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70965
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My awesome macropad! by @Slav | Stardance
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Slav
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Slav | Stardance
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1793422450.208236
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1794027250.208236
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70964
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Can it run Discipulus? by @incomplete_tree | Stard Can it run Discipulus? by @incomplete_tree | Stardance...
|
incomplete_tree
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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: Can it run Discipulus? by @incomplete_tree Title: Can it run Discipulus? by @incomplete_tree | Stardance...
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1793422449.2961147
|
1794027249.2961147
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70963
|
My first slack bot! by @MoliNick | Stardance
|
MoliNick
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0
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0.0
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0
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[]
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[]
|
Title: My first slack bot! by @MoliNick | Stardanc Title: My first slack bot! by @MoliNick | Stardance...
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1793422448.4329526
|
1794027248.4329526
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70962
|
My first slack bot! by @chasenielsen531 | Stardanc My first slack bot! by @chasenielsen531 | Stardance...
|
chasenielsen531
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0
|
0.0
|
0
|
[]
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[]
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Title: My first slack bot! by @chasenielsen531 | S Title: My first slack bot! by @chasenielsen531 | Stardance...
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1793422447.5402017
|
1794027247.5402017
|
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70961
|
WarioWare Game by @hypepro12 | Stardance
|
hypepro12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @hypepro12 | Stardance
|
1793422446.6197538
|
1794027246.6197538
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70960
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My own site! by @arasks | Stardance
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arasks
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0
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0.0
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0
|
[]
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[]
|
Title: My own site! by @arasks | Stardance
|
1793422445.7310107
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1794027245.7310107
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47057
|
My portfolio by @bernardq | Stardance
|
bernardq
|
1
|
3.68
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T14:11:58Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So my portfolio is on version 1.0 I will add some fings but to me the project is good. So this have 4 parts: About Me, Projects, Current Learning and Contact.", "repo": "https://github.com/Bkner3/portfolio", "demo": "https://bkner3.github.io/portfolio/"}]...
|
[{"post_id": 55477, "ts": "202 [{"post_id": 55477, "ts": "2026-08-27T10:53:36Z", "hours": 1.6756, "text": "DevLog #2 Today I cooked on this README."}, {"post_id": 46361, "ts": "2026-08-13T15:11:57Z", "hours": 2.1794, "text": "Devlog #1 So you can see this is my portfolio."}]...
|
Title: My portfolio by @bernardq | Stardance
Devl Title: My portfolio by @bernardq | Stardance
Devlogs:
Devlog #1 So you can see this is my portfolio.
DevLog #2 Today I cooked on this README.
Ships:
So my portfolio is on version 1.0 I will add some fings but to me the project is good. So this have 4 parts: About Me, Projects, Current Learning and Contact....
|
1793940844.787072
|
1794027244.787072
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35409
|
pepsi.nekoweb.org by @penelopoison | Stardance
|
penelopoison
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T05:01:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a personal website! i’m very proud of the minimal look and the serenity that the blue sky gives me. i took that picture on may 11, 2025 and i think it provides an unpretentious elegance. too many sites throw divs and classes all around without any regard for the user’s experience, instead choosing to prioritize fluff and extra kilobytes. i have chosen to go in the opposite direction. as everyone knows, web design is a nightmare held together by duct tape. even parcel, my build tool, gave me trouble at first. tailwind css is marvelous but a total hack job. no matter. it is a beautiful site and i hope you enjoy perusing it.", "repo": "https://github.com/hideyosh1/hack-dimension", "demo": "https://pepsi.nekoweb.org"}]...
|
[{"post_id": 28721, "ts": "202 [{"post_id": 28721, "ts": "2026-07-15T04:41:46Z", "hours": 0.5839, "text": "i switched my site over to server-side includes, just making it easier for me to add new pages for new chapters of my scanlation projects"}]...
|
Title: pepsi.nekoweb.org by @penelopoison | Starda Title: pepsi.nekoweb.org by @penelopoison | Stardance
Devlogs:
i switched my site over to server-side includes, just making it easier for me to add new pages for new chapters of my scanlation projects
Ships:
i made a personal website! i’m very proud of the minimal look and the serenity that the blue sky gives me. i took that picture on may 11, 2025 and i think it provides an unpretentious elegance. too many sites throw divs and classes all around without any regard for the user’s experience, instead choosing to prioritize fluff and extra kilobytes. i have chosen to go in the opposite direction. as everyone knows, web design is a nightmare held together by duct tape. even parcel, my build tool, gave me trouble at first. tailwind css is marvelous but a total hack job. no matter. it is a beautiful site and i hope you enjoy perusing it....
|
1793940841.8520737
|
1794027241.8520737
|
|
33371
|
My first WebOS in HTML by @Rez_ | Stardance
|
Rez_
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T16:53:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am proud of my resilience making this, this was my first time learning and utilising HTML to make a website. I did about 4 hours of YouTube tutorials before hand that sadly weren’t logged however!", "repo": "https://github.com/Reziqs/WebOS", "demo": "https://reziqs.github.io/WebOS/"}]...
|
[{"post_id": 26680, "ts": "202 [{"post_id": 26680, "ts": "2026-07-11T16:49:31Z", "hours": 0.455, "text": "I think I’m done! (for now) Really happy with how it came out, if you guys have any suggestions of what to add let me know because I have no inspiration haha."}, {"post_id": 26649, "ts": "2026-07-11T16:15:56Z", "hours": 0.7419, "text": "WOOHOO! Finished Part 2 of the tutorial. I’m really loving how it’s looking at the moment. Got some help from Gemini and a friend because I was struggling a lot with the Javascript ^o^"}, {"post_id": 26030, "ts": "2026-07-10T16:42:56Z", "hours": 0.2803, "text": "15 minutes in, and I am starting to get to grips with how to code in HTML! I went a bit off tutorial and taught myself how to resize an image because the image was originally SO big I had to scroll to see the other side haha. Overall happy with the progress and looking forward to seeing where this takes me!"}]...
|
Title: My first WebOS in HTML by @Rez_ | Stardance Title: My first WebOS in HTML by @Rez_ | Stardance
Devlogs:
15 minutes in, and I am starting to get to grips with how to code in HTML! I went a bit off tutorial and taught myself how to resize an image because the image was originally SO big I had to scroll to see the other side haha. Overall happy with the progress and looking forward to seeing where this takes me!
WOOHOO! Finished Part 2 of the tutorial. I’m really loving how it’s looking at the moment. Got some help from Gemini and a friend because I was struggling a lot with the Javascript ^o^
I think I’m done! (for now) Really happy with how it came out, if you guys have any suggestions of what to add let me know because I have no inspiration haha.
Ships:
I am proud of my resilience making this, this was my first time learning and utilising HTML to make a website. I did about 4 hours of YouTube tutorials before hand that sadly weren’t logged however!...
|
1793940838.1479943
|
1794027238.1479943
|
|
20462
|
FocusMate by @Ishanth | Stardance
|
Ishanth
|
1
|
4.7
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T20:54:31Z", "hours": 3.0, "multiplier": 10.69, "payout": 36, "blessing": "neutral", "text": "I created FocusMate, an AI-powered study assistant that uses computer vision and NLP to monitor focus, generate personalized quizzes, and improve study sessions. The most challenging part was integrating multiple AI technologies and designing accurate focus-tracking features while keeping the platform user-friendly. I am proud of building a system that combines real-time engagement analysis with personalized learning tools, and users can test it by exploring the quiz generation, study tracking, and productivity features on the platform.", "repo": "https://github.com/Ishanthr1/FocusMate", "demo": "https://focus-mate-gamma.vercel.app/"}]...
|
[{"post_id": 13043, "ts": "202 [{"post_id": 13043, "ts": "2026-06-21T10:19:50Z", "hours": 1.6956, "text": "Just made some edits.. the UI is fully upgraded and the music bar is easier to use. The site now also fully functions in most browsers (It was only chrome originally)."}, {"post_id": 12144, "ts": "2026-06-19T20:52:48Z", "hours": 3.3603, "text": "FocusMate FocusMate, an AI-powered study assistant designed to improve learning efficiency through computer vision and natural language processing. Built features that analyze webcam input to track user focus, posture, and study engagement in real time. Implemented AI-driven study tools that generate personalized quizzes and summaries based on learning materials. Designed functionality to support both individual and group study sessions with progress tracking and performance insights. Integrated multiple technologies, including machine learning, computer vision, and web development frameworks, to create a comprehensive educational platform."}]...
|
Title: FocusMate by @Ishanth | Stardance
Devlogs: Title: FocusMate by @Ishanth | Stardance
Devlogs:
FocusMate FocusMate, an AI-powered study assistant designed to improve learning efficiency through computer vision and natural language processing. Built features that analyze webcam input to track user focus, posture, and study engagement in real time. Implemented AI-driven study tools that generate personalized quizzes and summaries based on learning materials. Designed functionality to support both individual and group study sessions with progress tracking and performance insights. Integrated multiple technologies, including machine learning, computer vision, and web development frameworks, to create a comprehensive educational platform.
Just made some edits.. the UI is fully upgraded and the music bar is easier to use. The site now also fully functions in most browsers (It was only chrome originally).
Ships:
I created FocusMate, an AI-powered study assistant that uses computer vision and NLP to monitor focus, generate personalized quizzes, and improve study sessions. The most challenging part was integrating multiple AI technologies and designing accurate focus-tracking features while keeping the platform user-friendly. I am proud of building a system that combines real-time engagement analysis with personalized learning tools, and users can test it by exploring the quiz generation, study tracking, and productivity features on the platform....
|
1793940831.5600681
|
1794027231.5600681
|
|
4543
|
Webinar Hosting Site by @harpeet_singh | Stardance
|
harpeet_singh
|
1
|
13.44
|
42
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T17:04:36Z", "hours": 12.0, "multiplier": 3.47, "payout": 42, "blessing": "neutral", "text": "What I Made & How to Test It - I built a Webinar Hosting Website demo to learn the fundamentals of Next.js. *Live Demo: You can test the live project directly by clicking the “Try project” button below, or via: https://hackclubwebinardemo.vercel.app/ *Features: It includes a fully functional user authentication flow implemented using Clerk, with all user and session data stored securely in a Neon database. For this initial learning phase, I focused entirely on perfecting the Home Page and core authentication. Challenges & Pride - The main challenge was getting comfortable with the core architecture of Next.js, routing, and integrating third-party authentication with a cloud database. I’m proud of successfully wiring up Clerk and Neon to create a secure, working foundation!", "repo": "https://github.com/harpreet1796/webinardemo_/tree/hackclub", "demo": "https://hackclubwebinardemo-q5twb7t16-twyfthq.vercel.app/"}]...
|
[{"post_id": 15534, "ts": "202 [{"post_id": 15534, "ts": "2026-06-25T07:25:14Z", "hours": 1.44, "text": "Coded the other pages for the site"}, {"post_id": 14402, "ts": "2026-06-23T14:57:07Z", "hours": 2.8789, "text": "Adding final touches"}, {"post_id": 1975, "ts": "2026-06-04T07:19:58Z", "hours": 2.305, "text": "Worked on creating the create webinar flow"}, {"post_id": 1354, "ts": "2026-06-03T09:54:15Z", "hours": 1.7869, "text": "Worked on the Home Page of my SaaS project"}, {"post_id": 796, "ts": "2026-06-02T13:53:37Z", "hours": 5.3331, "text": "Started my project today. Figured out authentication and routing with a bit of Prisma and Neon for DB"}]...
|
Title: Webinar Hosting Site by @harpeet_singh | St Title: Webinar Hosting Site by @harpeet_singh | Stardance
Devlogs:
Started my project today. Figured out authentication and routing with a bit of Prisma and Neon for DB
Worked on the Home Page of my SaaS project
Worked on creating the create webinar flow
Adding final touches
Coded the other pages for the site
Ships:
What I Made & How to Test It - I built a Webinar Hosting Website demo to learn the fundamentals of Next.js. *Live Demo: You can test the live project directly by clicking the “Try project” button below, or via: https://hackclubwebinardemo.vercel.app/ *Features: It includes a fully functional user authentication flow implemented using Clerk, with all user and session data stored securely in a Neon database. For this initial learning phase, I focused entirely on perfecting the Home Page and core authentication. Challenges & Pride - The main challenge was getting comfortable with the core architecture of Next.js, routing, and integrating third-party authentication with a cloud database. I’m proud of successfully wiring up Clerk and Neon to create a secure, working foundation!...
|
1793940826.4596162
|
1794027226.4596162
|
|
34509
|
VoiceBot by @egraich | Stardance
|
egraich
|
1
|
5.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T23:55:05Z", "hours": 5.0, "multiplier": 3.83, "payout": 20, "blessing": "neutral", "text": "Hey everyone! Just shipped Stenograf — a Telegram bot that turns voice messages, video notes, and even huge video files into text. Honestly, I got so fed up with Telegram locking basic voice-to-text behind their Premium paywall. If a friend sends a 3-minute rambling voice note while you’re in class or a noisy room, you’re basically forced to pay monthly or just suffer. So I built my own bot to bypass this for free. The coolest part is that you don’t even need to forward everything manually. You can just drop @egvoicebot into a group chat, and it’ll automatically reply to any audio/video with a compact “Show text” button so it doesn’t spam the chat. Tech-wise, it runs on Groq API with Whisper Large v3. Groq is ridiculously fast — a 1-minute audio takes like under one second to transcribe. Also, I’m running a local Telegram API server on Nest, which lets the bot bypass the usual limits and download files up to 2GB almost instantly. Honestly, with Nest’s internet speeds, you’ll probably get the transcription faster than you can even download the video yourself lol. Since Groq has a massive free tier (8 hours of audio/day), I was able to set a 1-hour daily limit per user. Now anyone can transcribe endless group chat spam without paying a single cent to Telegram :D", "repo": "https://github.com/egraich/voicebot", "demo": "https://t.me/egvoicebot"}]...
|
[{"post_id": 32667, "ts": "202 [{"post_id": 32667, "ts": "2026-07-21T23:35:45Z", "hours": 0.5389, "text": "Today I got the bot completely ready for shipping! I took a screenshot of it in action, beefed up the README, and did a final test of the CI/CD pipeline on my Nest server. Now, all I have to do is push the code, and my Nest server handles the rest automatically :D"}, {"post_id": 32104, "ts": "2026-07-21T01:17:21Z", "hours": 1.3847, "text": "I finally fully deployed my VoiceBot on the Nest server along with the local telegram-api-server, which lets me process videos up to 2GB! The database is also fully up and running now, starting to collect data. Basically, anyone can now look up @egvoicebot on Telegram, add it to their group, and it’ll just work :D (Btw, Groq gives me an 8-hour audio processing limit for free!)"}, {"post_id": 31882, "ts": "2026-07-20T17:08:42Z", "hours": 1.8578, "text": "Today I decided to add the official telegram-api-server to my Nest project. Why? Because this way my bot will be able to handle videos up to 2GB instead of the generic 20MB limit. Honestly, this project is teaching me how to work with docker-compose files way better than any of my previous projects :)"}, {"post_id": 30999, "ts": "2026-07-19T01:13:09Z", "hours": 1.435, "text": "I decided to build VoiceBot — a Telegram bot that extracts and transcribes audio from video files, video notes , and standard voice messages. It’s a pure QoL tool built for that one painfully relatable situation: when your friend refuses to use their keyboard and bombards you with 3-minute voice notes while you are stuck in a meeting, a loud train, or just plain hate listening to audio. Funnily enough, Telegram actually has this feature built-in… but only if you pay for Telegram Premium :D"}]...
|
Title: VoiceBot by @egraich | Stardance
Devlogs:
Title: VoiceBot by @egraich | Stardance
Devlogs:
I decided to build VoiceBot — a Telegram bot that extracts and transcribes audio from video files, video notes , and standard voice messages. It’s a pure QoL tool built for that one painfully relatable situation: when your friend refuses to use their keyboard and bombards you with 3-minute voice notes while you are stuck in a meeting, a loud train, or just plain hate listening to audio. Funnily enough, Telegram actually has this feature built-in… but only if you pay for Telegram Premium :D
Today I decided to add the official telegram-api-server to my Nest project. Why? Because this way my bot will be able to handle videos up to 2GB instead of the generic 20MB limit. Honestly, this project is teaching me how to work with docker-compose files way better than any of my previous projects :)
I finally fully deployed my VoiceBot on the Nest server along with the local telegram-api-server, which lets me process videos up to 2GB! The database is also fully up and running now, starting to collect data. Basically, anyone can now look up @egvoicebot on Telegram, add it to their group, and it’ll just work :D (Btw, Groq gives me an 8-hour audio processing limit for free!)
