made the text randomise to a 2 digit hexadecimal value - that felt suitably ‘techy’ One of the smaller features in this devlog is the font change. Instead of using Godot’s default font, I found the font used in the actual GRUB and used that instead. Where did I find this font, you ask? It came directly from my PC - I copied the file straight out of /usr/share/fonts . And now we come to chromatic aberration which, as it turns out, is easy to implement for the whole screen, but slightly harder to make work for only a single sprite without discolouring the background. After messing around with shaders for a bit, I gave up and just made 2 versions of my enemy sprite (in red and blue) and just physically offset them in code. And it works. And, if I dare to blow my own trumpet for just a second, it looks great ! Quote of the update: “Please never make me look at my menu code again.”
Added a terminal window that logs game events and a tower blocker for level design Changes : Reorganised the UI to provide more space for the level and generally give everything a more unified aesthetic Additions : Added a terminal window at the bottom of the screen that logs game events Added a ‘towerblocker’ tool that the level designer can use to restrict tower placement opportunities Plus (as always) quite a few bug fixes So what is the key feature for any 90s UNIX Linux system? A terminal, of course ! And what is a UNIX-themed game without a terminal? So I added a system where game events, such as waves starting, or enemies being killed, are logged to a terminal window at the bottom of the screen. This window can be opened and closed, and has a little coloured pulse around it whenever a new log is entered. The coloured pulse is synced to the type of event (red for ‘errors’, yellow for ‘warnings’ white for everything else) as well. Each message contains some details about the event and a timestamp on the left. This feature was my first time using the richTextLabel, which allowed me to colour the text. The towerblocker is simple - it’s an invisible tile that can only be placed when the levels are being designed in order to add difficulty or avoid placing of towers offscreen I also reorganised the UI to provide more space for the level - it was all feeling a bit cramped. That reorg also helped to give everything a more unified aesthetic because I took the opportunity to apply some styles to everything, making it feel just a little more together. Quote of the update: “An empty terminal log is always nice. Unfortunately, I don’t think things will be that peaceful…” Any suggestions, please let me know in the comments.
Added a compendium Alright, this is a big one Additions : Added an indicator that shows the progress through the level Added a “Zip bomb” enemy Added cloaked enemies Added a pause menu Added a compendium Changes: Rebuilt the tutorial I added an indicator to show the player’s progress through the level. It also adds a tiny bit of story - you have to hold off malware until a firewall is constructed, and that bar shows you the progress. And I didn’t even build it from scratch - I’m just using the health bar from the enemies ! 🤫 Next - a zip bomb enemy that, as the name suggests, spawns a burst of child enemies when killed. It moves very slowly, but has high health - this makes it a great target for the SIGTERM sniper tower, which was previously useless not always the best choice. Cloaking was my way of trying to spice up the types of enemies the player would have to deal with. Some enemies in a level will now be cloaked, which means they cannot be attacked until they have their cloaking removed by the new ‘defragmenter’ tower. I wanted a way for players to easily compare the stats of the various towers and enemies, and I also needed something else to add to my pause menu. I decided to kill two pieces of malware with one antivirus quarantine, by adding a compendium. This currently has two tabs, for towers and enemies, each showing you the stats of a tower / enemy when it’s selected. Please don’t ask me how long this took. I don’t want to talk about it. I also rebuilt the tutorial because it looked bad was a pain to build and test would break if i breathed too close to it So I completely scrapped the old system and built a new one Quote of the update: “Hidden malware is a pain - in this game, and in real life” Any suggestions, please let me know in the comments below.
Adding a global upgrade system Additions : Added ‘Zero day’ enemy Added a second level with 6 waves Added a xp system, with skill points and a skill tree Changes: Expanded wave variety in other levels I added a ‘Zero day’ enemy to my game. This enemy is invulnerable for the first 5 seconds after it first spawns in. This makes it highly annoying as it has a tendency to draw and absorb all attacks from high damage towers, and pass through a large portion of your damaging towers unscathed. I also added more waves and a second level, and I’ll slowly expand the playtime of the game as I also add more features The big change here is the xp system. Currently, finishing a level rewards you with some xp, which counts towards your level. Each level up rewards you with a skill point that can be spent in the skill tree. The xp required to level up increases exponentially as the current level gets higher and higher. Unlocks in the tree save to a file and read back on load, so progress is maintained. I was reminded here of my vehement dislike of handling files. For the second time during this project, I forgot where userspace files were stored in Godot. Check this devlog for a bit more detail. Now unfortunately, the demo currently online doesn’t include these new features because I need to write a devlog every 10 hours, but the features aren’t finished. I’ll push them as soon as they are ready™ To Do list : Add file saving for XP earned Allow actually accessing the skill tree from the menu Add a “reset all to default” option in settings Quote of the update: “I. Really. Hate. Files” Any suggestions, please let me know in the comments below.
