|
9850
|
Cadpad by @Alexx | Stardance
|
Alexx
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:33:42Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the Cadpad! had to debug the code to get it working properly, and it works amazingly.", "repo": "https://github.com/xuealex2010-blip/hackpad-alex", "demo": ""}]...
|
[{"post_id": 78411, "ts": "202 [{"post_id": 78411, "ts": "2026-10-10T18:16:17Z", "hours": 3.7167, "text": "Built and created the Cadpad! After waiting for what felt like way too long for everything to arrive, I got everything and built the design. Soldering was a bit tricky, but I got it all done."}, {"post_id": 56798, "ts": "2026-08-28T18:30:00Z", "hours": 1.0333, "text": "QMK code finally compiled. Hopefully when I get to flashing it will work. I spent a lot of time sorting through the compiling errors that I was being given, many of which did not make sense, but seemed to resolve themselves when other issues were fixed. After a few hours, I was able to get the code set up for the encoders and special tap dance features compiled, and hopefully functional."}, {"post_id": 56227, "ts": "2026-08-27T22:00:10Z", "hours": 1.6878, "text": "QMK troubles: I began creating the code for the cadpad and hit my first issue when the output was a .hex file rather than the .uf2 needed, I figured out that this was due to the controller or bootloader not being supported by uf2. I tried to create a new one to set my own configuration. However, when I tried to compile it, I got a bunch of errors that I still haven’t solved (File errors such as missing keyboard name). I have also read much of the documentation to figure out how to implement tap dance, and encoders to make the most use out of the cadpad. While I am not done, progress is moving."}, {"post_id": 54800, "ts": "2026-08-25T22:38:14Z", "hours": 0.85, "text": "Starting QMK code, I have never used QMK before, and I was really confused when the guide to set it up was seemingly not working, turns out it just takes a long time. I’m still not sure exactly what I am doing, but I hope that trial and error and maybe a few tutorials will get me there in the end."}, {"post_id": 53897, "ts": "2026-08-24T16:27:39Z", "hours": 2.3206, "text": "Updating 3D models for the Cadpad, added a cool decal on the top, and fixed some errors that I had with the PCB, and collisions between the case. I had some trouble with KiCad exports causing some errors, but they ended up being non-critical. Also made sure that the PCB is very versatile, implementing a dual SMD and THT footprint so that if I want to learn how to solder some SMD components, I will have a great way to practice and get another cadpad! (Makes a great gift)"}, {"post_id": 53478, "ts": "2026-08-24T01:35:24Z", "hours": 3.35, "text": "Refining the 3D Models, I made a few revisions to the PCB earlier to ensure it fits the switches nicely, which required me to update the 3d models, I also took the time to refine them and get close to a final candidate. I also think that a great use for the rotary encoder for cad will be to implement it for arrow key navigation. Since its a dual layer numpad / macropad, using the knob for text navigation gives the Cadpad even more features!"}, {"post_id": 51968, "ts": "2026-08-21T23:17:23Z", "hours": 2.95, "text": "Learned a bit into KiCad footprint editing, my plan is to make a footprint that supports 2 major keyswitch types, Choc and MX style. The hope for this is to be able to not have the 5 PCBs in a typical MOQ to go to waste. So far it looks good, I had some trouble with the initial Choc footprint not lining up, as well as clearance under the SEEED XIAO, but a few tweaks were able to get me into CAD to see how the switches fit."}, {"post_id": 51362, "ts": "2026-08-20T23:51:51Z", "hours": 2.8833, "text": "Initial Planning: My first devblog, I am experimenting with ways to make the PCB more reliable, since I dont want the other 4 from the set of 5 to go to waste! I am not sure if this will eventually turn out into something usable, but willing to try."}]...
|
Title: Cadpad by @Alexx | Stardance
Devlogs:
Init Title: Cadpad by @Alexx | Stardance
Devlogs:
Initial Planning: My first devblog, I am experimenting with ways to make the PCB more reliable, since I dont want the other 4 from the set of 5 to go to waste! I am not sure if this will eventually turn out into something usable, but willing to try.
Learned a bit into KiCad footprint editing, my plan is to make a footprint that supports 2 major keyswitch types, Choc and MX style. The hope for this is to be able to not have the 5 PCBs in a typical MOQ to go to waste. So far it looks good, I had some trouble with the initial Choc footprint not lining up, as well as clearance under the SEEED XIAO, but a few tweaks were able to get me into CAD to see how the switches fit.
Refining the 3D Models, I made a few revisions to the PCB earlier to ensure it fits the switches nicely, which required me to update the 3d models, I also took the time to refine them and get close to a final candidate. I also think that a great use for the rotary encoder for cad will be to implement it for arrow key navigation. Since its a dual layer numpad / macropad, using the knob for text navigation gives the Cadpad even more features!
Updating 3D models for the Cadpad, added a cool decal on the top, and fixed some errors that I had with the PCB, and collisions between the case. I had some trouble with KiCad exports causing some errors, but they ended up being non-critical. Also made sure that the PCB is very versatile, implementing a dual SMD and THT footprint so that if I want to learn how to solder some SMD components, I will have a great way to practice and get another cadpad! (Makes a great gift)
Starting QMK code, I have never used QMK before, and I was really confused when the guide to set it up was seemingly not working, turns out it just takes a long time. I’m still not sure exactly what I am doing, but I hope that trial and error and maybe a few tutorials will get me there in the end.
QMK troubles: I began creating the code for the cadpad and hit my first issue when the output was a .hex file rather than the .uf2 needed, I figured out that this was due to the controller or bootloader not being supported by uf2. I tried to create a new one to set my own configuration. However, when I tried to compile it, I got a bunch of errors that I still haven’t solved (File errors such as missing keyboard name). I have also read much of the documentation to figure out how to implement tap dance, and encoders to make the most use out of the cadpad. While I am not done, progress is moving.
QMK code finally compiled. Hopefully when I get to flashing it will work. I spent a lot of time sorting through the compiling errors that I was being given, many of which did not make sense, but seemed to resolve themselves when other issues were fixed. After a few hours, I was able to get the code set up for the encoders and special tap dance features compiled, and hopefully functional.
Built and created the Cadpad! After waiting for what felt like way too long for everything to arrive, I got everything and built the design. Soldering was a bit tricky, but I got it all done.
Ships:
Finished the Cadpad! had to debug the code to get it working properly, and it works amazingly....
|
1793148473.799607
|
1793234873.799607
|
|
25549
|
My awesome macropad! by @RickRoller007 | Stardance
|
RickRoller007
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @RickRoller007 | St Title: My awesome macropad! by @RickRoller007 | Stardance...
|
1792630073.679345
|
1793234873.679345
|
|
37043
|
My first slack bot! by @svanik | Stardance
|
svanik
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @svanik | Stardance
|
1792630072.807794
|
1793234872.807794
|
|
28569
|
PD + midi device by @awildfire | Stardance
|
awildfire
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: PD + midi device by @awildfire | Stardance
|
1792630071.9537106
|
1793234871.9537106
|
|
31047
|
Untitled by @suleyman | Stardance
|
suleyman
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @suleyman | Stardance
|
1792630071.1267612
|
1793234871.1267612
|
|
24700
|
GlintX by @taran | Stardance
|
taran
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T23:35:12Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made GlintX, a hands-free phone cleaning machine that uses microfiber rollers, cleaning fluid, and UV lights to clean the outside of a phone. The phone sits vertically in the center while two rollers move along its sides using threaded rods and motors. It works kinda like a car wash. It’s main function to clean surface level grime and dirt to make your phone squeaky clean! :) The most challenging part was getting the mechanical system to work reliably. My original 3D-printed carriage broke twice the day before Open Sauce, so I redesigned it so that each roller had its own separate carriage. I also had to do a lot of wiring, debugging, and testing to get the motors, pump, and cleaning mechanism working together. I’m most proud that I was able to take an idea from a rough concept to a working machine that I could actually demonstrate to people at Open Sauce in just a few weeks. Seeing 100+ people reacting to my project amused, surprised, and amazed was really rewarding to me. If you want to test GlintX, place a phone vertically in the center of the machine and start the cleaning cycle. The rollers should move along both sides of the phone while the pump applies cleaning fluid. Please make sure the phone is secured properly before starting the cycle.", "repo": "https://github.com/tiger-14/GlintX", "demo": ""}]...
