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1792943265.4534564
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1793807265.4534564
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1082
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Raspberry LED strip by @Levi | Stardance
|
Levi
|
0
|
0.0
|
0
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[]
|
[]
|
Title: Raspberry LED strip by @Levi | Stardance
|
1792673266.065377
|
1793278066.065377
|
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1081
|
My awesome macropad! by @Carbophile | Stardance
|
Carbophile
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Carbophile | Stard Title: My awesome macropad! by @Carbophile | Stardance...
|
1792565685.5303547
|
1793170485.5303547
|
|
1080
|
AshBorn by @jean | Stardance
|
jean
|
0
|
0.0
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0
|
[]
|
[]
|
Title: AshBorn by @jean | Stardance
|
1792691242.8341312
|
1793296042.8341312
|
|
1079
|
My first slack bot! by @Aradhana | Stardance
|
Aradhana
|
0
|
0.0
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0
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[]
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[]
|
Title: My first slack bot! by @Aradhana | Stardanc Title: My first slack bot! by @Aradhana | Stardance...
|
1792752847.1518354
|
1793357647.1518354
|
|
1078
|
My first slack bot! by @mazoonelwakeel | Stardance
|
mazoonelwakeel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @mazoonelwakeel | St Title: My first slack bot! by @mazoonelwakeel | Stardance...
|
1792550968.7022033
|
1793155768.7022033
|
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1077
|
My first slack bot! by @pooja235 | Stardance
|
pooja235
|
0
|
0.0
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0
|
[]
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[]
|
Title: My first slack bot! by @pooja235 | Stardanc Title: My first slack bot! by @pooja235 | Stardance...
|
1792594116.0614297
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1793198916.0614297
|
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1076
|
BAD SPACE UI LAUNCHER by @mrskeleton | Stardance
|
mrskeleton
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T21:14:45Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Those look like the Stardance project description questions! Here’s what you can put: What did you make? A chaotic pygame game where you try to launch a rocket, but the entire UI is broken and misleading. Sliders are hypersensitive or move backwards, buttons are mislabeled, and a signal bar drifts on its own while you try to hold it steady. What was challenging? Making the controls feel genuinely frustrating without being impossible. Getting the sliders to feel chaotic but still technically winnable took a lot of tweaking. Also setting up Git and GitHub for the first time! What are you proud of? The signal slider that slowly drifts on its own — it makes the game way harder because you have to keep adjusting it while doing everything else at the same time. What should people know to test your project? Install Python and pygame first ( pip install pygame ). Then run rocket_launch.py . To actually launch the rocket: get fuel between 40-60%, pressure between 45-55%, hold the signal between 48-52%, flip both switches ON, press “ABORT MISSION” to arm systems, then press “DO NOT PRESS” to launch. Good luck! 😄", "repo": "https://github.com/I-luvstardance/BAD-SPACE-LAUNCHER-UI", "demo": "https://i-luvstardance.itch.io/bad-space-ui"}]...
|
[{"post_id": 754, "ts": "2026- [{"post_id": 754, "ts": "2026-06-02T12:00:13Z", "hours": 1.7525, "text": "I am working a on a space launcher where the UI is “broken” and you have to try to launch even though. Below is a little bit of my code."}]...
|
Title: BAD SPACE UI LAUNCHER by @mrskeleton | Star Title: BAD SPACE UI LAUNCHER by @mrskeleton | Stardance
Devlogs:
I am working a on a space launcher where the UI is “broken” and you have to try to launch even though. Below is a little bit of my code.
Ships:
Those look like the Stardance project description questions! Here’s what you can put: What did you make? A chaotic pygame game where you try to launch a rocket, but the entire UI is broken and misleading. Sliders are hypersensitive or move backwards, buttons are mislabeled, and a signal bar drifts on its own while you try to hold it steady. What was challenging? Making the controls feel genuinely frustrating without being impossible. Getting the sliders to feel chaotic but still technically winnable took a lot of tweaking. Also setting up Git and GitHub for the first time! What are you proud of? The signal slider that slowly drifts on its own — it makes the game way harder because you have to keep adjusting it while doing everything else at the same time. What should people know to test your project? Install Python and pygame first ( pip install pygame ). Then run rocket_launch.py . To actually launch the rocket: get fuel between 40-60%, pressure between 45-55%, hold the signal between 48-52%, flip both switches ON, press “ABORT MISSION” to arm systems, then press “DO NOT PRESS” to launch. Good luck! 😄...
|
1792979443.1953855
|
1793065843.1953855
|
|
1075
|
Untitled project by @ARTariqDev | Stardance
|
ARTariqDev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @ARTariqDev | Stardance
|
1792504117.2852004
|
1793108917.2852004
|
|
1074
|
My awesome macropad! by @lillylike123 | Stardance
|
lillylike123
|
0
|
0.72
|
0
|
[]
|
[{"post_id": 9513, "ts": "2026 [{"post_id": 9513, "ts": "2026-06-15T21:39:27Z", "hours": 0.7186, "text": "Worked on the schematic of my first-ever Hackpad (yippee!!!). I am super happy I was able to get the hang of KiCad and its different editors. I hope this Hackpad won’t be my last, and I will make more macro pads for the future!!!"}]...
|
Title: My awesome macropad! by @lillylike123 | Sta Title: My awesome macropad! by @lillylike123 | Stardance
Devlogs:
Worked on the schematic of my first-ever Hackpad (yippee!!!). I am super happy I was able to get the hang of KiCad and its different editors. I hope this Hackpad won’t be my last, and I will make more macro pads for the future!!!...
|
1792572508.261356
|
1793177308.261356
|
|
1073
|
CYD helper by @Bronson | Stardance
|
Bronson
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: CYD helper by @Bronson | Stardance
|
1792630310.1763244
|
1793235110.1763244
|
|
1072
|
ESSENTIALS Shader by @ahnafiscool | Stardance
|
ahnafiscool
|
1
|
28.0
|
548
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T10:55:55Z", "hours": 28.0, "multiplier": 19.55, "payout": 548, "blessing": "neutral", "text": "Hey, read this, I’ve typed it in a way so that u don’t get bored: It is finally done… ESSENTIALS Shader is live and working so that you with a terrible device (like me) will have a chance to behold the premium look of minecraft without breaking the bank to buy a GPU. Ofc, it will not be the best looking shader since it’s optimized, but what more can you ask for? I was motivated to make a shader of my own because of 2 things: Wanting a GPU and help people to play mc smoothly with iGPU. I was planning to submit this shader to Lumen so that I’ll be eligible to win a GPU (unfortunately it ended well before I finished). The hardest part was actually testing it, yeah really. I can’t even count how many times MC crashed when I turned on n off the shader everytime. And hackatime did not support on my Win7 so I had to both write codes in codespaces and locally to commit changes (2X work already here) and hours of work was not properly recorded. The best part was when I was midway through the project, I got so much interaction this page with followers, likes and most importantly ‘Super Star Project’. So tysm to all NOTE: Please click on the skip button if you did not understand the point of the project, do not vote without testing/knowing anything abt it. It may not look visually appealing to you but you must understand the sole purpose of the project. So please vote wisely ;)", "repo": "https://github.com/AhnafPro/ESSENTIALS-Shader", "demo": "https://modrinth.com/shader/essentials-shader"}]...