Today I got the bot completely ready for shipping! I took a screenshot of it in action, beefed up the README, and did a final test of the CI/CD pipeline on my Nest server. Now, all I have to do is push the code, and my Nest server handles the rest automatically :D
Ships:
Hey everyone! Just shipped Stenograf — a Telegram bot that turns voice messages, video notes, and even huge video files into text. Honestly, I got so fed up with Telegram locking basic voice-to-text behind their Premium paywall. If a friend sends a 3-minute rambling voice note while you’re in class or a noisy room, you’re basically forced to pay monthly or just suffer. So I built my own bot to bypass this for free. The coolest part is that you don’t even need to forward everything manually. You can just drop @egvoicebot into a group chat, and it’ll automatically reply to any audio/video with a compact “Show text” button so it doesn’t spam the chat. Tech-wise, it runs on Groq API with Whisper Large v3. Groq is ridiculously fast — a 1-minute audio takes like under one second to transcribe. Also, I’m running a local Telegram API server on Nest, which lets the bot bypass the usual limits and download files up to 2GB almost instantly. Honestly, with Nest’s internet speeds, you’ll probably get the transcription faster than you can even download the video yourself lol. Since Groq has a massive free tier (8 hours of audio/day), I was able to set a 1-hour daily limit per user. Now anyone can transcribe endless group chat spam without paying a single cent to Telegram :D...
|
1793940824.4681437
|
1794027224.4681437
|
|
37349
|
T"eXpress" - TeXt it. Express it. by @ImLu T"eXpress" - TeXt it. Express it. by @ImLuke | Stardance...
|
ImLuke
|
1
|
2.43
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T16:55:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hii guys! I’m Luke, and this is T”eXpress” (a little wordplay between “TeX” and “Express” kinda cool, right? 😄). T”eXpress” is a Slack bot that helps you render TeX formulas into beautiful images, making them easier to understand and more visually appealing. You can quickly add these formulas to your homework, reports, or presentations in a clean and professional way! Besides rendering formulas, it can also help you solve equations with unknowns, making it easier to check whether your solutions are correct and whether you have found all possible answers. And when you’re bored, you can explore different mathematical formulas and discover the “beauty of mathematics” 😅. The biggest challenge of this project was probably the image rendering process. I had to do a lot of research with Google and ChatGPT to figure out how to properly render LaTeX formulas into images. Other parts were relatively familiar to me since I already had experience with Python. The thing I’m most proud of about this project is that it can make learning easier for students. I believe it can be a really useful tool for subjects like Math, Physics, and Chemistry, where complex formulas appear frequently and need to be presented clearly. IF YOU WANT TO TRY MY PROJECT On the Stardance Hack Club Slack, you can join the #texpress-bot channel or invite my bot using: /invite @TeXpress /texpress Example: /texpress \\frac{a+b}{c} → Renders your TeX formula into an image. You can also choose between dark mode, light mode, and transparent mode depending on your preference. /tsolve Example: /tsolve (x-67)*(x+67)=0 → Helps you solve equations and find all possible values of x, no matter how many solutions there are. /trandom → Helps you explore interesting mathematical formulas and applications that you might not know yet, such as the Mean of a Poisson Distribution or Sample Variance. (Some of them were new discoveries for me too! 😄)", "repo": "https://github.com/nploc1209/TeXpress", "demo": "https://hackclub.enterprise.slack.com/archives/C0BJWDPNTKK"}]...
|
[{"post_id": 32383, "ts": "202 [{"post_id": 32383, "ts": "2026-07-21T15:00:52Z", "hours": 0.4272, "text": "TeXpress - Version 1.1.0 - Changes Request Update I have changed the banner and also rewrite README.md and GUIDE.md for easier for everyone to read."}, {"post_id": 31847, "ts": "2026-07-20T15:42:35Z", "hours": 0.8239, "text": "TeXpress - Version 0.3.0 - The Interface Update I improved the bot’s response interface and also added dark mode and transparent mode."}, {"post_id": 31472, "ts": "2026-07-19T21:07:24Z", "hours": 0.6117, "text": "TeXpress - Version 0.2.0 - Core Infrastructure Update I’ve built a solid, working codebase that will make future upgrades much easier!"}, {"post_id": 31446, "ts": "2026-07-19T20:18:17Z", "hours": 0.4794, "text": "TeXpress - Version 0.1.0 - Greetings from TeXpress"}]...
|
Title: T"eXpress" - TeXt it. Express it. b Title: T"eXpress" - TeXt it. Express it. by @ImLuke | Stardance
Devlogs:
TeXpress - Version 0.1.0 - Greetings from TeXpress
TeXpress - Version 0.2.0 - Core Infrastructure Update I’ve built a solid, working codebase that will make future upgrades much easier!
TeXpress - Version 0.3.0 - The Interface Update I improved the bot’s response interface and also added dark mode and transparent mode.
TeXpress - Version 1.1.0 - Changes Request Update I have changed the banner and also rewrite README.md and GUIDE.md for easier for everyone to read.
Ships:
Hii guys! I’m Luke, and this is T”eXpress” (a little wordplay between “TeX” and “Express” kinda cool, right? 😄). T”eXpress” is a Slack bot that helps you render TeX formulas into beautiful images, making them easier to understand and more visually appealing. You can quickly add these formulas to your homework, reports, or presentations in a clean and professional way! Besides rendering formulas, it can also help you solve equations with unknowns, making it easier to check whether your solutions are correct and whether you have found all possible answers. And when you’re bored, you can explore different mathematical formulas and discover the “beauty of mathematics” 😅. The biggest challenge of this project was probably the image rendering process. I had to do a lot of research with Google and ChatGPT to figure out how to properly render LaTeX formulas into images. Other parts were relatively familiar to me since I already had experience with Python. The thing I’m most proud of about this project is that it can make learning easier for students. I believe it can be a really useful tool for subjects like Math, Physics, and Chemistry, where complex formulas appear frequently and need to be presented clearly. IF YOU WANT TO TRY MY PROJECT On the Stardance Hack Club Slack, you can join the #texpress-bot channel or invite my bot using: /invite @TeXpress /texpress Example: /texpress \frac{a+b}{c} → Renders your TeX formula into an image. You can also choose between dark mode, light mode, and transparent mode depending on your preference. /tsolve Example: /tsolve (x-67)*(x+67)=0 → Helps you solve equations and find all possible values of x, no matter how many solutions there are. /trandom → Helps you explore interesting mathematical formulas and applications that you might not know yet, such as the Mean of a Poisson Distribution or Sample Variance. (Some of them were new discoveries for me too! 😄)...
|
1793940821.5228188
|
1794027221.5228188
|
|
70423
|
pomodoro timer thing by @benMakesStuff | Stardance
|
benMakesStuff
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T19:56:32Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a pomodoro timer that also gives u tips using a tips API and it looks cool so ye.", "repo": "https://github.com/benvelzul/pomodoro-timer", "demo": "https://benvelzul.github.io/pomodoro-timer/"}]...
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[{"post_id": 82835, "ts": "202 [{"post_id": 82835, "ts": "2026-10-25T23:53:37Z", "hours": 0.3781, "text": "i deployed and finished the website including the timer and it work alright so its really good now. Im going to ship today hopefully i just need to finish some of my ratings and done."}, {"post_id": 81948, "ts": "2026-10-23T04:22:04Z", "hours": 1.0719, "text": "I made the basic UI for it, and also made it connect to the api that gives u tips (including tips about vampire protection) and ye its cool since its something i actually wrote (and not ai) and it works and im rlly proud cus its like in javascript and i understand it"}]...
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Title: pomodoro timer thing by @benMakesStuff | St Title: pomodoro timer thing by @benMakesStuff | Stardance
Devlogs:
I made the basic UI for it, and also made it connect to the api that gives u tips (including tips about vampire protection) and ye its cool since its something i actually wrote (and not ai) and it works and im rlly proud cus its like in javascript and i understand it
i deployed and finished the website including the timer and it work alright so its really good now. Im going to ship today hopefully i just need to finish some of my ratings and done.
Ships:
I made a pomodoro timer that also gives u tips using a tips API and it looks cool so ye....
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1793940816.8745553
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1794027216.8745553
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26304
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My very own WebOS by @zayalan | Stardance
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zayalan
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:47:08Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the first version of ZayalanOS. It has a calculator and a currency converter It is made using dan da dan theme.", "repo": "https://github.com/sasukeop108/ZayalanOS", "demo": "https://zayalan-os.vercel.app/"}]...
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[{"post_id": 17548, "ts": "202 [{"post_id": 17548, "ts": "2026-06-28T11:39:49Z", "hours": 2.7153, "text": "Today, I worked on styling the currency converter and i completed the project in whole. I deployed it on vercel."}, {"post_id": 17013, "ts": "2026-06-27T16:48:55Z", "hours": 5.7267, "text": "Today, I worked on making the welcome screen movable, added calculator and aligned the icons at the bottom."}, {"post_id": 16245, "ts": "2026-06-26T11:53:24Z", "hours": 0.7097, "text": "I worked on the top menu bar,background image and i centered the welcome box."}, {"post_id": 16209, "ts": "2026-06-26T10:36:11Z", "hours": 0.6044, "text": "Today, I wanted to start making some more software project so i came upon making a webos. I saw the guides and i completed the welcome screen of my webos."}]...
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Title: My very own WebOS by @zayalan | Stardance
Title: My very own WebOS by @zayalan | Stardance
Devlogs:
Today, I wanted to start making some more software project so i came upon making a webos. I saw the guides and i completed the welcome screen of my webos.
I worked on the top menu bar,background image and i centered the welcome box.
Today, I worked on making the welcome screen movable, added calculator and aligned the icons at the bottom.
Today, I worked on styling the currency converter and i completed the project in whole. I deployed it on vercel.
Ships:
This is the first version of ZayalanOS. It has a calculator and a currency converter It is made using dan da dan theme....
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1793940812.9592347
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1794027212.9592347
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4108
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Macropad by @Dishman | Stardance
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Dishman
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T02:09:30Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a Macropad! I know its one of the basic projects but I’m glad I took the time to do it (even if there might be some issues) because I got a good understanding of KICAD and Fustion360 in which I had no prior knowledge. I had the most amount of trouble in actually building my case and checking if it could line up with my PCB. I’m glad I did this project because it gave me a lot of confidence to build more projects. I know I haven’t done much of the devlogs (which was fully my fault because i wasn’t fully aware on how everything works) but I understand what I have to do now! I have another project in mind which I really wanted to do for awhile which I will definitely have devlogs.", "repo": "https://github.com/dish-glitch/Macropad", "demo": ""}]...
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[{"post_id": 6474, "ts": "2026 [{"post_id": 6474, "ts": "2026-06-10T21:48:47Z", "hours": 0.3172, "text": "I have currently just made the PCB and the case for my Macropad. This is my first time using KICAD and 360, this project was just so i can get used to KICAD and 360 :)"}]...
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Title: Macropad by @Dishman | Stardance
Devlogs:
Title: Macropad by @Dishman | Stardance
Devlogs:
I have currently just made the PCB and the case for my Macropad. This is my first time using KICAD and 360, this project was just so i can get used to KICAD and 360 :)
Ships:
I have made a Macropad! I know its one of the basic projects but I’m glad I took the time to do it (even if there might be some issues) because I got a good understanding of KICAD and Fustion360 in which I had no prior knowledge. I had the most amount of trouble in actually building my case and checking if it could line up with my PCB. I’m glad I did this project because it gave me a lot of confidence to build more projects. I know I haven’t done much of the devlogs (which was fully my fault because i wasn’t fully aware on how everything works) but I understand what I have to do now! I have another project in mind which I really wanted to do for awhile which I will definitely have devlogs....
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1793940810.068563
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1794027210.068563
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70411
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TJHSST Q Lab Website by @tonymac129 | Stardance
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tonymac129
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1
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8.0
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22
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T15:24:24Z", "hours": 8.0, "multiplier": 2.88, "payout": 22, "blessing": "neutral", "text": "I updated my school’s website for our quantum physics research lab to add new features, apply a redesign with new color schemes and layout styles, as well as improving the user experience and the admin management panel. Visitors can easily browse and view students’ projects and detailed information, and students can edit, upload, and manage their own research papers. This website was already built by some alumni a few years ago, so I mostly just added these quality of life features and updating some packages to make the site faster and easier to use.", "repo": "https://github.com/tonymac129/q-lab", "demo": "https://qlab.sites.tjhsst.edu"}]...
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[{"post_id": 84363, "ts": "202 [{"post_id": 84363, "ts": "2026-10-29T15:21:32Z", "hours": 0.4783, "text": "Quick devlog before shipping Added some new fields for university affiliations and sponsors, as well as new admin management features for looking up users and keywords to improve the usability Updated some styling and display"}, {"post_id": 80864, "ts": "2026-10-19T02:45:40Z", "hours": 7.2286, "text": "Q Lab Website Updates As a sysadmin for my school, I’m responsible for making, updating, and maintaining some of the school’s websites, including the Q Lab website, which has projects, information, and other stuff about our quantum physics senior research lab! Some alumni of the lab already made most of the website, so in this update I just focused on adding some quality of life features and applying a redesign Added new darker colors and some UI improvements, as well as new icons, logos, layouts, and content throughout the platform Added project keywords and search to better explore and browse through different projects Added options to delete and edit project assets Fixed a few bugs related to the UI and updated the admin panel Note that some of the admin/management features require our internal auth, but most of the stuff is publicly viewable Since the entire website was written in Django (one of my least favorite frameworks) like 6 years ago, I spent a ton of time setting up a local dev env because of compatibility issues and refamiliarizing myself with the framework again, so I thought why not also put it on stardance now that I’ve accumulated quite some hours"}]...
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Title: TJHSST Q Lab Website by @tonymac129 | Stard Title: TJHSST Q Lab Website by @tonymac129 | Stardance
Devlogs:
Q Lab Website Updates As a sysadmin for my school, I’m responsible for making, updating, and maintaining some of the school’s websites, including the Q Lab website, which has projects, information, and other stuff about our quantum physics senior research lab! Some alumni of the lab already made most of the website, so in this update I just focused on adding some quality of life features and applying a redesign Added new darker colors and some UI improvements, as well as new icons, logos, layouts, and content throughout the platform Added project keywords and search to better explore and browse through different projects Added options to delete and edit project assets Fixed a few bugs related to the UI and updated the admin panel Note that some of the admin/management features require our internal auth, but most of the stuff is publicly viewable Since the entire website was written in Django (one of my least favorite frameworks) like 6 years ago, I spent a ton of time setting up a local dev env because of compatibility issues and refamiliarizing myself with the framework again, so I thought why not also put it on stardance now that I’ve accumulated quite some hours
Quick devlog before shipping Added some new fields for university affiliations and sponsors, as well as new admin management features for looking up users and keywords to improve the usability Updated some styling and display
Ships:
I updated my school’s website for our quantum physics research lab to add new features, apply a redesign with new color schemes and layout styles, as well as improving the user experience and the admin management panel. Visitors can easily browse and view students’ projects and detailed information, and students can edit, upload, and manage their own research papers. This website was already built by some alumni a few years ago, so I mostly just added these quality of life features and updating some packages to make the site faster and easier to use....
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1793940808.0698953
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1794027208.0698953
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70397
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Tapping ball by @Rithanyaa | Stardance
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Rithanyaa
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T16:33:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it’s a very simple game we have to tap on the ball till reach a specific point", "repo": "https://github.com/rithanyaasivasamy/regex-dojo", "demo": "https://rithanyaasivasamy.github.io/regex-dojo/"}]...
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[{"post_id": 81848, "ts": "202 [{"post_id": 81848, "ts": "2026-10-22T18:31:03Z", "hours": 0.9258, "text": "i was working on a very simple and a basic project since this mu first project i created a game where the ball has to be tapped repeatedly to win"}]...
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Title: Tapping ball by @Rithanyaa | Stardance
Dev Title: Tapping ball by @Rithanyaa | Stardance
Devlogs:
i was working on a very simple and a basic project since this mu first project i created a game where the ball has to be tapped repeatedly to win
Ships:
it’s a very simple game we have to tap on the ball till reach a specific point...
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1793940805.4380832
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1794027205.4380832
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70389
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Physics & Chemistry Sandbox by @Nimax | Starda Physics & Chemistry Sandbox by @Nimax | Stardance...
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Nimax
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1
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66.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T10:26:28Z", "hours": 66.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? A 2D interactive physics and chemistry sandbox (simulations) written only in Python and based on Newtonian mechanics, optics, fluid mechanics, thermodynamics, molecular dynamics and more! What was challenging? Packaging the project. In fact, it took me 4 hours and more than 10 deleted launcher tests to make everything work as an .exe file. What am I proud of? The fact that I managed to achieve the launcher and simulation look that I wanted (for reference, that early Windows 8 - Vista and ImGUI look) with the Segoe UI font and light theme. Moreover, I’m proud of the fact that every simulation works correctly with the launcher and that they are based on real physical and chemical properties by using real equations. What should you know so that you can test the project? Just open the demo link of the project page in Stardance and follow the instructions to download the project for Windows only. You can also visit the GitHub repository and open the download link there (bold link). Also, some simulations have not been made (Fluid Simulation and the Chemistry Simulations that are not accessible).", "repo": "https://github.com/NimaxDevs/physics-chemistry-sandbox", "demo": "https://github.com/NimaxDevs/physics-chemistry-sandbox/releases/tag/v0.0.1"}]...