|
[{"post_id": 40957, "ts": "202 [{"post_id": 40957, "ts": "2026-08-04T20:22:08Z", "hours": 8.8961, "text": "We finally finished assembling and coding GlintX! We spent a lot of time putting together all the electronics and getting the motors, pump, and cleaning mechanism to work together properly. There was a lot of wiring and debugging involved, especially getting everything to fit inside the enclosure while still keeping all the connections accessible. The code also took some testing to get our carriage synced up and work properly. Our 3D printed carriage broke twice thed ay before open sauce and then we decided to have asplit design with each roller having their own carriage and that fixed it! After getting everything working, we brought GlintX to Open Sauce and got to demo it to 100+ people! It was really cool seeing people watching their phones get clean, providing their own feedback and appreciating our project! i am extremely grateful for hack club providing me with this awesome opportunity :)"}, {"post_id": 17385, "ts": "2026-06-28T04:36:11Z", "hours": 6.0561, "text": "We finally finished making the 3D model of our project! We spent a long time on the carriage design (the square piece in the attached vid that holds the two microfiber rollers) and getting the gap between rollers right to fit phones of all sizes, including cases. We went for a sleek futuristic look, so it had to be compact and not too big. In the end, while designing the cleaning fluid container, we realized in the end that we have only one water pump and one long pipe but 4 nozzles lol. So we have to cut them and find a way to arrange and connect them separately. The hardest part was the middle base — it supports the carriage, phone, and threaded rods simultaneously, and getting exact measurements was annoying since several Amazon listings don’t list dimensions. We also designed two internal pillars for structural integrity that double as mounts for the UV strips. The build splits into 6 parts: top lid, carriage, middle base, 2 parts for the shell, and bottom base for all the wiring and Arduino. This was because we wanted to 3D print this project easily without much supports. I also added all our files and created a README to our Github repo and also created a demo video. Our project is now ready to submit for the outpost funding! Thanks for reading! (sorry about making this a bit too long, I should’ve made this into multiple devposts)"}, {"post_id": 15850, "ts": "2026-06-25T19:30:12Z", "hours": 2.8833, "text": "Hey everyone! I finalized the parts list after almost 3 hours of research. Figuring out the motor setup was pretty challenging. I first looked at the NEMA 17, but that was too overkill, then went through 4+ different DC motors before picking TT motors, which have low RPM but high torque (required for spinning our threaded rods) unlike the other motors we looked at. Also had to ditch our first power adapter when we realized 1300mA wouldn’t handle 4 motors running simultaneously. Swapped it for a proper 12V 2A supply. Next, we have to create the CAD model for our project and submit the design!"}, {"post_id": 14723, "ts": "2026-06-23T22:41:50Z", "hours": 2.6067, "text": "Hello everyone! I tried to come up with an original and useful idea for a hardware project for Outpost and decided to make a phone cleaner! @Ben_A and I designed some of the mechanical design for the project in a whiteboard today. The cleaner uses two threaded rods to drive a microfiber roller up and down both sides of the phone, with UV lights lining the inner walls and a sliding door on top to add cleaning fluid. The phone sits vertically in the center. Hardest part of the design was figuring out the microfiber roller design. We ended up choosing threaded rods in order to make the roller move up and down along the phone’s screen and back. Next, we have to complete a proper diagram of our project, make the CAD models to 3D print, and finalize the parts list. We’re trying to find as many parts as possible in local stores nearby to avoid shipping delays!"}]...
|
Title: GlintX by @taran | Stardance
Devlogs:
Hell Title: GlintX by @taran | Stardance
Devlogs:
Hello everyone! I tried to come up with an original and useful idea for a hardware project for Outpost and decided to make a phone cleaner! @Ben_A and I designed some of the mechanical design for the project in a whiteboard today. The cleaner uses two threaded rods to drive a microfiber roller up and down both sides of the phone, with UV lights lining the inner walls and a sliding door on top to add cleaning fluid. The phone sits vertically in the center. Hardest part of the design was figuring out the microfiber roller design. We ended up choosing threaded rods in order to make the roller move up and down along the phone’s screen and back. Next, we have to complete a proper diagram of our project, make the CAD models to 3D print, and finalize the parts list. We’re trying to find as many parts as possible in local stores nearby to avoid shipping delays!
Hey everyone! I finalized the parts list after almost 3 hours of research. Figuring out the motor setup was pretty challenging. I first looked at the NEMA 17, but that was too overkill, then went through 4+ different DC motors before picking TT motors, which have low RPM but high torque (required for spinning our threaded rods) unlike the other motors we looked at. Also had to ditch our first power adapter when we realized 1300mA wouldn’t handle 4 motors running simultaneously. Swapped it for a proper 12V 2A supply. Next, we have to create the CAD model for our project and submit the design!
We finally finished making the 3D model of our project! We spent a long time on the carriage design (the square piece in the attached vid that holds the two microfiber rollers) and getting the gap between rollers right to fit phones of all sizes, including cases. We went for a sleek futuristic look, so it had to be compact and not too big. In the end, while designing the cleaning fluid container, we realized in the end that we have only one water pump and one long pipe but 4 nozzles lol. So we have to cut them and find a way to arrange and connect them separately. The hardest part was the middle base — it supports the carriage, phone, and threaded rods simultaneously, and getting exact measurements was annoying since several Amazon listings don’t list dimensions. We also designed two internal pillars for structural integrity that double as mounts for the UV strips. The build splits into 6 parts: top lid, carriage, middle base, 2 parts for the shell, and bottom base for all the wiring and Arduino. This was because we wanted to 3D print this project easily without much supports. I also added all our files and created a README to our Github repo and also created a demo video. Our project is now ready to submit for the outpost funding! Thanks for reading! (sorry about making this a bit too long, I should’ve made this into multiple devposts)
We finally finished assembling and coding GlintX! We spent a lot of time putting together all the electronics and getting the motors, pump, and cleaning mechanism to work together properly. There was a lot of wiring and debugging involved, especially getting everything to fit inside the enclosure while still keeping all the connections accessible. The code also took some testing to get our carriage synced up and work properly. Our 3D printed carriage broke twice thed ay before open sauce and then we decided to have asplit design with each roller having their own carriage and that fixed it! After getting everything working, we brought GlintX to Open Sauce and got to demo it to 100+ people! It was really cool seeing people watching their phones get clean, providing their own feedback and appreciating our project! i am extremely grateful for hack club providing me with this awesome opportunity :)
Ships:
I made GlintX, a hands-free phone cleaning machine that uses microfiber rollers, cleaning fluid, and UV lights to clean the outside of a phone. The phone sits vertically in the center while two rollers move along its sides using threaded rods and motors. It works kinda like a car wash. It’s main function to clean surface level grime and dirt to make your phone squeaky clean! :) The most challenging part was getting the mechanical system to work reliably. My original 3D-printed carriage broke twice the day before Open Sauce, so I redesigned it so that each roller had its own separate carriage. I also had to do a lot of wiring, debugging, and testing to get the motors, pump, and cleaning mechanism working together. I’m most proud that I was able to take an idea from a rough concept to a working machine that I could actually demonstrate to people at Open Sauce in just a few weeks. Seeing 100+ people reacting to my project amused, surprised, and amazed was really rewarding to me. If you want to test GlintX, place a phone vertically in the center of the machine and start the cleaning cycle. The rollers should move along both sides of the phone while the pump applies cleaning fluid. Please make sure the phone is secured properly before starting the cycle....
|
1793148470.8852363
|
1793234870.8852363
|
|
19341
|
Frictionless by @_AADARSH_ | Stardance
|
_AADARSH_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @_AADARSH_ | Stardance
|
1792630070.265837
|
1793234870.265837
|
|
4910
|
RC Prop Plane by @YourET | Stardance
|
YourET
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: RC Prop Plane by @YourET | Stardance
|
1792630069.4151096
|
1793234869.4151096
|
|
48156
|
AI3DSTUDIO by @Madhanraj | Stardance
|
Madhanraj
|
1
|
43.81
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T11:59:39Z", "hours": 33.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am shipping Stardance in its current state because my available development time has been limited by my Class 12 studies and school schedule. Although the complete vision for AI3D Studio is much larger and several features are still under development, I wanted to submit the working progress I have achieved rather than leave the project unshipped. The current version represents a major milestone of the project, with a functional 3D environment, AI interaction, computer-vision-based interaction, and database integration already implemented. I plan to continue developing the remaining features after shipping. This is not the final version of AI3D Studio — it is the first major milestone toward the complete system I originally envisioned.", "repo": "https://github.com/maddy9002/AI3DSTUDIO", "demo": "https://ai-3-dstudio-beta.vercel.app/"}]...
