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My first slack bot! by @aidenshamoeil53 | Stardanc My first slack bot! by @aidenshamoeil53 | Stardance...
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Title: My first slack bot! by @aidenshamoeil53 | S Title: My first slack bot! by @aidenshamoeil53 | Stardance...
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1792601513.7107878
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Untitled by @7afezzz | Stardance
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Title: Untitled by @7afezzz | Stardance
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Building Radio from Scratch by @BlabLa | Stardance
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Title: Building Radio from Scratch by @BlabLa | St Title: Building Radio from Scratch by @BlabLa | Stardance...
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1792882482.1269393
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the pork update by @egg_splats | Stardance
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[{"post_id": 40266, "ts": "202 [{"post_id": 40266, "ts": "2026-08-03T17:59:42Z", "hours": 0.4353, "text": "hey guys im back from outpost had loads of fun but now i actually gotta finish ts i ported over my pork block to 1.21.11 not much else there is to say tbh yeah anyways now im gonna focus on making the entity n shi i also tried making a custom sound to play after drinking the bottle of fat but the function that does the sound needs a holder of a soundevent for some reason instead of a regular sound event idk"}, {"post_id": 28078, "ts": "2026-07-14T03:23:30Z", "hours": 1.3464, "text": "porting to 1.21.11 - part 2 today i ported over my effects to 1.21.11 im also making this devlog on the way to outpost lmao as of writing im in PHX airport waiting for my flights to san francisco i did a small overhaul of the Feel Full effect, changing the name to Feelin' Full and making it more of a healing/survivability effect at the trade off of speed, rather than speed related buffs cuz it makes more sense that way tbh the leg cramp effect is still the exact same tho lol ( but now 1.21.11 has a new attribute that allows me to change the fall damage requirement which is pretty funny)"}, {"post_id": 24548, "ts": "2026-07-08T05:40:44Z", "hours": 4.9822, "text": "porting to 1.21.11 - part 1 today i ported my mod over to 1.21.11 since apparently fabric docs don’t have an entity section for any other version other than this and 26.1.2 i was highkey having a skill issue trying to figure out how to make entities in 1.21.1 since no fabric docs + kaupenjoe’s tutorials being in an entirely different format + no open source mods in 1.21.1 fabric that i know of tbh porting to 1.21.11 also means more recent updates (specifically spears), which means that more of my regular friends who aren’t hardcore modders can enjoy both modern vanilla and my dumb mod i decided to split my porting process over multiple devlogs cuz im tired rn and i wanna publish something now, so i started off with my items and made a short list of features that need to be ported after updating gradle to the recommended version for 1.21.11, i went into my mod and replaced my code this was also where i found out that 1.21.11 just has more features imo compared to 1.21.1, so ill probably be using this version more often i also decided to take a crack at tooltips again (and they actually worked wow they look so cool!!!!!!!!)"}, {"post_id": 19671, "ts": "2026-07-01T01:37:55Z", "hours": 1.2053, "text": "hey guys im back from fallout reviews and pendant locking in and procrastination and what not anyways time to get back into this today i decided to add textures to the pork block i made. the original meme just used stripped cherry wood as the “texture”, so i pretty much did the same but added extra details to make it look more porky in a sense (fat streaks and dark spots specifically) after that, i made a bottle of fat item which i came up with in the shower. i initially wanted it to be crafted in a brewing stand, but then i found out that its reserved for potions (which i could do, maybe later lol) the bottle of fat serves as an alternative to honeycombs in the candle crafting recipe, since honeycombs are annoying to get in bulk for building imo i also dug around the source code for minecraft and added the honey bottle sounds and animation to the item, which makes this item horrible to use lmao to do list: pork licker mob, make it hostile and spawn when the pork block is broken pork licker boss drops slop bowl funny haha achievements"}, {"post_id": 9718, "ts": "2026-06-16T04:19:01Z", "hours": 3.9064, "text": "this mod is not serious bro 💔 today i added two new effects called Feel Full and Leg Cramp Feel Full is a minor buff in speed stats and health given by the breakfast item from before, while leg cramp is an evil ass near-instant death effect given by (soon to be) pork licker mobs. to make these effects i started off with the fabric docs tutorial, but then moved onto the minecraft source to figure out how they did the stat buffs for effects like speed and haste. once i understood how mojang implemented them, i added them to my mod, making each effect a combination of vanilla effects/attributes (which strangely includes gravity and fall damage) judging by the icons and death message i had way too much fun making these lmao i also added a pork block that doesnt do anything as of now but yeah (texture not made yet)"}, {"post_id": 8524, "ts": "2026-06-14T05:30:36Z", "hours": 2.7069, "text": "i added a cleaver item initially i wanted this item to be an ingredient in crafting bacon and other food items, but i couldn’t get it to preserve when crafting like a milk bucket. although i did look inside the minecraft source and use .craftRemainder(), setting the result to the item results in the cleaver still destroying itself. maybe i’ll try to experiment with some off hand right clicking, but thats for later (its 1:28 am at writing) the cleaver also functions as an iron sword variant, having faster attack speed with lower damage (4 damage with 2 speed)"}, {"post_id": 7158, "ts": "2026-06-11T23:12:16Z", "hours": 1.8222, "text": "got distracted and made a bunch of food items i was lowkey kinda bored today so i decided to just add some pork related food items to the mod (and also to learn more about modding in general) so far, i’ve added raw and cooked bacon, which serve as small but fast food sources, as well as a breakfast item that gives tons of hunger and saturation in exchange for being relatively annoying to craft i also added a neat lil interaction between raw bacon and campfires, where campfires actually cook bacon faster and give more xp than smokers or furnaces since it’s more akin to frying bacon irl (and also i want an excuse for campfires being useful) i also learned about some cool features i can incorporate into my mod, such as adding rarities to color item names and making my breakfast item return the bowl after eating through .usingConvertsTo()"}, {"post_id": 5982, "ts": "2026-06-10T01:08:33Z", "hours": 0.54, "text": "ok i got the item working (huge thanks to @ penguinencounter on slack :D) apparently i just needed to insert the item initializer from the tutorial as an entrypoint in the .json file, since before hand the item wasnt being registered due to the file doing that not being activated or smth anyways cool picture of my item with a texture i made in like 5 seconds"}, {"post_id": 5926, "ts": "2026-06-09T22:04:22Z", "hours": 0.0, "text": "tried again at making the items work, still failed here’s the general overview of what i’m adding to the mod (might add more if my skills grow over time) i followed the tutorial in the fabric docs, but the item wouldn’t show in game even after registering the item under the ingredients creative tab"}, {"post_id": 1846, "ts": "2026-06-04T01:56:25Z", "hours": 0.0, "text": "today i tried to get an item in but failed miserably lmao (but at least i got the loader to work) this joke minecraft mod is based off of a meme i saw months ago that i couldnt get out of my head for a while so now im making it(refer to image 2) this is my first ever minecraft mod so it’ll probably be shitty but at the same time its a shitpost mod so"}]...