|
[{"post_id": 9875, "ts": "2026 [{"post_id": 9875, "ts": "2026-06-16T10:34:35Z", "hours": 7.0, "text": "Im really with skl stuffs these and did not have quite a lot of time to code like before. Since I have not posted a devlog in a long time, I’ll just briefly explain some simple changes/updates that were done. The shader was approved on Modrinth and CurseForge (). We also recieved decent amount of downloads combined. Check out below: https://modrinth.com/shader/essentials-shader/ https://www.curseforge.com/minecraft/shaders/essentials-shader A custom LICENSE file has been created to suit all the rules and regulations. And previous LICENSE based on GPL 3.0 was removed. Find it here: https://github.com/AhnafPro/ESSENTIALS-Shader/tree/main?tab=License-1-ov-file Gamma correction value has been altered. The day might look a little pale in color than before but it ensures that the night does not black out completely Reflection of moonlight on water is visible now (no performance cuts)"}, {"post_id": 6984, "ts": "2026-06-11T18:41:27Z", "hours": 4.0, "text": "Yoo, Im back after a long time, cuz I was really busy and tired with the school works, exams etc. Today I was bit free so I did lots of testing, debugging, editing etc. and then prepared the shader for a beta release on modrinth. I got nothing much to say cuz I’m really sleepy isw. And this ain’t the end, not the final version so please report bugs under any latest devlog here and i’ll look after it Project: https://modrinth.com/shader/essentials-shader Also I took some pics for gallery, pls enjoy…"}, {"post_id": 5048, "ts": "2026-06-08T18:25:13Z", "hours": 1.0, "text": "This project was marked as “Super Star Project”! and I would like to thank all of you who have interacted via following, commenting etc. cuz its an important milestone for our project. tysm once again… Some quite simple changes has been done in this log such as: Altered wavering effect to water to bare minimum value (unnoticeable tbh) so that when shadow falls on it, the shadow sort of move. Added a hover me button on the pack settings with some parts of README section (also read the note) Honestly the changes seems simple but the second change was kinda hard cuz it’s not that simple to make desc. of texts appear on buttons but credits to iris documentation, I made it into hovering style instead with the help of it. I’ll see if I can add more things to it … cya"}, {"post_id": 4162, "ts": "2026-06-07T11:34:19Z", "hours": 1.0, "text": "Feeling a bit lazy today cuz it’s sunday but I still made some updates, from the last log, I’ve fixed the water opacity issue (the water is now in 1 color across all y-angle) and now I’m mostly debugging and making small changes here and there, like updating the readme, seeing if certain blocks render properly etc. So far we are mostly done for a good optimized shader but I think there might be some things missing that I haven’t looked after- like today when I was working with the water shader files on overworld but then I remembered that I forgot to add the files for water to the end dimension (excluding nether here cuz water don’t work there yk).Which would have made water appear like normal vanilla ones. So there might lots of other stuffs im missing out. Once I make every major fix, I’ll upload the shader to modrinth so that you guys can review and give me feedback on it. Updates done: Fixed water opacity issue across the y axis from the crosshair horizontally."}, {"post_id": 3417, "ts": "2026-06-06T10:51:06Z", "hours": 3.0, "text": "Today I was working on improving the water, I did some noticeable improvements but it still has one issue, at different y angles the opacity of the blue color of water changes. So I will try to fix next time or keep it as it since its not a big visual issue. Also found another problem at End, when I hit the ender mobs they do not render the red effect. Therefore i’ve encountered 2 minor issues. Hope i’ll be able to patch it… bye"}, {"post_id": 2847, "ts": "2026-06-05T18:06:39Z", "hours": 4.0, "text": "I really felt dumb after spending over 4 hrs trying to fix the last 2 issues, ill tell you why. The issue with grainy effect on the sky can’t be fixed, some of my friends told it kinda looks good like a galaxy with millions of star and there isnt any point of working on it if Im not able to patch it. And here where it gets interesting. The first issue was where I spent most of the time, to then discover that the fix was sitting just on a different directory. I tottaly forgot that I’ve patched mob texture issues before with the help of gbuffer_textured f/v shader files, so I just copied them from overworld and pasted them on world1 file and everything got fixed. I was really dissapointed tbh. So the fixes were: Copying gbuffer_textured f/v shader files & gbuffer_terrain_lit f/v shader files to world1 Copying gbuffer_textured f/v shader files to world-1 So basically we got our shader made but we can’t be just releasing on modrinth like this. We need to test with older version, check various scenarios to see if things break, improve some current elements like water, maybe add reflection etc. Please let me know if you have suggestions…"}, {"post_id": 1477, "ts": "2026-06-03T14:59:40Z", "hours": 1.0, "text": "I’ve finally fixed the End dimension the shading works well and also added aurora effect in the sky (this genuinely required help from claude), and the good news is it does not effect fps much or even at all. Also there is an alternation in sky light between the cheese yellow and slight pink (u can see the variation in both images). But I ran into 2 different issues here: The ender mobs (enderman,mites, dragon) are not rendering their purple from their eyes aka no eyes. When moved to outer end island or when dragon is killed in main island, the sky seems to render the grainy effect (which looks a bit odd like its a whole milky way) So, I’ll try to patch it today night, cuz these are some common shader issues while making one, there are enough documentation from various sources like iris, shaderLABs etc. Wish me gl!"}, {"post_id": 976, "ts": "2026-06-02T19:12:03Z", "hours": 1.0, "text": "I’m really tired today after juggling school works and this project at the same time, as of now I made a pretty basic shader, the lighting work (as you can see the light from the torches) but the shadow is sorta broken, its not appearing and the whole world kinda look way too lit up (when Im far from the ender dragon’s main island). Imma peace out for today and will try to patch it tmrw."}, {"post_id": 861, "ts": "2026-06-02T15:58:30Z", "hours": 0.0, "text": "Just did a little work some code cleanup and also made the end files inspired by shaderLABS which were similar to nether files but certain things like change in color filter of sky for end is needed. I’ll try to add the end shader update on the next devlog. CYA… [wrong file image, sry it should have been world1 folder, imma edit it later]"}, {"post_id": 797, "ts": "2026-06-02T13:54:14Z", "hours": 1.0, "text": "I thought the nether was gonna work with the same shader files from the overworld but when I went through the portal, I saw a different story. Everything looked dark, dark as if it was nighttime during overworld but with no moon, also realised that the entities had a transparent body. So these 2 issues were fixed along with the nether shader base when I made it. Things that were done are: Fixed nether lighting Added shadows Removed fog codes from composite.fsh What I have noticed was that I got slight better fps in nether than overworld cuz lots of parts of nether consist of wasteland biome which has less structures and vegetation."}, {"post_id": 357, "ts": "2026-06-01T17:51:38Z", "hours": 0.0, "text": "I started making it way before Stardance cuz I was planning to submit it to Lumen but unfortunately Lumen ended (I was working towards getting a GPU) and I was not able to finish my shader by then. (I spent 10+ hrs of which 3hrs were logged, but not shown here since I logged them before Stardance) As of now its a very lightweight & basic shader, but honestly I think its sorta visually appealing (at least for those who got no ded. gpu). I myslef is use my father’s ancient PC from 2013 with no GPU (MC crashed over 20 times while debugging) and Ik the pain of others who runs their game at bare bones low settings, so I hope this project will come in a help for them as I’ll try to make the shader as optimized as possible. As of now the overworld is sorta complete with these features: Fake sun/moon rays V. weak Fog semi-realistic fresnel water (still in dev.) Shadows, Lighting etc. In my next devlog i’ll update the nether a little more to make it look standout. And I think my logs are not gonna have good amount of time logged in cuz im using Win7 and Hackatime does not work, so I’ll have to manually edit codespaces and local shader files while testing."}]...
|
Title: ESSENTIALS Shader by @ahnafiscool | Stardan Title: ESSENTIALS Shader by @ahnafiscool | Stardance
Devlogs:
I started making it way before Stardance cuz I was planning to submit it to Lumen but unfortunately Lumen ended (I was working towards getting a GPU) and I was not able to finish my shader by then. (I spent 10+ hrs of which 3hrs were logged, but not shown here since I logged them before Stardance) As of now its a very lightweight & basic shader, but honestly I think its sorta visually appealing (at least for those who got no ded. gpu). I myslef is use my father’s ancient PC from 2013 with no GPU (MC crashed over 20 times while debugging) and Ik the pain of others who runs their game at bare bones low settings, so I hope this project will come in a help for them as I’ll try to make the shader as optimized as possible. As of now the overworld is sorta complete with these features: Fake sun/moon rays V. weak Fog semi-realistic fresnel water (still in dev.) Shadows, Lighting etc. In my next devlog i’ll update the nether a little more to make it look standout. And I think my logs are not gonna have good amount of time logged in cuz im using Win7 and Hackatime does not work, so I’ll have to manually edit codespaces and local shader files while testing.