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[{"post_id": 85397, "ts": "202 [{"post_id": 85397, "ts": "2026-10-31T08:26:44Z", "hours": 1.4356, "text": "Devlog 13 Hey, this devlog is the last; I’ve packaged the project into an .exe file and wrote the README. Here’s a picture of it: Thanks for having followed me through my journey, it has really been a pleasure."}, {"post_id": 85236, "ts": "2026-10-31T00:23:29Z", "hours": 8.5753, "text": "Devlog 12 (last before shipping) Well, I think that we’ve come to the end of the project journey; in fact, I finished everything concerning the launcher and the simulations and the only things left to do now are redacting the README file, exporting the project and shipping it. Don’t worry, here’s the detailed list of what I’ve done today: added launcher performance settings (FPS cap, V-Sync) added the credits tab (assets used such as images, thumbnails, sounds, fonts, external libraries, special thanks) added UI sounds (when clicking and hovering the launcher buttons) updated every font (launcher and simulations) to Segoe UI for that Windows Vista - 8 look by creating a folder with it created an icon for the launcher and simulation windows changed the launcher to light mode (I think that it looks better like that) added safety checks and backups for EVERY file of the project (if a file is missing, the launcher and simulations will still work) added some comments on every simulation and launcher As of now, I think that the whole project contains ~7890 lines of code and represents 64h of work (without including the README writing, shipping and project description yet). It has really been a wonderful journey to participate in this challenge and I’ll probably try to get involved in more Hack Club events. As for the future of the project: I already said that I was going to continue it after Stardance ends to ensure that you can have the whole thing. Lastly: thanks, as always, for all the support that you’ve given to me."}, {"post_id": 84610, "ts": "2026-10-29T22:18:46Z", "hours": 3.8631, "text": "Devlog 11 Well, we are really getting to the end of the project and Stardance; tomorrow might be the last devlog (if not, then saturday) but however, it has really been a pleasure to share my work with you guys. As I said yesterday, I managed to finish all the launcher-simulation interfaces and added actual images to the whole launcher (thumbnails and simulation previews). Only the launcher settings, credits tab and all the shipping procedure things (adding some comments on the code, README, packaging, project description) will be left to do. I am going to keep the devlog short, so here’s the list of what I’ve done today: finished the launcher-simulation interfaces for the remaining simulations by using the same method as the previous ones added a folder containing all the images of the launcher (simulation thumbnails as well as their previews) fixed some data conversion bugs on the simulation .py files The only thing that made me lose a bit of time was, as yesterday, the bugs concerning data conversion and formatting from the simulation configuration values .json file but: I managed to get everything working. Thanks, as always, for reading my devlogs; I really appreciate it."}, {"post_id": 83935, "ts": "2026-10-28T22:32:23Z", "hours": 6.6208, "text": "Devlog 10 I am really proud of what I’ve achieved today; in fact, I managed to establish the interface between the first 4 physics simulations and the launcher. If I am this proud, it’s because the Planet Orbits simulation works pretty good and it was the hardest one to make, so: the remaining interfaces will actually be easy . The end of Stardance is approaching, so I’ll keep the devlogs very short in order to work on the final touches of the launcher but they will still be complete. If you want to see what I’ve done in detail today, here’s the list: created a .json file storing all the configurator values of the simulations added labels in each simulation describing the values of the sliders added the interfaces between those simulations and the launcher through the “Launch” button events I really had to fix a lot of bugs concerning the extraction and conversion of the data from the .json file, especially for the Planet Orbits simulation. However, I managed to make everything work correctly. I’ll try to finish the interfaces left and get to the final fixes of the launcher to ship the project as soon as possible. Thanks for reading my devlogs, it really means a lot to me."}, {"post_id": 83275, "ts": "2026-10-27T16:04:26Z", "hours": 5.1222, "text": "Devlog 9 I think that a lot of progress has been made today; in fact, I’ve managed to finish the Solution Maker simulation and only 3 molecules are left for the Molecular Lab. We are really getting to the end of Stardance, so I’ll try to finish the molecules left as fast as possible and work on the launcher-simulation interface, README file, refining the overall launcher as well as exporting it. With the time left, I doubt that the 4 other chemistry simulations (for reference, the Reaction Lab, Combustion, Smoke and Atom Collision simulations) and the Fluid Simulation will be made because they require a lot of time. With everything said, here is the detailed list of the things that I’ve done today that I summarized to keep it short: added the variables describing the chemical properties of the solutes and solvents selected in the launcher added a solubility matrix to check which solutes and solvents can go together defined functions to create the solute, update the position of the particles and draw them on the screen but also the solvent (which changes color depending on the solute mass and the solvent volume) added labels to read the values of the mass and molar concentrations of the solution created the .py file for the Molecular Lab as well as 3 molecules (Carbon Dioxide, Glucose and Ethanol) I really had to do a lot of debugging today (functions to change the alpha channel value of the solute particles) but hey, it works now. Don’t worry about the future of this project; even if Stardance ends really soon, I’ll keep working on it to make it better and offer the whole thing. Thanks for taking the time to read these devlogs, it really means a lot to me."}, {"post_id": 83120, "ts": "2026-10-26T23:10:59Z", "hours": 3.2039, "text": "Devlog 8 Today, I didn’t have as much time as the previous days but I still managed to finish a chemistry simulation (for reference, the Bohr Atomic Representation simulation). Since this is the only simulation that I’ve made today, there will not be a lot of things to say so I’ll try to make it short for you. If you want to see the things that I’ve done in detail, here is, as always, the list: defined some variables containing a lot of informations such as the atomic properties variables (atom name, mass, proton, neutron and electron number), lists to store each atomic element created (protons, neutrons, electrons) as well as the electron shells (1s, 2s, 2p, 3s, 3p), some other “art” variables (colors, fonts, screen radii for the atomic elements) and trigonometry variables (the inital electron angle because, as I’ll explain later, their motion has to be simulated according to the unit circle) defined a lot of functions so as to create the atomic elements mentioned above (protons, neutrons, electrons and electron shells) by creating dictionaries (a kind of variable that can store different types of values which can be retrieved through a key; take Excel tables as an example) containing their initial position, angles for the electrons, their rotation speed and their current shell, check the number of electron shells that have to be simulated (by checking the number of electrons of the simulated atom), add the said atomic elements to their respective lists and draw them on the screen and lastly, a function to update the position of the electrons by calculating their sine and cosine values on the unit circle previously mentioned added labels describing the atomic values of the simulated atom as well as the simulation title I think that I’ll finish the chemistry simulations and the Fluid Simulation tomorrow to get started on the launcher-simulation interface and fixing some features. After doing that, only the Place and the other launcher buttons (maybe other fixes) will be left to make. Thanks for taking the time to read my devlogs, I really appreciate it."}, {"post_id": 82783, "ts": "2026-10-25T20:22:22Z", "hours": 4.8719, "text": "Devlog 7 As always, a lot of work has been done around the physics simulations; in fact, I’ve finished them all (except the Fluid Simulation for reasons that I’ll explain here). The simulations finished today are the Refraction and Temperature Simulations. If you are interested in the work that has been done, here is the list: created a function in the Refraction Simulation .py file to calculate the value of the refracted angle based on the initial incidence angle as well as the refractive indexes of the mediums by using Snell-Descartes Law and some trigonometry to change the x and y positions of the refracted light ray as well as the main ray defined some lists that contain real life physical values (refractive indexes of air, water, glass, ethanol, diamond and plastic as well as their color) created the .py file for the Temperature Simulation calculated some physics formulae to simulate the entropy (or increase in disorder) of the particles in a gas (in this case, your regular air) by using the Stokes-Einstein equation to calculate the diffusion coefficient for each particle (how fast the particle spreads) as well as Sutherland’s Law to calculate the dynamic viscosity of the air mentioned above added a damping factor when calculating the dynamic viscosity of the air containing the particles because Sutherland’s Law tends to break when reaching absolute zero (for reference, -273.15°C or 0°K) added a function to simulate Brownian Motion for the particles based on the values calculated before as well as functions to create those particles and draw them on the screen fixed some physics bugs on the first Projectile Simulation created the .py file for the Bohr Atomic Simulation If I didn’t make the Fluid Simulation as of now, it’s because I don’t know if I’m going to use the simple method (springs connected to each other to simulate waves propagating) or the complex method (using Navier-Stokes equations to simulate the fluid’s motion, pressure, diffusion and external forces ). I will see how much time I can allocate for this simulation and decide. Again and as always, thanks for taking the time to read my devlogs and supporting me."}, {"post_id": 82418, "ts": "2026-10-24T19:12:38Z", "hours": 6.5842, "text": "Devlog 6 Today, I got a lot of work done around the physics simulations; in fact, I managed to finish the Spring Simulation, the Planet Orbits Simulation, the Gravity Simulation and started working on the Refraction Simulation. This means that only 2 (or 2 and a half) physics simulation are left (for reference, a little bit of the Refraction Simulation as well as the Fluid and Temperature Simulation). The simulations made today being a little bit more complex than the previous ones, albeit very fun to make, I will summarize everything to make it as simple as possible. Enough talking, here is the list: created the .py files for the Spring Simulation, Planet Orbits, Gravity Simulation as well as the Refraction Simulation added the values of the physical properties extracted from the launcher (still didn’t implement the interface between the launcher and the simulations, that will come later) calculated the physical formulae needed to make every simulation possible ( for the Spring Simulation: calculated the “spring” force using Hooke’s Law and another variables such as the stiffness and damping coefficient of the spring and this time, I used the Pygame.Vector2 which made everything more simple; for the Planet Orbits: the solution to the N-body problem to be able to simulate more than 2 planets interacting upon each other by using a function to integrate the result values numerically with Euler’s Method; for the Gravity Simulation: the simple f = mg formula as well as the drag force formula taking a lot of variables into account such as the air density, surface area of the simulated object, its mass and the drag coefficient but also the restitution coefficient to make the object bounce when it collides with the ground; for the Refraction Simulation: still haven’t implemented the Snell-Descartes Law needed to calculate the angle of the refracted light ray) modified some values in the Projectile Simulation (physical properties) For those that might be asking: I did not use OOP for the planet creation function in the Planet Orbits simulation because I didn’t want to use it for this project. I hope to finish the physics simulations tomorrow and start working on the chemistry ones. As always, thanks for supporting my project; it really means a lot."}, {"post_id": 82094, "ts": "2026-10-23T20:56:56Z", "hours": 5.1125, "text": "Devlog 5 Yesterday, I hoped to finish the configuration tabs of the last chemistry simulations but guess what? I didn’t finish them. You might be asking yourself: “Why?” Well, I decided to start working on the simulations in Pygame rather than spending more time on the last 4 configuration tabs; I think that it is more efficient and less time consuming . In fact, I’ve finished the 2 first physics simulations (for reference, the Projectile and Pendulum simulations) and the result is actually pretty neat ; the simulations are based on real physical properties and they seem to work really good. If you want to see the things that I’ve done in detail today, here is, as always, the list: created a new folder in the GitHub repository for the physics simulations created an “ init .py” file to be able to access the functions of the physics simulations from the launcher finished the Projectile and Pendulum simulations by defining some physical variables whose values will be extracted from the launcher calculated some physics formulae (x and y components for the velocities , drag force formula based on the air density, surface area, drag coefficient and the total velocity of the projectile squared by using Euler’s Method to integrate these values numerically for both the Projectile and Pendulum simulations in order to update their respective x and y positions but also the angular velocity and angle of the pendulum by using the same method previously mentioned ) created some functions to draw the projectile and the pendulum mass (or bob) added labels to track the values of the physical properties for the simulations mentioned above changed the position of these labels as well as their font weight (actually their size) to make everything look more uniform added the color palette of the launcher to the simulations I have to admit that I stumbled across a lot of bugs today when trying to implement the 2D vectors for the first simulation (velocity, gravity, total force which is equal to the sum of the gravity and drag force) so I decided to use another method without these vectors. However, I will probably implement the vectors in the future (as you can see on a comment of the code) because they are simpler to use. Finally, I will continue working on the simulations and after finishing them, the 4 configuration tabs left will be done. I really appreciate the support received by reading the devlogs that I post and liking them; I hope that you, the person reading this, know that it means a lot for me."}, {"post_id": 81834, "ts": "2026-10-22T17:49:46Z", "hours": 4.5803, "text": "Devlog 4 As I said yesterday, I hoped to finish the configuration tabs for all the physics and chemistry simulations. Well, guess what? I almost managed to finish them all; in fact, only 4 of them are left (Reaction Lab, Combustion Simulation, Smoke Simulation and Atom Collision). I have to admit that making the configuration tabs takes a lot of time, but I guarantee that it will be worth the wait. If you want to see what I did in detail today, here’s the list: added the frames for each element in the Fluid & Temperature simulations, Bohr Representation, Solution Maker and Molecular Lab configuration tabs (frames for the simulation preview image, title, description and instructions on how to setup the simulation, configurators as well as the “Launch” button) filled those frames with their respective elements (placeholder image of an atom that you can literally see on every tab of the app , text labels for the titles, descriptions and instructions as well as some configurators such as sliders, option menus, buttons and switches) rescaled the sliders of the first physics simulation configuration tabs to make everything more uniform and clean This time, I stumbled across some minor bugs that were irritating (having to move multiple elements by a fraction of a pixel just to align them) I am actually surprised that I didn’t have any considerable bugs or inconveniences to fix but: I really hope to finish the configuration tabs of every simulation tomorrow once for all in order to get started with the making of those simulations. In the future, I will also add labels describing the initial and final values of the sliders as well as labels to monitor their values. As always, thanks for spending a bit of your time to read my devlog, I really appreciate it."}, {"post_id": 81608, "ts": "2026-10-21T18:55:28Z", "hours": 6.0803, "text": "Devlog 3 I think that today has also been very productive; in fact, I finished 6/8 configuration tabs (or windows) for the physics simulations. In addition, I also managed to get more things done (even if making the configuration tabs is long, I really appreciate the process) that I summarized in this list: added the frames for each element of the 6 first physics simulation config. tabs filled those said frames with placeholder images, titles of each simulation, their respective descriptions and instructions in order to make their configuration easy, sliders representing physical properties that can be seen on the video (velocity, angular velocity, mass, gravitational acceleration, damping, stiffness, etc…), entries to enter custom values for those properties, option menus (for example, to choose the color of the light ray in the Refraction Simulation tab) and switches (on/off options such as the “Show Orbit Trail” option) added the frames (but not their content) for each element of the chemistry simulation config. tabs rescaled the labels describing the configurators of the simulations (“Initial Damping”, etc…) Something that made me waste a bit of my time today was the fact that I didn’t use a method (fancy word for a function in Python) correctly. Besides that, I hope to finish the configuration tabs for the last two physics simulations as well as the chemistry ones tomorrow to finally get started on the making of the simulations. Thanks for taking the time to read this, it really means a lot for me to know that my work is being taken into consideration."}, {"post_id": 81341, "ts": "2026-10-20T21:49:23Z", "hours": 6.0458, "text": "Devlog 2 I worked on a lot of core features to the launcher of the sandbox today; here is what I did in detail: added placeholder images for each simulation (physics and chemistry) added titles for each simulation of the sandbox added descriptions to each simulation so as to make them understandable and let the user choose before clicking on one added the logic of the buttons in order to be able to select them added individual windows for every physics and chemistry simulation added configurators (sliders, checkboxes) representing some physical properties (initial velocity, angle, gravitational acceleration, mass, diameter and drag coefficient) for the first physics simulation (Projectile Simulation) as well as its launch button added a placeholder image to preview the simulation mentioned above I didn’t have to fight against a bug today, but we’ll see tomorrow. Thanks for taking the time to read this."}, {"post_id": 81087, "ts": "2026-10-19T20:07:47Z", "hours": 3.4219, "text": "Devlog 1 Hello everyone, first time writing here. What did I do today? Well, I began working on the launcher of my sandbox-simulator. To sum everything up, these are the things that I’ve worked on: creating the main window of the launcher with CustomTkinter loading a custom theme for the launcher making the buttons, frames and tabs of each category of the sandbox (physics, chemistry, the Place, the launcher settings and credits) adding the events (interaction logic) for each button Even if I spent some time trying to get the buttons to change the tabs without display bugs , the core of the launcher has been made. Last but not least: why did I make a launcher for the sandbox? I always liked the “ImGUI” style interfaces for custom C++ apps (for example, the modded versions of some games) because of their simplicity. Thanks for stopping by to read this and see you on the next devlog."}]...