Improving the global upgrade system Additions : Support for panning around the upgrade tree More upgrades ! Added icons to upgrades Added file saving for XP earned Allow accessing the skill tree from the menu Changes: Level completion is now tracked across multiple play sessions Refined “Currently: …” messages in the upgrade tree The features from the last devlog are now also public ! 🎉 I added some more upgrades to the upgrade tree, and I also gave all of them icons. The icons are… passable. I’m not a graphical artist, and it kind of shows. The “Currently…” messages at the bottom of the side panel got an overhaul, including the addition of units, specific to the type of value being upgraded The game now saves both xp earned and levels completed to files, so they persist between play sessions. This means you don’t have to replay the whole game every time you close it - this is no longer an 80s game ! The skill tree can also be accessed from the menu, so I’m no longer just booting it straight from the Godot editor. This makes it slightly more user friendly. This is probably where I will leave this project for now. I may come back to it now and then, but I’m happy with where this game demo has ended up. I’ll ship it soon, so watch out for that ! If you want to play the game, it is live here . If you are interested in the code, it is available here . To Do list : Add a “reset all to default” option in settings Quote of the update: “Next time I do this, remind me to actually build a proper tree structure” Any suggestions, please let me know in the comments below. Thanks for reading !
Ships:
Kernel Panic Hold off malware to give your firewall time to be repaired in this tower defence game prototype built using the Godot engine ! It is inspired by 1990s Unix systems and sci-fi classics like ‘The Matrix’. Play the demo at https://gianthotdog.itch.io/Kernel-Panic The game demo includes: Multiple levels including a tutorial GRUB-style menu A settings menu (Audio settings, Credits, VSync settings) A config file system so settings persist across play sessions An upgrade tree that contains global upgrades to towers and XP gains An XP and skill point system for purchasing those upgrades 4 distinct types of towers with adjustable targeting priorities Several enemy types Custom resources to handle: Single tower upgrades Enemy counts in waves Global upgrades Controls: Enter to skip startup sequence Click to select / interact / modify values AI: AI was used to write about 50 lines of code for the two shaders, and very occasionally for solving persistent bugs. It was only used for bug fixes after I tried repeatedly and failed to find a solution myself. It was also used for some feedback on aesthetic choices. All assets were designed by hand. All AI code was reviewed before implementation. Credits: Initial prototyping asset pack by Kenney Music by iamoneabe: https://opengameart.org/content/trunkful-of-junk...
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1793148971.528718
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1793235371.528718
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2350
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My first slack bot! by @yazhini16_ahil | Stardance
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yazhini16_ahil
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @yazhini16_ahil | St Title: My first slack bot! by @yazhini16_ahil | Stardance...
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1792796021.9188058
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1793400821.9188058
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2349
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Colour the Cell! by @Ishmael_Is_Goated | Stardance
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Ishmael_Is_Goated
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0
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0.0
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0
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[]
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[]
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Title: Colour the Cell! by @Ishmael_Is_Goated | St Title: Colour the Cell! by @Ishmael_Is_Goated | Stardance...