I thought the nether was gonna work with the same shader files from the overworld but when I went through the portal, I saw a different story. Everything looked dark, dark as if it was nighttime during overworld but with no moon, also realised that the entities had a transparent body. So these 2 issues were fixed along with the nether shader base when I made it. Things that were done are: Fixed nether lighting Added shadows Removed fog codes from composite.fsh What I have noticed was that I got slight better fps in nether than overworld cuz lots of parts of nether consist of wasteland biome which has less structures and vegetation.
Just did a little work some code cleanup and also made the end files inspired by shaderLABS which were similar to nether files but certain things like change in color filter of sky for end is needed. I’ll try to add the end shader update on the next devlog. CYA… [wrong file image, sry it should have been world1 folder, imma edit it later]
I’m really tired today after juggling school works and this project at the same time, as of now I made a pretty basic shader, the lighting work (as you can see the light from the torches) but the shadow is sorta broken, its not appearing and the whole world kinda look way too lit up (when Im far from the ender dragon’s main island). Imma peace out for today and will try to patch it tmrw.
I’ve finally fixed the End dimension the shading works well and also added aurora effect in the sky (this genuinely required help from claude), and the good news is it does not effect fps much or even at all. Also there is an alternation in sky light between the cheese yellow and slight pink (u can see the variation in both images). But I ran into 2 different issues here: The ender mobs (enderman,mites, dragon) are not rendering their purple from their eyes aka no eyes. When moved to outer end island or when dragon is killed in main island, the sky seems to render the grainy effect (which looks a bit odd like its a whole milky way) So, I’ll try to patch it today night, cuz these are some common shader issues while making one, there are enough documentation from various sources like iris, shaderLABs etc. Wish me gl!
I really felt dumb after spending over 4 hrs trying to fix the last 2 issues, ill tell you why. The issue with grainy effect on the sky can’t be fixed, some of my friends told it kinda looks good like a galaxy with millions of star and there isnt any point of working on it if Im not able to patch it. And here where it gets interesting. The first issue was where I spent most of the time, to then discover that the fix was sitting just on a different directory. I tottaly forgot that I’ve patched mob texture issues before with the help of gbuffer_textured f/v shader files, so I just copied them from overworld and pasted them on world1 file and everything got fixed. I was really dissapointed tbh. So the fixes were: Copying gbuffer_textured f/v shader files & gbuffer_terrain_lit f/v shader files to world1 Copying gbuffer_textured f/v shader files to world-1 So basically we got our shader made but we can’t be just releasing on modrinth like this. We need to test with older version, check various scenarios to see if things break, improve some current elements like water, maybe add reflection etc. Please let me know if you have suggestions…
Today I was working on improving the water, I did some noticeable improvements but it still has one issue, at different y angles the opacity of the blue color of water changes. So I will try to fix next time or keep it as it since its not a big visual issue. Also found another problem at End, when I hit the ender mobs they do not render the red effect. Therefore i’ve encountered 2 minor issues. Hope i’ll be able to patch it… bye
Feeling a bit lazy today cuz it’s sunday but I still made some updates, from the last log, I’ve fixed the water opacity issue (the water is now in 1 color across all y-angle) and now I’m mostly debugging and making small changes here and there, like updating the readme, seeing if certain blocks render properly etc. So far we are mostly done for a good optimized shader but I think there might be some things missing that I haven’t looked after- like today when I was working with the water shader files on overworld but then I remembered that I forgot to add the files for water to the end dimension (excluding nether here cuz water don’t work there yk).Which would have made water appear like normal vanilla ones. So there might lots of other stuffs im missing out. Once I make every major fix, I’ll upload the shader to modrinth so that you guys can review and give me feedback on it. Updates done: Fixed water opacity issue across the y axis from the crosshair horizontally.
This project was marked as “Super Star Project”! and I would like to thank all of you who have interacted via following, commenting etc. cuz its an important milestone for our project. tysm once again… Some quite simple changes has been done in this log such as: Altered wavering effect to water to bare minimum value (unnoticeable tbh) so that when shadow falls on it, the shadow sort of move. Added a hover me button on the pack settings with some parts of README section (also read the note) Honestly the changes seems simple but the second change was kinda hard cuz it’s not that simple to make desc. of texts appear on buttons but credits to iris documentation, I made it into hovering style instead with the help of it. I’ll see if I can add more things to it … cya
Yoo, Im back after a long time, cuz I was really busy and tired with the school works, exams etc. Today I was bit free so I did lots of testing, debugging, editing etc. and then prepared the shader for a beta release on modrinth. I got nothing much to say cuz I’m really sleepy isw. And this ain’t the end, not the final version so please report bugs under any latest devlog here and i’ll look after it Project: https://modrinth.com/shader/essentials-shader Also I took some pics for gallery, pls enjoy…
Im really with skl stuffs these and did not have quite a lot of time to code like before. Since I have not posted a devlog in a long time, I’ll just briefly explain some simple changes/updates that were done. The shader was approved on Modrinth and CurseForge (). We also recieved decent amount of downloads combined. Check out below: https://modrinth.com/shader/essentials-shader/ https://www.curseforge.com/minecraft/shaders/essentials-shader A custom LICENSE file has been created to suit all the rules and regulations. And previous LICENSE based on GPL 3.0 was removed. Find it here: https://github.com/AhnafPro/ESSENTIALS-Shader/tree/main?tab=License-1-ov-file Gamma correction value has been altered. The day might look a little pale in color than before but it ensures that the night does not black out completely Reflection of moonlight on water is visible now (no performance cuts)
Ships:
Hey, read this, I’ve typed it in a way so that u don’t get bored: It is finally done… ESSENTIALS Shader is live and working so that you with a terrible device (like me) will have a chance to behold the premium look of minecraft without breaking the bank to buy a GPU. Ofc, it will not be the best looking shader since it’s optimized, but what more can you ask for? I was motivated to make a shader of my own because of 2 things: Wanting a GPU and help people to play mc smoothly with iGPU. I was planning to submit this shader to Lumen so that I’ll be eligible to win a GPU (unfortunately it ended well before I finished). The hardest part was actually testing it, yeah really. I can’t even count how many times MC crashed when I turned on n off the shader everytime. And hackatime did not support on my Win7 so I had to both write codes in codespaces and locally to commit changes (2X work already here) and hours of work was not properly recorded. The best part was when I was midway through the project, I got so much interaction this page with followers, likes and most importantly ‘Super Star Project’. So tysm to all NOTE: Please click on the skip button if you did not understand the point of the project, do not vote without testing/knowing anything abt it. It may not look visually appealing to you but you must understand the sole purpose of the project. So please vote wisely ;)...
|
1792878792.1205635
|
1793742792.1205635
|
|
1071
|
Test project by @Sahas | Stardance
|
Sahas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Test project by @Sahas | Stardance
|
1792684163.7727838
|
1793288963.7727838
|
|
1070
|
Event Horizon by @notsofastSashmit | Stardance
|
notsofastSashmit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Event Horizon by @notsofastSashmit | Starda Title: Event Horizon by @notsofastSashmit | Stardance...
|
1792529260.966965
|
1793134060.966965
|
|
1069
|
HotBot by @Himanshu | Stardance
|
Himanshu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: HotBot by @Himanshu | Stardance
|
1792889556.7544408
|
1793753556.7544408
|
|
1068
|
ass by @timothy1498 | Stardance
|
timothy1498
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ass by @timothy1498 | Stardance
|
1792601610.6899903
|
1793206410.6899903
|
|
1067
|
My awesome macropad! by @Himanshu | Stardance
|
Himanshu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Himanshu | Stardan Title: My awesome macropad! by @Himanshu | Stardance...