|
[{"post_id": 80154, "ts": "202 [{"post_id": 80154, "ts": "2026-10-16T13:02:11Z", "hours": 2.0864, "text": "Worked on the new ui for the html file, implementing necessary features for cad operations"}, {"post_id": 78229, "ts": "2026-10-10T01:32:38Z", "hours": 3.5311, "text": "Worked on AI3DSTUDIO’s advanced modeling capabilities, implementing Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, and Face Dissolve, including topology updates and Undo/Redo support.I also created requirements.txt and README.md, resolved Python dependency conflicts involving MediaPipe, NumPy, and OpenCV, verified the application launches successfully, and pushed the changes to the advanced-modeling branch on GitHub.Next, I’ll test the installation process in a fresh environment to make AI3DSTUDIO easier for others to try."}, {"post_id": 76640, "ts": "2026-10-04T07:39:58Z", "hours": 2.7172, "text": "After implementing Inset, AI3DSTUDIO’S mesh-editing system was expanded with several advanced modeling features, including Loop Cut, Bevel, Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, Face Dissolve, and Bridge Edge Loops. The editing workflow was also improved with Vertex, Edge, and Face selection and manipulation, along with Undo/Redo support for mesh-editing operations, significantly improving AI3DSTUDIO’S overall polygon-modeling capabilities."}, {"post_id": 74257, "ts": "2026-09-27T02:43:36Z", "hours": 2.4761, "text": "While upgrading the UI the features that I made had disappeared and now I worked to create a html file where i can link it to Stardance."}, {"post_id": 71170, "ts": "2026-09-20T11:58:49Z", "hours": 0.8817, "text": "Worked to improve the UI"}, {"post_id": 70963, "ts": "2026-09-20T03:52:57Z", "hours": 2.2081, "text": "Implemented and stabilized hand-based viewport interaction. The system now supports a screen-space hand cursor controlled by the index finger, pinch-based selection of vertices, edges, and faces, and two-hand gesture editing. Vertex movement is working, while edge and face movement are being integrated by transforming their underlying mesh vertices. Object Mode gestures for movement, rotation, and scaling remain functional. The next focus is completing reliable hand-based edge/face manipulation and improving pinch-based selection accuracy."}, {"post_id": 68678, "ts": "2026-09-15T15:07:33Z", "hours": 2.2633, "text": "Completed till multi-face selection"}, {"post_id": 64857, "ts": "2026-09-09T15:32:34Z", "hours": 5.7969, "text": "Completed the undo redo system for all the edit options."}, {"post_id": 47430, "ts": "2026-08-15T11:13:47Z", "hours": 22.1772, "text": "WORKING TO UPGRADE THE 3D DESIGNING SOFTWARE"}]...
|
Title: AI3DSTUDIO by @Madhanraj | Stardance
Devlo Title: AI3DSTUDIO by @Madhanraj | Stardance
Devlogs:
WORKING TO UPGRADE THE 3D DESIGNING SOFTWARE
Completed the undo redo system for all the edit options.
Completed till multi-face selection
Implemented and stabilized hand-based viewport interaction. The system now supports a screen-space hand cursor controlled by the index finger, pinch-based selection of vertices, edges, and faces, and two-hand gesture editing. Vertex movement is working, while edge and face movement are being integrated by transforming their underlying mesh vertices. Object Mode gestures for movement, rotation, and scaling remain functional. The next focus is completing reliable hand-based edge/face manipulation and improving pinch-based selection accuracy.
Worked to improve the UI
While upgrading the UI the features that I made had disappeared and now I worked to create a html file where i can link it to Stardance.
After implementing Inset, AI3DSTUDIO’S mesh-editing system was expanded with several advanced modeling features, including Loop Cut, Bevel, Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, Face Dissolve, and Bridge Edge Loops. The editing workflow was also improved with Vertex, Edge, and Face selection and manipulation, along with Undo/Redo support for mesh-editing operations, significantly improving AI3DSTUDIO’S overall polygon-modeling capabilities.
Worked on AI3DSTUDIO’s advanced modeling capabilities, implementing Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, and Face Dissolve, including topology updates and Undo/Redo support.I also created requirements.txt and README.md, resolved Python dependency conflicts involving MediaPipe, NumPy, and OpenCV, verified the application launches successfully, and pushed the changes to the advanced-modeling branch on GitHub.Next, I’ll test the installation process in a fresh environment to make AI3DSTUDIO easier for others to try.
Worked on the new ui for the html file, implementing necessary features for cad operations
Ships:
I am shipping Stardance in its current state because my available development time has been limited by my Class 12 studies and school schedule. Although the complete vision for AI3D Studio is much larger and several features are still under development, I wanted to submit the working progress I have achieved rather than leave the project unshipped. The current version represents a major milestone of the project, with a functional 3D environment, AI interaction, computer-vision-based interaction, and database integration already implemented. I plan to continue developing the remaining features after shipping. This is not the final version of AI3D Studio — it is the first major milestone toward the complete system I originally envisioned....
|
1793148468.8246431
|
1793234868.8246431
|
|
896
|
Untitled by @GB114 | Stardance
|
GB114
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @GB114 | Stardance
|
1792630068.5828996
|
1793234868.5828996
|
|
4517
|
Codeply by @AwaisSDev | Stardance
|
AwaisSDev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Codeply by @AwaisSDev | Stardance
|
1792630067.750829
|
1793234867.750829
|
|
9684
|
My awesome macropad! by @Urja | Stardance
|
Urja
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Urja | Stardance
|
1792630066.9006498
|
1793234866.9006498
|
|
7375
|
My awesome macropad! by @Jonzer5318 | Stardance
|
Jonzer5318
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Jonzer5318 | Stard Title: My awesome macropad! by @Jonzer5318 | Stardance...
|
1792630066.0519383
|
1793234866.0519383
|
|
33751
|
Seedha Cut by @shreyas | Stardance
|
shreyas
|
1
|
14.41
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T16:54:37Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Seedha Cut (“straight cut”) is a free, open-source URL shortener that respects your privacy.Each link has an analytics page assigned to them. The challenging part for me was that the browser’s datetime-local picker gives local time, but the Vercel runs in UTC. Launch and expiry times kept firing at the wrong moment until I converted them to ISO/UTC on the client, checked them in UTC and rendered them back in local time . Im happy that im part of the free open source sofwtare movement which respects the users privacy", "repo": "", "demo": ""}]...
|
[{"post_id": 77569, "ts": "202 [{"post_id": 77569, "ts": "2026-10-07T14:38:48Z", "hours": 1.4089, "text": "I have fixed the background flickering whenever a user types the domain name or the url he wnats to shorten .the bug was affected due to a Each time the canvas resizes itself .Now this bug has ben fixed ."}, {"post_id": 76428, "ts": "2026-10-03T14:22:41Z", "hours": 0.8303, "text": "Finally i have fixed most of the bugs in the slug and unqiue link creation . The tool has been deployed via vercel added features are browser identification,unqiue clicks and direct referer"}, {"post_id": 73132, "ts": "2026-09-24T13:31:12Z", "hours": 2.8336, "text": "Heyy , I have been working on the dashboard for my links . The dashbaord will house all my links and their shortened ones along with action buttons such as Delete , View analytics and Edit . tweaking them to get them into action"}, {"post_id": 31271, "ts": "2026-07-19T15:27:30Z", "hours": 1.9611, "text": "I have been working on the analytics for created shortened links since the past 2 days .The analytics will be implemeneted using the Cookies on the client side i.e the browser .It will be used to identify every unqiue clicks , browser agents , user device,etc . The website will ask for consent to collect cookies from the user"}, {"post_id": 29542, "ts": "2026-07-16T15:20:01Z", "hours": 1.2564, "text": "i have added a custom slug feature with the ability to add Expiration date for teh created link .This will allow the users to fully customize their shortened links"}, {"post_id": 28890, "ts": "2026-07-15T14:12:57Z", "hours": 2.1672, "text": "I have added a client side component while we will allow users to shorten the link using the inhouse api with customizable options such as the expiration link . I also planning to implement a cookie based analytics for tracking the virtue of sharing the links and their search engines"}, {"post_id": 27694, "ts": "2026-07-13T14:05:53Z", "hours": 1.7589, "text": "I will be using PostgresSQL database hosted on the Neon DB instance as my primary database for my application .I have created the Link model with Unique ids, clicks,etc . I have also started working on the api routes for the shortening the links .All the created shortened links will be fetched through a api and rendered in to my dashbaord page"}, {"post_id": 27011, "ts": "2026-07-12T04:41:20Z", "hours": 0.4872, "text": "This is how the background for my web application looks !! Rigth now im working on the api routes for shortening the link"}, {"post_id": 26994, "ts": "2026-07-12T03:50:56Z", "hours": 1.3661, "text": "Im working on Background template consisting on Glitch animation of Letters and Numbers with a gradient effect .It will host my web applcation background . I have completed the components as well as the Dashboard areas work"}]...
|
Title: Seedha Cut by @shreyas | Stardance
Devlogs Title: Seedha Cut by @shreyas | Stardance
Devlogs:
Im working on Background template consisting on Glitch animation of Letters and Numbers with a gradient effect .It will host my web applcation background . I have completed the components as well as the Dashboard areas work
This is how the background for my web application looks !! Rigth now im working on the api routes for shortening the link
I will be using PostgresSQL database hosted on the Neon DB instance as my primary database for my application .I have created the Link model with Unique ids, clicks,etc . I have also started working on the api routes for the shortening the links .All the created shortened links will be fetched through a api and rendered in to my dashbaord page
I have added a client side component while we will allow users to shorten the link using the inhouse api with customizable options such as the expiration link . I also planning to implement a cookie based analytics for tracking the virtue of sharing the links and their search engines
i have added a custom slug feature with the ability to add Expiration date for teh created link .This will allow the users to fully customize their shortened links
I have been working on the analytics for created shortened links since the past 2 days .The analytics will be implemeneted using the Cookies on the client side i.e the browser .It will be used to identify every unqiue clicks , browser agents , user device,etc . The website will ask for consent to collect cookies from the user
Heyy , I have been working on the dashboard for my links . The dashbaord will house all my links and their shortened ones along with action buttons such as Delete , View analytics and Edit . tweaking them to get them into action
Finally i have fixed most of the bugs in the slug and unqiue link creation . The tool has been deployed via vercel added features are browser identification,unqiue clicks and direct referer
I have fixed the background flickering whenever a user types the domain name or the url he wnats to shorten .the bug was affected due to a Each time the canvas resizes itself .Now this bug has ben fixed .