|
Title: the pork update by @egg_splats | Stardance
Title: the pork update by @egg_splats | Stardance
Devlogs:
today i tried to get an item in but failed miserably lmao (but at least i got the loader to work) this joke minecraft mod is based off of a meme i saw months ago that i couldnt get out of my head for a while so now im making it(refer to image 2) this is my first ever minecraft mod so it’ll probably be shitty but at the same time its a shitpost mod so
tried again at making the items work, still failed here’s the general overview of what i’m adding to the mod (might add more if my skills grow over time) i followed the tutorial in the fabric docs, but the item wouldn’t show in game even after registering the item under the ingredients creative tab
ok i got the item working (huge thanks to @ penguinencounter on slack :D) apparently i just needed to insert the item initializer from the tutorial as an entrypoint in the .json file, since before hand the item wasnt being registered due to the file doing that not being activated or smth anyways cool picture of my item with a texture i made in like 5 seconds
got distracted and made a bunch of food items i was lowkey kinda bored today so i decided to just add some pork related food items to the mod (and also to learn more about modding in general) so far, i’ve added raw and cooked bacon, which serve as small but fast food sources, as well as a breakfast item that gives tons of hunger and saturation in exchange for being relatively annoying to craft i also added a neat lil interaction between raw bacon and campfires, where campfires actually cook bacon faster and give more xp than smokers or furnaces since it’s more akin to frying bacon irl (and also i want an excuse for campfires being useful) i also learned about some cool features i can incorporate into my mod, such as adding rarities to color item names and making my breakfast item return the bowl after eating through .usingConvertsTo()
i added a cleaver item initially i wanted this item to be an ingredient in crafting bacon and other food items, but i couldn’t get it to preserve when crafting like a milk bucket. although i did look inside the minecraft source and use .craftRemainder(), setting the result to the item results in the cleaver still destroying itself. maybe i’ll try to experiment with some off hand right clicking, but thats for later (its 1:28 am at writing) the cleaver also functions as an iron sword variant, having faster attack speed with lower damage (4 damage with 2 speed)
this mod is not serious bro 💔 today i added two new effects called Feel Full and Leg Cramp Feel Full is a minor buff in speed stats and health given by the breakfast item from before, while leg cramp is an evil ass near-instant death effect given by (soon to be) pork licker mobs. to make these effects i started off with the fabric docs tutorial, but then moved onto the minecraft source to figure out how they did the stat buffs for effects like speed and haste. once i understood how mojang implemented them, i added them to my mod, making each effect a combination of vanilla effects/attributes (which strangely includes gravity and fall damage) judging by the icons and death message i had way too much fun making these lmao i also added a pork block that doesnt do anything as of now but yeah (texture not made yet)
hey guys im back from fallout reviews and pendant locking in and procrastination and what not anyways time to get back into this today i decided to add textures to the pork block i made. the original meme just used stripped cherry wood as the “texture”, so i pretty much did the same but added extra details to make it look more porky in a sense (fat streaks and dark spots specifically) after that, i made a bottle of fat item which i came up with in the shower. i initially wanted it to be crafted in a brewing stand, but then i found out that its reserved for potions (which i could do, maybe later lol) the bottle of fat serves as an alternative to honeycombs in the candle crafting recipe, since honeycombs are annoying to get in bulk for building imo i also dug around the source code for minecraft and added the honey bottle sounds and animation to the item, which makes this item horrible to use lmao to do list: pork licker mob, make it hostile and spawn when the pork block is broken pork licker boss drops slop bowl funny haha achievements
porting to 1.21.11 - part 1 today i ported my mod over to 1.21.11 since apparently fabric docs don’t have an entity section for any other version other than this and 26.1.2 i was highkey having a skill issue trying to figure out how to make entities in 1.21.1 since no fabric docs + kaupenjoe’s tutorials being in an entirely different format + no open source mods in 1.21.1 fabric that i know of tbh porting to 1.21.11 also means more recent updates (specifically spears), which means that more of my regular friends who aren’t hardcore modders can enjoy both modern vanilla and my dumb mod i decided to split my porting process over multiple devlogs cuz im tired rn and i wanna publish something now, so i started off with my items and made a short list of features that need to be ported after updating gradle to the recommended version for 1.21.11, i went into my mod and replaced my code this was also where i found out that 1.21.11 just has more features imo compared to 1.21.1, so ill probably be using this version more often i also decided to take a crack at tooltips again (and they actually worked wow they look so cool!!!!!!!!)
porting to 1.21.11 - part 2 today i ported over my effects to 1.21.11 im also making this devlog on the way to outpost lmao as of writing im in PHX airport waiting for my flights to san francisco i did a small overhaul of the Feel Full effect, changing the name to Feelin' Full and making it more of a healing/survivability effect at the trade off of speed, rather than speed related buffs cuz it makes more sense that way tbh the leg cramp effect is still the exact same tho lol ( but now 1.21.11 has a new attribute that allows me to change the fall damage requirement which is pretty funny)
hey guys im back from outpost had loads of fun but now i actually gotta finish ts i ported over my pork block to 1.21.11 not much else there is to say tbh yeah anyways now im gonna focus on making the entity n shi i also tried making a custom sound to play after drinking the bottle of fat but the function that does the sound needs a holder of a soundevent for some reason instead of a regular sound event idk...
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Air soft tank by @Brekon | Stardance
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Brekon
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Title: Air soft tank by @Brekon | Stardance
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781
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The Manor by @Bingley | Stardance
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Bingley
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Title: The Manor by @Bingley | Stardance
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1792554865.0372803
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780
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Drone by @2darrenchan | Stardance
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Title: Drone by @2darrenchan | Stardance
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779
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My first slack bot! by @Bingley | Stardance
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Bingley
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Title: My first slack bot! by @Bingley | Stardance
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My awesome macropad! by @7afezzz | Stardance
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Title: My awesome macropad! by @7afezzz | Stardanc Title: My awesome macropad! by @7afezzz | Stardance...
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Ultimedit by @lazerkat | Stardance
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lazerkat
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[{"post_id": 1855, "ts": "2026 [{"post_id": 1855, "ts": "2026-06-04T02:08:33Z", "hours": 0.3806, "text": "trying to speed up proccessing (its not working and the image is sorta related)"}, {"post_id": 1275, "ts": "2026-06-03T04:57:27Z", "hours": 0.8633, "text": "i implemented rendering (i read it here https://stackoverflow.com/questions/50681683/how-to-save-canvas-animation-as-gif-or-webm ) so its very cooool!!!!!"}, {"post_id": 1202, "ts": "2026-06-03T01:50:35Z", "hours": 0.4567, "text": "canvas rendering and canvas effects!!!!! yayayaya"}, {"post_id": 647, "ts": "2026-06-02T05:03:34Z", "hours": 0.2581, "text": "video uploading now works and plays yipeeee"}, {"post_id": 638, "ts": "2026-06-02T04:47:47Z", "hours": 0.3364, "text": "i have made the layout! now for styling and scripting……. im cooked"}]...
|
Title: Ultimedit by @lazerkat | Stardance
Devlogs Title: Ultimedit by @lazerkat | Stardance
Devlogs:
i have made the layout! now for styling and scripting……. im cooked
video uploading now works and plays yipeeee
canvas rendering and canvas effects!!!!! yayayaya
i implemented rendering (i read it here https://stackoverflow.com/questions/50681683/how-to-save-canvas-animation-as-gif-or-webm ) so its very cooool!!!!!
trying to speed up proccessing (its not working and the image is sorta related)...
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1792799291.4473941
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776
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My awesome macropad! by @Squailings | Stardance
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Squailings
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Title: My awesome macropad! by @Squailings | Stard Title: My awesome macropad! by @Squailings | Stardance...
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My awesome macropad! by @MohammadHisan | Stardance
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MohammadHisan
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Title: My awesome macropad! by @MohammadHisan | St Title: My awesome macropad! by @MohammadHisan | Stardance...
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Untitled project by @Adam | Stardance
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Adam
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Title: Untitled project by @Adam | Stardance
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MY WEBSITE (ACTUALLY) by @bunnyguy | Stardance
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bunnyguy
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Title: MY WEBSITE (ACTUALLY) by @bunnyguy | Starda Title: MY WEBSITE (ACTUALLY) by @bunnyguy | Stardance...
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1792882308.0063412
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My awesome macropad! by @coolcream | Stardance
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coolcream
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Title: My awesome macropad! by @coolcream | Starda Title: My awesome macropad! by @coolcream | Stardance...