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Title: Physics & Chemistry Sandbox by @Nimax | Title: Physics & Chemistry Sandbox by @Nimax | Stardance
Devlogs:
Devlog 1 Hello everyone, first time writing here. What did I do today? Well, I began working on the launcher of my sandbox-simulator. To sum everything up, these are the things that I’ve worked on: creating the main window of the launcher with CustomTkinter loading a custom theme for the launcher making the buttons, frames and tabs of each category of the sandbox (physics, chemistry, the Place, the launcher settings and credits) adding the events (interaction logic) for each button Even if I spent some time trying to get the buttons to change the tabs without display bugs , the core of the launcher has been made. Last but not least: why did I make a launcher for the sandbox? I always liked the “ImGUI” style interfaces for custom C++ apps (for example, the modded versions of some games) because of their simplicity. Thanks for stopping by to read this and see you on the next devlog.
Devlog 2 I worked on a lot of core features to the launcher of the sandbox today; here is what I did in detail: added placeholder images for each simulation (physics and chemistry) added titles for each simulation of the sandbox added descriptions to each simulation so as to make them understandable and let the user choose before clicking on one added the logic of the buttons in order to be able to select them added individual windows for every physics and chemistry simulation added configurators (sliders, checkboxes) representing some physical properties (initial velocity, angle, gravitational acceleration, mass, diameter and drag coefficient) for the first physics simulation (Projectile Simulation) as well as its launch button added a placeholder image to preview the simulation mentioned above I didn’t have to fight against a bug today, but we’ll see tomorrow. Thanks for taking the time to read this.
Devlog 3 I think that today has also been very productive; in fact, I finished 6/8 configuration tabs (or windows) for the physics simulations. In addition, I also managed to get more things done (even if making the configuration tabs is long, I really appreciate the process) that I summarized in this list: added the frames for each element of the 6 first physics simulation config. tabs filled those said frames with placeholder images, titles of each simulation, their respective descriptions and instructions in order to make their configuration easy, sliders representing physical properties that can be seen on the video (velocity, angular velocity, mass, gravitational acceleration, damping, stiffness, etc…), entries to enter custom values for those properties, option menus (for example, to choose the color of the light ray in the Refraction Simulation tab) and switches (on/off options such as the “Show Orbit Trail” option) added the frames (but not their content) for each element of the chemistry simulation config. tabs rescaled the labels describing the configurators of the simulations (“Initial Damping”, etc…) Something that made me waste a bit of my time today was the fact that I didn’t use a method (fancy word for a function in Python) correctly. Besides that, I hope to finish the configuration tabs for the last two physics simulations as well as the chemistry ones tomorrow to finally get started on the making of the simulations. Thanks for taking the time to read this, it really means a lot for me to know that my work is being taken into consideration.
Devlog 4 As I said yesterday, I hoped to finish the configuration tabs for all the physics and chemistry simulations. Well, guess what? I almost managed to finish them all; in fact, only 4 of them are left (Reaction Lab, Combustion Simulation, Smoke Simulation and Atom Collision). I have to admit that making the configuration tabs takes a lot of time, but I guarantee that it will be worth the wait. If you want to see what I did in detail today, here’s the list: added the frames for each element in the Fluid & Temperature simulations, Bohr Representation, Solution Maker and Molecular Lab configuration tabs (frames for the simulation preview image, title, description and instructions on how to setup the simulation, configurators as well as the “Launch” button) filled those frames with their respective elements (placeholder image of an atom that you can literally see on every tab of the app , text labels for the titles, descriptions and instructions as well as some configurators such as sliders, option menus, buttons and switches) rescaled the sliders of the first physics simulation configuration tabs to make everything more uniform and clean This time, I stumbled across some minor bugs that were irritating (having to move multiple elements by a fraction of a pixel just to align them) I am actually surprised that I didn’t have any considerable bugs or inconveniences to fix but: I really hope to finish the configuration tabs of every simulation tomorrow once for all in order to get started with the making of those simulations. In the future, I will also add labels describing the initial and final values of the sliders as well as labels to monitor their values. As always, thanks for spending a bit of your time to read my devlog, I really appreciate it.
Devlog 5 Yesterday, I hoped to finish the configuration tabs of the last chemistry simulations but guess what? I didn’t finish them. You might be asking yourself: “Why?” Well, I decided to start working on the simulations in Pygame rather than spending more time on the last 4 configuration tabs; I think that it is more efficient and less time consuming . In fact, I’ve finished the 2 first physics simulations (for reference, the Projectile and Pendulum simulations) and the result is actually pretty neat ; the simulations are based on real physical properties and they seem to work really good. If you want to see the things that I’ve done in detail today, here is, as always, the list: created a new folder in the GitHub repository for the physics simulations created an “ init .py” file to be able to access the functions of the physics simulations from the launcher finished the Projectile and Pendulum simulations by defining some physical variables whose values will be extracted from the launcher calculated some physics formulae (x and y components for the velocities , drag force formula based on the air density, surface area, drag coefficient and the total velocity of the projectile squared by using Euler’s Method to integrate these values numerically for both the Projectile and Pendulum simulations in order to update their respective x and y positions but also the angular velocity and angle of the pendulum by using the same method previously mentioned ) created some functions to draw the projectile and the pendulum mass (or bob) added labels to track the values of the physical properties for the simulations mentioned above changed the position of these labels as well as their font weight (actually their size) to make everything look more uniform added the color palette of the launcher to the simulations I have to admit that I stumbled across a lot of bugs today when trying to implement the 2D vectors for the first simulation (velocity, gravity, total force which is equal to the sum of the gravity and drag force) so I decided to use another method without these vectors. However, I will probably implement the vectors in the future (as you can see on a comment of the code) because they are simpler to use. Finally, I will continue working on the simulations and after finishing them, the 4 configuration tabs left will be done. I really appreciate the support received by reading the devlogs that I post and liking them; I hope that you, the person reading this, know that it means a lot for me.
Devlog 6 Today, I got a lot of work done around the physics simulations; in fact, I managed to finish the Spring Simulation, the Planet Orbits Simulation, the Gravity Simulation and started working on the Refraction Simulation. This means that only 2 (or 2 and a half) physics simulation are left (for reference, a little bit of the Refraction Simulation as well as the Fluid and Temperature Simulation). The simulations made today being a little bit more complex than the previous ones, albeit very fun to make, I will summarize everything to make it as simple as possible. Enough talking, here is the list: created the .py files for the Spring Simulation, Planet Orbits, Gravity Simulation as well as the Refraction Simulation added the values of the physical properties extracted from the launcher (still didn’t implement the interface between the launcher and the simulations, that will come later) calculated the physical formulae needed to make every simulation possible ( for the Spring Simulation: calculated the “spring” force using Hooke’s Law and another variables such as the stiffness and damping coefficient of the spring and this time, I used the Pygame.Vector2 which made everything more simple; for the Planet Orbits: the solution to the N-body problem to be able to simulate more than 2 planets interacting upon each other by using a function to integrate the result values numerically with Euler’s Method; for the Gravity Simulation: the simple f = mg formula as well as the drag force formula taking a lot of variables into account such as the air density, surface area of the simulated object, its mass and the drag coefficient but also the restitution coefficient to make the object bounce when it collides with the ground; for the Refraction Simulation: still haven’t implemented the Snell-Descartes Law needed to calculate the angle of the refracted light ray) modified some values in the Projectile Simulation (physical properties) For those that might be asking: I did not use OOP for the planet creation function in the Planet Orbits simulation because I didn’t want to use it for this project. I hope to finish the physics simulations tomorrow and start working on the chemistry ones. As always, thanks for supporting my project; it really means a lot.
Devlog 7 As always, a lot of work has been done around the physics simulations; in fact, I’ve finished them all (except the Fluid Simulation for reasons that I’ll explain here). The simulations finished today are the Refraction and Temperature Simulations. If you are interested in the work that has been done, here is the list: created a function in the Refraction Simulation .py file to calculate the value of the refracted angle based on the initial incidence angle as well as the refractive indexes of the mediums by using Snell-Descartes Law and some trigonometry to change the x and y positions of the refracted light ray as well as the main ray defined some lists that contain real life physical values (refractive indexes of air, water, glass, ethanol, diamond and plastic as well as their color) created the .py file for the Temperature Simulation calculated some physics formulae to simulate the entropy (or increase in disorder) of the particles in a gas (in this case, your regular air) by using the Stokes-Einstein equation to calculate the diffusion coefficient for each particle (how fast the particle spreads) as well as Sutherland’s Law to calculate the dynamic viscosity of the air mentioned above added a damping factor when calculating the dynamic viscosity of the air containing the particles because Sutherland’s Law tends to break when reaching absolute zero (for reference, -273.15°C or 0°K) added a function to simulate Brownian Motion for the particles based on the values calculated before as well as functions to create those particles and draw them on the screen fixed some physics bugs on the first Projectile Simulation created the .py file for the Bohr Atomic Simulation If I didn’t make the Fluid Simulation as of now, it’s because I don’t know if I’m going to use the simple method (springs connected to each other to simulate waves propagating) or the complex method (using Navier-Stokes equations to simulate the fluid’s motion, pressure, diffusion and external forces ). I will see how much time I can allocate for this simulation and decide. Again and as always, thanks for taking the time to read my devlogs and supporting me.
Devlog 8 Today, I didn’t have as much time as the previous days but I still managed to finish a chemistry simulation (for reference, the Bohr Atomic Representation simulation). Since this is the only simulation that I’ve made today, there will not be a lot of things to say so I’ll try to make it short for you. If you want to see the things that I’ve done in detail, here is, as always, the list: defined some variables containing a lot of informations such as the atomic properties variables (atom name, mass, proton, neutron and electron number), lists to store each atomic element created (protons, neutrons, electrons) as well as the electron shells (1s, 2s, 2p, 3s, 3p), some other “art” variables (colors, fonts, screen radii for the atomic elements) and trigonometry variables (the inital electron angle because, as I’ll explain later, their motion has to be simulated according to the unit circle) defined a lot of functions so as to create the atomic elements mentioned above (protons, neutrons, electrons and electron shells) by creating dictionaries (a kind of variable that can store different types of values which can be retrieved through a key; take Excel tables as an example) containing their initial position, angles for the electrons, their rotation speed and their current shell, check the number of electron shells that have to be simulated (by checking the number of electrons of the simulated atom), add the said atomic elements to their respective lists and draw them on the screen and lastly, a function to update the position of the electrons by calculating their sine and cosine values on the unit circle previously mentioned added labels describing the atomic values of the simulated atom as well as the simulation title I think that I’ll finish the chemistry simulations and the Fluid Simulation tomorrow to get started on the launcher-simulation interface and fixing some features. After doing that, only the Place and the other launcher buttons (maybe other fixes) will be left to make. Thanks for taking the time to read my devlogs, I really appreciate it.
Devlog 9 I think that a lot of progress has been made today; in fact, I’ve managed to finish the Solution Maker simulation and only 3 molecules are left for the Molecular Lab. We are really getting to the end of Stardance, so I’ll try to finish the molecules left as fast as possible and work on the launcher-simulation interface, README file, refining the overall launcher as well as exporting it. With the time left, I doubt that the 4 other chemistry simulations (for reference, the Reaction Lab, Combustion, Smoke and Atom Collision simulations) and the Fluid Simulation will be made because they require a lot of time. With everything said, here is the detailed list of the things that I’ve done today that I summarized to keep it short: added the variables describing the chemical properties of the solutes and solvents selected in the launcher added a solubility matrix to check which solutes and solvents can go together defined functions to create the solute, update the position of the particles and draw them on the screen but also the solvent (which changes color depending on the solute mass and the solvent volume) added labels to read the values of the mass and molar concentrations of the solution created the .py file for the Molecular Lab as well as 3 molecules (Carbon Dioxide, Glucose and Ethanol) I really had to do a lot of debugging today (functions to change the alpha channel value of the solute particles) but hey, it works now. Don’t worry about the future of this project; even if Stardance ends really soon, I’ll keep working on it to make it better and offer the whole thing. Thanks for taking the time to read these devlogs, it really means a lot to me.
Devlog 10 I am really proud of what I’ve achieved today; in fact, I managed to establish the interface between the first 4 physics simulations and the launcher. If I am this proud, it’s because the Planet Orbits simulation works pretty good and it was the hardest one to make, so: the remaining interfaces will actually be easy . The end of Stardance is approaching, so I’ll keep the devlogs very short in order to work on the final touches of the launcher but they will still be complete. If you want to see what I’ve done in detail today, here’s the list: created a .json file storing all the configurator values of the simulations added labels in each simulation describing the values of the sliders added the interfaces between those simulations and the launcher through the “Launch” button events I really had to fix a lot of bugs concerning the extraction and conversion of the data from the .json file, especially for the Planet Orbits simulation. However, I managed to make everything work correctly. I’ll try to finish the interfaces left and get to the final fixes of the launcher to ship the project as soon as possible. Thanks for reading my devlogs, it really means a lot to me.
Devlog 11 Well, we are really getting to the end of the project and Stardance; tomorrow might be the last devlog (if not, then saturday) but however, it has really been a pleasure to share my work with you guys. As I said yesterday, I managed to finish all the launcher-simulation interfaces and added actual images to the whole launcher (thumbnails and simulation previews). Only the launcher settings, credits tab and all the shipping procedure things (adding some comments on the code, README, packaging, project description) will be left to do. I am going to keep the devlog short, so here’s the list of what I’ve done today: finished the launcher-simulation interfaces for the remaining simulations by using the same method as the previous ones added a folder containing all the images of the launcher (simulation thumbnails as well as their previews) fixed some data conversion bugs on the simulation .py files The only thing that made me lose a bit of time was, as yesterday, the bugs concerning data conversion and formatting from the simulation configuration values .json file but: I managed to get everything working. Thanks, as always, for reading my devlogs; I really appreciate it.
Devlog 12 (last before shipping) Well, I think that we’ve come to the end of the project journey; in fact, I finished everything concerning the launcher and the simulations and the only things left to do now are redacting the README file, exporting the project and shipping it. Don’t worry, here’s the detailed list of what I’ve done today: added launcher performance settings (FPS cap, V-Sync) added the credits tab (assets used such as images, thumbnails, sounds, fonts, external libraries, special thanks) added UI sounds (when clicking and hovering the launcher buttons) updated every font (launcher and simulations) to Segoe UI for that Windows Vista - 8 look by creating a folder with it created an icon for the launcher and simulation windows changed the launcher to light mode (I think that it looks better like that) added safety checks and backups for EVERY file of the project (if a file is missing, the launcher and simulations will still work) added some comments on every simulation and launcher As of now, I think that the whole project contains ~7890 lines of code and represents 64h of work (without including the README writing, shipping and project description yet). It has really been a wonderful journey to participate in this challenge and I’ll probably try to get involved in more Hack Club events. As for the future of the project: I already said that I was going to continue it after Stardance ends to ensure that you can have the whole thing. Lastly: thanks, as always, for all the support that you’ve given to me.
Devlog 13 Hey, this devlog is the last; I’ve packaged the project into an .exe file and wrote the README. Here’s a picture of it: Thanks for having followed me through my journey, it has really been a pleasure.
Ships:
What did I make? A 2D interactive physics and chemistry sandbox (simulations) written only in Python and based on Newtonian mechanics, optics, fluid mechanics, thermodynamics, molecular dynamics and more! What was challenging? Packaging the project. In fact, it took me 4 hours and more than 10 deleted launcher tests to make everything work as an .exe file. What am I proud of? The fact that I managed to achieve the launcher and simulation look that I wanted (for reference, that early Windows 8 - Vista and ImGUI look) with the Segoe UI font and light theme. Moreover, I’m proud of the fact that every simulation works correctly with the launcher and that they are based on real physical and chemical properties by using real equations. What should you know so that you can test the project? Just open the demo link of the project page in Stardance and follow the instructions to download the project for Windows only. You can also visit the GitHub repository and open the download link there (bold link). Also, some simulations have not been made (Fluid Simulation and the Chemistry Simulations that are not accessible)....
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1793940801.6035402
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1794027201.6035402
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1573
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My awesome macropad! by @Leonhard | Stardance
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Leonhard
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Leonhard | Stardan Title: My awesome macropad! by @Leonhard | Stardance...
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1793163198.7831903
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1794027198.7831903
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71073
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Piano Sonic by @lunois_vee | Stardance
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lunois_vee
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T18:34:31Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finally shipping my project PIANO SONIC! Piano Sonic is a fully playable, interactive virtual piano built for web browsers with a butter yellow background and interactive UI/UX. Features I’ve added: controls using keyboard keys volume slider “show keys” toggle responsive layout I’m super proud of pulling this off in 6 hours and I really really love the UI/UX since I’ve worked a lot to make it look engaging and interactive!! More features like song notes coming soon. Do give it a try and let me know about your experience Made with love", "repo": "https://github.com/vunshikaaaa/piano", "demo": "https://vunshikaaaa.github.io/piano"}]...