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1792756474.7098718
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1793361274.7098718
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2348
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My awesome macropad! by @Mussab | Stardance
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Mussab
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Mussab | Stardance
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1793134314.768648
|
1793739114.768648
|
|
2347
|
SPC 3000 by @DanieleM | Stardance
|
DanieleM
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0
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9.73
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0
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[]
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[{"post_id": 28460, "ts": "202 [{"post_id": 28460, "ts": "2026-07-14T18:29:14Z", "hours": 9.4242, "text": "👽 Survival PC 3000 Devlog #1 👽 Hello stardancers, It’s been a while since my last devlog, however I’ve got a good excuse: my highschool finals took away all my free time for about 2 weeks.😢😢 Anyways, I’m posting to inform y’all that I finally completed the 3D model of the pip-boy chassis for my post-apocalyptic forearm pc!!😁 I had to heavily modify all the original parts from the model I found online . Here is a breakdown of what I changed: Enlarged button holes: because the model I used for base was made to fit a phone in, I had to widen the holes in front on the case and remove some details, so as to fit the buttons under the display; Stretched case parts: the case didn’t have enought space for all the hardware (as it was made to fit a phone inside), therefore I had to copy-paste different parts to create some more space; Added hardware compartment: my first model came out ridiculous (the case sticked out 6cm from the bracelet) therefore I decided to divide the hardware in 2 compartments: Foward compartment : with the raspberry, display, adafruit power boost/amplifier, radio module, RTC module, analogic knob/wheel, buttons and speaker; Back compartment :with the heaviest and biggest pieces (the geiger counter module and the 2 batteries); to connect the two compartments I created a hole in the front case and a tunnel in the back part of the bracelet(in white) near the hinge. Added/modified holes: at the end I created and modified some holes in order to fit some M3 and M2 screws, in order to reinforce the hole structure.💪🏻💪🏻💪🏻 I made this model in tinkercad and to make sure everything fits I created some blocky test shapes of the hardware parts, and I used some thingiverse 3d models for the M3 and M2 screws. The entire 3D model is 186x198x159 millimeters.🫠🫠 It’s a BIG BOY , but it shouldn’t weight too much. My next step will be programming the software for my Survival-PC, starting with the opening sequence.╰( °▽° )╯ See you soon, @DanieleM"}, {"post_id": 7947, "ts": "2026-06-13T08:02:43Z", "hours": 0.3089, "text": "I made a list of all the components needed for my project."}]...
|
Title: SPC 3000 by @DanieleM | Stardance
Devlogs: Title: SPC 3000 by @DanieleM | Stardance
Devlogs:
I made a list of all the components needed for my project.
👽 Survival PC 3000 Devlog #1 👽 Hello stardancers, It’s been a while since my last devlog, however I’ve got a good excuse: my highschool finals took away all my free time for about 2 weeks.😢😢 Anyways, I’m posting to inform y’all that I finally completed the 3D model of the pip-boy chassis for my post-apocalyptic forearm pc!!😁 I had to heavily modify all the original parts from the model I found online . Here is a breakdown of what I changed: Enlarged button holes: because the model I used for base was made to fit a phone in, I had to widen the holes in front on the case and remove some details, so as to fit the buttons under the display; Stretched case parts: the case didn’t have enought space for all the hardware (as it was made to fit a phone inside), therefore I had to copy-paste different parts to create some more space; Added hardware compartment: my first model came out ridiculous (the case sticked out 6cm from the bracelet) therefore I decided to divide the hardware in 2 compartments: Foward compartment : with the raspberry, display, adafruit power boost/amplifier, radio module, RTC module, analogic knob/wheel, buttons and speaker; Back compartment :with the heaviest and biggest pieces (the geiger counter module and the 2 batteries); to connect the two compartments I created a hole in the front case and a tunnel in the back part of the bracelet(in white) near the hinge. Added/modified holes: at the end I created and modified some holes in order to fit some M3 and M2 screws, in order to reinforce the hole structure.💪🏻💪🏻💪🏻 I made this model in tinkercad and to make sure everything fits I created some blocky test shapes of the hardware parts, and I used some thingiverse 3d models for the M3 and M2 screws. The entire 3D model is 186x198x159 millimeters.🫠🫠 It’s a BIG BOY , but it shouldn’t weight too much. My next step will be programming the software for my Survival-PC, starting with the opening sequence.╰( °▽° )╯ See you soon, @DanieleM...