|
1792911085.2967575
|
1793775085.2967575
|
|
1066
|
FixHC by @el4s | Stardance
|
el4s
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: FixHC by @el4s | Stardance
|
1792676935.1414845
|
1793281735.1414845
|
|
1065
|
TUC by @ciaran | Stardance
|
ciaran
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: TUC by @ciaran | Stardance
|
1792576380.1842031
|
1793181180.1842031
|
|
1064
|
🌊Ocean pulse🐢 by @Fai | Stardance
|
Fai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 🌊Ocean pulse🐢 by @Fai | Stardance
|
1792688025.506578
|
1793292825.506578
|
|
1063
|
My awesome macropad! by @Tallini | Stardance
|
Tallini
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Tallini | Stardanc Title: My awesome macropad! by @Tallini | Stardance...
|
1792950502.555547
|
1793814502.555547
|
|
1062
|
c by @AboEl5yr | Stardance
|
AboEl5yr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: c by @AboEl5yr | Stardance
|
1792691273.7611144
|
1793296073.7611144
|
|
1061
|
Hi I'm enshuo, that's my 3D shooting game! Hi I'm enshuo, that's my 3D shooting game! by @En-Shuo | Stardance...
|
En-Shuo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hi I'm enshuo, that's my 3D shootin Title: Hi I'm enshuo, that's my 3D shooting game! by @En-Shuo | Stardance...
|
1792583613.7182314
|
1793188413.7182314
|
|
1060
|
Ball rolling game by @Fatigue34 | Stardance
|
Fatigue34
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ball rolling game by @Fatigue34 | Stardance
|
1792651757.7824094
|
1793256557.7824094
|
|
1059
|
Paradigm by @Dante | Stardance
|
Dante
|
0
|
1.79
|
0
|
[]
|
[{"post_id": 6161, "ts": "2026 [{"post_id": 6161, "ts": "2026-06-10T11:21:59Z", "hours": 0.5728, "text": "Worked on walking animation for player model."}, {"post_id": 4861, "ts": "2026-06-08T12:07:25Z", "hours": 0.7519, "text": "Worked on basic character movement. Next up, going to be working on animations for the character model."}, {"post_id": 3537, "ts": "2026-06-06T14:59:35Z", "hours": 0.4653, "text": "Worked on character modeling. I applied a glowing wireframe to a prexisting character model I created quite a while ago."}]...
|
Title: Paradigm by @Dante | Stardance
Devlogs:
Wo Title: Paradigm by @Dante | Stardance
Devlogs:
Worked on character modeling. I applied a glowing wireframe to a prexisting character model I created quite a while ago.
Worked on basic character movement. Next up, going to be working on animations for the character model.
Worked on walking animation for player model....
|
1792633932.0541742
|
1793238732.0541742
|
|
1058
|
Infinity Orbit Hub by @mohamedsamymohamed | Starda Infinity Orbit Hub by @mohamedsamymohamed | Stardance...
|
mohamedsamymohamed
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Infinity Orbit Hub by @mohamedsamymohamed | Title: Infinity Orbit Hub by @mohamedsamymohamed | Stardance...
|
1792612425.4882205
|
1793217225.4882205
|
|
1057
|
Untitled project by @youtwo_ | Stardance
|
youtwo_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @youtwo_ | Stardance
|
1792770583.9003766
|
1793375383.9003766
|
|
1056
|
Monotony by @Mouse | Stardance
|
Mouse
|
0
|
21.34
|
0
|
[]
|
[{"post_id": 52142, "ts": "202 [{"post_id": 52142, "ts": "2026-08-22T07:19:18Z", "hours": 4.0561, "text": "Performed some shenanigans on the previous versions (naming schemes and broken updates) before deciding to push a new one to follow semantic versioning more strictly. This included renaming the 2nd version from v1.0.1 to v2.0.0 to better signify the overhaul, pushing a new version (v2.1.0, all the updates documented in the last few devlogs), and v2.1.1. This fixed the year-long bug on platform collisions and a gamebreaking bug disabling horizontal movement in v2.1.0, as well as fixing small redundancies in a few classes."}, {"post_id": 47285, "ts": "2026-08-15T04:23:41Z", "hours": 1.1417, "text": "Optimised how levels were drawn by combining the four separate level functions into one (which was put into its own file). This would also prevent exponential scaling in the future seeing how with 4 new game mechanics would result in 64 level functions, creating thousands of unnecessary lines. Furthermore, AI was used to generate a quintic easing function for the mountain lerps, allowing for smoother transitions. In the process, a camera focus bug was also fixed. note: the to-do list is removed since from this point onwards solely new features will be added."}, {"post_id": 45575, "ts": "2026-08-12T04:58:20Z", "hours": 4.0686, "text": "Used AI to mass-anchor the hundreds of game objects automatically, meaning that everything in the game should now dynamically respond to screen size. Updated the about (including the images) and tutorial screens, improved niche applications of syntax and made some small structural changes. The backButton is now fully replaced with the escape key and also applicable in more locations. Several optimisations and changes have been made to titles, subtitles and achievements, including their heights, bounding boxes and dynamic coordinate calculations. Finally, I also improved the transitions in the cursor class to be smoother. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Optimisations - Achievements - Tab - Notifications - Blur incorporation as a custom setting - New game mechanics - New levels - Compile and publish a new version"}, {"post_id": 43821, "ts": "2026-08-09T07:58:21Z", "hours": 3.4394, "text": "Fixed a platform collision bug when hitting the side of a platform and improved the implementation of several conventions. Also added support for different screen sizes. Although this hasn’t been implemented with regards to game sprites, it has been done for all other sprites such as menu buttons. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the image in this devlog is the screen during a failed attempt of adding compatibility."}, {"post_id": 42459, "ts": "2026-08-07T06:37:21Z", "hours": 4.2481, "text": "Published a new version and added a CHANGELOG.md file. I also matched the order of declaration and initialisation, fixed the overlapping coordinates of several achievements, automated the choosing of the next section and fixed another bug related to incorrect fills (caused by the matching of the var dec-init order). To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the new version bullet point will stay uncrossed until Stardance ends."}, {"post_id": 41730, "ts": "2026-08-06T03:55:18Z", "hours": 2.4969, "text": "Updated the README in terms of formatting and content, which means that now I can start working on the actual game. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels"}, {"post_id": 41128, "ts": "2026-08-05T03:56:49Z", "hours": 1.8936, "text": "Removed the need to generate symlinks (replaced by VSCode’s file nesting feature), removed blurs as a separate program (eventually, a customisable seed setting will be added) and switched to Processing’s official extension as opposed to a community-made one."}]...
|
Title: Monotony by @Mouse | Stardance
Devlogs:
Re Title: Monotony by @Mouse | Stardance
Devlogs:
Removed the need to generate symlinks (replaced by VSCode’s file nesting feature), removed blurs as a separate program (eventually, a customisable seed setting will be added) and switched to Processing’s official extension as opposed to a community-made one.
Updated the README in terms of formatting and content, which means that now I can start working on the actual game. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels
Published a new version and added a CHANGELOG.md file. I also matched the order of declaration and initialisation, fixed the overlapping coordinates of several achievements, automated the choosing of the next section and fixed another bug related to incorrect fills (caused by the matching of the var dec-init order). To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the new version bullet point will stay uncrossed until Stardance ends.
Fixed a platform collision bug when hitting the side of a platform and improved the implementation of several conventions. Also added support for different screen sizes. Although this hasn’t been implemented with regards to game sprites, it has been done for all other sprites such as menu buttons. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Compile and publish a new version - Optimisations - Blur incorporation as a custom setting - Achievements - Tab - Notifications - New game mechanics - New levels note: the image in this devlog is the screen during a failed attempt of adding compatibility.