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1792896736.6531932
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My first slack bot! by @Kyle | Stardance
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Kyle
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Title: My first slack bot! by @Kyle | Stardance
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1792497274.0477192
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770
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Tsudere tariq by @DarthCheezie | Stardance
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DarthCheezie
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Title: Tsudere tariq by @DarthCheezie | Stardance
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1792482648.5701234
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My awesome macropad! by @aarav | Stardance
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Title: My awesome macropad! by @aarav | Stardance
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Custom Spotify Display for Car AUX by @neev_dharod Custom Spotify Display for Car AUX by @neev_dharod | Stardance...
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Title: Custom Spotify Display for Car AUX by @neev Title: Custom Spotify Display for Car AUX by @neev_dharod | Stardance...
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Furloined by @sinismylastname | Stardance
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Title: Furloined by @sinismylastname | Stardance
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Untitled project by @dheeraskanda | Stardance
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Title: Untitled project by @dheeraskanda | Stardan Title: Untitled project by @dheeraskanda | Stardance...
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Balld by @Tomatofu | Stardance
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Tomatofu
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[{"post_id": 43210, "ts": "202 [{"post_id": 43210, "ts": "2026-08-08T10:36:25Z", "hours": 4.4694, "text": "I added texture support to the polygons so that the graphics don’t get boring. I also improved the physics with better polygons and taking mass into account."}, {"post_id": 34905, "ts": "2026-07-26T00:13:44Z", "hours": 10.0686, "text": "I added a basic Verlet integration physics engine with 2d balls and polygons. You can drag the balls and points on the polygons around. The physics runs on a fixed timestep, but I added interpolation so the rendering is still smooth."}]...
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Title: Balld by @Tomatofu | Stardance
Devlogs:
I Title: Balld by @Tomatofu | Stardance
Devlogs:
I added a basic Verlet integration physics engine with 2d balls and polygons. You can drag the balls and points on the polygons around. The physics runs on a fixed timestep, but I added interpolation so the rendering is still smooth.
I added texture support to the polygons so that the graphics don’t get boring. I also improved the physics with better polygons and taking mass into account....
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1792644532.1362681
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My awesome macropad! by @orsonscarborough83 | Star My awesome macropad! by @orsonscarborough83 | Stardance...
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orsonscarborough83
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Title: My awesome macropad! by @orsonscarborough83 Title: My awesome macropad! by @orsonscarborough83 | Stardance...
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1792709451.2520669
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1793314251.2520669
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763
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My first slack bot! by @ahmedibrahim444555666 | St My first slack bot! by @ahmedibrahim444555666 | Stardance...
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ahmedibrahim444555666
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Title: My first slack bot! by @ahmedibrahim4445556 Title: My first slack bot! by @ahmedibrahim444555666 | Stardance...
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1792694946.1064363
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Untitled project by @Huyt | Stardance
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Huyt
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Title: Untitled project by @Huyt | Stardance
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Untitled by @naya | Stardance
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Title: Untitled by @naya | Stardance
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760
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HAIR - Home AI Robot by @naya | Stardance
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naya
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Title: HAIR - Home AI Robot by @naya | Stardance
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1792673449.93455
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759
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Melanotaenia 4.0 by @abigail_L | Stardance
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abigail_L
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1
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8.0
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26
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T02:58:49Z", "hours": 8.0, "multiplier": 3.46, "payout": 26, "blessing": "neutral", "text": "Hello I have made a doodle jump parody with a twist called “Melanotaenia 4.0”. The twist for the game is that the player can change into four colors and can only touch a platform if they themself is the same color as the platform. The idea of this game was first made for the Hack Club juice Jam March 2025, but I gave up on the project. To me this is an incredible milestone because I started over with only the idea and actually completed it. How to Play: Goal is to go as high as possible to get the highest score Controls: Left arrow ( < ) = Move Left Right arrow (>) = Move Right Up arrow (^) = Jump Q = Orange E = Green R = Purple W = Yellow Sidenote: There is also a demo video at the bottom of my readme on github.", "repo": "https://github.com/Abbby1007/Melanotaenia-4.0", "demo": "https://abbby1007.itch.io/melanotaenia-40"}]...
|
[{"post_id": 12040, "ts": "202 [{"post_id": 12040, "ts": "2026-06-19T17:14:26Z", "hours": 0.6139, "text": "I have finished the Game. From the last devlog I added a background and created a stylized game title. I also finalized the itch.io Page and the Github Read me Also Excuse my previous screen recordings for the previous devlogs. The screenshot format changed so now the vidoes are zoomed in."}, {"post_id": 2193, "ts": "2026-06-04T15:38:14Z", "hours": 0.3764, "text": "Was busy today so not that much progress was made. Today I decided to add purple and yellow, while also making a parallax scrolling background. I am gonna take a short break on this game, so I can look at it with fresh eyes when I return. My goal when I return is to work on the title screen (title, buttons) and making the game look nicer. I might also work on sound design With the break from this game I am gonna try to enter my first game Jam."}, {"post_id": 1347, "ts": "2026-06-03T09:23:18Z", "hours": 0.9219, "text": "I added my own custom sprite for the player and platform (excuse the art I am not a great artist). I have decided to make my theme related to space. So the player will be a star that changes color. I still need to fix the look a lot, but I wanted to get it into demo version. I will be sharing this with friends and have them test it out on itch.io."}, {"post_id": 1243, "ts": "2026-06-03T03:03:19Z", "hours": 1.2667, "text": "So far for the game I have added a title screen (start and quit) and high score system. I believe I am done for now with all of the basic mechanics. My goal now is to work on the look of the game (Character, platforms, title screen, etc)"}, {"post_id": 538, "ts": "2026-06-02T00:35:07Z", "hours": 1.1203, "text": "I was switching between making this game a platformer or a doodle jump clone. I have decided to do a doodle Jump clone. Here I have an infinite loop for the platform generation."}, {"post_id": 219, "ts": "2026-06-01T09:59:07Z", "hours": 1.5039, "text": "I have made it to where the player bounces on a platform when in contact. Also if the player is not the correct color the scene/level resets"}, {"post_id": 185, "ts": "2026-06-01T06:33:44Z", "hours": 1.7511, "text": "I have completed the player’s ability to change color, based on key input"}]...
|
Title: Melanotaenia 4.0 by @abigail_L | Stardance
Title: Melanotaenia 4.0 by @abigail_L | Stardance
Devlogs:
I have completed the player’s ability to change color, based on key input
I have made it to where the player bounces on a platform when in contact. Also if the player is not the correct color the scene/level resets
I was switching between making this game a platformer or a doodle jump clone. I have decided to do a doodle Jump clone. Here I have an infinite loop for the platform generation.
So far for the game I have added a title screen (start and quit) and high score system. I believe I am done for now with all of the basic mechanics. My goal now is to work on the look of the game (Character, platforms, title screen, etc)
I added my own custom sprite for the player and platform (excuse the art I am not a great artist). I have decided to make my theme related to space. So the player will be a star that changes color. I still need to fix the look a lot, but I wanted to get it into demo version. I will be sharing this with friends and have them test it out on itch.io.
Was busy today so not that much progress was made. Today I decided to add purple and yellow, while also making a parallax scrolling background. I am gonna take a short break on this game, so I can look at it with fresh eyes when I return. My goal when I return is to work on the title screen (title, buttons) and making the game look nicer. I might also work on sound design With the break from this game I am gonna try to enter my first game Jam.
I have finished the Game. From the last devlog I added a background and created a stylized game title. I also finalized the itch.io Page and the Github Read me Also Excuse my previous screen recordings for the previous devlogs. The screenshot format changed so now the vidoes are zoomed in.