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1792644626.598538
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1793249426.598538
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2346
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Wled Lamp by @Siddham | Stardance
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Siddham
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0
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0.0
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0
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[]
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[]
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Title: Wled Lamp by @Siddham | Stardance
|
1792622906.6841452
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1793227706.6841452
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2345
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Untitled project by @LordEvan | Stardance
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LordEvan
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @LordEvan | Stardance
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1792612455.0585322
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1793217255.0585322
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2344
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My awesome macropad! by @test | Stardance
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test
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @test | Stardance
|
1792547734.695363
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1793152534.695363
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2343
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Healthyme by @Wendy1 | Stardance
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Wendy1
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0
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0.0
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0
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[]
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[]
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Title: Healthyme by @Wendy1 | Stardance
|
1792586975.348515
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1793191775.348515
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2342
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My awesome macropad! by @tuner | Stardance
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tuner
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @tuner | Stardance
|
1793174036.8163667
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1793778836.8163667
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|
2341
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Burn by @J | Stardance
|
J
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0
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34.99
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0
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[]
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[{"post_id": 39246, "ts": "202 [{"post_id": 39246, "ts": "2026-08-02T02:55:55Z", "hours": 3.3219, "text": "Fancy burn creation UI It’s been a while since my last devlog but I’ve made some changes to Burn! There’s a new interface for adding a burn (video attached) When not actively being played the game uses far fewer resources on your computer After clicking “Watch Replay” on the end screen there is a “Back” button to return to that screen (image attached) More new things hopefully coming soon!"}, {"post_id": 25065, "ts": "2026-07-09T00:58:06Z", "hours": 3.3681, "text": "An actual playable game! TL;DR: win conditions, score, better network stuff meaning faster loading While there is still much to improve here, you can now win (with a score) and lose! The current level that exists has a goal of “make the orbit more circular.” Here are all the possible scenarios right now: Drifting off into space, never to return! Crashing into Earth! Both of these already existed but now there’s a limited number of burns (currently 2) and when you run out you will see one of these three things happen: Mission complete! This shows your score between 0 and 1000, with the latter meaning you got your orbit to be perfectly circular. The orbit became less circular The orbit didn’t change All of these are possible now and the game can detect each one, and so you can now actually play the game and get scores! In addition to win detection, I optimized the network transfer of data so it doesn’t resend all of the position information over the internet every time, just the new stuff. This makes the game faster. If you’d like, you can try the game yourself now at https://burn.jmeow.net !"}, {"post_id": 23187, "ts": "2026-07-06T00:34:35Z", "hours": 3.2375, "text": "Lots of new things! Things in this devlog (now with bullet points and more emojis) that I did: fixed some bugs and did some refactoring so it’s easier to add stuff! loading indicators! (they show progress now!) changing burn direction! now you can fly off into space never to return explosion on earth impact! this fixes some weird stuff where you could go through the earth and when you hit the center it kind of shot off into space and broke. As always, check out the live demo at https://burn.jmeow.net and join the Slack channel #burn ! Also: any thoughts on this type of devlog? Do you like it better or worse than my other ones? (this one has more emojis and is a bit more concise) Please comment your opinion or tell me in Slack if you’d like to."}, {"post_id": 21519, "ts": "2026-07-03T15:03:53Z", "hours": 2.5589, "text": "Adding burns in the UI! I changed several things in this devlog (well really only about two). The first one is the time system. Now, under the slider, you can see the time before or after “now.” The time in the future is predicted up to 8 hours ahead for selection of when to put the next burn. You can only simulate burns in the future. The other change is that now you can add a burn to the current point selected in the future using an interface in the top right (early prototype, the ui will be different later). You type in the number of seconds the burn should last, move the time with the slider on the bottom to when you want it to start. Then you press “start burn.” It takes a second and I haven’t added a loading indicator there yet, but does do things once you click it! If you’d like to try these new changes out, go to the live demo on https://burn.jmeow.net ! Note: I am aware that you can go right through Earth and it looks weird. In the next devlog I’ll probably add an explosion when you hit Earth so this doesn’t happen. TL;DR: You can now add burns in-game and it simulates the trajectory of the spacecraft 8 hours ahead."