Ships:
Seedha Cut (“straight cut”) is a free, open-source URL shortener that respects your privacy.Each link has an analytics page assigned to them. The challenging part for me was that the browser’s datetime-local picker gives local time, but the Vercel runs in UTC. Launch and expiry times kept firing at the wrong moment until I converted them to ISO/UTC on the client, checked them in UTC and rendered them back in local time . Im happy that im part of the free open source sofwtare movement which respects the users privacy...
|
1793148465.8762302
|
1793234865.8762302
|
|
21182
|
Platformer by @JaydaGoat | Stardance
|
JaydaGoat
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Platformer by @JaydaGoat | Stardance
|
1792630065.2032354
|
1793234865.2032354
|
|
23650
|
Free Bird by @ernestq | Stardance
|
ernestq
|
0
|
6.78
|
0
|
[]
|
[{"post_id": 59657, "ts": "202 [{"post_id": 59657, "ts": "2026-09-01T15:59:53Z", "hours": 2.8175, "text": "Finalizing Details before Design Ship, fixed CAD inconsistencies and finished BOM draft"}, {"post_id": 14863, "ts": "2026-06-24T04:07:36Z", "hours": 2.6403, "text": "Finished the CAD model today!!! (for the most part) Corrected OpenRocket Model to include actual, in-stock components (which reminds me I need to start on a BOM) Translated OpenRocket Model into an OnShape Model ready for 3D Printing, although I need to buy PETG for the centering rings I do feel as though the rocket is super long though, but I can’t find shorter Polycarbonate tubes at a reasonable price and good diameter! Also, I have to work on the recovery system tomorrow, as well as figuring out how I’m going to mount the fins (right now I have tabs but am not sure if that’s best practice for literal cardboard)."}, {"post_id": 13335, "ts": "2026-06-21T20:56:14Z", "hours": 1.3256, "text": "I set up a work-able rocket model in OpenRocket based on parts I already had from this year’s Space Engineering Club. Namely, I designed around a Cesaroni F70 rocket motor with a P24-2G case and Kraft Paper Tubes of 2.12” OD and 13” length. I came to realize that PETG, while clear, probably won’t survive the ejection charge so until I think of a better recovery solution that maintains stability between 2-2.5cal I will likely end up putting a parachute before the transition from cardboard to petg and add a bulkhead at the bottom of the clear section. By the way, the project is intended to have a clear section so that an LED section can glow through and show red, white, and blue based on the current rocket stage (burn, ascension, recovery) to celebrate America’s 250th birthday on the 4th of July. Lots of work to do, primarily in editing materials around the motors and parachutes!"}]...
|
Title: Free Bird by @ernestq | Stardance
Devlogs: Title: Free Bird by @ernestq | Stardance
Devlogs:
I set up a work-able rocket model in OpenRocket based on parts I already had from this year’s Space Engineering Club. Namely, I designed around a Cesaroni F70 rocket motor with a P24-2G case and Kraft Paper Tubes of 2.12” OD and 13” length. I came to realize that PETG, while clear, probably won’t survive the ejection charge so until I think of a better recovery solution that maintains stability between 2-2.5cal I will likely end up putting a parachute before the transition from cardboard to petg and add a bulkhead at the bottom of the clear section. By the way, the project is intended to have a clear section so that an LED section can glow through and show red, white, and blue based on the current rocket stage (burn, ascension, recovery) to celebrate America’s 250th birthday on the 4th of July. Lots of work to do, primarily in editing materials around the motors and parachutes!
Finished the CAD model today!!! (for the most part) Corrected OpenRocket Model to include actual, in-stock components (which reminds me I need to start on a BOM) Translated OpenRocket Model into an OnShape Model ready for 3D Printing, although I need to buy PETG for the centering rings I do feel as though the rocket is super long though, but I can’t find shorter Polycarbonate tubes at a reasonable price and good diameter! Also, I have to work on the recovery system tomorrow, as well as figuring out how I’m going to mount the fins (right now I have tabs but am not sure if that’s best practice for literal cardboard).
Finalizing Details before Design Ship, fixed CAD inconsistencies and finished BOM draft...
|
1792630064.3401897
|
1793234864.3401897
|
|
20007
|
My very own WebOS by @Fran | Stardance
|
Fran
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Fran | Stardance
|
1792630063.489665
|
1793234863.489665
|
|
23805
|
Inverted Pendulum by @runthebot | Stardance
|
runthebot
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T15:14:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an inverted pendulum and leant a lot about control theory.", "repo": "https://github.com/RunTheBot/inverted-pendulum", "demo": ""}]...
|
[{"post_id": 67424, "ts": "202 [{"post_id": 67424, "ts": "2026-09-13T15:11:02Z", "hours": 37.8686, "text": "This is one big catch-up log covering nine recordings. I worked on the initial design, rebuilt parts of the belt assembly, chose and mounted the encoders, dealt with the wiring, and started learning how to control the system with a state-space model and LQR. Starting the CAD I began by researching different mechanical options while building the model in Onshape. Before I could get far into the full assembly, I needed to settle details such as the shaft, bearings, supports, and how everything would fit together.The first recording was only 57 minutes because recording my screen was making everything lag. In the next session, I continued developing the pivot assembly. The shaft passes through a bearing mounted in a shaped support plate, with another support behind it.The following 2h 52m session continued the CAD work. I spent more time on the plates, their hole layouts, and the surrounding geometry. At this stage, I was still developing individual parts rather than working with a finished mechanism. Reworking the belt assembly I spent another 38 minutes remaking the belt-related parts. I moved between editing the plate and checking how everything fit in the full assembly. This made it easier to see how the rail, carriage, shaft supports, and belt system would work together.This is why the update contains several separate CAD sessions. I kept returning to the same mechanism as the design developed: first the pivot, then the plates and belt assembly, and eventually the encoder mounts and smaller hardware details.Choosing the encodersThe next problem was deciding which encoders to use. I researched different options and mounting arrangements, including AMT-style encoders, before deciding to use the encoders I already had. That took another 1h 1m.Choosing the encoder was only half of the problem. I still had to determine how to mount it and connect everything reliably. Encoder wiring pain The appropriately named “Encoder Wiring Pain” session lasted 3h 40m. I worked through the encoder connections and looked at mounting references while figuring out how the sensor would fit into the rest of the mechanism.After that, I spent another 1h 52m making smaller mechanical changes in Onshape. By this point I was working on details around the encoder housing, connector, fasteners, and nearby parts.These changes were individually small, but they mattered because the sensor needed to fit around the existing hardware without interfering with the moving assembly.Learning state space and LQR The longest of the first eight sessions was 5h 19m. I spent it coding, learning about state-space control and LQR, and continuing some of the CAD work.I worked through notes for a state-space model and LQR controller for a cart double-pendulum system. This included defining the system’s state vector and understanding how the state-space equations describe its motion.This part was mainly development and learning. I haven’t established a successful balancing test from these recordings yet, so the controller still needs to be implemented, tuned, and tested on the real mechanism.Hardware work and final CAD changes The last recording covers hands-on hardware work alongside a few final CAD changes. I worked on the wiring at my desk while using references such as the Raspberry Pi Pico pinout.Again, this recording ran much longer than the actual work. Please count it as roughly 4–5 hours rather than the full 7h 41m shown by Lapse."}, {"post_id": 56170, "ts": "2024-08-16T00:00:00Z", "hours": 0.0, "text": "Programming… AND TUNING!!!! and testing. No challange here really, smooth sailing"}, {"post_id": 56169, "ts": "2024-08-14T00:00:00Z", "hours": 0.0, "text": "Hours: 4h Started on rewiring, Using a SKR Pico for a stepper this time. passing encoder through a RP2350 since its a 5v sensor. Im using a SKR pico now sooooo… I first feed the 5V encoder signal through a Pico 2 to translate it to 3.3v"}, {"post_id": 56089, "ts": "2024-08-10T00:00:00Z", "hours": 0.0, "text": "Hours: 4 Very slow CADing of a redesign. Using a stepper motor now soo yay."}, {"post_id": 56088, "ts": "2024-07-09T00:00:00Z", "hours": 0.0, "text": "Chud day. Worked on amt alignment for second stage, quite fast, went through 4 iteration, testing and calculating spacing ending up making the tool below did the wireing for the amt"}, {"post_id": 56087, "ts": "2024-06-21T00:00:00Z", "hours": 0.0, "text": "Switched Hex shaft in CAD to a bored out hex shaft"}]...
|
Title: Inverted Pendulum by @runthebot | Stardance Title: Inverted Pendulum by @runthebot | Stardance
Devlogs:
Switched Hex shaft in CAD to a bored out hex shaft
Chud day. Worked on amt alignment for second stage, quite fast, went through 4 iteration, testing and calculating spacing ending up making the tool below did the wireing for the amt
Hours: 4 Very slow CADing of a redesign. Using a stepper motor now soo yay.