Ships:
Hello I have made a doodle jump parody with a twist called “Melanotaenia 4.0”. The twist for the game is that the player can change into four colors and can only touch a platform if they themself is the same color as the platform. The idea of this game was first made for the Hack Club juice Jam March 2025, but I gave up on the project. To me this is an incredible milestone because I started over with only the idea and actually completed it. How to Play: Goal is to go as high as possible to get the highest score Controls: Left arrow ( < ) = Move Left Right arrow (>) = Move Right Up arrow (^) = Jump Q = Orange E = Green R = Purple W = Yellow Sidenote: There is also a demo video at the bottom of my readme on github....
|
1792990419.4177036
|
1793076819.4177036
|
|
758
|
Untitled by @cocotrilito | Stardance
|
cocotrilito
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0
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0.0
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0
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[]
|
[]
|
Title: Untitled by @cocotrilito | Stardance
|
1792770559.9842598
|
1793375359.9842598
|
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757
|
Spotify TUI by @Dylan | Stardance
|
Dylan
|
0
|
6.65
|
0
|
[]
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[{"post_id": 1907, "ts": "2026 [{"post_id": 1907, "ts": "2026-06-04T04:07:53Z", "hours": 0.7547, "text": "Added customization for the user and I have it to my liking"}, {"post_id": 556, "ts": "2026-06-02T01:39:51Z", "hours": 0.7119, "text": "I was able to get it fully working there is something I still want to do to it but the code concept works (Don’t ask about the playlists)"}, {"post_id": 479, "ts": "2026-06-01T22:49:48Z", "hours": 5.1875, "text": "It is working but it likes to freeze my entire terminal"}]...
|
Title: Spotify TUI by @Dylan | Stardance
Devlogs: Title: Spotify TUI by @Dylan | Stardance
Devlogs:
It is working but it likes to freeze my entire terminal
I was able to get it fully working there is something I still want to do to it but the code concept works (Don’t ask about the playlists)
Added customization for the user and I have it to my liking...
|
1792576350.1854987
|
1793181150.1854987
|
|
756
|
My awesome macropad! by @vanessalagoat1 | Stardanc My awesome macropad! by @vanessalagoat1 | Stardance...
|
vanessalagoat1
|
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 @vanessalagoat1 | S Title: My awesome macropad! by @vanessalagoat1 | Stardance...
|
1792662847.0168552
|
1793267647.0168552
|
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755
|
My awesome macropad! by @Stephanie | Stardance
|
Stephanie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Stephanie | Starda Title: My awesome macropad! by @Stephanie | Stardance...
|
1793029699.395644
|
1793634499.395644
|
|
754
|
better clouds by @orangishcat | Stardance
|
orangishcat
|
1
|
44.83
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531
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:49:17Z", "hours": 32.0, "multiplier": 18.69, "payout": 531, "blessing": "neutral", "text": "it’s been roughly 3 months since i’ve taken over the project, and it’s been going great! again, huge thanks to qendolin for letting me maintain his minecraft mod!", "repo": "https://github.com/Qendolin/better-clouds", "demo": "https://modrinth.com/mod/better-clouds"}]...
|
[{"post_id": 67713, "ts": "202 [{"post_id": 67713, "ts": "2026-09-13T22:17:41Z", "hours": 12.8278, "text": "I made a few bug fixes and am preparing for 26.3 migration. I also need to make sure the Blaze3D renderer gets feature parity soon. I’m using old reference images like this one to see what the old OpenGL renderer used to be like"}, {"post_id": 18980, "ts": "2026-06-30T04:43:00Z", "hours": 0.3833, "text": "i’ve done what i’ve wanted to do for this project for now! i’ve polished up my devlogs, and gonna ship the project now. here’s a screenshot where i tried to make the clouds look realistic (they’re not supposed to look realistic, so this is very cursed)"}, {"post_id": 18414, "ts": "2026-06-29T15:41:30Z", "hours": 2.8464, "text": "Published 1.14.0 release! I renamed “Tint” -> “Top Color”, “Bottom Tint” -> “Bottom Color”, “Bottom Transition Range” -> “Color Transition End” also renamed the options keys too, with a migration thing that migrates the old options keys to the new ones ok ima take a break from this project for now! next up, probably a config system rewrite? i want to implement like discord roles thing, where: you start with a base config given a certain condition (e.g. dimension = minecraft:overworld), certain properties of the config are modified and repeat until you get dynamic clouds with your own defined conditions! or i might not do that idk it sounds kinda complicated"}, {"post_id": 15563, "ts": "2026-06-25T09:35:53Z", "hours": 6.9383, "text": "added a bottom tint option that basically lets you create a gradient on your clouds i’m getting quite familiar with shaders and graphics code! this is one of my main goals for the project, and i’m glad it’s working out well! also fixed a bunch of bugs basic description of the bottom tint algorithm: vertex shader: tint interpolation progress = (y level of the cloud vertex) / (transition range percentage * cloud height range) fragment shader: color = lerp(bottomColor, topColor, tintInterpProgress) by default, the effect is much more subtle than this, but it is still there"}, {"post_id": 12390, "ts": "2026-06-20T06:59:27Z", "hours": 1.5831, "text": "made the celestial body halo much bigger and more visible. i also added separate options for the sun and moon halo, and scaled the moon halo’s size based on the moon phase! also the way I change the halo size is kinda cursed. i’m using qendolin’s superellipse formula, and i only kinda understand how it works. // i still have no idea how this formula works but it seems to work fine float superellipse = ( ( 1.0 + ( 1.0 / 3.0 ) * ( pow ( cos ( 2.0 * projAngle ), 2.0 ))) * haloSize * ( 1.0 - abs ( superellipseFalloff )) - 1.0 ) * sign (- superellipseFalloff ); then i fit an exponential curve based on what halo size i wanted for which moon phase 💀 // larger value = smaller halo size float haloSize = dayTime () < config . shaderPreset (). sunsetEndTime ? 2.05f - config . sunHaloSizeMultiplier : ( float ) ( 5 * Math . pow ( 0.06217 , config . moonHaloSizeMultiplier * DimensionType . MOON_BRIGHTNESS_PER_PHASE [ moonPhase . index ()])); // curve fit for ideal moon halo size based on phase"}, {"post_id": 10514, "ts": "2026-06-17T08:17:49Z", "hours": 4.5678, "text": "updated to 26.2, and the blaze3d renderer I made works great on vulkan! the renderer was mostly done for weeks now, i just added neoforge back and that was mostly it. Iris was giving me problems as it hasn’t implemented reverse z yet. but i was able to fix that really easily because i kinda know what i’m doing now when touching graphics code! this woulda taken me forever if it were the first time i had to do this. also added longview support to 26.1.2 then declared it end of life"}, {"post_id": 3311, "ts": "2026-06-06T05:33:35Z", "hours": 1.7572, "text": "Added option in config screen to choose the renderer, Also added back frustum culling (where clouds don’t render behind the camera) Qendolin’s original algorithm for frustum culling was: compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system). if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds else, render all the sections of clouds we can see, and skip this section if we can’t see it in other words: (original comment from the code) // This algorithm loops over chunks, which are in a line-by-line order. // When a visible chunk is found it's marked as a run start. The run continues until // the next non-visible chunk is found. At the end of a run the entire run is rendered as once. // This is possible due to the memory layout of the instance buffers."}, {"post_id": 2456, "ts": "2026-06-04T23:08:15Z", "hours": 2.0006, "text": "I’m preparing for 26.2 release! I updated the mod to 26.2 pre-4, as well as YACL 3.9.4 which also just came out earlier today. NeoForge is also out but I’m too lazy to setup their custom repo for prerelease builds so I will fix NF support when 26.2 releases. I fixed a really annoying bug that was making the cloud ripple effect way larger in magnitude than it was supposed to be (I sampled WorldPosition instead of WorldPosition - originOffset ) I added a hardcoded minimum brightness in the shader so that clouds will be just barely visible at nighttime. Also GLSL operations are element-wise which is pretty cool! Like you can do max(color.rgb, vec3(0.15)) and each element of the color vector will be element-wise compared with 0.15, and the bigger one will be chosen. Really elegant solution for my minimum brightness operation."}, {"post_id": 639, "ts": "2026-06-02T04:56:28Z", "hours": 2.9128, "text": "the renderer looks good again! i added back the light gradient sampling, so the clouds actually turn orange during sunset and go dark at night time like they used to. btw, I spent like 3 hours reading through https://open.gl/ . it’s a great tutorial, and i applied pretty much all of the graphics concepts i learned to this project! i’m using blaze3d instead of opengl this time, but the concepts still apply. how the algorithm works based on the time of day, it samples a color from this texture , where the white part of the texture produces the bright fluffy daytime clouds, the dark part produces the dark nighttime clouds, and the remaining orange and light blue produce the amazing cloud colors shown in the image during sunset and sunrise! i can’t explain the formula too much in detail, cuz i kinda just copied the math from the old code…"}, {"post_id": 183, "ts": "2026-06-01T06:23:52Z", "hours": 9.4714, "text": "spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back. the old opengl renderer used a three shader setup: a coverage shader (establishes positions and colors of each cloud cube) a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties) a depth shader (changes the transparency for each pixel based on how many cubes are overlapping) …wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff right now i have just one fragment shader and one vertex shader, basically the rendering setup possible. hopefully i don’t need anything else, considering i’m literally drawing just cubes… p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)"}]...