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[{"post_id": 83101, "ts": "202 [{"post_id": 83101, "ts": "2026-10-26T21:38:20Z", "hours": 0.2981, "text": "i just inspected the website and it wasn’t responsive. so i made it responsive real quick.."}, {"post_id": 83089, "ts": "2026-10-26T21:03:01Z", "hours": 0.2933, "text": "the volume slider and show keys toggle button are finallyy working!! ..which means…. the project is finallyyy complete!! now i’ll just be looking for some final additions/changes to make just to touch up the project before shipping!!"}, {"post_id": 83080, "ts": "2026-10-26T20:25:49Z", "hours": 2.0825, "text": "finally coded the piano so it’s playable and functionable!! although the volume slider and show key toggle aren’t working yet. alsooo im so annoyed because i just spent half an hour rechecking my entire code because it wasn’t working. guess why? i made a tiny typo. aghh!! anyway, enough with the rant let’s get back to work see yaaa"}, {"post_id": 82727, "ts": "2026-10-25T17:58:39Z", "hours": 0.8044, "text": "just completed making the basic piano structure. i love how it turned it out. the keys are interactive which means when i click them they look like they’re actually being pressed. that’s all for now. let’s get back to work. see yaa"}, {"post_id": 82458, "ts": "2026-10-24T21:31:57Z", "hours": 2.5892, "text": "heyy people!! i’m working on making a web piano. I named it Piano Sonic (i really love the ring this name has). So I spent a while searching for inspiration on the internet, watching a few YouTube tutorials, exploring existing online piano websites. Then I started making the basic layout for my own. I want the design to be classy and minimalist, so I went for a butter yellow shade for the background. I added a volume slider and a toggle button to show keys. One thing I realllyyy reallly LOVE about what I’ve made till yet is the show keys toggle button. I really love interactive it looks when i click it, the circle turns white and when its off, its grey. That’s it for now. Let’s get back to work. See ya!"}]...
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Title: Piano Sonic by @lunois_vee | Stardance
Dev Title: Piano Sonic by @lunois_vee | Stardance
Devlogs:
heyy people!! i’m working on making a web piano. I named it Piano Sonic (i really love the ring this name has). So I spent a while searching for inspiration on the internet, watching a few YouTube tutorials, exploring existing online piano websites. Then I started making the basic layout for my own. I want the design to be classy and minimalist, so I went for a butter yellow shade for the background. I added a volume slider and a toggle button to show keys. One thing I realllyyy reallly LOVE about what I’ve made till yet is the show keys toggle button. I really love interactive it looks when i click it, the circle turns white and when its off, its grey. That’s it for now. Let’s get back to work. See ya!
just completed making the basic piano structure. i love how it turned it out. the keys are interactive which means when i click them they look like they’re actually being pressed. that’s all for now. let’s get back to work. see yaa
finally coded the piano so it’s playable and functionable!! although the volume slider and show key toggle aren’t working yet. alsooo im so annoyed because i just spent half an hour rechecking my entire code because it wasn’t working. guess why? i made a tiny typo. aghh!! anyway, enough with the rant let’s get back to work see yaaa
the volume slider and show keys toggle button are finallyy working!! ..which means…. the project is finallyyy complete!! now i’ll just be looking for some final additions/changes to make just to touch up the project before shipping!!
i just inspected the website and it wasn’t responsive. so i made it responsive real quick..
Ships:
Finally shipping my project PIANO SONIC! Piano Sonic is a fully playable, interactive virtual piano built for web browsers with a butter yellow background and interactive UI/UX. Features I’ve added: controls using keyboard keys volume slider “show keys” toggle responsive layout I’m super proud of pulling this off in 6 hours and I really really love the UI/UX since I’ve worked a lot to make it look engaging and interactive!! More features like song notes coming soon. Do give it a try and let me know about your experience Made with love...
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1793940798.699413
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1794027198.699413
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6225
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DecisionDesk by @PixelDecoder | Stardance
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PixelDecoder
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T10:38:38Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a web app that helps people organize their thoughts when making decisions by comparing different options in one place. The most challenging part was building the logic myself instead of following a tutorial and figuring out React state management along the way. I’m proud that I turned a real problem I personally face a working project. To test it, simply add a decision and a few options, then interact with the app to see how it helps structure choices. But I would say that plz don’t rely on this as it is made for learning purpose..", "repo": "https://github.com/SrishtiOnGit/DecisionDesk", "demo": "https://decision-desk-india.vercel.app/"}]...
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[{"post_id": 2040, "ts": "2026 [{"post_id": 2040, "ts": "2026-06-04T10:13:18Z", "hours": 0.7533, "text": "Yay! Built the first working version of Decision Desk today. Users can add and remove options dynamically using React state. It looks simple, but figuring out array updates and rendering lists helped me understand React much better. Also, now it doesn’t give any of the correct answer as it is not based on the scores as I don’t know how to do those, I am a total beginner but I will learn it and add in the next version but for now I think this is enough for this version. I am learning and in future I will add backend also."}, {"post_id": 1452, "ts": "2026-06-03T14:28:03Z", "hours": 0.9383, "text": "First page of DecisionDesk is up. This color combination looked simple in my head… in reality it took a lot of “why does this look ugly” moments before it started clicking. Spent most of the time fixing spacing between cards either everything was floating or everything was suffocating, no middle ground. I think it’s messy, but it finally feels like something I can build on lol!! Though the ss uploaded isn’t the full bcz Idk why my laptop was not capturing the whole page.."}, {"post_id": 1376, "ts": "2026-06-03T11:24:53Z", "hours": 0.2878, "text": "Started building DecisionDesk today . After spending days bouncing between project ideas, I realized I was doing exactly what my app is supposed to solve: struggling to make decisions. 😅 DecisionDesk helps users compare options, score important factors, and organize their thoughts before making a choice. Today I finalized the concept, chose the color palette , and started setting up the React project. Next step is building the homepage. So, let’s get started."}]...
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Title: DecisionDesk by @PixelDecoder | Stardance
Title: DecisionDesk by @PixelDecoder | Stardance
Devlogs:
Started building DecisionDesk today . After spending days bouncing between project ideas, I realized I was doing exactly what my app is supposed to solve: struggling to make decisions. 😅 DecisionDesk helps users compare options, score important factors, and organize their thoughts before making a choice. Today I finalized the concept, chose the color palette , and started setting up the React project. Next step is building the homepage. So, let’s get started.
First page of DecisionDesk is up. This color combination looked simple in my head… in reality it took a lot of “why does this look ugly” moments before it started clicking. Spent most of the time fixing spacing between cards either everything was floating or everything was suffocating, no middle ground. I think it’s messy, but it finally feels like something I can build on lol!! Though the ss uploaded isn’t the full bcz Idk why my laptop was not capturing the whole page..
Yay! Built the first working version of Decision Desk today. Users can add and remove options dynamically using React state. It looks simple, but figuring out array updates and rendering lists helped me understand React much better. Also, now it doesn’t give any of the correct answer as it is not based on the scores as I don’t know how to do those, I am a total beginner but I will learn it and add in the next version but for now I think this is enough for this version. I am learning and in future I will add backend also.
Ships:
I built a web app that helps people organize their thoughts when making decisions by comparing different options in one place. The most challenging part was building the logic myself instead of following a tutorial and figuring out React state management along the way. I’m proud that I turned a real problem I personally face a working project. To test it, simply add a decision and a few options, then interact with the app to see how it helps structure choices. But I would say that plz don’t rely on this as it is made for learning purpose.....
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1793940794.928768
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1794027194.928768
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24568
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Simple C CLI Bot by @Qazi | Stardance
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Qazi
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1
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1.0
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1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T16:52:07Z", "hours": 1.0, "multiplier": 1.11, "payout": 1, "blessing": "neutral", "text": "A simple CLI bot using C. The most challenging part was coding on a phone and fighting with UI. The bot is very easy to use.", "repo": "https://github.com/Qazi-01/Simple-C-CLI-Bot", "demo": "https://github.com/Qazi-01/Simple-C-CLI-Bot/releases/tag/v1.0.0"}]...
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[{"post_id": 15695, "ts": "202 [{"post_id": 15695, "ts": "2026-06-25T14:54:41Z", "hours": 1.1819, "text": "I just built a very simple cli bot with 3 functions in C."}]...
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Title: Simple C CLI Bot by @Qazi | Stardance
Devl Title: Simple C CLI Bot by @Qazi | Stardance
Devlogs:
I just built a very simple cli bot with 3 functions in C.
Ships:
A simple CLI bot using C. The most challenging part was coding on a phone and fighting with UI. The bot is very easy to use....
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1793940791.9885905
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1794027191.9885905
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21514
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3D Sniper by @Ettihad | Stardance
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Ettihad
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1
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0.0
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1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T19:36:21Z", "hours": 0.0, "multiplier": 2.15, "payout": 1, "blessing": "neutral", "text": "Step into the future of browser gaming! 3D Shooter is an immersive, high-octane 3D target arcade built on state-of-the-art Web Computer Vision (CV). Use your webcam to turn your actual index finger into a laser cannon, or swap back to a high-speed mouse configuration for classic click-and-destroy action. Blast glowing cosmic targets, beat the countdown, and dominate the leaderboard! 🚀 Why You’ll Love 3D Shooter : No Equipment Needed: Zero expensive VR/AR gear required. Just your device’s standard webcam and any clear background. Insanely Responsive Control: Features advanced AI hand-joint smoothing to filter out micro-shakes, ensuring highly responsive and satisfying drift-free tracking. Immersive Arcade Vibe: Clean, cyberpunk modern aesthetics with crisp typography, glowing neon laser trails, dynamic sound cues, and exploding target particle systems. Dual-Input Freedom: Swap seamlessly between futuristic hand-gesture tracking and lightning-fast classic mouse aim on the fly. 🎮 Core Game Modes: Whether you have 30 seconds or want a prolonged survival run, there is a gameplay mode tailored for you: Instant Shooting The perfect warm-up arena! Blast popping targets as rapidly as they appear and study target trajectories with no ticking countdown. 60s Time Attack An action-packed race against the clock. Blast as many targets as possible inside a tense 60-second limit. Accuracy and sheer hand speed are key. Time Survival (Ultimate Challenge): Survival of the quickest. You start with a ticking clock; successfully hitting targets rewards you with extra seconds, while missing targets drains precious seconds. How long can you survive the heat? 🔍 How It Works (The Functions): Tip Tracking: The computer vision engine targets the floating crosshair directly over your index finger tip (Landmark 8) for natural 1:1 aiming. The Firing Pinch: Ready to blast? Simply pinch your index finger and thumb together in a quick motion, then release to fire a laser shot! Global Leaderboards: Log your custom Ranger name locally to log high scores, view historic accuracy statistics, and track your aiming improvement over multiple sessions. Custom Calibration: Built-in tracker HUD shows real-time tracking FPS, camera quality status, and aiming sensitivity controls (Responsive, Balanced, Classic) right in the options panel.", "repo": "https://github.com/Ettihad/3D-Sniper", "demo": "https://service-3d-shooter-336798175667.asia-southeast1.run.app"}]...
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[{"post_id": 11483, "ts": "202 [{"post_id": 11483, "ts": "2026-06-18T19:18:04Z", "hours": 0.2531, "text": "First time writing a devlog. So I made a 3D Shooting game which uses camera detection. One day I was scrolling and found this reel about hand tracking. So I decided to make a game out of it. I got to work, spending a lot of time on this game. Basically all you do is use your index to aim and pinch index and thumb to shoot. I hope you all have fun playing it as it’s my first project :) You can try it out here: https://service-3d-shooter-336798175667.asia-southeast1.run.app"}]...
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Title: 3D Sniper by @Ettihad | Stardance
Devlogs: Title: 3D Sniper by @Ettihad | Stardance
Devlogs:
First time writing a devlog. So I made a 3D Shooting game which uses camera detection. One day I was scrolling and found this reel about hand tracking. So I decided to make a game out of it. I got to work, spending a lot of time on this game. Basically all you do is use your index to aim and pinch index and thumb to shoot. I hope you all have fun playing it as it’s my first project :) You can try it out here: https://service-3d-shooter-336798175667.asia-southeast1.run.app
Ships:
Step into the future of browser gaming! 3D Shooter is an immersive, high-octane 3D target arcade built on state-of-the-art Web Computer Vision (CV). Use your webcam to turn your actual index finger into a laser cannon, or swap back to a high-speed mouse configuration for classic click-and-destroy action. Blast glowing cosmic targets, beat the countdown, and dominate the leaderboard! 🚀 Why You’ll Love 3D Shooter : No Equipment Needed: Zero expensive VR/AR gear required. Just your device’s standard webcam and any clear background. Insanely Responsive Control: Features advanced AI hand-joint smoothing to filter out micro-shakes, ensuring highly responsive and satisfying drift-free tracking. Immersive Arcade Vibe: Clean, cyberpunk modern aesthetics with crisp typography, glowing neon laser trails, dynamic sound cues, and exploding target particle systems. Dual-Input Freedom: Swap seamlessly between futuristic hand-gesture tracking and lightning-fast classic mouse aim on the fly. 🎮 Core Game Modes: Whether you have 30 seconds or want a prolonged survival run, there is a gameplay mode tailored for you: Instant Shooting The perfect warm-up arena! Blast popping targets as rapidly as they appear and study target trajectories with no ticking countdown. 60s Time Attack An action-packed race against the clock. Blast as many targets as possible inside a tense 60-second limit. Accuracy and sheer hand speed are key. Time Survival (Ultimate Challenge): Survival of the quickest. You start with a ticking clock; successfully hitting targets rewards you with extra seconds, while missing targets drains precious seconds. How long can you survive the heat? 🔍 How It Works (The Functions): Tip Tracking: The computer vision engine targets the floating crosshair directly over your index finger tip (Landmark 8) for natural 1:1 aiming. The Firing Pinch: Ready to blast? Simply pinch your index finger and thumb together in a quick motion, then release to fire a laser shot! Global Leaderboards: Log your custom Ranger name locally to log high scores, view historic accuracy statistics, and track your aiming improvement over multiple sessions. Custom Calibration: Built-in tracker HUD shows real-time tracking FPS, camera quality status, and aiming sensitivity controls (Responsive, Balanced, Classic) right in the options panel....
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1793940789.9909592
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1794027189.9909592
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27762
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Expense Tracker API by @Zz315 | Stardance
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Zz315
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T14:25:40Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Expense Tracker using RESTAPI and flask there was a lot of bugs but I used AI to help me fix them", "repo": "https://github.com/razielhefer1234-cell/Expense-Tracker-API", "demo": "https://github.com/razielhefer1234-cell/Expense-Tracker-API/releases/tag/Backend"}]...
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[{"post_id": 19280, "ts": "202 [{"post_id": 19280, "ts": "2026-06-30T15:33:18Z", "hours": 7.1983, "text": "💰 Expense Tracker REST API"}]...
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Title: Expense Tracker API by @Zz315 | Stardance
Title: Expense Tracker API by @Zz315 | Stardance
Devlogs:
💰 Expense Tracker REST API
Ships:
I made a Expense Tracker using RESTAPI and flask there was a lot of bugs but I used AI to help me fix them...
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1793940787.3607845
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1794027187.3607845
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24297
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AdmitPredictAI by @sira | Stardance
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sira
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T17:31:07Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an AI powered college admissions website, check it out! Feedback is expected too!", "repo": "https://github.com/aryasira/AdmitPredictAI", "demo": "https://admit-predict-ai.vercel.app"}]...
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[{"post_id": 14004, "ts": "202 [{"post_id": 14004, "ts": "2026-06-22T23:51:36Z", "hours": 0.3358, "text": "Backend logic"}]...
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Title: AdmitPredictAI by @sira | Stardance
Devlog Title: AdmitPredictAI by @sira | Stardance
Devlogs:
Backend logic
Ships:
I made an AI powered college admissions website, check it out! Feedback is expected too!...
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1793940783.7807827
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1794027183.7807827
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25584
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The Ultimate Writer's Deck by @blueheart | Sta The Ultimate Writer's Deck by @blueheart | Stardance...
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blueheart
|
1
|
10.26
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52
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:34:59Z", "hours": 10.0, "multiplier": 5.0, "payout": 52, "blessing": "neutral", "text": "From writer to CAD designer (CADder? something-er?) this was such a FUN journey!!!! One of the hardest parts of making this deck / kit was designing all of the patterns by hand, then redesigning in Fusion 360. But that was my favorite part (well, the one I’m most proud of!) and I hope you love the curly + bookish designs as much as I loved making them! Between losing my wifi, and then losing my sanity, to screaming with joy at 1AM over a working file, this project was an incredible test to my writing and CAD skills. But it all worked out! (sort of) (excluding the 100-something times I had to restart my computer because my designs crashed) (or 20-something times my wifi went out) (or the 50-something times I redesigned each prototype in my notebook, Procreate, and Fusion 360) If you want to test out the project, check out my repo, follow assembly instructions (if there are any), follow print settings, print, and enjoy! From one writer to another! MUCH LOVE, HACKERS! Keep shining :D PS. Below is my favorite part of the project :3 the wheel deal, which inspired me to make this whole kit!", "repo": "https://github.com/arislam-cs28/ult-writer-materials", "demo": ""}]...