Hours: 4h Started on rewiring, Using a SKR Pico for a stepper this time. passing encoder through a RP2350 since its a 5v sensor. Im using a SKR pico now sooooo… I first feed the 5V encoder signal through a Pico 2 to translate it to 3.3v
Programming… AND TUNING!!!! and testing. No challange here really, smooth sailing
This is one big catch-up log covering nine recordings. I worked on the initial design, rebuilt parts of the belt assembly, chose and mounted the encoders, dealt with the wiring, and started learning how to control the system with a state-space model and LQR. Starting the CAD I began by researching different mechanical options while building the model in Onshape. Before I could get far into the full assembly, I needed to settle details such as the shaft, bearings, supports, and how everything would fit together.The first recording was only 57 minutes because recording my screen was making everything lag. In the next session, I continued developing the pivot assembly. The shaft passes through a bearing mounted in a shaped support plate, with another support behind it.The following 2h 52m session continued the CAD work. I spent more time on the plates, their hole layouts, and the surrounding geometry. At this stage, I was still developing individual parts rather than working with a finished mechanism. Reworking the belt assembly I spent another 38 minutes remaking the belt-related parts. I moved between editing the plate and checking how everything fit in the full assembly. This made it easier to see how the rail, carriage, shaft supports, and belt system would work together.This is why the update contains several separate CAD sessions. I kept returning to the same mechanism as the design developed: first the pivot, then the plates and belt assembly, and eventually the encoder mounts and smaller hardware details.Choosing the encodersThe next problem was deciding which encoders to use. I researched different options and mounting arrangements, including AMT-style encoders, before deciding to use the encoders I already had. That took another 1h 1m.Choosing the encoder was only half of the problem. I still had to determine how to mount it and connect everything reliably. Encoder wiring pain The appropriately named “Encoder Wiring Pain” session lasted 3h 40m. I worked through the encoder connections and looked at mounting references while figuring out how the sensor would fit into the rest of the mechanism.After that, I spent another 1h 52m making smaller mechanical changes in Onshape. By this point I was working on details around the encoder housing, connector, fasteners, and nearby parts.These changes were individually small, but they mattered because the sensor needed to fit around the existing hardware without interfering with the moving assembly.Learning state space and LQR The longest of the first eight sessions was 5h 19m. I spent it coding, learning about state-space control and LQR, and continuing some of the CAD work.I worked through notes for a state-space model and LQR controller for a cart double-pendulum system. This included defining the system’s state vector and understanding how the state-space equations describe its motion.This part was mainly development and learning. I haven’t established a successful balancing test from these recordings yet, so the controller still needs to be implemented, tuned, and tested on the real mechanism.Hardware work and final CAD changes The last recording covers hands-on hardware work alongside a few final CAD changes. I worked on the wiring at my desk while using references such as the Raspberry Pi Pico pinout.Again, this recording ran much longer than the actual work. Please count it as roughly 4–5 hours rather than the full 7h 41m shown by Lapse.
Ships:
I made an inverted pendulum and leant a lot about control theory....
|
1793148462.9732592
|
1793234862.9732592
|
|
8749
|
Jacob's website by @christianfurr | Stardance
|
christianfurr
|
0
|
2.79
|
0
|
[]
|
[{"post_id": 4052, "ts": "2026 [{"post_id": 4052, "ts": "2026-06-07T07:21:58Z", "hours": 2.7936, "text": "this is my buddies website that I am working on, hopefully it turns out pretty sweet"}]...
|
Title: Jacob's website by @christianfurr | Sta Title: Jacob's website by @christianfurr | Stardance
Devlogs:
this is my buddies website that I am working on, hopefully it turns out pretty sweet...
|
1792630062.547443
|
1793234862.547443
|
|
33581
|
RoboCam by @hoshik | Stardance
|
hoshik
|
0
|
2.78
|
0
|
[]
|
[{"post_id": 30994, "ts": "202 [{"post_id": 30994, "ts": "2026-07-19T00:40:44Z", "hours": 2.7828, "text": "Devlog 1 Hi there! RoboCam is a cinema-style robotic arm for phones being designed from scratch. It is essentially a mini-scale version of those expensive robotic camera rigs that are used in the film industry. Progress: I designed a really rough sketch of my vision on Onshape. Heres a link to the onshape project if you wanna play around with the model and feel free to drop in some suggestions :) Model Link"}]...
|
Title: RoboCam by @hoshik | Stardance
Devlogs:
De Title: RoboCam by @hoshik | Stardance
Devlogs:
Devlog 1 Hi there! RoboCam is a cinema-style robotic arm for phones being designed from scratch. It is essentially a mini-scale version of those expensive robotic camera rigs that are used in the film industry. Progress: I designed a really rough sketch of my vision on Onshape. Heres a link to the onshape project if you wanna play around with the model and feel free to drop in some suggestions :) Model Link...
|
1792630061.6815867
|
1793234861.6815867
|
|
43242
|
mtg tool by @flyingfish | Stardance
|
flyingfish
|
1
|
46.0
|
400
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:16:08Z", "hours": 46.0, "multiplier": 8.6, "payout": 400, "blessing": "neutral", "text": "i made a tool for making custom mtg cards in bulk i dont aurally know anything about mtg my brother just wanted me to make this", "repo": "https://github.com/dinotiger01/frfr", "demo": "https://github.com/dinotiger01/frfr/releases/tag/idk"}]...
|
[{"post_id": 71543, "ts": "202 [{"post_id": 71543, "ts": "2026-09-21T01:14:49Z", "hours": 1.4325, "text": "just some last minute repo fixes"}, {"post_id": 44887, "ts": "2026-08-10T22:42:40Z", "hours": 9.2114, "text": "it works on windows"}, {"post_id": 43638, "ts": "2026-08-09T00:43:02Z", "hours": 8.2292, "text": "i have spent the past 4 HOURS trying to fix a bug and nothing works(i am going to try to ship by the end of today if i can fix this stupid bug)"}, {"post_id": 42311, "ts": "2026-08-06T23:27:47Z", "hours": 8.6642, "text": "it can conect to an api now"}, {"post_id": 41448, "ts": "2026-08-05T17:41:26Z", "hours": 9.0586, "text": "it can export now"}, {"post_id": 39896, "ts": "2026-08-03T05:48:25Z", "hours": 4.0275, "text": "its too late in the day for this jusdt work for like 10 hrs today"}, {"post_id": 39784, "ts": "2026-08-02T23:52:07Z", "hours": 5.8589, "text": "ykyk"}]...
|
Title: mtg tool by @flyingfish | Stardance
Devlog Title: mtg tool by @flyingfish | Stardance
Devlogs:
ykyk
its too late in the day for this jusdt work for like 10 hrs today
it can export now
it can conect to an api now
i have spent the past 4 HOURS trying to fix a bug and nothing works(i am going to try to ship by the end of today if i can fix this stupid bug)
it works on windows
just some last minute repo fixes
Ships:
i made a tool for making custom mtg cards in bulk i dont aurally know anything about mtg my brother just wanted me to make this...
|
1793148460.9167511
|
1793234860.9167511
|
|
2655
|
Don't know by @azizaagamer | Stardance
|
azizaagamer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Don't know by @azizaagamer | Stardance
|
1792630060.8043668
|
1793234860.8043668
|
|
27682
|
Automatic Card Indentifier by @LetsGoFulham | Star Automatic Card Indentifier by @LetsGoFulham | Stardance...
|
LetsGoFulham
|
0
|
1.64
|
0
|
[]
|
[{"post_id": 18104, "ts": "202 [{"post_id": 18104, "ts": "2026-06-29T03:18:39Z", "hours": 1.6444, "text": "Tonight I worked on a lot of the CAD and Electronics research for this project. I need to decide between a few options fo the camera: OV2640 ESP-32 Breakout Board Cheap Webcam Just Use my phone or IPad or something The cameras are like $10-20 each, so that would be an expense I would need to cover/get funding for."}]...
|
Title: Automatic Card Indentifier by @LetsGoFulham Title: Automatic Card Indentifier by @LetsGoFulham | Stardance
Devlogs:
Tonight I worked on a lot of the CAD and Electronics research for this project. I need to decide between a few options fo the camera: OV2640 ESP-32 Breakout Board Cheap Webcam Just Use my phone or IPad or something The cameras are like $10-20 each, so that would be an expense I would need to cover/get funding for....