|
Title: better clouds by @orangishcat | Stardance
Title: better clouds by @orangishcat | Stardance
Devlogs:
spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back. the old opengl renderer used a three shader setup: a coverage shader (establishes positions and colors of each cloud cube) a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties) a depth shader (changes the transparency for each pixel based on how many cubes are overlapping) …wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff right now i have just one fragment shader and one vertex shader, basically the rendering setup possible. hopefully i don’t need anything else, considering i’m literally drawing just cubes… p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)
the renderer looks good again! i added back the light gradient sampling, so the clouds actually turn orange during sunset and go dark at night time like they used to. btw, I spent like 3 hours reading through https://open.gl/ . it’s a great tutorial, and i applied pretty much all of the graphics concepts i learned to this project! i’m using blaze3d instead of opengl this time, but the concepts still apply. how the algorithm works based on the time of day, it samples a color from this texture , where the white part of the texture produces the bright fluffy daytime clouds, the dark part produces the dark nighttime clouds, and the remaining orange and light blue produce the amazing cloud colors shown in the image during sunset and sunrise! i can’t explain the formula too much in detail, cuz i kinda just copied the math from the old code…
I’m preparing for 26.2 release! I updated the mod to 26.2 pre-4, as well as YACL 3.9.4 which also just came out earlier today. NeoForge is also out but I’m too lazy to setup their custom repo for prerelease builds so I will fix NF support when 26.2 releases. I fixed a really annoying bug that was making the cloud ripple effect way larger in magnitude than it was supposed to be (I sampled WorldPosition instead of WorldPosition - originOffset ) I added a hardcoded minimum brightness in the shader so that clouds will be just barely visible at nighttime. Also GLSL operations are element-wise which is pretty cool! Like you can do max(color.rgb, vec3(0.15)) and each element of the color vector will be element-wise compared with 0.15, and the bigger one will be chosen. Really elegant solution for my minimum brightness operation.
Added option in config screen to choose the renderer, Also added back frustum culling (where clouds don’t render behind the camera) Qendolin’s original algorithm for frustum culling was: compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system). if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds else, render all the sections of clouds we can see, and skip this section if we can’t see it in other words: (original comment from the code) // This algorithm loops over chunks, which are in a line-by-line order. // When a visible chunk is found it's marked as a run start. The run continues until // the next non-visible chunk is found. At the end of a run the entire run is rendered as once. // This is possible due to the memory layout of the instance buffers.
updated to 26.2, and the blaze3d renderer I made works great on vulkan! the renderer was mostly done for weeks now, i just added neoforge back and that was mostly it. Iris was giving me problems as it hasn’t implemented reverse z yet. but i was able to fix that really easily because i kinda know what i’m doing now when touching graphics code! this woulda taken me forever if it were the first time i had to do this. also added longview support to 26.1.2 then declared it end of life
made the celestial body halo much bigger and more visible. i also added separate options for the sun and moon halo, and scaled the moon halo’s size based on the moon phase! also the way I change the halo size is kinda cursed. i’m using qendolin’s superellipse formula, and i only kinda understand how it works. // i still have no idea how this formula works but it seems to work fine float superellipse = ( ( 1.0 + ( 1.0 / 3.0 ) * ( pow ( cos ( 2.0 * projAngle ), 2.0 ))) * haloSize * ( 1.0 - abs ( superellipseFalloff )) - 1.0 ) * sign (- superellipseFalloff ); then i fit an exponential curve based on what halo size i wanted for which moon phase 💀 // larger value = smaller halo size float haloSize = dayTime () < config . shaderPreset (). sunsetEndTime ? 2.05f - config . sunHaloSizeMultiplier : ( float ) ( 5 * Math . pow ( 0.06217 , config . moonHaloSizeMultiplier * DimensionType . MOON_BRIGHTNESS_PER_PHASE [ moonPhase . index ()])); // curve fit for ideal moon halo size based on phase
added a bottom tint option that basically lets you create a gradient on your clouds i’m getting quite familiar with shaders and graphics code! this is one of my main goals for the project, and i’m glad it’s working out well! also fixed a bunch of bugs basic description of the bottom tint algorithm: vertex shader: tint interpolation progress = (y level of the cloud vertex) / (transition range percentage * cloud height range) fragment shader: color = lerp(bottomColor, topColor, tintInterpProgress) by default, the effect is much more subtle than this, but it is still there
Published 1.14.0 release! I renamed “Tint” -> “Top Color”, “Bottom Tint” -> “Bottom Color”, “Bottom Transition Range” -> “Color Transition End” also renamed the options keys too, with a migration thing that migrates the old options keys to the new ones ok ima take a break from this project for now! next up, probably a config system rewrite? i want to implement like discord roles thing, where: you start with a base config given a certain condition (e.g. dimension = minecraft:overworld), certain properties of the config are modified and repeat until you get dynamic clouds with your own defined conditions! or i might not do that idk it sounds kinda complicated
i’ve done what i’ve wanted to do for this project for now! i’ve polished up my devlogs, and gonna ship the project now. here’s a screenshot where i tried to make the clouds look realistic (they’re not supposed to look realistic, so this is very cursed)
I made a few bug fixes and am preparing for 26.3 migration. I also need to make sure the Blaze3D renderer gets feature parity soon. I’m using old reference images like this one to see what the old OpenGL renderer used to be like
Ships:
it’s been roughly 3 months since i’ve taken over the project, and it’s been going great! again, huge thanks to qendolin for letting me maintain his minecraft mod!...
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1792979574.4771922
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1793065974.4771922
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753
|
My awesome macropad! by @Deva | Stardance
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Deva
|
0
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0.0
|
0
|
[]
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[]
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Title: My awesome macropad! by @Deva | Stardance
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1792597848.5317445
|
1793202648.5317445
|
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752
|
My first slack bot! by @aoishik | Stardance
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aoishik
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0
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0.0
|
0
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[]
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[]
|
Title: My first slack bot! by @aoishik | Stardance
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1792648123.0680082
|
1793252923.0680082
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751
|
Portmaster Hendra (slack bot) by @HenryWauzivuff | Portmaster Hendra (slack bot) by @HenryWauzivuff | Stardance...