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[{"post_id": 56296, "ts": "202 [{"post_id": 56296, "ts": "2026-08-28T00:43:14Z", "hours": 0.2628, "text": "DEVLOG #7: in which i revise and reship wassup hackers!!!! ya girl got her project shipped back to her, so it’s time for some well-needed modifications! i added a BOM.csv to the project so that people don’t miss the fine print saying “this is what you need.” this includes the item, its quantity, and a description. i also added details to the README.md that were missing before, yay! here, you can see more advice from me on how to make sure that your prints don’t go out of wack hehe peace out, hackers!"}, {"post_id": 18964, "ts": "2026-06-30T04:26:19Z", "hours": 0.6744, "text": "DEVLOG #6: the final devlog before i explode (aka the first ship!) wassup hackers!!! it’s been years (no, just an hour) since my last devlog!!! i just created the demo video of me playing with the parts of my ultimate writer’s kit! it’s about 8 minutes long, but i had fun! check my ship to watch the project and go onto the GitHub repo to download the files! i also took finalized photos of all of the physical prototypes. i’ll attach my FAVs here for you to see too! WHAT I’VE LEARNED the point spline tool is the BEST tool to fluidly draw with in Fusion take advantage of the mirror tool, it seriously speeds up the work process remember to close those lines. or else you can’t extrude… rectangular and circular pattern tools are helpful if you’re doing designs with repetition! KEEP WRITING! so long, hackers! time to put these STL files to USE! hopefully i can get the coaster printed eventually"}, {"post_id": 18912, "ts": "2026-06-30T03:05:56Z", "hours": 2.7903, "text": "DEVLOG #5: writing this as i stare at my not-working 3D printer in pure devastation (a broken heart, torn wires, and my lament on the sorrows of lost internet at the end of a vital project) wassup hackers!!! the internet wires in my house broke, so guess what? i can’t quite print the last part of my ULTIMATE WRITER’S GUIDE prototype 1 … so now, we wait. and stare at the sad lonely STL files. and maybe do the first ship. on the bright side, we’ve gotten a lot done since the ID holder. i started off by making a 3-part spinner with two sides: one to roll nonfiction genres and another to roll fiction genres! to flip sides, you just remove the spin indicator from the stand, and flip the wheel. this piece took a TON (when i say ton, i mean a crap ton) of trial-and-error. first, the wheel was too heavy. then too small. then not small enough. text alignment for even weight distribution was the hardest part! but it ended up OK in the final print. then i made the pen holder. it was initially supposed to look like an inkwell, but after many redesigns, i went for something that was supposed to look like an ancient battleground / battle ring / temple. :> the quote at its base is one of my own!!!! can’t wait to show y’all. PLEASE check the README once I’ve shipped my biggest struggle with this piece was actually learning how to use rectangular alignment in Fusion, but it ended up working out? i should have enabled supports though :( I ended up with a stringy print instead, with drooping filament… ouch. now, for my grandest tragedy. i couldn’t print the coaster, when it was one of the most detail-heavy parts. my printer won’t be back up for several days, so i’ll add the STL file to the repo and ship it off. i’ll print the official coaster and add it to the README once i have internet again. but that will take a long, long time… i’ll be back (soon) for my last devlog (before my first ship) in a century (in like 20 minutes after finishing the README). you guys will see the official printed models then! goodbye, hackers!"}, {"post_id": 18086, "ts": "2026-06-29T02:35:24Z", "hours": 1.3589, "text": "DEVLOG #4: in which i tweak out over my second failed ID holder prototype (i was sad) (i really was) wassup hackers!!! this devlog was certainly a ride. a ride in which i made a NEW detailed ID holder nothing like my old failed prototype… and it still failed anyways. the steps to making my sad fumbly prototype? measure your ID card (should be default size) make the base holder in Fusion 360 cut out a window to actually SEE the card add pretty details to the back so the ID holder was for writers to use in case they ever went to conferences and needed something swaggy and shiny and sturdy too. sounds chill, but then i pulled out my school ID, and i sorta scratched the hell out of that. oops i also forgot to make a separate pulling-out-the-card mechanism, in all my excitement to make the back detailing… ouch. hopefully this prints out well enough to push the ID in and out safely. “at least the back looks nice, though, arisha!” you might say. but yeah, nope, i put it into my printer’s slicer… and my designs got cut off. so i redesigned for the third time! turns out the initial feather bits were too thin. i also tried a new print orientation! instead of horizontal, i’m printing vertically, so that should HYPOTHETICALLY work better in reducing print stringiness. so long, stars! time to actually finish this project… eventually. keep shining :D"}, {"post_id": 17309, "ts": "2026-06-28T01:09:04Z", "hours": 1.2667, "text": "DEVLOG 3: the unexpected devlog (in which i fumble to make a single die) (and then succeed) (sort of) wassup hackers!!! wasn’t really planning on doing a devlog after just one hour of work, but this die is so glorious i feel alive again every writer faces the decision: should i write poetry, a novel, a short story, etc. etc… so why don’t we roll on it! this one took a bit of trial and error. i started by making 6 side designs for my die, but the designs took a while to decide on. i ended up drafting: gavel: journalism / article mask: play / scriptwriting pages: short story book: novel quotation marks: essay inkwell + quill: poetry then it was time to Fusion again. once again, extrude, point spline, and line tool were the LOMLs. but i used box for the base shape my biggest worry with this design was uneven weight distribution + difficulty with small gaps + supports when printing though! we want our writer choices to be unbiased and easy to set up so instead of going with my initial plan—to extrude the designs outwards—i decided to cut inward. it looks cleaner, prints cleaner, and is overall more even in weight, i find. dunno how that works, but it does? anyways, peace! onto the next part of the kit…"}, {"post_id": 17068, "ts": "2026-06-27T18:29:47Z", "hours": 2.0669, "text": "DEVLOG #2: drafting + creating the Reader’s Bookmark wassup, hackers! (x2) we just went from ONE bookmark to TWO!!! i mean, my hand is cramped from Fusion 360’s point spline + extrude tools, but we made it! every writer had to be a reader before they started writing, so i decided to make the reader’s bookmark today, for writer’s to use when reading for inspo or looking through their manuscript! i started by first drawing out the basic floral design i wanted, in Procreate Pocket—it was meant to be sorta flower-y, fantasy-like, and just elegant to look at and sleek to hold. i refined the drawing, then pushed it into Fusion to build. in Fusion, i had a crisis trying to maneuver point spline. I swear, that tool has something against me. i redrew the florals + swirls, added a moon-sun-stars window, and extruded the design however my writer/artist heart felt. had to redraw a few lines that were too thin to extrude or overlapped. (this was my first time using the mirror tool, WHOA!) we ended up pretty good! meet the reader’s bookmark below"}, {"post_id": 16683, "ts": "2026-06-27T03:43:34Z", "hours": 2.3208, "text": "DEVLOG #1: drafting the “Ultimate Writer’s Deck” + creating the Writer’s Bookmark wassup, hackers! ya girl went from blank desk + blank head, to Fusion 360-built bookmark (albeit after fighting Fusion’s extrude tool for 2 hours). guess which writer sat down with NO motivation to write! you guessed right, me! so i decided to build a catalog of trinkets for writers to use if they needed inspiration, or items to make work more fun. drafted a list of ~10 items for the “ULTIMATE WRITER’s DECK.” i then sketched out the first part—the writer’s bookmark—meant to have tabs, corner designs, and line guides that are good for manuscript edits. then, Fusion 360!!! lwk wrestled against the extrude tool. it took me 20 minutes just to make one fancy corner design… before deleting it entirely. but i learned how to use the “Break” tool and fixed up line issues, then remade all of the designs! came out pretty solid time to push this into the big Bambu Lab A1, bubs! :0"}]...
|
Title: The Ultimate Writer's Deck by @bluehear Title: The Ultimate Writer's Deck by @blueheart | Stardance
Devlogs:
DEVLOG #1: drafting the “Ultimate Writer’s Deck” + creating the Writer’s Bookmark wassup, hackers! ya girl went from blank desk + blank head, to Fusion 360-built bookmark (albeit after fighting Fusion’s extrude tool for 2 hours). guess which writer sat down with NO motivation to write! you guessed right, me! so i decided to build a catalog of trinkets for writers to use if they needed inspiration, or items to make work more fun. drafted a list of ~10 items for the “ULTIMATE WRITER’s DECK.” i then sketched out the first part—the writer’s bookmark—meant to have tabs, corner designs, and line guides that are good for manuscript edits. then, Fusion 360!!! lwk wrestled against the extrude tool. it took me 20 minutes just to make one fancy corner design… before deleting it entirely. but i learned how to use the “Break” tool and fixed up line issues, then remade all of the designs! came out pretty solid time to push this into the big Bambu Lab A1, bubs! :0
DEVLOG #2: drafting + creating the Reader’s Bookmark wassup, hackers! (x2) we just went from ONE bookmark to TWO!!! i mean, my hand is cramped from Fusion 360’s point spline + extrude tools, but we made it! every writer had to be a reader before they started writing, so i decided to make the reader’s bookmark today, for writer’s to use when reading for inspo or looking through their manuscript! i started by first drawing out the basic floral design i wanted, in Procreate Pocket—it was meant to be sorta flower-y, fantasy-like, and just elegant to look at and sleek to hold. i refined the drawing, then pushed it into Fusion to build. in Fusion, i had a crisis trying to maneuver point spline. I swear, that tool has something against me. i redrew the florals + swirls, added a moon-sun-stars window, and extruded the design however my writer/artist heart felt. had to redraw a few lines that were too thin to extrude or overlapped. (this was my first time using the mirror tool, WHOA!) we ended up pretty good! meet the reader’s bookmark below
DEVLOG 3: the unexpected devlog (in which i fumble to make a single die) (and then succeed) (sort of) wassup hackers!!! wasn’t really planning on doing a devlog after just one hour of work, but this die is so glorious i feel alive again every writer faces the decision: should i write poetry, a novel, a short story, etc. etc… so why don’t we roll on it! this one took a bit of trial and error. i started by making 6 side designs for my die, but the designs took a while to decide on. i ended up drafting: gavel: journalism / article mask: play / scriptwriting pages: short story book: novel quotation marks: essay inkwell + quill: poetry then it was time to Fusion again. once again, extrude, point spline, and line tool were the LOMLs. but i used box for the base shape my biggest worry with this design was uneven weight distribution + difficulty with small gaps + supports when printing though! we want our writer choices to be unbiased and easy to set up so instead of going with my initial plan—to extrude the designs outwards—i decided to cut inward. it looks cleaner, prints cleaner, and is overall more even in weight, i find. dunno how that works, but it does? anyways, peace! onto the next part of the kit…
DEVLOG #4: in which i tweak out over my second failed ID holder prototype (i was sad) (i really was) wassup hackers!!! this devlog was certainly a ride. a ride in which i made a NEW detailed ID holder nothing like my old failed prototype… and it still failed anyways. the steps to making my sad fumbly prototype? measure your ID card (should be default size) make the base holder in Fusion 360 cut out a window to actually SEE the card add pretty details to the back so the ID holder was for writers to use in case they ever went to conferences and needed something swaggy and shiny and sturdy too. sounds chill, but then i pulled out my school ID, and i sorta scratched the hell out of that. oops i also forgot to make a separate pulling-out-the-card mechanism, in all my excitement to make the back detailing… ouch. hopefully this prints out well enough to push the ID in and out safely. “at least the back looks nice, though, arisha!” you might say. but yeah, nope, i put it into my printer’s slicer… and my designs got cut off. so i redesigned for the third time! turns out the initial feather bits were too thin. i also tried a new print orientation! instead of horizontal, i’m printing vertically, so that should HYPOTHETICALLY work better in reducing print stringiness. so long, stars! time to actually finish this project… eventually. keep shining :D
DEVLOG #5: writing this as i stare at my not-working 3D printer in pure devastation (a broken heart, torn wires, and my lament on the sorrows of lost internet at the end of a vital project) wassup hackers!!! the internet wires in my house broke, so guess what? i can’t quite print the last part of my ULTIMATE WRITER’S GUIDE prototype 1 … so now, we wait. and stare at the sad lonely STL files. and maybe do the first ship. on the bright side, we’ve gotten a lot done since the ID holder. i started off by making a 3-part spinner with two sides: one to roll nonfiction genres and another to roll fiction genres! to flip sides, you just remove the spin indicator from the stand, and flip the wheel. this piece took a TON (when i say ton, i mean a crap ton) of trial-and-error. first, the wheel was too heavy. then too small. then not small enough. text alignment for even weight distribution was the hardest part! but it ended up OK in the final print. then i made the pen holder. it was initially supposed to look like an inkwell, but after many redesigns, i went for something that was supposed to look like an ancient battleground / battle ring / temple. :> the quote at its base is one of my own!!!! can’t wait to show y’all. PLEASE check the README once I’ve shipped my biggest struggle with this piece was actually learning how to use rectangular alignment in Fusion, but it ended up working out? i should have enabled supports though :( I ended up with a stringy print instead, with drooping filament… ouch. now, for my grandest tragedy. i couldn’t print the coaster, when it was one of the most detail-heavy parts. my printer won’t be back up for several days, so i’ll add the STL file to the repo and ship it off. i’ll print the official coaster and add it to the README once i have internet again. but that will take a long, long time… i’ll be back (soon) for my last devlog (before my first ship) in a century (in like 20 minutes after finishing the README). you guys will see the official printed models then! goodbye, hackers!
DEVLOG #6: the final devlog before i explode (aka the first ship!) wassup hackers!!! it’s been years (no, just an hour) since my last devlog!!! i just created the demo video of me playing with the parts of my ultimate writer’s kit! it’s about 8 minutes long, but i had fun! check my ship to watch the project and go onto the GitHub repo to download the files! i also took finalized photos of all of the physical prototypes. i’ll attach my FAVs here for you to see too! WHAT I’VE LEARNED the point spline tool is the BEST tool to fluidly draw with in Fusion take advantage of the mirror tool, it seriously speeds up the work process remember to close those lines. or else you can’t extrude… rectangular and circular pattern tools are helpful if you’re doing designs with repetition! KEEP WRITING! so long, hackers! time to put these STL files to USE! hopefully i can get the coaster printed eventually
DEVLOG #7: in which i revise and reship wassup hackers!!!! ya girl got her project shipped back to her, so it’s time for some well-needed modifications! i added a BOM.csv to the project so that people don’t miss the fine print saying “this is what you need.” this includes the item, its quantity, and a description. i also added details to the README.md that were missing before, yay! here, you can see more advice from me on how to make sure that your prints don’t go out of wack hehe peace out, hackers!
Ships:
From writer to CAD designer (CADder? something-er?) this was such a FUN journey!!!! One of the hardest parts of making this deck / kit was designing all of the patterns by hand, then redesigning in Fusion 360. But that was my favorite part (well, the one I’m most proud of!) and I hope you love the curly + bookish designs as much as I loved making them! Between losing my wifi, and then losing my sanity, to screaming with joy at 1AM over a working file, this project was an incredible test to my writing and CAD skills. But it all worked out! (sort of) (excluding the 100-something times I had to restart my computer because my designs crashed) (or 20-something times my wifi went out) (or the 50-something times I redesigned each prototype in my notebook, Procreate, and Fusion 360) If you want to test out the project, check out my repo, follow assembly instructions (if there are any), follow print settings, print, and enjoy! From one writer to another! MUCH LOVE, HACKERS! Keep shining :D PS. Below is my favorite part of the project :3 the wheel deal, which inspired me to make this whole kit!...
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1793940781.6905828
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1794027181.6905828
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8344
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Untitled project by @good2seeyou | Stardance
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good2seeyou
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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: Untitled project by @good2seeyou | Stardanc Title: Untitled project by @good2seeyou | Stardance...
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1793422380.78785
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1794027180.78785
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15485
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MuMu by @Dhyan | Stardance
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Dhyan
|
0
|
1.68
|
0
|
[]
|
[{"post_id": 13202, "ts": "202 [{"post_id": 13202, "ts": "2026-06-21T16:56:03Z", "hours": 0.7475, "text": "DEVLOG 2 PROJECT: MUMU.IO Hi Stardancers ! , This Is My Second Devlog.. “ANT WIKI” Was just A Mini Fun Web Scroller, it was just random Idea. But now when I started to work on it I am really enjoying it. This Screen Shot Was Taken At Beginning. I mean When I started To Feel This UI Better Than The Home Page And I ‘ve only started building it .. And the reason to post this Devlog is Mine feeling of making this great. I’ll be sharing more updates bye : )"}, {"post_id": 8509, "ts": "2026-06-14T04:28:36Z", "hours": 0.9308, "text": "Hi Stardancers, I am Dhyan and Learning HTML5 and CSS. “MUMU” This Is My First Ever Web Project This Is Like A Showcase Page Where I Upload A Lot Of Fun Web Games, WeB Scroller etc. Ihave made some artworks and Implemented The Home Page"}]...
|
Title: MuMu by @Dhyan | Stardance
Devlogs:
Hi Sta Title: MuMu by @Dhyan | Stardance
Devlogs:
Hi Stardancers, I am Dhyan and Learning HTML5 and CSS. “MUMU” This Is My First Ever Web Project This Is Like A Showcase Page Where I Upload A Lot Of Fun Web Games, WeB Scroller etc. Ihave made some artworks and Implemented The Home Page
DEVLOG 2 PROJECT: MUMU.IO Hi Stardancers ! , This Is My Second Devlog.. “ANT WIKI” Was just A Mini Fun Web Scroller, it was just random Idea. But now when I started to work on it I am really enjoying it. This Screen Shot Was Taken At Beginning. I mean When I started To Feel This UI Better Than The Home Page And I ‘ve only started building it .. And the reason to post this Devlog is Mine feeling of making this great. I’ll be sharing more updates bye : )...