Used AI to mass-anchor the hundreds of game objects automatically, meaning that everything in the game should now dynamically respond to screen size. Updated the about (including the images) and tutorial screens, improved niche applications of syntax and made some small structural changes. The backButton is now fully replaced with the escape key and also applicable in more locations. Several optimisations and changes have been made to titles, subtitles and achievements, including their heights, bounding boxes and dynamic coordinate calculations. Finally, I also improved the transitions in the cursor class to be smoother. To-do: - Remove blurs and symlinks as separate programs - Update extension used - Update README - Create a CHANGELOG.md file - Add compatibility for different screen sizes - Optimisations - Achievements - Tab - Notifications - Blur incorporation as a custom setting - New game mechanics - New levels - Compile and publish a new version
Optimised how levels were drawn by combining the four separate level functions into one (which was put into its own file). This would also prevent exponential scaling in the future seeing how with 4 new game mechanics would result in 64 level functions, creating thousands of unnecessary lines. Furthermore, AI was used to generate a quintic easing function for the mountain lerps, allowing for smoother transitions. In the process, a camera focus bug was also fixed. note: the to-do list is removed since from this point onwards solely new features will be added.
Performed some shenanigans on the previous versions (naming schemes and broken updates) before deciding to push a new one to follow semantic versioning more strictly. This included renaming the 2nd version from v1.0.1 to v2.0.0 to better signify the overhaul, pushing a new version (v2.1.0, all the updates documented in the last few devlogs), and v2.1.1. This fixed the year-long bug on platform collisions and a gamebreaking bug disabling horizontal movement in v2.1.0, as well as fixing small redundancies in a few classes....
|
1792673679.295855
|
1793278479.295855
|
|
1055
|
Micro Speedway by @FabulousHippoOfOrangeLake | Sta Micro Speedway by @FabulousHippoOfOrangeLake | Stardance...
|
FabulousHippoOfOrangeLake
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:06:37Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a traffic navigating game which included npcs of different types Nitro coins gems lives high scores speedometer", "repo": "https://github.com/sharmashashwat27-source/Top_down_endless_racing", "demo": "https://github.com/sharmashashwat27-source/Top_down_endless_racing/releases/tag/pygame"}]...
|
[{"post_id": 77085, "ts": "202 [{"post_id": 77085, "ts": "2026-10-05T16:30:21Z", "hours": 0.7842, "text": "DEVLOG #4 idkk But I made some legendary progress added npcs and a boost mode , this finally bring some structure . I added vibe coded coins and gems btw and in the photo below the car disappears a few moments after the crash and this was the only moment i was able to screenshot after like 8 tries!"}, {"post_id": 74036, "ts": "2026-09-26T16:01:04Z", "hours": 2.0839, "text": "DEVLOG idk but probs the final one… I finished it! its a basic simulation of a highway type setup where u avoid cars and drive accad style nothing very impressive but i/m proud i made this in just 4 hours"}, {"post_id": 53605, "ts": "2026-08-24T07:29:57Z", "hours": 1.9725, "text": "DEVLOG#1 So I started working on this project about a week ago but could only work on it for like a day and a half because of events like HMUN India and stuff. Regardless moving on to to what this project is, Micro Speedway is a top down racing game inspired by old NASCAR arcade games. In the time that i have logged till now I used pygame for the first time in my life and messed around with it to get something close to a car in a circular track, kind of. For me till now everything seems pretty easy to tackle my hardest challenge till now has been using pygame which to be honest wasn’t as hard as I thought it would be and honestly this project is bringing me closer to learn how to properly game design. In the future i look forward to using UNITY to develop a game."}]...
|
Title: Micro Speedway by @FabulousHippoOfOrangeLak Title: Micro Speedway by @FabulousHippoOfOrangeLake | Stardance
Devlogs:
DEVLOG#1 So I started working on this project about a week ago but could only work on it for like a day and a half because of events like HMUN India and stuff. Regardless moving on to to what this project is, Micro Speedway is a top down racing game inspired by old NASCAR arcade games. In the time that i have logged till now I used pygame for the first time in my life and messed around with it to get something close to a car in a circular track, kind of. For me till now everything seems pretty easy to tackle my hardest challenge till now has been using pygame which to be honest wasn’t as hard as I thought it would be and honestly this project is bringing me closer to learn how to properly game design. In the future i look forward to using UNITY to develop a game.
DEVLOG idk but probs the final one… I finished it! its a basic simulation of a highway type setup where u avoid cars and drive accad style nothing very impressive but i/m proud i made this in just 4 hours
DEVLOG #4 idkk But I made some legendary progress added npcs and a boost mode , this finally bring some structure . I added vibe coded coins and gems btw and in the photo below the car disappears a few moments after the crash and this was the only moment i was able to screenshot after like 8 tries!
Ships:
I made a traffic navigating game which included npcs of different types Nitro coins gems lives high scores speedometer...
|
1793004961.0456553
|
1793091361.0456553
|
|
1054
|
Kittypad by @HY | Stardance
|
HY
|
0
|
8.79
|
0
|
[]
|
[{"post_id": 17507, "ts": "202 [{"post_id": 17507, "ts": "2026-06-28T09:59:10Z", "hours": 0.7831, "text": "I created the basic firmware for the Kittypad, I intend to build the ‘game’ after I build the physical macropad so that I am able to test it."}, {"post_id": 1521, "ts": "2026-06-03T16:28:28Z", "hours": 1.6431, "text": "I completed the CAD design for the case! I added a counterbore as well as a 3mm thick border around the top case. I left the left side open as part of my design and to show off the silkscreen. I realised that I had used the wrong LED in my PCB and had to face a bunch of DRC errors, because the footprint comes with a hole, the DRC assumed that there was lack of edge clearance and kept giving me the error, so I just ignored the violation."}, {"post_id": 1442, "ts": "2026-06-03T14:10:47Z", "hours": 3.9331, "text": "Spent a whole bunch of hours fighting Fusion360 to create a base plate. Key features include holes at the bottom in order to put the heat inserts, as well as a drill hole of 3.1mm so that the screws can slide through easily."}, {"post_id": 646, "ts": "2026-06-02T05:02:32Z", "hours": 0.4175, "text": "I routed the PCB and added some silkscreen designs. I had surprisingly few errors in the DRC, mainly to do with grounding which I fixed by adding vias. I added a rectangle the size of the screen in order to gauge how large it would be. I put the Gerber files into JLCPCB and it would cost 6.60 to produce 5 units, which I think is a pretty alright price. Some issues I faced was that I didn’t realise that my USB port was sticking too far away from the edge until I was about to export the Gerber files and I ended up just cutting the board and rerouting some traces in order to keep it at the edge."}, {"post_id": 628, "ts": "2026-06-02T04:27:25Z", "hours": 2.0125, "text": "1st Jun 9-10PM I worked on making the schematic for my macropad, which I intend to create a mini pet feature. Key features include 4 keys, 1 pushable knob which allows it to switch modes, an OLED screen as well as a status light indicator that changes with the status of the knob."}]...
|
Title: Kittypad by @HY | Stardance
Devlogs:
1st J Title: Kittypad by @HY | Stardance
Devlogs:
1st Jun 9-10PM I worked on making the schematic for my macropad, which I intend to create a mini pet feature. Key features include 4 keys, 1 pushable knob which allows it to switch modes, an OLED screen as well as a status light indicator that changes with the status of the knob.
I routed the PCB and added some silkscreen designs. I had surprisingly few errors in the DRC, mainly to do with grounding which I fixed by adding vias. I added a rectangle the size of the screen in order to gauge how large it would be. I put the Gerber files into JLCPCB and it would cost 6.60 to produce 5 units, which I think is a pretty alright price. Some issues I faced was that I didn’t realise that my USB port was sticking too far away from the edge until I was about to export the Gerber files and I ended up just cutting the board and rerouting some traces in order to keep it at the edge.