}, {"post_id": 18744, "ts": "2026-06-29T22:43:05Z", "hours": 3.1661, "text": "A burn and some particles! I made some big changes to the backend so that the game can modify the trajectory of the orbit more, and added a burn to slow down the spacecraft! Then I also added a fancy particle effect when a burn is happening that shows the thruster in use. The changes are live on the demo website if you’d like to check it out now! Also… I’ve officially hit 20 hours of working on this project! (this is my longest hackatime project I’ve ever made lol)"}, {"post_id": 17926, "ts": "2026-06-28T21:20:35Z", "hours": 2.6353, "text": "Wheeeeeee There is now a slider to control the simulation’s time! I also added a play/pause button to watch the animation at 1000x speed. (1x is extremely slow looking) In addition I made some server-side changes to reduce re-calculating things over and over again so my server doesn’t have to work as hard and loading times can be faster. If you’d like to try the latest version out for yourself, check out the live demo at https://burn.jmeow.net !"}, {"post_id": 17000, "ts": "2026-06-27T16:09:49Z", "hours": 2.1461, "text": "3D Orbit Simulation Visualizer! I integrated the backend I made recently for calculations with the new 3D engine! The orbit calculations run using NASA’s GMAT on my Mac Mini home server, which the website then fetches data from to display on the page. If you’d like to try this out yourself, go to https://burn.jmeow.net and click Play! Note: if you are in the Hack Club Slack, join #burn for slightly more frequent updates and screenshots!"}, {"post_id": 16605, "ts": "2026-06-27T00:40:29Z", "hours": 2.1086, "text": "SPHERE MOVE YAY I have begun the 3D-ness of the game’s graphics. This is likely what Earth will look like in version 1, although I might change it eventually. Probably won’t modify too much more about the 3D engine for now because I’m about ready to start adding actual simulations! That’s for the next devlog. In the meantime you can play with my movey sphere at https://burn.jmeow.net ! Note: if you are in the Hack Club Slack (which you probably are but I know these devlogs are public) join the channel #burn for slightly more frequent updates and more screenshots!"}, {"post_id": 16310, "ts": "2026-06-26T15:23:46Z", "hours": 1.8461, "text": "In-game UI (the beginnings of it anyway) I made a design in Figma for some UI elements, and now I’m starting to implement it in my actual code. Next I will be starting a custom 3D engine for the simulations. The screenshot is the current state of the UI (the square is a placeholder)"}, {"post_id": 8920, "ts": "2026-06-14T20:54:29Z", "hours": 2.3028, "text": "Custom satellite trajectory! Turns out SPICE does not do everything I need it to after all, so I am going back to GMAT. Instead of compiling it to WebAssembly, I’m going to run calculations on my server (Maybe WASM in v2? We’ll see). The image below is my custom 3d renderer made in my last devlog adapted to work with GMAT’s output. It’s showing the path of a simulated satellite in orbit around Earth as it starts a long burn pushing it off into space. The white circle is Earth."}, {"post_id": 7036, "ts": "2026-06-11T19:56:12Z", "hours": 4.1306, "text": "Moon orbit… in a browser! TL;DR: Spent a long time researching, also decided to use the SPICE library instead of GMAT for calculations, and run SPICE on a remote server instead of the browser. Images are the path of the moon’s orbit around Earth, drawn inside a web browser(!!!) ⋆⋆⋆⋆⋆⋆⋆⋆ So it’s been kind of a while since my last devlog. The main reason for this is that I’ve been working on things that can’t be tracked with Hackatime or measured very well, such as attempting to compile things (In the terminal, not an editor) or researching on various websites. (Speaking of which, here’s a really good NASA resource I found for explaining the basics of spaceflight) I’ve decided to make some changes to how I’m going to simulate the game. Instead of using GMAT (Mentioned in previous devlogs), I’m going to use a different NASA program called SPICE. GMAT uses this internally, and SPICE is a library instead of a GUI application. Sadly, I have not yet managed to get SPICE running in a browser with WebAssembly, so I’ll be running all the calculations on a python web server. To summarize, I’m now using SPICE for calculations instead of GMAT, and running the calculations on a remote server instead of in the browser. To demonstrate that this works, I made a webpage and simple python web server that calculates and displays the orbit of the moon around Earth for 90 days. It visualizes the orbit with a custom 3D engine I’m creating for this project. Screenshots of this are attached, where the rainbow line is the path of the orbit and the white dot is Earth. (Note: my 3D engine seems to stretch things out so it doesn’t look perfectly circular. I’ll probably fix this if I include it in the real game.) ⋆⋆⋆⋆⋆⋆⋆⋆ Edit: seems like Stardance isn’t showing all the images, if you can only see the first one, please look in the comments of this devlog for links to the other two!"}, {"post_id": 1904, "ts": "2026-06-04T03:59:10Z", "hours": 1.0836, "text": "Title screen! In this update I added a title screen, as well as a small notice saying that the game is in development. This is so that when it’s deployed, people won’t get confused about why none of the buttons work on the title screen (they don’t yet). Speaking of deploying this, I put the current version on my site at https://burn.jmeow.net ! Feel free to check it out, but be aware that the buttons don’t do anything just yet. Next, I’ll probably be starting to experiment with WebAssembly and Emscripten, and try to compile NASA’s GMAT so it can run in the browser. (Don’t know what GMAT is? Read my first devlog for more about that!) (Note: the screenshot attached is not of the entire page, the text isn’t this big in the real game. I cropped out the parts that aren’t interesting.)"}, {"post_id": 1772, "ts": "2026-06-03T23:27:18Z", "hours": 1.6569, "text": "I spent all day today configuring NeoVim (my code editor) and did not get much done so far. I did set up a web app with fun things like SCSS and hot reloading, and I made a cool splash screen (attached below)! Also made a simplified to-do list, which I’ll probably add more to at some point."}, {"post_id": 1044, "ts": "2026-06-02T20:54:35Z", "hours": 1.43, "text": "Fancy space visualization things! I installed an open source piece of simulation software by NASA called GMAT (general mission analysis tool) which has a GUI and a scripting interface. (GMAT is really cool, though I sadly don’t understand much of it yet) It can output computer-readable files of where things go (among other things) and I made a demo program for reading these files (if GMAT is configured correctly) and visualizing the position of a satellite. I’m planning to compile GMAT (written in C++) to WebAssembly so I can use its capabilities inside the game, for realistic physics. For now, I’m just pre-generating output files and showing them. The image below is the path of a satellite being launched into orbit around the moon. Currently, neither the position of the earth nor the moon are shown, only the path of the satellite. The Z axis is also not shown yet, because I haven’t done much 3D graphics coding. The color represents time. Disclaimer: This is my first time doing much with outer space and physics simulations, meaning I don’t know that much about it right now. I hope to learn more about these topics as this project continues in development! TL;DR: GMAT = fancy NASA software for simulating/planning missions. I’m using GMAT for realistic simulations (currently manually, programmatically in the future). Image is of a satellite being launched into lunar orbit."}]...