|
1792630059.9296026
|
1793234859.9296026
|
|
13850
|
STACK by @Markhor | Stardance
|
Markhor
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: STACK by @Markhor | Stardance
|
1792630059.0599432
|
1793234859.0599432
|
|
43204
|
Kasimirs Kebab by @laupi_oida | Stardance
|
laupi_oida
|
2
|
86.0
|
1014
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T17:51:23Z", "hours": 38.0, "multiplier": 14.42, "payout": 554, "blessing": "neutral", "text": "What did I made? I rewrote my game made in LÖVE2D to Godot and added: 3 new Chapters and rebuild of one chapter sounds mobile controls a paywall (because why not) What was challenging? The complete rewrite wasn’t actually that hard but some special effects and scene switching was hard, because I tried a different way to switch scenes, than normal. And audio design was challenging because I’m not so good at it. What I’m proud of? I’m very proud of the laser beam in chapter2, the last chapter and the mobile controls, because I think they are good.", "repo": "https://github.com/Laup0403/Kasimirs-Kebab/", "demo": "https://laupi-oida.itch.io/kasimirs-kebab"}, {"ship_num": 2, "ts": "2026-09-23T18:54:58Z", "hours": 48.0, "multiplier": 9.84, "payout": 460, "blessing": "neutral", "text": "I developed a rpg game with the framework LÖVE2D using Lua. I made my own textbox queue system, collision system, fight system, menu and you can change the keyboard layout. I learned that it’s important to write clean code and how to automate many processes. And somehow I learned more English than in school (I’m still bad at English).", "repo": "https://github.com/Laup0403/Kasimirs-Kebab/", "demo": "https://laupi-oida.itch.io/kasimirs-kebab"}]...
|
[{"post_id": 82378, "ts": "202 [{"post_id": 82378, "ts": "2026-10-24T17:32:31Z", "hours": 0.7311, "text": "Final Devlog! Twin I made it! I had some issues with the scene loading in chapter5 because of how I load chapter4 and chapter5 loads on top of chapter4 then. And I changed the looping of the sound at the end of chapter5, because it didn’t work on web. At last I also changed the Github readme and the Itch site. This was it. Bye Twin!"}, {"post_id": 82214, "ts": "2026-10-24T09:38:39Z", "hours": 6.3717, "text": "TWIN! This is the last or the second last devlog. Here’s what i added: 1. Mobile controls In the settings you can now enable mobile mode. I think I made it really cool because I made 3 States and in 1 state you can see the arrows,in the other nothing and the complete screen is action1 and in the last you see the question buttons. That works really well I think 2. Sounds Some sounds are good some sounds are not so good but I think they match the games style and the sounds from the last chapter are really good I think 3. New main menu It looks the same but now I use buttons instead of areas and you can just control it with mouse or touchscreen and not arrow keys anymore I’m gonna send the game to my playtesters and see if they find any bugs (they are really good in bug finding) Bye Twin!"}, {"post_id": 81615, "ts": "2026-10-21T19:31:39Z", "hours": 4.5936, "text": "YOOOOOOOOOOOOOOOOOOOO TWIN!!! It’s done. I mean the story the game isn’t ready yet I added the castle and the isn’t Kasimir. Then you go into the kitchen and see a doner kebab. And what then happens I won’t spoiler. But after that comes: a paywall because why not? But I think the last chapters are a bit empty but I didn’t really had fun at the end. Löve was way more fun. Now there are the following the tasks: Updating the menu: There aren’t all chapters in the load scene Mobile controls: I want that everyone can play this game and I think mobile controls are necessary (not even all my friends have a PC) Language translation: I want German translation and Latin (just for prank), because that are the only languages I speak except English Audio: I’m really bad at sound but I think some sound will be good! We are so far but I still don’t see the end. Bye Twin!"}, {"post_id": 80813, "ts": "2026-10-18T21:04:19Z", "hours": 2.6544, "text": "Yo Twin! The City stands! The corners look a bit weird but ok. In the city there are 4 houses and 4 wise man inside that tell you something about Kasimir and if you speak to all of them the gate to the “real valley” opens. And I also changed the dialog with the doner guy, because the thief is now Kasimir and not a beetle. The next chapter will become a bit more chill, but the last chapter will be CRAZY. Trust me. Ok bye Twin!"}, {"post_id": 79979, "ts": "2026-10-15T18:38:49Z", "hours": 2.0311, "text": "Yo Twin! This time I drew more. Here’s everything I did: 1. I updated the Github readme and itch.io site 2. A smooth transition When the wall is broken there is a new path. When you go there the scene switches and the wall collapses so you can’t go back. 3. A bit of the town If you follow the path, you get into the town. This is the third chapter. The game shouldn’t be that long so after that there will come 2 more chapters: The REAL valley and then the castle where the legendary Kasimir sits and there will also be the kebab skewer(yay). Ok that was everything. Bye Twin!"}, {"post_id": 78833, "ts": "2026-10-11T18:34:52Z", "hours": 6.8011, "text": "Yo Twin! I must learn to make decisions because now I completely removed the fight system and you just do a puzzle. The Puzzle It is just some puzzle I made in PuzzleScript in the computer science lessons and I ported it to Godot but it it is a bit challenging. The crazy effects are back! Now after you solved the puzzle Hans comes to you and shows you his cool new gadget. And here I made also some plans for the future: Audio - The puzzle and the new Hans scene would be so much cooler and I already have an idea Translation - For now it should just be German because I speak that and Latin just for prank and I think for other languages I need help but I don’t want to use AI And I decided I will make the game a bit shorter I hope I will get it to like 30-60 minutes. Ok, Bye Twin!"}, {"post_id": 77367, "ts": "2026-10-06T17:53:13Z", "hours": 3.6044, "text": "UPDATE!!! Yo Twin! Finally I have a fight system I like. Actually it is just a redesign but it looks way better I think. This time I didn’t put the moves menu on the bottom but on the right side. That makes so much more space and I have big plans with it. I also removed the health bar and replaced it with a variable in the moves menu because it looks more like a hacker and Klaus looks like a hacker too. And I made something like paths I think that looks cool. I also added the Spooky man If I haven’t said this already And I made a sick new Animation that looks hacky (cool word) Ok bye Twin!"}, {"post_id": 75939, "ts": "2026-10-01T17:39:31Z", "hours": 1.5761, "text": "TWINNNNNNNNNNNNN I did fixed some textboxes, because sometimes I wrote Ms Mauer and sometimes Ms. Mauer and I did TWO BIG THINGS: 1. Mouse controls in the menu because some people didn’t understand it and 2. the new web version I host the game now on itch.io because it is less complicated and there are less issues but somehow the mouse controls aren’t working right. (Here try it: https://laupi-oida.itch.io/kasimirs-kebab ) Yeah pretty cool (like the image) , I know and now comes the fight system. Bye Twin!"}, {"post_id": 75671, "ts": "2026-09-30T18:14:55Z", "hours": 8.1503, "text": "BOOM Yo Twin it didn’t thought that I can remake the game in like 10 hours. But I did it. I also added a house for Klaus, because that’s a better starting point and the input delay in the menu is gone. Now I’m stuck at the fight system again. I think it isn’t a secret that the old fight system was just bad. I brain stormed a bit and have some thoughts in mind that I must combined. But that’s harder then I thought But I will brainstorm a bit. I think switching to Godot was a great decision. Bye Twin!"}, {"post_id": 73732, "ts": "2026-09-25T20:06:40Z", "hours": 1.8886, "text": "Twin! First of all: Thanks for all the reviews on my project! Many people reported issues and I want to fix them. But first: I will use Godot Yes I know in the other devlog I said I don’t really had a good time with Godot but somehow it is still the best open source game engine and it somehow really triggered me that GameMaker isn’t open source What is the current state of the game? I have already reprogrammed the textbox, the intro map and the player movement and it is SO MUCH FASTER than in LÖVE. I also saw that you can make like 2.5D graphics and I think this might look cool and I will try this in future. The issues reported 1. Many People couldn’t open the game Now that I use godot it will be a better web port and I will host it on itch.io so it should work for anyone 2. Some out of bounce glitches Yeah I didn’t place the collision boxes well but I will fix this. 3. Many People had problems with the controls I know I made it a bit confusing. I’ll make little markers at the bottom if you can do something and I will make mouse inputs in the menu. I will try to remake the game as fast as possible. Thanks for everything and bye Twin!"}, {"post_id": 72778, "ts": "2026-09-23T18:45:22Z", "hours": 1.6147, "text": "Twin! I wanted to finish the prototype It isn’t what it should be but I added a win screen and a game over screen and I changed the default action key to z because most people have qwerty kb and it was y because I have qwertz kb. There was much I wanted to add but I think love was a great experience but I must search new Horizons until I find an engine made for me. Bye Twin!"