Spent a whole bunch of hours fighting Fusion360 to create a base plate. Key features include holes at the bottom in order to put the heat inserts, as well as a drill hole of 3.1mm so that the screws can slide through easily.
I completed the CAD design for the case! I added a counterbore as well as a 3mm thick border around the top case. I left the left side open as part of my design and to show off the silkscreen. I realised that I had used the wrong LED in my PCB and had to face a bunch of DRC errors, because the footprint comes with a hole, the DRC assumed that there was lack of edge clearance and kept giving me the error, so I just ignored the violation.
I created the basic firmware for the Kittypad, I intend to build the ‘game’ after I build the physical macropad so that I am able to test it....
|
1792479281.0355778
|
1793084081.0355778
|
|
1053
|
My awesome macropad! by @TyrantLizard76 | Stardanc My awesome macropad! by @TyrantLizard76 | Stardance...
|
TyrantLizard76
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @TyrantLizard76 | S Title: My awesome macropad! by @TyrantLizard76 | Stardance...
|
1792928975.7234645
|
1793792975.7234645
|
|
1052
|
UV and Ozone Sterilization chamber by @Hirasawa | UV and Ozone Sterilization chamber by @Hirasawa | Stardance...
|
Hirasawa
|
0
|
14.51
|
0
|
[]
|
[{"post_id": 17616, "ts": "202 [{"post_id": 17616, "ts": "2026-06-28T14:19:38Z", "hours": 4.8711, "text": "I worked on the firmware today. Man, I’m exhausted! It took forever! I think I’ll sleep really well tonight. Also, the firmware ended up looking really ugly!"}, {"post_id": 16898, "ts": "2026-06-27T13:05:57Z", "hours": 1.9642, "text": "I made pretty good progress today. The 3D data is almost done, so all that’s left is to write the firmware and so on. I hope it’ll be ready by tomorrow."}, {"post_id": 15020, "ts": "2026-06-24T12:23:42Z", "hours": 1.2764, "text": "Today I built a smaller version of it. I haven’t been able to spend much time on Hackclub lately because of preparations for the cultural festival, but it was nice to finally get back to it after so long."}, {"post_id": 3396, "ts": "2026-06-06T09:37:02Z", "hours": 2.6919, "text": "I’ve finished the 3D model for now. Since JLC3DP is charging an outrageous price, I think I’ll just print it myself using the club’s 3D printer."}, {"post_id": 1355, "ts": "2026-06-03T09:59:07Z", "hours": 1.4042, "text": "I made the door and the back cover. It looks really great."}, {"post_id": 774, "ts": "2026-06-02T13:10:21Z", "hours": 0.8825, "text": "I made the control panel section. It’s starting to look like a microwave!"}, {"post_id": 726, "ts": "2026-06-02T10:11:54Z", "hours": 1.1325, "text": "I drew up a circuit diagram today. I think the internal circuitry should be fine as is, but I’m worried that if the internal temperature gets too high and the case warps badly, that would be a problem, so I’m wondering if I should install a thermometer that can withstand UV exposure."}, {"post_id": 487, "ts": "2026-06-01T23:16:32Z", "hours": 0.2847, "text": "First devlog"}]...
|
Title: UV and Ozone Sterilization chamber by @Hira Title: UV and Ozone Sterilization chamber by @Hirasawa | Stardance
Devlogs:
First devlog
I drew up a circuit diagram today. I think the internal circuitry should be fine as is, but I’m worried that if the internal temperature gets too high and the case warps badly, that would be a problem, so I’m wondering if I should install a thermometer that can withstand UV exposure.
I made the control panel section. It’s starting to look like a microwave!
I made the door and the back cover. It looks really great.
I’ve finished the 3D model for now. Since JLC3DP is charging an outrageous price, I think I’ll just print it myself using the club’s 3D printer.
Today I built a smaller version of it. I haven’t been able to spend much time on Hackclub lately because of preparations for the cultural festival, but it was nice to finally get back to it after so long.
I made pretty good progress today. The 3D data is almost done, so all that’s left is to write the firmware and so on. I hope it’ll be ready by tomorrow.
I worked on the firmware today. Man, I’m exhausted! It took forever! I think I’ll sleep really well tonight. Also, the firmware ended up looking really ugly!...
|
1792540348.2237365
|
1793145148.2237365
|
|
1051
|
Chat (Not) GPT by @mirrored-chameleon | Stardance
|
mirrored-chameleon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Chat (Not) GPT by @mirrored-chameleon | Sta Title: Chat (Not) GPT by @mirrored-chameleon | Stardance...
|
1792914545.7412252
|
1793778545.7412252
|
|
1050
|
My first slack bot! by @rae | Stardance
|
rae
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @rae | Stardance
|
1792604919.9811902
|
1793209719.9811902
|
|
1049
|
Hexapod-HomeAssistent by @thebiker_cat | Stardance
|
thebiker_cat
|
0
|
20.89
|
0
|
[]
|
[{"post_id": 12825, "ts": "202 [{"post_id": 12825, "ts": "2026-06-21T00:11:33Z", "hours": 8.0814, "text": "Completed Goals I have reached a few goals and managed to complete a few challenges that I was afraid of. There are actually two important steps I have completed. Build Update First, I managed to finish the raw Hexapod build (a few electronic parts are still missing, but I mean the body). Code Improvements Secondly, I made a few improvements to control a Hexapod leg with coordinates (we also had a problem with our C++ header files that my friend has, thank goodness, solved). So now we are really able to control a real leg with coordinates. Movement Test Another big feature where I laid my focus was a first movement test. I already implemented this feature. I tried to program the tripod gait. I hope that it’ll work, because I wasn’t able to test it until now like I mentioned above, I hadn’t had the time to include some electronic parts in the Hexapod build. What’s Next? I suppose my next big step will be to actually get the robot to walk, so that my friend can finish his important tests and start to implement other movement features, because he is already really hyped for that. We’ll maybe also start with some kind of a control system, but I think that this will take us a little more time and it will be a while yet before we actually get started with that."}, {"post_id": 10235, "ts": "2026-06-16T21:18:35Z", "hours": 8.32, "text": "Progress Since my last devlog, I’ve made great progress. I’ve been looking into inverse kinematics quite a bit and I was pretty successful. I managed to derive formulas for my calculations with a few drawings. I also started to build my robot. Actually, I’ve managed to build up one leg. The leg consists of three joints, each controlled by a servo motor. Implementation Furthermore, my last step was to put my equations into code, so I wrote a test program. Now I am able to convert the angles into coordinates and I can move the leg with coordinates wherever I want. Challenges The biggest challenge so far has been getting the math right for the inverse kinematics, but once I drew the leg and did my calculations on paper, everything came together pretty quickly. What’s next? My next actions would be to make some movement tests. I will try to make a first walking test and see how stable the leg performs. After that, the plan is to build the remaining legs and work on coordinating them together."}, {"post_id": 6733, "ts": "2026-06-11T08:32:11Z", "hours": 4.4881, "text": "I started the Hexapod project by creating a project file structure and tried to implement the first functions for a leg of the Hexapod. It’s a bit difficult right now, because I am still waiting for my project hardware to arrive. So because I couldn’t really start to build the robot, and it was also difficult to start programming it, I started with a few servo tests with buttons and a potentiometer so that I would at least do something to better understand how servo engines work. My next step (when my hardware has arrived) would be to build the robot or at least a leg and try to figure out the kinematics and movement of it and implement it."}]...
|
Title: Hexapod-HomeAssistent by @thebiker_cat | St Title: Hexapod-HomeAssistent by @thebiker_cat | Stardance
Devlogs:
I started the Hexapod project by creating a project file structure and tried to implement the first functions for a leg of the Hexapod. It’s a bit difficult right now, because I am still waiting for my project hardware to arrive. So because I couldn’t really start to build the robot, and it was also difficult to start programming it, I started with a few servo tests with buttons and a potentiometer so that I would at least do something to better understand how servo engines work. My next step (when my hardware has arrived) would be to build the robot or at least a leg and try to figure out the kinematics and movement of it and implement it.