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HenryWauzivuff
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0
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6.98
|
0
|
[]
|
[{"post_id": 15576, "ts": "202 [{"post_id": 15576, "ts": "2026-06-25T10:29:09Z", "hours": 6.4161, "text": "Adding new weather commands"}, {"post_id": 6630, "ts": "2026-06-11T03:37:18Z", "hours": 0.5647, "text": "I started basic code of the Slackbot (I used deno because yes)"}]...
|
Title: Portmaster Hendra (slack bot) by @HenryWauz Title: Portmaster Hendra (slack bot) by @HenryWauzivuff | Stardance
Devlogs:
I started basic code of the Slackbot (I used deno because yes)
Adding new weather commands...
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1792778034.3429766
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1793382834.3429766
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750
|
bash-llvm by @fox | Stardance
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fox
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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: bash-llvm by @fox | Stardance
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1792734649.396374
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1793339449.396374
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749
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ferrocompiler by @idident | Stardance
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idident
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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: ferrocompiler by @idident | Stardance
|
1792565632.751488
|
1793170432.751488
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748
|
We'll Be There. by @metrixgo | Stardance
|
metrixgo
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T05:13:19Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Update 0.15 Next Time… This update mainly focuses on the successful branch of ending 2. Added more animations. Added multiple sound effects, game objects, scripts to create tension. Fixed the main menu bug that didn’t work across all scenes. Added the check room manager. Didn’t finish it though.", "repo": "https://github.com/metrixgo/We-ll-Be-There.", "demo": "https://metrixgo.itch.io/well-be-there"}]...
|
[{"post_id": 1929, "ts": "2026 [{"post_id": 1929, "ts": "2026-06-04T05:12:10Z", "hours": 5.3133, "text": "Update 0.15 Next Time… This update mainly focuses on the successful branch of ending 2. Added more animations. Added multiple sound effects, game objects, scripts to create tension. Fixed the main menu bug that didn’t work across all scenes. Added the check room manager. Didn’t finish it though."}, {"post_id": 590, "ts": "2026-06-02T02:41:33Z", "hours": 0.6989, "text": "I’m making a horror game using Unity. It has some very exciting plots and interactions."}]...
|
Title: We'll Be There. by @metrixgo | Stardanc Title: We'll Be There. by @metrixgo | Stardance
Devlogs:
I’m making a horror game using Unity. It has some very exciting plots and interactions.
Update 0.15 Next Time… This update mainly focuses on the successful branch of ending 2. Added more animations. Added multiple sound effects, game objects, scripts to create tension. Fixed the main menu bug that didn’t work across all scenes. Added the check room manager. Didn’t finish it though.
Ships:
Update 0.15 Next Time… This update mainly focuses on the successful branch of ending 2. Added more animations. Added multiple sound effects, game objects, scripts to create tension. Fixed the main menu bug that didn’t work across all scenes. Added the check room manager. Didn’t finish it though....
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1792968689.879376
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1793055089.879376
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747
|
space themed macropad by @anya | Stardance
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anya
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0
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0.0
|
0
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[]
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[]
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Title: space themed macropad by @anya | Stardance
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1792479212.649378
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1793084012.649378
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746
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Panorama by @wilbur | Stardance
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wilbur
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0
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[]
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Title: Panorama by @wilbur | Stardance
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1792554742.0246964
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1793159542.0246964
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745
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My awesome macropad! by @ahmedibrahim444555666 | S My awesome macropad! by @ahmedibrahim444555666 | Stardance...
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ahmedibrahim444555666
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0
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0.0
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[]
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Title: My awesome macropad! by @ahmedibrahim444555 Title: My awesome macropad! by @ahmedibrahim444555666 | Stardance...
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1792713032.4454644
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1793317832.4454644
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744
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Spirit Of Procrastination by @bluejet15 | Stardanc Spirit Of Procrastination by @bluejet15 | Stardance...
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bluejet15
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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: Spirit Of Procrastination by @bluejet15 | S Title: Spirit Of Procrastination by @bluejet15 | Stardance...
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1792493620.282505
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1793098420.282505
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743
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Pokemon Macropad by @Sahild | Stardance
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Sahild
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1
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42.46
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T01:52:51Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Pokemon Hackpad is a 5 key macropad with a rotary encoder, and 4 SK6812 MINI E RGB LEDs. It uses KMK firmware Features: An EC11 rotary encoder, controls volume, click to mute 4 SK6812 MINI E RGB LEDs, swirl and static modes 5 Cherry MX style keys, encoder click counts as the 5th Pokemon themed design", "repo": "https://github.com/sahilchess/Pokemon-Hackpad", "demo": ""}]...
|
[{"post_id": 25085, "ts": "202 [{"post_id": 25085, "ts": "2026-07-09T01:56:48Z", "hours": 0.3078, "text": "kmk update i added oled support and thats really it"}, {"post_id": 24799, "ts": "2026-07-08T16:21:22Z", "hours": 0.4333, "text": "done im not writing anything her ebc imma write a ship post nvm you dont ship post for hardware….. here is my hackpad: 5 keys and a rotary encoder/switch in matrix wiring, an OLED scree, 3 rgb LEDS (1 for underglow, 2 for key glow and lighting up the case.). the case has a 2 degree tilt. thereason it isnt more is bc the screws wouldn’t reach if it was more. the case is 126.64mm (length) x 95.18mm (width) x 21.5mm (height)"}, {"post_id": 24459, "ts": "2026-07-08T01:12:48Z", "hours": 0.4667, "text": "almost done early devlog here. im just saing i finsihed teh redo for the holes making them 7mm from the wall instead of 5mm. but now i mchoosing to make them 10mm isntead of 7mm. here it is rn i should be done by next session or max tmmrw"}, {"post_id": 24452, "ts": "2026-07-08T00:43:36Z", "hours": 4.45, "text": "holy crappedididapidee I’m almost done and this is like surreal. finally, all my hard work is coming to an end. all my pain suffering diligence is showing as a final product i added a hc logo in the top right. i gave up on the “cool effect” for a pokemon logo bc i keep getting manifold body errors. I used the 2020 HC progress logo so i could get a cool rounded fillet effect. also, instead of making the holes 5mm from the wall, they are 7mm. i saw some pics also changing the name to pokepad"}, {"post_id": 23233, "ts": "2026-07-06T01:45:36Z", "hours": 5.2564, "text": "design im now more focused on designs i added a pikachu and meowth. im ttryna add the pokemon logo. whats cool is that imma make it so the blue part with bbe at a different height from teh yellow and is will be a very cool effect."