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1793422378.652992
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1794027178.652992
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29968
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My own site! by @StarCoder | Stardance
|
StarCoder
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T18:31:16Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Personal Website This is my first ship for the personal website mission. It has multiple sections, including a home, which is just a title for now, am about me section, a projects section which contains only one project for now, and a contact section. The project section contains two buttons, one lets you try out the project, the other opens a new page with additional info about the project. I did this mission to try to learn a bit more about HTML and CSS, and I think I did learn a lot. No AI was used in this project (other than the AI overview sometimes opening up when searching for some syntax). Thanks! Github link: https://github.com/StarCoder369/personal-website Demo link: https://starcoder369.github.io/personal-website/", "repo": "https://github.com/StarCoder369/personal-website", "demo": "https://starcoder369.github.io/personal-website/"}]...
|
[{"post_id": 29012, "ts": "202 [{"post_id": 29012, "ts": "2026-07-15T17:39:48Z", "hours": 3.3139, "text": "Personal Website This is my first devlog for the personal website. Features The website currently has a home section, an about section, a projects section, and a contact section. The project sections only contains a single project for now, and has a more info and a view project button. The more info button takes the user into a new page with more info. The view project button redirects to the project link. That’s basically it, hopefully it gets accepted, since I’m going to ship it now. Thanks!"}]...
|
Title: My own site! by @StarCoder | Stardance
Dev Title: My own site! by @StarCoder | Stardance
Devlogs:
Personal Website This is my first devlog for the personal website. Features The website currently has a home section, an about section, a projects section, and a contact section. The project sections only contains a single project for now, and has a more info and a view project button. The more info button takes the user into a new page with more info. The view project button redirects to the project link. That’s basically it, hopefully it gets accepted, since I’m going to ship it now. Thanks!
Ships:
Personal Website This is my first ship for the personal website mission. It has multiple sections, including a home, which is just a title for now, am about me section, a projects section which contains only one project for now, and a contact section. The project section contains two buttons, one lets you try out the project, the other opens a new page with additional info about the project. I did this mission to try to learn a bit more about HTML and CSS, and I think I did learn a lot. No AI was used in this project (other than the AI overview sometimes opening up when searching for some syntax). Thanks! Github link: https://github.com/StarCoder369/personal-website Demo link: https://starcoder369.github.io/personal-website/...
|
1793940777.7972417
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1794027177.7972417
|
|
27235
|
My very own WebOS by @Quantum_Breaker | Stardance
|
Quantum_Breaker
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Quantum_Breaker | Sta Title: My very own WebOS by @Quantum_Breaker | Stardance...
|
1793422377.6959505
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1794027177.6959505
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17515
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Frictionless by @aakarsha_k | Stardance
|
aakarsha_k
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @aakarsha_k | Stardance
|
1793422375.634899
|
1794027175.634899
|
|
33406
|
Orbit Desk by @sirius | Stardance
|
sirius
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T05:03:37Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Orbit Desk is a custom new-tab mission-control dashboard built with plain HTML, CSS, and JavaScript. I am proud of the live clock, 25-minute focus timer, persistent localStorage priorities, responsive layout, and accessible interaction states. The main challenge was keeping the interface useful and calm while making every feature work without external dependencies. Test it by starting and resetting the timer, adding and completing priorities, reloading to confirm they persist, and trying the search and launch links.", "repo": "https://github.com/SiriusW823/orbit-desk", "demo": "https://siriusw823.github.io/orbit-desk/"}]...
|
[{"post_id": 26384, "ts": "202 [{"post_id": 26384, "ts": "2026-07-11T04:30:06Z", "hours": 0.2756, "text": "Orbit Desk is live! I turned a blank browser tab into a calm personal mission-control dashboard. Live local clock and time-aware greeting 25-minute focus timer with pause and reset Priorities saved with localStorage Responsive layout, keyboard focus, and reduced-motion support Built with plain HTML, CSS, and JavaScript, then browser-tested end to end. The public repo and GitHub Pages deployment are ready for review. Demo: https://siriusw823.github.io/orbit-desk/ Source: https://github.com/SiriusW823/orbit-desk"}]...
|
Title: Orbit Desk by @sirius | Stardance
Devlogs: Title: Orbit Desk by @sirius | Stardance
Devlogs:
Orbit Desk is live! I turned a blank browser tab into a calm personal mission-control dashboard. Live local clock and time-aware greeting 25-minute focus timer with pause and reset Priorities saved with localStorage Responsive layout, keyboard focus, and reduced-motion support Built with plain HTML, CSS, and JavaScript, then browser-tested end to end. The public repo and GitHub Pages deployment are ready for review. Demo: https://siriusw823.github.io/orbit-desk/ Source: https://github.com/SiriusW823/orbit-desk
Ships:
Orbit Desk is a custom new-tab mission-control dashboard built with plain HTML, CSS, and JavaScript. I am proud of the live clock, 25-minute focus timer, persistent localStorage priorities, responsive layout, and accessible interaction states. The main challenge was keeping the interface useful and calm while making every feature work without external dependencies. Test it by starting and resetting the timer, adding and completing priorities, reloading to confirm they persist, and trying the search and launch links....
|
1793940774.9149582
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1794027174.9149582
|
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32073
|
My own site! by @kentmabbayad99 | Stardance
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kentmabbayad99
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @kentmabbayad99 | Stardance
|
1793422374.7335382
|
1794027174.7335382
|
|
32072
|
My awesome macropad! by @risikatharul | Stardance
|
risikatharul
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @risikatharul | Sta Title: My awesome macropad! by @risikatharul | Stardance...
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1793422373.816701
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1794027173.816701
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19548
|
Bingo!: My First Slack Bot by @yankobzarenko | Sta Bingo!: My First Slack Bot by @yankobzarenko | Stardance...
|
yankobzarenko
|
1
|
3.6
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T21:06:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple Slack Bot that has a couple of useful commands. It is called Bingo!, and there are currently six unique commands that you can use. I found it creating the command for a weather forecast the most difficult because it was far more complex to create compared to any of the other commands. To test Bingo!, you can take a look at the channel I made in Hack Club’s Slack.", "repo": "https://github.com/yankobzarenko/bingoslackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCT7AR06P"}]...
|
[{"post_id": 15382, "ts": "202 [{"post_id": 15382, "ts": "2026-06-25T00:36:30Z", "hours": 1.5967, "text": "Devlog #2: So this time, I decided to add a new command based on the suggestion someone left me: a command that allows you to convert your current time to another time zone of your choosing. It took me a while to get it working, which was mainly due to the fact that I had very little idea how to do it. However, I did get it after some time. The next issue came when it was time to update Bingo!, and I spent a good 30 to 45 minutes just trying to figure that out, but this was mostly me not reading the guide properly. Also, I decided to revamp my color palette command because the original command looked very basic to me. However, I was not prepared for how difficult it would be to update. Originally, I just tried using Slack’s Block Kit Builder, which worked okay, but it didn’t quite give me what I was looking for. All of the color swatches were tiny, and what I wanted was to have those images with all of the colors neatly arranged. So, after searching for a while, I ended up using QuickChart to generate a custom bar chart using the hex codes for the colors. Even then, I encountered a lot of bugs that took me a while to fix, and most of the time, it was usually me forgetting to add some syntax to the code. What do you think I should add next?"}, {"post_id": 14644, "ts": "2026-06-23T20:33:27Z", "hours": 2.1867, "text": "Starting Out: Okay, so I think this is the first dev log I have ever made and also the first time I’m using JavaScript, so forgive me if my code looks very messy. So far in my slack bot, I have six commands currently available: help, ping, catfact, forecast, colorpallete, and joke. Forecast took me an absurdly long time to make because I had no idea what I was doing. It took me like halfway through making it to realize that I could just use console.log() to help debug, which made it a whole lot easier to see what went wrong. An example of the command is attached to this post. I’m not sure what else to add or work on for the slack bot, so it would be great if I could get some suggestions. Also, some advice in regard to JavaScript would be amazing because I still know very little about the language."}]...
|
Title: Bingo!: My First Slack Bot by @yankobzarenk Title: Bingo!: My First Slack Bot by @yankobzarenko | Stardance
Devlogs:
Starting Out: Okay, so I think this is the first dev log I have ever made and also the first time I’m using JavaScript, so forgive me if my code looks very messy. So far in my slack bot, I have six commands currently available: help, ping, catfact, forecast, colorpallete, and joke. Forecast took me an absurdly long time to make because I had no idea what I was doing. It took me like halfway through making it to realize that I could just use console.log() to help debug, which made it a whole lot easier to see what went wrong. An example of the command is attached to this post. I’m not sure what else to add or work on for the slack bot, so it would be great if I could get some suggestions. Also, some advice in regard to JavaScript would be amazing because I still know very little about the language.
Devlog #2: So this time, I decided to add a new command based on the suggestion someone left me: a command that allows you to convert your current time to another time zone of your choosing. It took me a while to get it working, which was mainly due to the fact that I had very little idea how to do it. However, I did get it after some time. The next issue came when it was time to update Bingo!, and I spent a good 30 to 45 minutes just trying to figure that out, but this was mostly me not reading the guide properly. Also, I decided to revamp my color palette command because the original command looked very basic to me. However, I was not prepared for how difficult it would be to update. Originally, I just tried using Slack’s Block Kit Builder, which worked okay, but it didn’t quite give me what I was looking for. All of the color swatches were tiny, and what I wanted was to have those images with all of the colors neatly arranged. So, after searching for a while, I ended up using QuickChart to generate a custom bar chart using the hex codes for the colors. Even then, I encountered a lot of bugs that took me a while to fix, and most of the time, it was usually me forgetting to add some syntax to the code. What do you think I should add next?
Ships:
I made a simple Slack Bot that has a couple of useful commands. It is called Bingo!, and there are currently six unique commands that you can use. I found it creating the command for a weather forecast the most difficult because it was far more complex to create compared to any of the other commands. To test Bingo!, you can take a look at the channel I made in Hack Club’s Slack....
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1793940772.0215049
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1794027172.0215049
|
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37345
|
Last.Fm Python Terminal App by @Malingen | Stardan Last.Fm Python Terminal App by @Malingen | Stardance...
|
Malingen
|
1
|
8.29
|
69
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T19:03:34Z", "hours": 8.0, "multiplier": 8.69, "payout": 69, "blessing": "neutral", "text": "This was my first Python application, which helped me learn how to create my first CLI app. It’s a small search client that requests the Last.Fm API, a music tracking service, and provides info to the user. You can download it off PIP at “PIP-lastfm-python-lule345”", "repo": "https://github.com/lule345/lastfmPython2", "demo": "https://pypi.org/project/PIP-lastfm-python-lule345/"}]...
|
[{"post_id": 37703, "ts": "202 [{"post_id": 37703, "ts": "2026-07-30T16:34:51Z", "hours": 0.2919, "text": "I believe the bug where the command would be executed twice should be fixed. Update with pipx upgrade PIP-lastfm-python-lule345"}, {"post_id": 32488, "ts": "2026-07-21T18:24:13Z", "hours": 0.7017, "text": "shipping application now! beware that the demo URL may not work, and that the application should be ran in your own terminal."}, {"post_id": 32448, "ts": "2026-07-21T17:20:50Z", "hours": 0.6336, "text": "track, album, artist search completed! onto top tracks/albums/artists"}, {"post_id": 32429, "ts": "2026-07-21T16:37:49Z", "hours": 1.3053, "text": "finished working on track searching, including 256 ascii display (thx climage)"}, {"post_id": 32035, "ts": "2026-07-20T22:11:10Z", "hours": 1.2072, "text": "three down, five more to go!"}, {"post_id": 32002, "ts": "2026-07-20T20:54:52Z", "hours": 0.3656, "text": "now constructing the details of the command"}, {"post_id": 31987, "ts": "2026-07-20T20:30:25Z", "hours": 1.3886, "text": "fixed the problem i had: needed change from whatever i was doing to a dedicated config file"}, {"post_id": 31492, "ts": "2026-07-19T22:10:39Z", "hours": 1.1619, "text": "encountering a problem with writing to temp files; will hold for today and work on tomorrow"}, {"post_id": 31431, "ts": "2026-07-19T19:56:40Z", "hours": 0.3611, "text": "getting started on HTTP stuff!"}, {"post_id": 31420, "ts": "2026-07-19T19:29:53Z", "hours": 0.6575, "text": "working on getpass process"}, {"post_id": 31394, "ts": "2026-07-19T18:40:23Z", "hours": 0.2789, "text": "slowly learning python"}]...
|
Title: Last.Fm Python Terminal App by @Malingen | Title: Last.Fm Python Terminal App by @Malingen | Stardance
Devlogs:
slowly learning python
working on getpass process
getting started on HTTP stuff!
encountering a problem with writing to temp files; will hold for today and work on tomorrow
fixed the problem i had: needed change from whatever i was doing to a dedicated config file
now constructing the details of the command
three down, five more to go!
finished working on track searching, including 256 ascii display (thx climage)
track, album, artist search completed! onto top tracks/albums/artists
shipping application now! beware that the demo URL may not work, and that the application should be ran in your own terminal.
I believe the bug where the command would be executed twice should be fixed. Update with pipx upgrade PIP-lastfm-python-lule345
Ships:
This was my first Python application, which helped me learn how to create my first CLI app. It’s a small search client that requests the Last.Fm API, a music tracking service, and provides info to the user. You can download it off PIP at “PIP-lastfm-python-lule345”...
|
1793940769.1356063
|
1794027169.1356063
|
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17652
|
My very own WebOS by @SavvyG | Stardance
|
SavvyG
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @SavvyG | Stardance
|
1793422369.0845654
|
1794027169.0845654
|
|
9212
|
Untitled project by @DeadLight | Stardance
|
DeadLight
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @DeadLight | Stardance
|
1793422368.171029
|
1794027168.171029
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29403
|
Py_DOS+ Lantern by @bhandari_basanta_47 | Stardanc Py_DOS+ Lantern by @bhandari_basanta_47 | Stardance...
|
bhandari_basanta_47
|
1
|
2.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T05:49:33Z", "hours": 2.0, "multiplier": 2.83, "payout": 5, "blessing": "neutral", "text": "It was actually fun to work on, It was exiciting to see it in action & I can show actually show it to my friends as a project I built.", "repo": "https://github.com/basanta-bhandari/PY_DOS", "demo": "https://pypi.org/project/Py-DOS-B1/"}]...
|
[{"post_id": 20128, "ts": "202 [{"post_id": 20128, "ts": "2026-07-01T17:37:35Z", "hours": 1.7222, "text": "Most features work, will get Lantern working by weekend"}]...
|
Title: Py_DOS+ Lantern by @bhandari_basanta_47 | S Title: Py_DOS+ Lantern by @bhandari_basanta_47 | Stardance
Devlogs:
Most features work, will get Lantern working by weekend
Ships:
It was actually fun to work on, It was exiciting to see it in action & I can show actually show it to my friends as a project I built....
|
1793940768.0036976
|
1794027168.0036976
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33205
|
My own site! by @adamessalhi | Stardance
|
adamessalhi
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @adamessalhi | Stardance
|
1793422366.2665348
|
1794027166.2665348
|
|
30929
|
My own site! by @Leadscursed | Stardance
|
Leadscursed
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Leadscursed | Stardance
|
1793422365.3587275
|
1794027165.3587275
|
|
15190
|
My very own WebOS by @tejas5877 | Stardance
|
tejas5877
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @tejas5877 | Stardance
|
1793422364.4101515
|
1794027164.4101515
|
|
37824
|
WarioWare Game by @Dimeji | Stardance
|
Dimeji
|
1
|
16.62
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T16:40:35Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a warioware game in godot using the guide. The most challenging part was the third game and to an extent the failure screen that was supposed to show when you ran out of lives. Not much to know to use it just the link is sufficient.", "repo": "https://github.com/Dimeji0/Mariowaregame", "demo": "https://d1meji-0.itch.io/mairoware-micheal-game"}]...
|
[{"post_id": 62488, "ts": "202 [{"post_id": 62488, "ts": "2026-09-05T21:19:06Z", "hours": 1.6247, "text": "I had this returned because apparently there was a bug where you could walk through the walls in the third minigame apparently my fault for relying on parallax for my walls movement but did end up changing from a static body node to an animatable node and few minor changes later, its fixed I believe. While I was at it I I replaced the settings button that led nowhere and put something with actual value a scene explaining the objective of each minigame and the controls, I got some feedback that it wasn’t clear and some people thought it was bugged"}, {"post_id": 60918, "ts": "2026-09-03T16:05:23Z", "hours": 0.2683, "text": "Finally published to itch."}, {"post_id": 60799, "ts": "2026-09-03T12:11:45Z", "hours": 4.1644, "text": "This third minigame has been the most difficult and mind boggling part of this project. For some reason colliding with the walls wasn’t giving me the desired result and reducing points. It took serious counsel from a guy on reddit and then a random change i thought of trying that finally fixed it, but now here we have a game where instead of like the rest you had to complete a goal before time runs out by collecting things now you have to avoid everything till the time runs out."}, {"post_id": 60358, "ts": "2026-09-02T17:23:51Z", "hours": 3.6408, "text": "I programmed the winning and death screens. For several hours I got stuck here because for some reason the button wasn’t working, eventually turned out it was just the conditions to go there hadnt changed when i clicked the button so it sent me back, just need to make one more minigame"}, {"post_id": 47657, "ts": "2026-08-15T18:15:04Z", "hours": 1.9092, "text": "Ok, so for the longest time I kept getting some ’Attempt to call function ‘overlaps_area’ in base “null instance” on a null instance. Could not figure out where I went wrong for the longest time, turns out I had A). skipped out on a part of the instructions by accident and B). put 3 dots instead of 2 which screwed me over, but fixed now"}, {"post_id": 47427, "ts": "2026-08-15T11:01:14Z", "hours": 2.6953, "text": "Started on the platform portion so its really coming together now. I am wondering how the points and stuff aspect of it is gonna work, I made a character a pixelated screenshot of my friend, not sure what made the weird outline that sticks out might try to fix it, or leave it for the sake of whimsy"}, {"post_id": 33029, "ts": "2026-07-22T16:12:47Z", "hours": 1.9358, "text": "Ok so far all I have managed to complete is the title page. I had a bit of a problem where the guide told me to set the title and it would just be both too grainy/low quality AND too large, but I enabled msdf and adjusted the size and that seemed to get things sorted. Using a pic of a friend of mine for the jokes. As usual getting hackatime working was a bit of a pain because it wasn’t in the asset library but first part done. Woo!"}]...