|
Title: Burn by @J | Stardance
Devlogs:
Fancy spac Title: Burn by @J | Stardance
Devlogs:
Fancy space visualization things! I installed an open source piece of simulation software by NASA called GMAT (general mission analysis tool) which has a GUI and a scripting interface. (GMAT is really cool, though I sadly don’t understand much of it yet) It can output computer-readable files of where things go (among other things) and I made a demo program for reading these files (if GMAT is configured correctly) and visualizing the position of a satellite. I’m planning to compile GMAT (written in C++) to WebAssembly so I can use its capabilities inside the game, for realistic physics. For now, I’m just pre-generating output files and showing them. The image below is the path of a satellite being launched into orbit around the moon. Currently, neither the position of the earth nor the moon are shown, only the path of the satellite. The Z axis is also not shown yet, because I haven’t done much 3D graphics coding. The color represents time. Disclaimer: This is my first time doing much with outer space and physics simulations, meaning I don’t know that much about it right now. I hope to learn more about these topics as this project continues in development! TL;DR: GMAT = fancy NASA software for simulating/planning missions. I’m using GMAT for realistic simulations (currently manually, programmatically in the future). Image is of a satellite being launched into lunar orbit.
I spent all day today configuring NeoVim (my code editor) and did not get much done so far. I did set up a web app with fun things like SCSS and hot reloading, and I made a cool splash screen (attached below)! Also made a simplified to-do list, which I’ll probably add more to at some point.
Title screen! In this update I added a title screen, as well as a small notice saying that the game is in development. This is so that when it’s deployed, people won’t get confused about why none of the buttons work on the title screen (they don’t yet). Speaking of deploying this, I put the current version on my site at https://burn.jmeow.net ! Feel free to check it out, but be aware that the buttons don’t do anything just yet. Next, I’ll probably be starting to experiment with WebAssembly and Emscripten, and try to compile NASA’s GMAT so it can run in the browser. (Don’t know what GMAT is? Read my first devlog for more about that!) (Note: the screenshot attached is not of the entire page, the text isn’t this big in the real game. I cropped out the parts that aren’t interesting.)
Moon orbit… in a browser! TL;DR: Spent a long time researching, also decided to use the SPICE library instead of GMAT for calculations, and run SPICE on a remote server instead of the browser. Images are the path of the moon’s orbit around Earth, drawn inside a web browser(!!!) ⋆⋆⋆⋆⋆⋆⋆⋆ So it’s been kind of a while since my last devlog. The main reason for this is that I’ve been working on things that can’t be tracked with Hackatime or measured very well, such as attempting to compile things (In the terminal, not an editor) or researching on various websites. (Speaking of which, here’s a really good NASA resource I found for explaining the basics of spaceflight) I’ve decided to make some changes to how I’m going to simulate the game. Instead of using GMAT (Mentioned in previous devlogs), I’m going to use a different NASA program called SPICE. GMAT uses this internally, and SPICE is a library instead of a GUI application. Sadly, I have not yet managed to get SPICE running in a browser with WebAssembly, so I’ll be running all the calculations on a python web server. To summarize, I’m now using SPICE for calculations instead of GMAT, and running the calculations on a remote server instead of in the browser. To demonstrate that this works, I made a webpage and simple python web server that calculates and displays the orbit of the moon around Earth for 90 days. It visualizes the orbit with a custom 3D engine I’m creating for this project. Screenshots of this are attached, where the rainbow line is the path of the orbit and the white dot is Earth. (Note: my 3D engine seems to stretch things out so it doesn’t look perfectly circular. I’ll probably fix this if I include it in the real game.) ⋆⋆⋆⋆⋆⋆⋆⋆ Edit: seems like Stardance isn’t showing all the images, if you can only see the first one, please look in the comments of this devlog for links to the other two!