}, {"post_id": 21899, "ts": "2026-07-04T02:21:15Z", "hours": 0.3836, "text": "production productive I got a good job. I got the HC banner into the bottom, got the under glow led fixated. I was forced to move the old screen because it was too close and I wanted to chamfer the keys. Then I chamfered the keys. i removed the fillets for less ram usage also here are the 2.9 hours that i didn’t record to hackatime: one two three"}, {"post_id": 21224, "ts": "2026-07-03T01:41:03Z", "hours": 0.9836, "text": "uhh so um. i was looking at my previous timlapses and i noticed…. that i was idling a ton. so and um.i dont want to count for fraud, so… uh…. my idea was to record my self designing for like 4 hours and would NOT put that in hackatime/lookout/lapse. i would just record it. i i would put it here. but yeah thats what happened. i also got a 3rd layer"}, {"post_id": 21041, "ts": "2026-07-02T20:17:23Z", "hours": 2.1453, "text": "im going crazy finished importing all the parts and moved them out of the main document so my computer doesn’t die opening it found a problem though. the plate is only sized for the upper part of the switch base and not the bottom part so nothing sits right when i put it together gonna need to add some tolerances to the parts too or nothing’s gonna fit clean back to onshape"}, {"post_id": 20092, "ts": "2026-07-01T16:42:35Z", "hours": 0.4503, "text": "onshape onshape is soooooo slow, even on unshaded graphics and ambient occlusion and 0%. like this is crazy. just yesterday it was good and now it is horrible"}, {"post_id": 19625, "ts": "2026-07-01T00:17:04Z", "hours": 1.2669, "text": "wow i made a lot of updates here they are: usbc hole is rounded added in the pcb started adding in the parts removed my shading and maybe (call me crazy) i might use unshaded some of the time"}, {"post_id": 17654, "ts": "2026-06-28T15:16:18Z", "hours": 3.7528, "text": "bro what i really dont know waht i did for 3hrs but ig i will devlog i uh imported my pcb into onshape and that took really long ig and i am still tryna figure out why my top case doesnt align with the silkscreen on my pcb"}, {"post_id": 15140, "ts": "2026-06-24T16:27:00Z", "hours": 1.285, "text": "Routing done yeah ig thats it, i finished routing, now we gonna cad some more. I also figured out that you can use KMK for all of this. idk what QMK is for if KMK has all of this. ts is just in a harder coding lang"}, {"post_id": 14780, "ts": "2026-06-24T00:35:11Z", "hours": 4.6083, "text": "updates and descisions i updated the board by rounding the corners, i updated the 3d models of parts in kicad, and now it looks very good. I also added an OLDE. future i am gonna make my thign look like the orpheuspad like qcoral :). (not copying) but like I would like it to look as clean as it with the round corners and no screw holes on the tops."}, {"post_id": 13899, "ts": "2026-06-22T19:42:57Z", "hours": 3.6661, "text": "im tilting I added a tilt and this is prolly the coolest thing abt this case. how i did it was i created a rectangle with lenght of the case width. then extrudedd that and rotated it just like the rest of the case. tehn i got the mesurement of the triangle it created. then i extrueded teh triangle. that is the wedge created. next, I added one hole for the screw and insert. since i only get 6 screws and inserts and already used 4, i can only secure the tilt with 2. i had to use a hole instead of the extrude because the screws have to be perpendicualr to the bottom. i also made the insert be in the bottom case instead of the tilt because i didn’t like the vision of the heatset insert being visible"}, {"post_id": 12289, "ts": "2026-06-20T01:50:32Z", "hours": 6.2314, "text": "pokemon macropad is done finished the wiring changes, added the 4 rgb leds, wrote the kmk firmware for the encoder and keys, finalized the case in onshape, and wrapped up the submission reqs. fully built, fully working, pokemon themed start to finish"}, {"post_id": 3807, "ts": "2026-06-06T21:13:28Z", "hours": 2.3547, "text": "Case Designing so i basically worked for 2 hours and finished the case and am planning to add more flair like my name and some pokemon later👍"}, {"post_id": 2938, "ts": "2026-06-05T20:54:41Z", "hours": 0.6283, "text": "next step is the usb c hole and the firmware!"}, {"post_id": 2906, "ts": "2026-06-05T20:11:40Z", "hours": 3.9333, "text": "🫠fusion blew my computer up so i had to shift to onshape"}]...
|
Title: Pokemon Macropad by @Sahild | Stardance
De Title: Pokemon Macropad by @Sahild | Stardance
Devlogs:
🫠fusion blew my computer up so i had to shift to onshape
next step is the usb c hole and the firmware!
Case Designing so i basically worked for 2 hours and finished the case and am planning to add more flair like my name and some pokemon later👍
pokemon macropad is done finished the wiring changes, added the 4 rgb leds, wrote the kmk firmware for the encoder and keys, finalized the case in onshape, and wrapped up the submission reqs. fully built, fully working, pokemon themed start to finish
im tilting I added a tilt and this is prolly the coolest thing abt this case. how i did it was i created a rectangle with lenght of the case width. then extrudedd that and rotated it just like the rest of the case. tehn i got the mesurement of the triangle it created. then i extrueded teh triangle. that is the wedge created. next, I added one hole for the screw and insert. since i only get 6 screws and inserts and already used 4, i can only secure the tilt with 2. i had to use a hole instead of the extrude because the screws have to be perpendicualr to the bottom. i also made the insert be in the bottom case instead of the tilt because i didn’t like the vision of the heatset insert being visible
updates and descisions i updated the board by rounding the corners, i updated the 3d models of parts in kicad, and now it looks very good. I also added an OLDE. future i am gonna make my thign look like the orpheuspad like qcoral :). (not copying) but like I would like it to look as clean as it with the round corners and no screw holes on the tops.
Routing done yeah ig thats it, i finished routing, now we gonna cad some more. I also figured out that you can use KMK for all of this. idk what QMK is for if KMK has all of this. ts is just in a harder coding lang
bro what i really dont know waht i did for 3hrs but ig i will devlog i uh imported my pcb into onshape and that took really long ig and i am still tryna figure out why my top case doesnt align with the silkscreen on my pcb
wow i made a lot of updates here they are: usbc hole is rounded added in the pcb started adding in the parts removed my shading and maybe (call me crazy) i might use unshaded some of the time
onshape onshape is soooooo slow, even on unshaded graphics and ambient occlusion and 0%. like this is crazy. just yesterday it was good and now it is horrible
im going crazy finished importing all the parts and moved them out of the main document so my computer doesn’t die opening it found a problem though. the plate is only sized for the upper part of the switch base and not the bottom part so nothing sits right when i put it together gonna need to add some tolerances to the parts too or nothing’s gonna fit clean back to onshape
uhh so um. i was looking at my previous timlapses and i noticed…. that i was idling a ton. so and um.i dont want to count for fraud, so… uh…. my idea was to record my self designing for like 4 hours and would NOT put that in hackatime/lookout/lapse. i would just record it. i i would put it here. but yeah thats what happened. i also got a 3rd layer
production productive I got a good job. I got the HC banner into the bottom, got the under glow led fixated. I was forced to move the old screen because it was too close and I wanted to chamfer the keys. Then I chamfered the keys. i removed the fillets for less ram usage also here are the 2.9 hours that i didn’t record to hackatime: one two three
design im now more focused on designs i added a pikachu and meowth. im ttryna add the pokemon logo. whats cool is that imma make it so the blue part with bbe at a different height from teh yellow and is will be a very cool effect.
holy crappedididapidee I’m almost done and this is like surreal. finally, all my hard work is coming to an end. all my pain suffering diligence is showing as a final product i added a hc logo in the top right. i gave up on the “cool effect” for a pokemon logo bc i keep getting manifold body errors. I used the 2020 HC progress logo so i could get a cool rounded fillet effect. also, instead of making the holes 5mm from the wall, they are 7mm. i saw some pics also changing the name to pokepad
almost done early devlog here. im just saing i finsihed teh redo for the holes making them 7mm from the wall instead of 5mm. but now i mchoosing to make them 10mm isntead of 7mm. here it is rn i should be done by next session or max tmmrw
done im not writing anything her ebc imma write a ship post nvm you dont ship post for hardware….. here is my hackpad: 5 keys and a rotary encoder/switch in matrix wiring, an OLED scree, 3 rgb LEDS (1 for underglow, 2 for key glow and lighting up the case.). the case has a 2 degree tilt. thereason it isnt more is bc the screws wouldn’t reach if it was more. the case is 126.64mm (length) x 95.18mm (width) x 21.5mm (height)
kmk update i added oled support and thats really it
Ships:
Pokemon Hackpad is a 5 key macropad with a rotary encoder, and 4 SK6812 MINI E RGB LEDs. It uses KMK firmware Features: An EC11 rotary encoder, controls volume, click to mute 4 SK6812 MINI E RGB LEDs, swirl and static modes 5 Cherry MX style keys, encoder click counts as the 5th Pokemon themed design...