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Title: WarioWare Game by @Dimeji | Stardance
Devl Title: WarioWare Game by @Dimeji | Stardance
Devlogs:
Ok so far all I have managed to complete is the title page. I had a bit of a problem where the guide told me to set the title and it would just be both too grainy/low quality AND too large, but I enabled msdf and adjusted the size and that seemed to get things sorted. Using a pic of a friend of mine for the jokes. As usual getting hackatime working was a bit of a pain because it wasn’t in the asset library but first part done. Woo!
Started on the platform portion so its really coming together now. I am wondering how the points and stuff aspect of it is gonna work, I made a character a pixelated screenshot of my friend, not sure what made the weird outline that sticks out might try to fix it, or leave it for the sake of whimsy
Ok, so for the longest time I kept getting some ’Attempt to call function ‘overlaps_area’ in base “null instance” on a null instance. Could not figure out where I went wrong for the longest time, turns out I had A). skipped out on a part of the instructions by accident and B). put 3 dots instead of 2 which screwed me over, but fixed now
I programmed the winning and death screens. For several hours I got stuck here because for some reason the button wasn’t working, eventually turned out it was just the conditions to go there hadnt changed when i clicked the button so it sent me back, just need to make one more minigame
This third minigame has been the most difficult and mind boggling part of this project. For some reason colliding with the walls wasn’t giving me the desired result and reducing points. It took serious counsel from a guy on reddit and then a random change i thought of trying that finally fixed it, but now here we have a game where instead of like the rest you had to complete a goal before time runs out by collecting things now you have to avoid everything till the time runs out.
Finally published to itch.
I had this returned because apparently there was a bug where you could walk through the walls in the third minigame apparently my fault for relying on parallax for my walls movement but did end up changing from a static body node to an animatable node and few minor changes later, its fixed I believe. While I was at it I I replaced the settings button that led nowhere and put something with actual value a scene explaining the objective of each minigame and the controls, I got some feedback that it wasn’t clear and some people thought it was bugged
Ships:
I built a warioware game in godot using the guide. The most challenging part was the third game and to an extent the failure screen that was supposed to show when you ran out of lives. Not much to know to use it just the link is sufficient....
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1793940763.5540996
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1794027163.5540996
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15304
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My first slack bot! by @kingsley | Stardance
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kingsley
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @kingsley | Stardanc Title: My first slack bot! by @kingsley | Stardance...
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1793422363.514174
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1794027163.514174
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47837
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beatLock by @agilfor | Stardance
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agilfor
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1
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10.0
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90
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T14:02:42Z", "hours": 10.0, "multiplier": 9.31, "payout": 90, "blessing": "neutral", "text": "Hi all. This project is called beatLock, which is a PAM (pluggable authentication module) for Linux that uses keystroke dynamics as a form of biometric authentication when you enter your passwords. I wanted to create a way to make passwords more secure for older machines that don’t have fingerprint ID hardware. If you have any suggestions on how I can improve it, please let me know :) (Note: the screenshot below is just the web demo, as there isn’t much to show in terms of UI for the final product)", "repo": "https://github.com/agilfor/beatLock", "demo": "https://agilfor.github.io/beatLock/web-demo/"}]...
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[{"post_id": 48116, "ts": "202 [{"post_id": 48116, "ts": "2026-08-16T12:28:55Z", "hours": 9.7153, "text": "Devlog So over the past three days I’ve been building beatLock . Basically I resuscitated my old 2013 macbook pro with Arch Linux, but was kinda upset it didn’t have touch ID like my current one does. Long story short: I decided to try to build a form of biometric authentication based on typing patterns, with the idea that this makes passwords safer. I started with a web demo in HTML/CSS/JS, mostly cuz I know those already and I rlly just wanted to figure out how this thing was gonna work without dealing with syntax errors every five mins. It only took me abt an hour to get this web demo working which was nice. Unfortunately it’s not too polished (sorry abt that), cuz the focus was getting it working on Linux. Then I started coding in C, which in and of itself ain’t awful cuz I work with C++ regularly. Thing is, you can’t just take input normally, so I sent a couple hours going down a rabbithole of getting keyboard events directly from /dev/input/ (the low-level kernel events basically). Ironically, the part that screwed me over the most was the part I hoped would be rlly easy. Turns out that writing protected files from a hidden root process brings with it a lot of security considerations, so I had to get AI to help me build smthn that was acc secure instead of the half-baked security nightmare fuel I built. I spent wayy too long on that and compiler errors, but I digress… Anyways, after going through a couple of iterations of integration hell with the PAM library, I got it working on Linux. Building the Makefile and installation scripts wasn’t too difficult (especially compared to C cough cough ). Add a README and a MIT License, and we’re good to go Basically, the result is a functional biometric typing pattern authenticator that can be installed on Linux (instructions in the README). Currently I’ve got it set up to still fallback to the default PAM (just in case yk), but it is possible to set it as the sole PAM if you want to (see the experimental section of the README). No idea if people will actually wanna use it, but I had fun building it. Hope y’all like it too :) P.S. For all the Mac users, I found out you can use touch ID to authenticate sudo on MacOS. Here’s the guide if you wanna try. Works like a charm for me"}]...
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Title: beatLock by @agilfor | Stardance
Devlogs:
Title: beatLock by @agilfor | Stardance
Devlogs:
Devlog So over the past three days I’ve been building beatLock . Basically I resuscitated my old 2013 macbook pro with Arch Linux, but was kinda upset it didn’t have touch ID like my current one does. Long story short: I decided to try to build a form of biometric authentication based on typing patterns, with the idea that this makes passwords safer. I started with a web demo in HTML/CSS/JS, mostly cuz I know those already and I rlly just wanted to figure out how this thing was gonna work without dealing with syntax errors every five mins. It only took me abt an hour to get this web demo working which was nice. Unfortunately it’s not too polished (sorry abt that), cuz the focus was getting it working on Linux. Then I started coding in C, which in and of itself ain’t awful cuz I work with C++ regularly. Thing is, you can’t just take input normally, so I sent a couple hours going down a rabbithole of getting keyboard events directly from /dev/input/ (the low-level kernel events basically). Ironically, the part that screwed me over the most was the part I hoped would be rlly easy. Turns out that writing protected files from a hidden root process brings with it a lot of security considerations, so I had to get AI to help me build smthn that was acc secure instead of the half-baked security nightmare fuel I built. I spent wayy too long on that and compiler errors, but I digress… Anyways, after going through a couple of iterations of integration hell with the PAM library, I got it working on Linux. Building the Makefile and installation scripts wasn’t too difficult (especially compared to C cough cough ). Add a README and a MIT License, and we’re good to go Basically, the result is a functional biometric typing pattern authenticator that can be installed on Linux (instructions in the README). Currently I’ve got it set up to still fallback to the default PAM (just in case yk), but it is possible to set it as the sole PAM if you want to (see the experimental section of the README). No idea if people will actually wanna use it, but I had fun building it. Hope y’all like it too :) P.S. For all the Mac users, I found out you can use touch ID to authenticate sudo on MacOS. Here’s the guide if you wanna try. Works like a charm for me
Ships:
Hi all. This project is called beatLock, which is a PAM (pluggable authentication module) for Linux that uses keystroke dynamics as a form of biometric authentication when you enter your passwords. I wanted to create a way to make passwords more secure for older machines that don’t have fingerprint ID hardware. If you have any suggestions on how I can improve it, please let me know :) (Note: the screenshot below is just the web demo, as there isn’t much to show in terms of UI for the final product)...
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1793940760.358926
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1794027160.358926
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38141
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Lidar VTOL by @jdslakfjdslk | Stardance
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jdslakfjdslk
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0
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0.48
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0
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[]
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[{"post_id": 32705, "ts": "202 [{"post_id": 32705, "ts": "2026-07-22T01:14:59Z", "hours": 0.4758, "text": "started to model the fuselage of my vtol. Did some lofting almost finished with the outlining"}]...
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Title: Lidar VTOL by @jdslakfjdslk | Stardance
De Title: Lidar VTOL by @jdslakfjdslk | Stardance
Devlogs:
started to model the fuselage of my vtol. Did some lofting almost finished with the outlining...
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1793422358.0473564
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1794027158.0473564
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15557
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Distraction Sentry by @chris_titan | Stardance
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chris_titan
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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: Distraction Sentry by @chris_titan | Starda Title: Distraction Sentry by @chris_titan | Stardance...
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1793422357.1768532
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1794027157.1768532
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49679
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The Dropper 3D Game (Cosmic) by @Ali-was-taken | S The Dropper 3D Game (Cosmic) by @Ali-was-taken | Stardance...
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Ali-was-taken
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1
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17.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T15:18:41Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3D dropper game from scratch using online tutorials and hours of coding, the game is about an astronaut jumping through giant ‘craters’ and uses that low-gravity trait to avoid objects that may come in its way to reach the other side of planets. Controls: Classic WASD for movement. Space bar to drop drown. Mouse to look around. Some of the main issues I did face with development were coding up the main POV camera, so I did copy a script for that 😅. I also needed help designing the interface so I used the good old GPT, but everything beyond that is completely coded yours truly. Honestly I really enjoyed developing this game, and the fact that this platform basically pays you to do that, was a real motivator there. I am looking forwards to make even more projects soon! Thank you for Reading this/Playing my game :)", "repo": "https://github.com/Alishayan41879/Playground-Z", "demo": ""}]...
|
[{"post_id": 58924, "ts": "202 [{"post_id": 58924, "ts": "2026-08-31T14:20:57Z", "hours": 1.5656, "text": "Devlog#8 | Game Published! I fixed all my last bugs, now that I finished I’ve published the game on itch.io. You can try it right here: https://prohunter10m.itch.io/cosmic-zipper-3d"}, {"post_id": 57881, "ts": "2026-08-30T06:28:21Z", "hours": 5.4033, "text": "Devlog#7 | Added Death & Respawn Mechanics & Levels. Finally finished adding hitboxes and repawn-on-death mechanic to the game, and finished renovating all the level. The game is very playable now, and will be published very soon! I am just considering adding a few touches and maybe gamemodes as a cherry on top . (Do give me suggestions)"}, {"post_id": 53938, "ts": "2026-08-24T17:17:33Z", "hours": 1.8925, "text": "Devlog#6 | Added freefall mechanics and movement I know it’s been a while, but I’ve finally found the time to add the main mechanics to the game, I have a feeling it’s going to be playable soon! Here’s what the gameplay should look like:"}, {"post_id": 51072, "ts": "2026-08-20T15:36:05Z", "hours": 2.8742, "text": "Devlog#5 | Level Designs! Yesssssss I finally finished some of the level designs, it look really long cuz I literally had to code every single entity (and yes some of them spin 🌀). I hope you guys like the designs 🥲."}, {"post_id": 50264, "ts": "2026-08-19T12:58:18Z", "hours": 1.9297, "text": "Devlog#3 | Fixed Camera Issue & Added movement I finally fixed the camera issue since last devlog, and managed to code up movement inputs (only took 2 hours TvT👍). Also added a little bit of color, which I hope looks nice."}, {"post_id": 49513, "ts": "2026-08-18T11:58:16Z", "hours": 1.0403, "text": "Devlog#3 | Camera System & Level building. I’ve managed to build the first 2 dropper levels, and so I started working on the camera system… But the camera just won’t rotate in the y-axis whatsoever. Don’t worry tho, I’ve not given up (yet) ima restart this tomorrow T-T"}, {"post_id": 48735, "ts": "2026-08-17T08:22:45Z", "hours": 1.5564, "text": "Devlog#2 | Added Interface and Map. Just finished adding a whole map giving space-vibes, aswell as the interface showing info. I wanted to add a layer to the pov to make it look a little retro (space-cam vibe), but it just didn’t work :P. Anyway lmk, if y’all have any suggestions!"}, {"post_id": 48246, "ts": "2026-08-16T15:29:48Z", "hours": 0.525, "text": "Just Started Working on it, here’s the interface! More updates soon!"}]...
|
Title: The Dropper 3D Game (Cosmic) by @Ali-was-ta Title: The Dropper 3D Game (Cosmic) by @Ali-was-taken | Stardance
Devlogs:
Just Started Working on it, here’s the interface! More updates soon!
Devlog#2 | Added Interface and Map. Just finished adding a whole map giving space-vibes, aswell as the interface showing info. I wanted to add a layer to the pov to make it look a little retro (space-cam vibe), but it just didn’t work :P. Anyway lmk, if y’all have any suggestions!
Devlog#3 | Camera System & Level building. I’ve managed to build the first 2 dropper levels, and so I started working on the camera system… But the camera just won’t rotate in the y-axis whatsoever. Don’t worry tho, I’ve not given up (yet) ima restart this tomorrow T-T
Devlog#3 | Fixed Camera Issue & Added movement I finally fixed the camera issue since last devlog, and managed to code up movement inputs (only took 2 hours TvT👍). Also added a little bit of color, which I hope looks nice.
Devlog#5 | Level Designs! Yesssssss I finally finished some of the level designs, it look really long cuz I literally had to code every single entity (and yes some of them spin 🌀). I hope you guys like the designs 🥲.
Devlog#6 | Added freefall mechanics and movement I know it’s been a while, but I’ve finally found the time to add the main mechanics to the game, I have a feeling it’s going to be playable soon! Here’s what the gameplay should look like:
Devlog#7 | Added Death & Respawn Mechanics & Levels. Finally finished adding hitboxes and repawn-on-death mechanic to the game, and finished renovating all the level. The game is very playable now, and will be published very soon! I am just considering adding a few touches and maybe gamemodes as a cherry on top . (Do give me suggestions)
Devlog#8 | Game Published! I fixed all my last bugs, now that I finished I’ve published the game on itch.io. You can try it right here: https://prohunter10m.itch.io/cosmic-zipper-3d
Ships:
I made a 3D dropper game from scratch using online tutorials and hours of coding, the game is about an astronaut jumping through giant ‘craters’ and uses that low-gravity trait to avoid objects that may come in its way to reach the other side of planets. Controls: Classic WASD for movement. Space bar to drop drown. Mouse to look around. Some of the main issues I did face with development were coding up the main POV camera, so I did copy a script for that 😅. I also needed help designing the interface so I used the good old GPT, but everything beyond that is completely coded yours truly. Honestly I really enjoyed developing this game, and the fact that this platform basically pays you to do that, was a real motivator there. I am looking forwards to make even more projects soon! Thank you for Reading this/Playing my game :)...
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1793940755.7849436
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1794027155.7849436
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7475
|
My first slack bot! by @Mostafa | Stardance
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Mostafa
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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: My first slack bot! by @Mostafa | Stardance
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1793422354.5019784
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1794027154.5019784
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