Custom satellite trajectory! Turns out SPICE does not do everything I need it to after all, so I am going back to GMAT. Instead of compiling it to WebAssembly, I’m going to run calculations on my server (Maybe WASM in v2? We’ll see). The image below is my custom 3d renderer made in my last devlog adapted to work with GMAT’s output. It’s showing the path of a simulated satellite in orbit around Earth as it starts a long burn pushing it off into space. The white circle is Earth.
In-game UI (the beginnings of it anyway) I made a design in Figma for some UI elements, and now I’m starting to implement it in my actual code. Next I will be starting a custom 3D engine for the simulations. The screenshot is the current state of the UI (the square is a placeholder)
SPHERE MOVE YAY I have begun the 3D-ness of the game’s graphics. This is likely what Earth will look like in version 1, although I might change it eventually. Probably won’t modify too much more about the 3D engine for now because I’m about ready to start adding actual simulations! That’s for the next devlog. In the meantime you can play with my movey sphere at https://burn.jmeow.net ! Note: if you are in the Hack Club Slack (which you probably are but I know these devlogs are public) join the channel #burn for slightly more frequent updates and more screenshots!
3D Orbit Simulation Visualizer! I integrated the backend I made recently for calculations with the new 3D engine! The orbit calculations run using NASA’s GMAT on my Mac Mini home server, which the website then fetches data from to display on the page. If you’d like to try this out yourself, go to https://burn.jmeow.net and click Play! Note: if you are in the Hack Club Slack, join #burn for slightly more frequent updates and screenshots!
Wheeeeeee There is now a slider to control the simulation’s time! I also added a play/pause button to watch the animation at 1000x speed. (1x is extremely slow looking) In addition I made some server-side changes to reduce re-calculating things over and over again so my server doesn’t have to work as hard and loading times can be faster. If you’d like to try the latest version out for yourself, check out the live demo at https://burn.jmeow.net !
A burn and some particles! I made some big changes to the backend so that the game can modify the trajectory of the orbit more, and added a burn to slow down the spacecraft! Then I also added a fancy particle effect when a burn is happening that shows the thruster in use. The changes are live on the demo website if you’d like to check it out now! Also… I’ve officially hit 20 hours of working on this project! (this is my longest hackatime project I’ve ever made lol)
Adding burns in the UI! I changed several things in this devlog (well really only about two). The first one is the time system. Now, under the slider, you can see the time before or after “now.” The time in the future is predicted up to 8 hours ahead for selection of when to put the next burn. You can only simulate burns in the future. The other change is that now you can add a burn to the current point selected in the future using an interface in the top right (early prototype, the ui will be different later). You type in the number of seconds the burn should last, move the time with the slider on the bottom to when you want it to start. Then you press “start burn.” It takes a second and I haven’t added a loading indicator there yet, but does do things once you click it! If you’d like to try these new changes out, go to the live demo on https://burn.jmeow.net ! Note: I am aware that you can go right through Earth and it looks weird. In the next devlog I’ll probably add an explosion when you hit Earth so this doesn’t happen. TL;DR: You can now add burns in-game and it simulates the trajectory of the spacecraft 8 hours ahead.
Lots of new things! Things in this devlog (now with bullet points and more emojis) that I did: fixed some bugs and did some refactoring so it’s easier to add stuff! loading indicators! (they show progress now!) changing burn direction! now you can fly off into space never to return explosion on earth impact! this fixes some weird stuff where you could go through the earth and when you hit the center it kind of shot off into space and broke. As always, check out the live demo at https://burn.jmeow.net and join the Slack channel #burn ! Also: any thoughts on this type of devlog? Do you like it better or worse than my other ones? (this one has more emojis and is a bit more concise) Please comment your opinion or tell me in Slack if you’d like to.