|
1792994100.1487463
|
1793080500.1487463
|
|
742
|
Laser Lyre by @raffasalisbury | Stardance
|
raffasalisbury
|
0
|
6.1
|
0
|
[]
|
[{"post_id": 47235, "ts": "202 [{"post_id": 47235, "ts": "2026-08-15T00:50:37Z", "hours": 1.5669, "text": "Just worked on the little screen! it now displays the note and octave (and a little lyre bitmap)! Got the pot working, just a bad breadboard connection. Soon I’ll work on getting all the notes in the keys working! Maybe a chord button soon too."}, {"post_id": 35020, "ts": "2026-07-26T05:28:53Z", "hours": 0.9172, "text": "‘ello! Because of the high amount of analogue pins I need gfor all the sensors, screens and pots, I’ve had to add an Arduino nano to convert the analogue readings of the laser sensors to a digital signal sent to the pro micro. Then the micro will send over a midi signal for the computer to read. I am having some problems with making the digital readings a sort of toggle switch (ie only sending a signal once) but (hopefully) will all be fixed in the next log!"}, {"post_id": 30522, "ts": "2026-07-18T05:11:35Z", "hours": 0.6003, "text": "Working more on the key shifting feature, added all notes respective major and minor keys to a pot reading. Works in theory but pot itself doesnt seem to be working. Next time im gonna get another pot, and try and troubleshoot the problem. Also next time, i will try to include a little OLED screen to show octave and key etc"}, {"post_id": 18975, "ts": "2026-06-30T04:40:30Z", "hours": 0.6336, "text": "Hello again! Replaced pots with lasers again, and got octave mode working! Just added a pot mapped from 1-7 to add that to the current active note. Soon, I will add a joystick module for different chords. If the joystick is pressed down. @not-willem in the background"}, {"post_id": 16658, "ts": "2026-06-27T02:36:13Z", "hours": 1.8336, "text": "Hello again! Solved the problem with the threshold, thaks to the amazing mind of Nerd Musician! Swapped some of the lasers with pots (Only for testing purposes) and got it working so thst the note only plays once the current state is a certain distance away form the last state. I also started on the octave function, using a pot. I will finish this nex time."}, {"post_id": 14903, "ts": "2026-06-24T06:17:15Z", "hours": 0.55, "text": "DevLog number 1! Got used to the midi library, intergrated chords, and got the laser working as a trigger, but I am having problems with just getting it to send one midi signal when the laser is not detected. Also, I thought a bit about the design for the lyre. I will have a button toggle for a chord mode, ie playing 3 notes at once, and the little curvy out bits at the top will fold in to turn it off or on. On saturday I will work on the MIDI problem and probably sort out a better way of designing the enclosure."}]...
|
Title: Laser Lyre by @raffasalisbury | Stardance
Title: Laser Lyre by @raffasalisbury | Stardance
Devlogs:
DevLog number 1! Got used to the midi library, intergrated chords, and got the laser working as a trigger, but I am having problems with just getting it to send one midi signal when the laser is not detected. Also, I thought a bit about the design for the lyre. I will have a button toggle for a chord mode, ie playing 3 notes at once, and the little curvy out bits at the top will fold in to turn it off or on. On saturday I will work on the MIDI problem and probably sort out a better way of designing the enclosure.
Hello again! Solved the problem with the threshold, thaks to the amazing mind of Nerd Musician! Swapped some of the lasers with pots (Only for testing purposes) and got it working so thst the note only plays once the current state is a certain distance away form the last state. I also started on the octave function, using a pot. I will finish this nex time.
Hello again! Replaced pots with lasers again, and got octave mode working! Just added a pot mapped from 1-7 to add that to the current active note. Soon, I will add a joystick module for different chords. If the joystick is pressed down. @not-willem in the background
Working more on the key shifting feature, added all notes respective major and minor keys to a pot reading. Works in theory but pot itself doesnt seem to be working. Next time im gonna get another pot, and try and troubleshoot the problem. Also next time, i will try to include a little OLED screen to show octave and key etc
‘ello! Because of the high amount of analogue pins I need gfor all the sensors, screens and pots, I’ve had to add an Arduino nano to convert the analogue readings of the laser sensors to a digital signal sent to the pro micro. Then the micro will send over a midi signal for the computer to read. I am having some problems with making the digital readings a sort of toggle switch (ie only sending a signal once) but (hopefully) will all be fixed in the next log!
Just worked on the little screen! it now displays the note and octave (and a little lyre bitmap)! Got the pot working, just a bad breadboard connection. Soon I’ll work on getting all the notes in the keys working! Maybe a chord button soon too....
|
1792565488.635479
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1793170288.635479
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|
741
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Iso by @Ruben | Stardance
|
Ruben
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0
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0.41
|
0
|
[]
|
[{"post_id": 629, "ts": "2026- [{"post_id": 629, "ts": "2026-06-02T04:28:11Z", "hours": 0.4128, "text": "I designed the schematic and routed parts of it. I unfortunately barely lapsed any of it so I have no tracked time for all my work :("}]...
|
Title: Iso by @Ruben | Stardance
Devlogs:
I desig Title: Iso by @Ruben | Stardance
Devlogs:
I designed the schematic and routed parts of it. I unfortunately barely lapsed any of it so I have no tracked time for all my work :(...
|
1792792374.3205957
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1793397174.3205957
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740
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Laser Lyre (midi control) by @WintergreenOwl | Sta Laser Lyre (midi control) by @WintergreenOwl | Stardance...
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WintergreenOwl
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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: Laser Lyre (midi control) by @WintergreenOw Title: Laser Lyre (midi control) by @WintergreenOwl | Stardance...
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1792605303.2598279
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1793210103.2598279
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739
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NULL
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NULL
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1792950770.567224
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1793814770.567224
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738
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Stickers by @rafiduddin565 | Stardance
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rafiduddin565
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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: Stickers by @rafiduddin565 | Stardance
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1792587084.0333476
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1793191884.0333476
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737
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Darkbox by @Steve | Stardance
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Steve
|
0
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3.94
|
0
|
[]
|
[{"post_id": 2719, "ts": "2026 [{"post_id": 2719, "ts": "2026-06-05T13:29:36Z", "hours": 3.9419, "text": "I’m currently getting used to the MVVM structure of avalonia and learning how that works. It’s not too terribly different from HTML since it’s xaml but it does take quite a bit of getting used to. I’m currently working on the import page. Right now you can select a drive or folder on disk, and it will pull all the RAW photos out of that folder, quickly grab each of their date taken attributes, sort them into “shoots”, grab and scale the embedded jpeg to 300x300, and display all the photos to the user in a grid. I think I won in UX over lightroom with my shoots because what I do is look at the time a photo was taken and if it was taken 6 hours after another, I put it in a new shoot. You can put those shoots into a hierarchical category tree as well. I’ve created classes for Shoots, Categories, and Photos. I also hooked everything up to a SQLite3 database that will hold all those shoots, categories, and photo metadata, along with file location, in reference. I’ll store the files on disk in a folder structure by year, month, and day and then have the catalog hold where eveything is. You’ll be able to move things between drives from within the app."}]...
|
Title: Darkbox by @Steve | Stardance
Devlogs:
I’m Title: Darkbox by @Steve | Stardance
Devlogs:
I’m currently getting used to the MVVM structure of avalonia and learning how that works. It’s not too terribly different from HTML since it’s xaml but it does take quite a bit of getting used to. I’m currently working on the import page. Right now you can select a drive or folder on disk, and it will pull all the RAW photos out of that folder, quickly grab each of their date taken attributes, sort them into “shoots”, grab and scale the embedded jpeg to 300x300, and display all the photos to the user in a grid. I think I won in UX over lightroom with my shoots because what I do is look at the time a photo was taken and if it was taken 6 hours after another, I put it in a new shoot. You can put those shoots into a hierarchical category tree as well. I’ve created classes for Shoots, Categories, and Photos. I also hooked everything up to a SQLite3 database that will hold all those shoots, categories, and photo metadata, along with file location, in reference. I’ll store the files on disk in a folder structure by year, month, and day and then have the catalog hold where eveything is. You’ll be able to move things between drives from within the app....
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1792709674.7234378
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1793314474.7234378
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