Progress Since my last devlog, I’ve made great progress. I’ve been looking into inverse kinematics quite a bit and I was pretty successful. I managed to derive formulas for my calculations with a few drawings. I also started to build my robot. Actually, I’ve managed to build up one leg. The leg consists of three joints, each controlled by a servo motor. Implementation Furthermore, my last step was to put my equations into code, so I wrote a test program. Now I am able to convert the angles into coordinates and I can move the leg with coordinates wherever I want. Challenges The biggest challenge so far has been getting the math right for the inverse kinematics, but once I drew the leg and did my calculations on paper, everything came together pretty quickly. What’s next? My next actions would be to make some movement tests. I will try to make a first walking test and see how stable the leg performs. After that, the plan is to build the remaining legs and work on coordinating them together.
Completed Goals I have reached a few goals and managed to complete a few challenges that I was afraid of. There are actually two important steps I have completed. Build Update First, I managed to finish the raw Hexapod build (a few electronic parts are still missing, but I mean the body). Code Improvements Secondly, I made a few improvements to control a Hexapod leg with coordinates (we also had a problem with our C++ header files that my friend has, thank goodness, solved). So now we are really able to control a real leg with coordinates. Movement Test Another big feature where I laid my focus was a first movement test. I already implemented this feature. I tried to program the tripod gait. I hope that it’ll work, because I wasn’t able to test it until now like I mentioned above, I hadn’t had the time to include some electronic parts in the Hexapod build. What’s Next? I suppose my next big step will be to actually get the robot to walk, so that my friend can finish his important tests and start to implement other movement features, because he is already really hyped for that. We’ll maybe also start with some kind of a control system, but I think that this will take us a little more time and it will be a while yet before we actually get started with that....
|
1792795967.97154
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1793400767.97154
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|
1048
|
YaoiBot by @libewa | Stardance
|
libewa
|
2
|
6.0
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T10:15:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I upgraded the bot in many ways. The NixOS service is now security-hardened, no longer runs as root, and uses best-practice methods to keep the access token secret. I also added configuration options, so that you can run the bot with different search queries without modifying the source code yourself.", "repo": "https://codeberg.org/libewa/yaoibot", "demo": "https://mastodon.social/@yaoibot"}, {"ship_num": 2, "ts": "2026-06-01T20:47:38Z", "hours": 3.0, "multiplier": 6.42, "payout": 17, "blessing": "neutral", "text": "I made a Mastodon bot that posts Yaoi art every hour. I used Deno to build it, and learned how to use the megalodon NPM package. I first tried to run the bot using the cronjobs feature on Deno Deploy, but that did not work for some reason, so I decided to deploy it on Nest instead. Thus, I also learned how to configure NixOS on Proxmox (and I didn’t even get Hackatime credits for this), how to write NixOS modules, and how to package Deno applications for NixOS (you don’t). This was supposed to be a quick entry/starter project for Stardance, and I finished it in a single day (even though I was supposed to be doing other things, for school 🫣).", "repo": "https://codeberg.org/libewa/yaoibot", "demo": "https://mastodon.social/@yaoibot"}]...
|
[{"post_id": 57226, "ts": "202 [{"post_id": 57226, "ts": "2026-08-29T10:12:50Z", "hours": 1.9381, "text": "Many things can now be configured from the NixOS module, including the search query and rating filter. There is also documentation now!"}, {"post_id": 8223, "ts": "2026-06-13T17:54:52Z", "hours": 0.8958, "text": "Over some time, I made a few improvements. The service now no longer runs as root, but as a dynamic user, which allocates a UID and GID at random. I had a few issues in the meantime, because this also automatically enables a lot of hardening functionality, preventing Deno from downloading its dependencies. I overrode the DENO_DIR environment variable and had systemd create a cache directory, and now it works. Also, the access token is now no longer provided as a string, but inside an encrypted .env file. The dotenv file, however, is not loaded by Deno, but by systemd, which then passes it to the Deno process as usual. Thanks to @jak2k for a lot of pointers to these systemd features!"}, {"post_id": 406, "ts": "2026-06-01T20:08:37Z", "hours": 2.1683, "text": "It turns out the library hiccups when using a RAM buffer. I now save the files to /tmp, and create a ReadStream, and now it works! The rest of the time was spent writing a Nix flake, which both wraps the package (currently using a shell script, until I figure out how to run deno compile in the offline sandbox), and contains a NixOS module, which creates a systemd timer to run the bot as a oneshot service."}, {"post_id": 245, "ts": "2026-06-01T12:34:11Z", "hours": 0.5083, "text": "I wrote code that should work™. But for some reason, I get an HTTP error 400, and the stacktrace is of no use, since it is somewhere within the event loop. Also, some time is missing from Hackatime, since it only tracks git repositories."}]...
|
Title: YaoiBot by @libewa | Stardance
Devlogs:
I Title: YaoiBot by @libewa | Stardance
Devlogs:
I wrote code that should work™. But for some reason, I get an HTTP error 400, and the stacktrace is of no use, since it is somewhere within the event loop. Also, some time is missing from Hackatime, since it only tracks git repositories.
It turns out the library hiccups when using a RAM buffer. I now save the files to /tmp, and create a ReadStream, and now it works! The rest of the time was spent writing a Nix flake, which both wraps the package (currently using a shell script, until I figure out how to run deno compile in the offline sandbox), and contains a NixOS module, which creates a systemd timer to run the bot as a oneshot service.
Over some time, I made a few improvements. The service now no longer runs as root, but as a dynamic user, which allocates a UID and GID at random. I had a few issues in the meantime, because this also automatically enables a lot of hardening functionality, preventing Deno from downloading its dependencies. I overrode the DENO_DIR environment variable and had systemd create a cache directory, and now it works. Also, the access token is now no longer provided as a string, but inside an encrypted .env file. The dotenv file, however, is not loaded by Deno, but by systemd, which then passes it to the Deno process as usual. Thanks to @jak2k for a lot of pointers to these systemd features!
Many things can now be configured from the NixOS module, including the search query and rating filter. There is also documentation now!
Ships:
I made a Mastodon bot that posts Yaoi art every hour. I used Deno to build it, and learned how to use the megalodon NPM package. I first tried to run the bot using the cronjobs feature on Deno Deploy, but that did not work for some reason, so I decided to deploy it on Nest instead. Thus, I also learned how to configure NixOS on Proxmox (and I didn’t even get Hackatime credits for this), how to write NixOS modules, and how to package Deno applications for NixOS (you don’t). This was supposed to be a quick entry/starter project for Stardance, and I finished it in a single day (even though I was supposed to be doing other things, for school 🫣).
I upgraded the bot in many ways. The NixOS service is now security-hardened, no longer runs as root, and uses best-practice methods to keep the access token secret. I also added configuration options, so that you can run the bot with different search queries without modifying the source code yourself....
|
1792993904.1435704
|
1793080304.1435704
|
|
1047
|
My awesome macropad! by @Shiven | Stardance
|
Shiven
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Shiven | Stardance
|
1792947000.1208053
|
1793811000.1208053
|
|
1046
|
My awesome macropad! by @V | Stardance
|
V
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @V | Stardance
|
1792918261.1914008
|
1793782261.1914008
|
|
1045
|
My awesome macropad! by @MacktheSilly | Stardance
|
MacktheSilly
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @MacktheSilly | Sta Title: My awesome macropad! by @MacktheSilly | Stardance...