}, {"post_id": 71903, "ts": "2026-09-21T18:57:17Z", "hours": 3.0531, "text": "I give up Yo Twin! First of all i figured out how to make a web version and now you can test the game But now the sad news I give up with my plans to make a game with love2d. I had a great time and love2d but now the it feels like I must reinvent the wheel (like we in germany say), because I must code everything myself and it takes so long. That doesn’t mean I won’t finish Kasimirs Kebab This is now just a prototype or a beta. I will just switch my game engine! I first thought of Godot but I had bad experience and I think I will go to the game engine I started with: Game Maker! I like it and some great games were made with it that are similar to the game I want to make like undertale, deltarune or forager. The only thing I don’t like about it is that it isn’t open source but it only cost 100$ one time for a professional license and I mean that’s WAY better than Unity or Unreal and you support the developers, but I won’t sell this game so that doesn’t matter. You can try my prototype here: https://laup0403.github.io/Kasimirs-Kebab/ What did we learn? - All roads lead to rome. And bye Twin!"}, {"post_id": 70103, "ts": "2026-09-18T13:51:27Z", "hours": 6.8772, "text": "Yo Twin! After changin the concept of the fight system 4 times I wanted to give you an update on my inprovements. 1. Textbox improvements First of all I thougth the textbox was a bit boring so I added a read effect and also dots are read slower and thats very cool in some dialogues and you can also skip the reading. 2. A black bar It doesn’t sound important but on the left if I didn’t0 play at fullscreen there was always a little space on the left where it shouldn’t be and this bar fixes it 3. Spookyman He’s like an super human because I needed a way to give the player a wepon and he’s kinda cool AND NOW 4. The fight system It’s not done yet but I did it like in my last post but the bar with actions is at the bottom and I also automated the drawing. That means it shows always 3 Things and if I add more then it shows arrows as a notification and I can move up or down to see the other actions. And the Healthbar is like in the last post because I like that design. It was actually not that easy to make the healthbar (or I am dumb) because it is 62 pixels long and I needed to calculate how much the player has left in percent and then I set the healthbar further behind (this is the calculation for anyone wondering: (1-(fight.enemyhealth/fight.maxenemyhealth)) * 62) I also added my first sound effect for switching the action. That were some big changes! Sorry for bad english and Bye Twin!"}, {"post_id": 63784, "ts": "2026-09-07T18:59:41Z", "hours": 0.6903, "text": "Twin! Did’nt code that much but I made a plan: The “basic combat” should be similair to Final Fantasy or the Mario and Luigi game. You have a health bar and you enemy has one. Then there is a Action Field where you can do attacks and use items. Pretty basic, right? FALSE Now you think how? Idk either but there will be more because this is just the “basic combat” Note: I also tryed to make music loops and it worked well but I have no music right now. Bye Twin!"}, {"post_id": 61601, "ts": "2026-09-04T16:14:55Z", "hours": 5.1753, "text": "TWIN! First of all: sadly, I cannot make a web version of the game because of the push library and even if i try to do it without the library it won’t work. But there are also good news: I made the first boss! So you cannot fight yet but our first boss Ms. Mauer exists. I made a cool feature that if you make her mad she drops a stone on you. I already have a plan for the the fight. It should be similar to cuphead but rythm based. Think I might add sound Bye Twin!"}, {"post_id": 56638, "ts": "2026-08-28T14:01:24Z", "hours": 3.4297, "text": "BOOOM !!! Now I have your attention Twin and can tell you about my GREAT changes on the main menu. 1. The loading menu There is just one chapter for now and I will change the loading menu when I need to. I think I will make it look like the settings menu. 2. The settings menu You now start with the arrow keys and z and x as the default layout and in the settings you can change it! I tryed to record it but it is a bit async( I think that’s what it’s called). Bye Twin!"}, {"post_id": 53972, "ts": "2026-08-24T17:58:30Z", "hours": 3.4322, "text": "TWIN! I made a sign. But that is not crazy and because of that I made a main menu You can already start the game and exit the game. For the load button I thougth I will not make a safefile but from there you can start into the different chapters, because that’s easier to program and more stable if I make a web export. For the settings file there will be some audio settings and key bindings. And i also made custom symbols in my font for arrows and the exit symbol because my default font doesn’t have this. Bye Twin!"}, {"post_id": 51225, "ts": "2026-08-20T19:14:54Z", "hours": 4.0833, "text": "Twin! During the past few days I hadn’t much time but I made some bug fixes and: 1. a gamescene switch system This is important later for savestates and for easier debugging and it saves RAM usage (I hope). 2. a dialoge choice system or whatever this thing from zelda where you can choose an option is 3. the tickle monster very important. 4. new controls you can either play with wasd and k and l or with the arrow key and z/y and x Bye Twin!"}, {"post_id": 47160, "ts": "2026-08-14T20:54:39Z", "hours": 4.7125, "text": "TWIN!!!!!!!!!!!!!!! This is the biggest update in a game about kebab in the entire human history! Here’s what I added: 1. a new name Kasimirs Kebab sounds much cooler than everyone wants kebab and it will make more sense later. 2. the tickle monster Border are boring so if you go out of the map the tickle monster comes (there is no real tickle monster. the game closes it’s self but there will be one next update). 3. an intro You wan’t a doner kebab but the skewer was stolen and now you best friend hans flies with an jetpack trough the air or something idk 4. a cool Animation very Cool 5. a cover picture also very Cool. I know that was very much and I will try to make a web export so that you can try that crazy story but for now you must watch the video. Hope you liked it. Bye Twin!"}, {"post_id": 45624, "ts": "2026-08-12T07:22:13Z", "hours": 2.2822, "text": "Twin! I made some changes. 1. redesigned the textures The old textures looked pretty boring so I redesigned them and made flowers and grass 2. ySort For those who don’t know: ySort sorts the draw order based on the y coordinates and what that does you can see in the video. 3. a sick animation Now you can give Hans a handshake How cool is that? That was everything for this devlog. Bye Twin!"}, {"post_id": 45183, "ts": "2026-08-11T14:35:24Z", "hours": 4.4089, "text": "TWIN! I made BIG changes. 1. a static resolution Now you can scale the game to whatever size you want because I used the push library to set the resolution to 160x90 and it scales with the window. Note: If you want to use push and cameraMgr like me, you must change every love.graphics.getWidth() and love.graphics.getHeight() in cameraMgr.lua to if push then camera.w, camera.h = push:getDimensions() else camera.w = love.graphics.getWidth() camera.h = love.graphics.getHeight() end 2. a collsision box for our friend hans Yeah very BIG change but that’s important but here comes the biggest addon: 3. A TEXTBOX I made a system, were you add text to a queue and if the queue is not empty, it shows the textbox and first line of the queue and if you press K it just deletes the first line. Simple but extremly efficent. I think I must change the font because the font I use now has a good size but it looks kinda normal and that’s lowk boring. That was everything for this BIG update. Bye Twin!"}, {"post_id": 44134, "ts": "2026-08-09T18:14:46Z", "hours": 3.7253, "text": "TWIN! I made Collisionboxes and I made it WITHOUT A LIBRARY! It was very crazy and if I have more than 50 collision boxes it begins to lag but IT WORKS! I made 3 types of the collision boxes: 1.Player (It walks), 2.Areas (You can walk through ) and 3.Wall (You can’t walk through it). How wonderful! The video shows it more or less. Explanation how I made it: The collision detection: I use an aabb-collision detection so i check if the coordinates of two boxes are overlapping. The wall: First in the code, the player is moved. Then the coordinates of the player are given to the collision box of the player. After that the code checks if the collision box of the player overlaps with a wall and if that’s the case than it resets the position or smth like that. (I know I’m good at explaining) Bye Twin!"}, {"post_id": 42839, "ts": "2026-08-07T19:37:34Z", "hours": 1.4167, "text": "Do you think the word camera looks kinda weird? Yeah I know I should get some help, but: I fixed the map and now it’s smooth. I just must draw every Layer of the map seperate. And we got this cool guy with cool hat named hans. Bye twin!"}, {"post_id": 40851, "ts": "2026-08-04T17:14:13Z", "hours": 1.6425, "text": "Hi, Twin! My game has now a map (wow) It’s pretty ugly but it’s just a prototype so that’s ok. For the map I used the tiled app ( https://thorbjorn.itch.io/tiled ) and Simple-Tiled-Implementation ( https://github.com/karai17/Simple-Tiled-Implementation/ ) to implement it in love. And then I needed to move the camera and I use the camera script from hump ( https://github.com/vrld/hump ) for this, but the problem is, that the map doesn’t move and I really just move the map (I think) and that means I must write my own camera script. But that’s a project for the future. Bye twin!"}, {"post_id": 40342, "ts": "2026-08-03T19:44:22Z", "hours": 1.4144, "text": "Hello Twin! I wanted to make a game. I don’t have a big plan but it should include kebab because Everyone wants Kebab. I also want to challenge me so use no Gameengine just love2d or LÖVE or whatever. For the start I drawed a very Cool player and gave him controls and animations with the anim8 lib."}]...
|
Title: Kasimirs Kebab by @laupi_oida | Stardance
Title: Kasimirs Kebab by @laupi_oida | Stardance
Devlogs:
Hello Twin! I wanted to make a game. I don’t have a big plan but it should include kebab because Everyone wants Kebab. I also want to challenge me so use no Gameengine just love2d or LÖVE or whatever. For the start I drawed a very Cool player and gave him controls and animations with the anim8 lib.