An actual playable game! TL;DR: win conditions, score, better network stuff meaning faster loading While there is still much to improve here, you can now win (with a score) and lose! The current level that exists has a goal of “make the orbit more circular.” Here are all the possible scenarios right now: Drifting off into space, never to return! Crashing into Earth! Both of these already existed but now there’s a limited number of burns (currently 2) and when you run out you will see one of these three things happen: Mission complete! This shows your score between 0 and 1000, with the latter meaning you got your orbit to be perfectly circular. The orbit became less circular The orbit didn’t change All of these are possible now and the game can detect each one, and so you can now actually play the game and get scores! In addition to win detection, I optimized the network transfer of data so it doesn’t resend all of the position information over the internet every time, just the new stuff. This makes the game faster. If you’d like, you can try the game yourself now at https://burn.jmeow.net !
Fancy burn creation UI It’s been a while since my last devlog but I’ve made some changes to Burn! There’s a new interface for adding a burn (video attached) When not actively being played the game uses far fewer resources on your computer After clicking “Watch Replay” on the end screen there is a “Back” button to return to that screen (image attached) More new things hopefully coming soon!...
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1792562038.4712696
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1793166838.4712696
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2340
|
A password manager by @Unknown | Stardance
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Unknown
|
0
|
0.54
|
0
|
[]
|
[{"post_id": 377, "ts": "2026- [{"post_id": 377, "ts": "2026-06-01T18:45:27Z", "hours": 0.535, "text": "I am working on a password manager using rust its still in development but its working so….."}]...
|
Title: A password manager by @Unknown | Stardance
Title: A password manager by @Unknown | Stardance
Devlogs:
I am working on a password manager using rust its still in development but its working so….....
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1792590938.6492085
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1793195738.6492085
|
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2339
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ahoj by @Davidz | Stardance
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Davidz
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0
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0.0
|
0
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[]
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[]
|
Title: ahoj by @Davidz | Stardance
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1792767006.3868413
|
1793371806.3868413
|
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2338
|
Project Space by @AkshithDondeti | Stardance
|
AkshithDondeti
|
0
|
8.28
|
0
|
[]
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[{"post_id": 1717, "ts": "2026 [{"post_id": 1717, "ts": "2026-06-03T21:42:58Z", "hours": 3.5531, "text": "Added 5 new items in shop. Added a second world, made it so progress saves. Made portals between worlds for easier transportation. Made a new game pass which give you 100k in game currency. Made it so when you touch a planet you get teleported to the world it belongs to. Added multipliers up to 100x. Polished map, and added Multiply to leaderboard."}, {"post_id": 1043, "ts": "2026-06-02T20:52:17Z", "hours": 0.9256, "text": "Worked on Shop UI, made jetpack work, added more things to map, Junk can now be properly collected and it will update leaderboard. Made more UI updated, added a welcome sign with a UI decal. Lastly made it so different parts are worth different amounts of money!"}, {"post_id": 953, "ts": "2026-06-02T18:37:22Z", "hours": 0.4181, "text": "Made junk float, added a dev product. Also made some lobby improvements!!!"}, {"post_id": 915, "ts": "2026-06-02T17:33:55Z", "hours": 3.3806, "text": "A immersive Roblox game that takes you to space to help clean junk in space (Will be released for testing when basic model is completed). Still need to fix many bugs and make lobby and maps look better. More updates coming soon."}]...
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Title: Project Space by @AkshithDondeti | Stardanc Title: Project Space by @AkshithDondeti | Stardance
Devlogs:
A immersive Roblox game that takes you to space to help clean junk in space (Will be released for testing when basic model is completed). Still need to fix many bugs and make lobby and maps look better. More updates coming soon.
Made junk float, added a dev product. Also made some lobby improvements!!!
Worked on Shop UI, made jetpack work, added more things to map, Junk can now be properly collected and it will update leaderboard. Made more UI updated, added a welcome sign with a UI decal. Lastly made it so different parts are worth different amounts of money!
Added 5 new items in shop. Added a second world, made it so progress saves. Made portals between worlds for easier transportation. Made a new game pass which give you 100k in game currency. Made it so when you touch a planet you get teleported to the world it belongs to. Added multipliers up to 100x. Polished map, and added Multiply to leaderboard....
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1792680515.5492244
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1793285315.5492244
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2337
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Untitled project by @lowpolyphosphorus | Stardance
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lowpolyphosphorus
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0.0
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Title: Untitled project by @lowpolyphosphorus | St Title: Untitled project by @lowpolyphosphorus | Stardance...
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1792946944.069164
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1793810944.069164
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