|
1792669889.9997706
|
1793274689.9997706
|
|
1044
|
My awesome macropad! by @rae | Stardance
|
rae
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @rae | Stardance
|
1792795769.3790262
|
1793400569.3790262
|
|
1043
|
Untitled project by @shaurya | Stardance
|
shaurya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @shaurya | Stardance
|
1792633942.1338084
|
1793238742.1338084
|
|
1042
|
The one by @riya | Stardance
|
riya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The one by @riya | Stardance
|
1792590752.4733896
|
1793195552.4733896
|
|
1041
|
My first slack bot! by @Bri | Stardance
|
Bri
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Bri | Stardance
|
1792666203.30291
|
1793271003.30291
|
|
1040
|
small overtures by @luftacen | Stardance
|
luftacen
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: small overtures by @luftacen | Stardance
|
1792633674.2686536
|
1793238474.2686536
|
|
1039
|
Animatronics Archive by @Ur_Local_R3N | Stardance
|
Ur_Local_R3N
|
0
|
0.95
|
0
|
[]
|
[{"post_id": 32726, "ts": "202 [{"post_id": 32726, "ts": "2026-07-22T01:51:20Z", "hours": 0.9508, "text": "Been working on this site for about 1.5 years, is going to be an info dump about animatronics, mainly animatronic restaurants, and how to make them. It’s been a long WIP, as when I first started I was learning HTML while working on it so I’ve had to re-start several times due to amateur mistakes. Stay tuned for this mess lol."}]...
|
Title: Animatronics Archive by @Ur_Local_R3N | Sta Title: Animatronics Archive by @Ur_Local_R3N | Stardance
Devlogs:
Been working on this site for about 1.5 years, is going to be an info dump about animatronics, mainly animatronic restaurants, and how to make them. It’s been a long WIP, as when I first started I was learning HTML while working on it so I’ve had to re-start several times due to amateur mistakes. Stay tuned for this mess lol....
|
1792705997.0441976
|
1793310797.0441976
|
|
1038
|
πKey by @ZiDi | Stardance
|
ZiDi
|
0
|
15.82
|
0
|
[]
|
[{"post_id": 6328, "ts": "2026 [{"post_id": 6328, "ts": "2026-06-10T17:25:48Z", "hours": 3.8253, "text": "Today I added USB Mode to the Pi_Key project, which allows the device to act as a portable AI configuration and data storage system. With this mode, AI settings and chat histories are stored directly on a USB flash drive, making the system fully portable across Linux, Windows, and macOS. The goal is to keep it simple and plug-and-play, so users can move their setup between machines without any extra setup. At the moment, the implementation is still in an early stage. There is no encryption or access protection, which means anyone with physical access to the USB drive can read all stored data, including API keys and chat histories. Security improvements are planned for future versions, including encryption and better protection for sensitive configuration data. Love u :3"}, {"post_id": 4992, "ts": "2026-06-08T17:14:17Z", "hours": 0.4158, "text": "I made a new design for Pi Key, I’ve already ordered it, and now I just hope it actually works. So what do I want to do next? Since I don’t need to work on the PCB for now, I’m going to focus on the software side. I want to make the app faster and smoother, clean up the code, and give it a more professional look. I also want to improve the GitHub repository so it looks well-structured and serious, not messy. On top of that, I want to build a proper website for the project. And if I finish the software in Python now, my next move is to rewrite the whole thing in Rust to make it faster, cleaner, and more solid. Basically: hardware is done for now — time to level up the software, the codebase, and the whole presentation. Love u :3"}, {"post_id": 4399, "ts": "2026-06-07T18:32:34Z", "hours": 0.7658, "text": "Fixing some bugs, repairing history saving love u :3"}, {"post_id": 3700, "ts": "2026-06-06T19:10:18Z", "hours": 3.2453, "text": "Currently working on an AI-powered chat system for Pi Key. Pi Key is evolving into much more than just an API key manager. The device is designed to securely store API keys, passwords, and chat histories while providing direct access to AI conversations. Current features: • AI Chat • API Key Storage • Password Manager • Chat History Storage Planned features: • Encrypted Data Storage • Local AI Processing • File Management • Secure Notes • Plugin System • Multi-Provider AI Support • Device-to-Device Sync • Custom Automations • Developer Tools • Terminal Access Thanks for support Love u :3"}, {"post_id": 2919, "ts": "2026-06-05T20:29:36Z", "hours": 2.2464, "text": "Working on AI API’s keys saving, connecting to openRouter, and some other things"}, {"post_id": 2312, "ts": "2026-06-04T18:50:02Z", "hours": 2.12, "text": "Some sneak pick from the app I’m working on for communication between PC and pi-key. It will also have support for adding API keys and communicating with AI bots and saving history locally. I’m also working on encrypted password storage and I’m thinking about rewriting all the code from this app and also from the software that runs on pi-key from python to rust."}, {"post_id": 1553, "ts": "2026-06-03T17:20:30Z", "hours": 1.2569, "text": "Testing programs on prototype :)"}, {"post_id": 937, "ts": "2026-06-02T18:15:14Z", "hours": 0.8025, "text": "Working on Simple Web-Site For now its just easy animation and repo button but in future I want to use it for something bigger… Maybe I am gonna buy domain for it"}, {"post_id": 894, "ts": "2026-06-02T16:52:16Z", "hours": 0.3511, "text": "Working on README in my repo"}, {"post_id": 283, "ts": "2026-06-01T14:56:08Z", "hours": 0.4242, "text": "Some 3D rendering :)"}, {"post_id": 236, "ts": "2026-06-01T11:12:17Z", "hours": 0.3639, "text": "Working on PCB :3"}]...
|
Title: πKey by @ZiDi | Stardance
Devlogs:
Working Title: πKey by @ZiDi | Stardance
Devlogs:
Working on PCB :3
Some 3D rendering :)
Working on README in my repo
Working on Simple Web-Site For now its just easy animation and repo button but in future I want to use it for something bigger… Maybe I am gonna buy domain for it
Testing programs on prototype :)
Some sneak pick from the app I’m working on for communication between PC and pi-key. It will also have support for adding API keys and communicating with AI bots and saving history locally. I’m also working on encrypted password storage and I’m thinking about rewriting all the code from this app and also from the software that runs on pi-key from python to rust.
Working on AI API’s keys saving, connecting to openRouter, and some other things
Currently working on an AI-powered chat system for Pi Key. Pi Key is evolving into much more than just an API key manager. The device is designed to securely store API keys, passwords, and chat histories while providing direct access to AI conversations. Current features: • AI Chat • API Key Storage • Password Manager • Chat History Storage Planned features: • Encrypted Data Storage • Local AI Processing • File Management • Secure Notes • Plugin System • Multi-Provider AI Support • Device-to-Device Sync • Custom Automations • Developer Tools • Terminal Access Thanks for support Love u :3
Fixing some bugs, repairing history saving love u :3
I made a new design for Pi Key, I’ve already ordered it, and now I just hope it actually works. So what do I want to do next? Since I don’t need to work on the PCB for now, I’m going to focus on the software side. I want to make the app faster and smoother, clean up the code, and give it a more professional look. I also want to improve the GitHub repository so it looks well-structured and serious, not messy. On top of that, I want to build a proper website for the project. And if I finish the software in Python now, my next move is to rewrite the whole thing in Rust to make it faster, cleaner, and more solid. Basically: hardware is done for now — time to level up the software, the codebase, and the whole presentation. Love u :3
Today I added USB Mode to the Pi_Key project, which allows the device to act as a portable AI configuration and data storage system. With this mode, AI settings and chat histories are stored directly on a USB flash drive, making the system fully portable across Linux, Windows, and macOS. The goal is to keep it simple and plug-and-play, so users can move their setup between machines without any extra setup. At the moment, the implementation is still in an early stage. There is no encryption or access protection, which means anyone with physical access to the USB drive can read all stored data, including API keys and chat histories. Security improvements are planned for future versions, including encryption and better protection for sensitive configuration data. Love u :3...
|
1792478905.7825334
|
1793083705.7825334
|
|
1037
|
3d can holder by @Microsoft_Bingham | Stardance
|
Microsoft_Bingham
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 3d can holder by @Microsoft_Bingham | Stard Title: 3d can holder by @Microsoft_Bingham | Stardance...
|
1792587070.4969618
|
1793191870.4969618
|