Hi, Twin! My game has now a map (wow) It’s pretty ugly but it’s just a prototype so that’s ok. For the map I used the tiled app ( https://thorbjorn.itch.io/tiled ) and Simple-Tiled-Implementation ( https://github.com/karai17/Simple-Tiled-Implementation/ ) to implement it in love. And then I needed to move the camera and I use the camera script from hump ( https://github.com/vrld/hump ) for this, but the problem is, that the map doesn’t move and I really just move the map (I think) and that means I must write my own camera script. But that’s a project for the future. Bye twin!
Do you think the word camera looks kinda weird? Yeah I know I should get some help, but: I fixed the map and now it’s smooth. I just must draw every Layer of the map seperate. And we got this cool guy with cool hat named hans. Bye twin!
TWIN! I made Collisionboxes and I made it WITHOUT A LIBRARY! It was very crazy and if I have more than 50 collision boxes it begins to lag but IT WORKS! I made 3 types of the collision boxes: 1.Player (It walks), 2.Areas (You can walk through ) and 3.Wall (You can’t walk through it). How wonderful! The video shows it more or less. Explanation how I made it: The collision detection: I use an aabb-collision detection so i check if the coordinates of two boxes are overlapping. The wall: First in the code, the player is moved. Then the coordinates of the player are given to the collision box of the player. After that the code checks if the collision box of the player overlaps with a wall and if that’s the case than it resets the position or smth like that. (I know I’m good at explaining) Bye Twin!
TWIN! I made BIG changes. 1. a static resolution Now you can scale the game to whatever size you want because I used the push library to set the resolution to 160x90 and it scales with the window. Note: If you want to use push and cameraMgr like me, you must change every love.graphics.getWidth() and love.graphics.getHeight() in cameraMgr.lua to if push then camera.w, camera.h = push:getDimensions() else camera.w = love.graphics.getWidth() camera.h = love.graphics.getHeight() end 2. a collsision box for our friend hans Yeah very BIG change but that’s important but here comes the biggest addon: 3. A TEXTBOX I made a system, were you add text to a queue and if the queue is not empty, it shows the textbox and first line of the queue and if you press K it just deletes the first line. Simple but extremly efficent. I think I must change the font because the font I use now has a good size but it looks kinda normal and that’s lowk boring. That was everything for this BIG update. Bye Twin!
Twin! I made some changes. 1. redesigned the textures The old textures looked pretty boring so I redesigned them and made flowers and grass 2. ySort For those who don’t know: ySort sorts the draw order based on the y coordinates and what that does you can see in the video. 3. a sick animation Now you can give Hans a handshake How cool is that? That was everything for this devlog. Bye Twin!
TWIN!!!!!!!!!!!!!!! This is the biggest update in a game about kebab in the entire human history! Here’s what I added: 1. a new name Kasimirs Kebab sounds much cooler than everyone wants kebab and it will make more sense later. 2. the tickle monster Border are boring so if you go out of the map the tickle monster comes (there is no real tickle monster. the game closes it’s self but there will be one next update). 3. an intro You wan’t a doner kebab but the skewer was stolen and now you best friend hans flies with an jetpack trough the air or something idk 4. a cool Animation very Cool 5. a cover picture also very Cool. I know that was very much and I will try to make a web export so that you can try that crazy story but for now you must watch the video. Hope you liked it. Bye Twin!
Twin! During the past few days I hadn’t much time but I made some bug fixes and: 1. a gamescene switch system This is important later for savestates and for easier debugging and it saves RAM usage (I hope). 2. a dialoge choice system or whatever this thing from zelda where you can choose an option is 3. the tickle monster very important. 4. new controls you can either play with wasd and k and l or with the arrow key and z/y and x Bye Twin!
TWIN! I made a sign. But that is not crazy and because of that I made a main menu You can already start the game and exit the game. For the load button I thougth I will not make a safefile but from there you can start into the different chapters, because that’s easier to program and more stable if I make a web export. For the settings file there will be some audio settings and key bindings. And i also made custom symbols in my font for arrows and the exit symbol because my default font doesn’t have this. Bye Twin!
BOOOM !!! Now I have your attention Twin and can tell you about my GREAT changes on the main menu. 1. The loading menu There is just one chapter for now and I will change the loading menu when I need to. I think I will make it look like the settings menu. 2. The settings menu You now start with the arrow keys and z and x as the default layout and in the settings you can change it! I tryed to record it but it is a bit async( I think that’s what it’s called). Bye Twin!
TWIN! First of all: sadly, I cannot make a web version of the game because of the push library and even if i try to do it without the library it won’t work. But there are also good news: I made the first boss! So you cannot fight yet but our first boss Ms. Mauer exists. I made a cool feature that if you make her mad she drops a stone on you. I already have a plan for the the fight. It should be similar to cuphead but rythm based. Think I might add sound Bye Twin!
Twin! Did’nt code that much but I made a plan: The “basic combat” should be similair to Final Fantasy or the Mario and Luigi game. You have a health bar and you enemy has one. Then there is a Action Field where you can do attacks and use items. Pretty basic, right? FALSE Now you think how? Idk either but there will be more because this is just the “basic combat” Note: I also tryed to make music loops and it worked well but I have no music right now. Bye Twin!
Yo Twin! After changin the concept of the fight system 4 times I wanted to give you an update on my inprovements. 1. Textbox improvements First of all I thougth the textbox was a bit boring so I added a read effect and also dots are read slower and thats very cool in some dialogues and you can also skip the reading. 2. A black bar It doesn’t sound important but on the left if I didn’t0 play at fullscreen there was always a little space on the left where it shouldn’t be and this bar fixes it 3. Spookyman He’s like an super human because I needed a way to give the player a wepon and he’s kinda cool AND NOW 4. The fight system It’s not done yet but I did it like in my last post but the bar with actions is at the bottom and I also automated the drawing. That means it shows always 3 Things and if I add more then it shows arrows as a notification and I can move up or down to see the other actions. And the Healthbar is like in the last post because I like that design. It was actually not that easy to make the healthbar (or I am dumb) because it is 62 pixels long and I needed to calculate how much the player has left in percent and then I set the healthbar further behind (this is the calculation for anyone wondering: (1-(fight.enemyhealth/fight.maxenemyhealth)) * 62) I also added my first sound effect for switching the action. That were some big changes! Sorry for bad english and Bye Twin!
I give up Yo Twin! First of all i figured out how to make a web version and now you can test the game But now the sad news I give up with my plans to make a game with love2d. I had a great time and love2d but now the it feels like I must reinvent the wheel (like we in germany say), because I must code everything myself and it takes so long. That doesn’t mean I won’t finish Kasimirs Kebab This is now just a prototype or a beta. I will just switch my game engine! I first thought of Godot but I had bad experience and I think I will go to the game engine I started with: Game Maker! I like it and some great games were made with it that are similar to the game I want to make like undertale, deltarune or forager. The only thing I don’t like about it is that it isn’t open source but it only cost 100$ one time for a professional license and I mean that’s WAY better than Unity or Unreal and you support the developers, but I won’t sell this game so that doesn’t matter. You can try my prototype here: https://laup0403.github.io/Kasimirs-Kebab/ What did we learn? - All roads lead to rome. And bye Twin!
Twin! I wanted to finish the prototype It isn’t what it should be but I added a win screen and a game over screen and I changed the default action key to z because most people have qwerty kb and it was y because I have qwertz kb. There was much I wanted to add but I think love was a great experience but I must search new Horizons until I find an engine made for me. Bye Twin!
Twin! First of all: Thanks for all the reviews on my project! Many people reported issues and I want to fix them. But first: I will use Godot Yes I know in the other devlog I said I don’t really had a good time with Godot but somehow it is still the best open source game engine and it somehow really triggered me that GameMaker isn’t open source What is the current state of the game? I have already reprogrammed the textbox, the intro map and the player movement and it is SO MUCH FASTER than in LÖVE. I also saw that you can make like 2.5D graphics and I think this might look cool and I will try this in future. The issues reported 1. Many People couldn’t open the game Now that I use godot it will be a better web port and I will host it on itch.io so it should work for anyone 2. Some out of bounce glitches Yeah I didn’t place the collision boxes well but I will fix this. 3. Many People had problems with the controls I know I made it a bit confusing. I’ll make little markers at the bottom if you can do something and I will make mouse inputs in the menu. I will try to remake the game as fast as possible. Thanks for everything and bye Twin!
BOOM Yo Twin it didn’t thought that I can remake the game in like 10 hours. But I did it. I also added a house for Klaus, because that’s a better starting point and the input delay in the menu is gone. Now I’m stuck at the fight system again. I think it isn’t a secret that the old fight system was just bad. I brain stormed a bit and have some thoughts in mind that I must combined. But that’s harder then I thought But I will brainstorm a bit. I think switching to Godot was a great decision. Bye Twin!
TWINNNNNNNNNNNNN I did fixed some textboxes, because sometimes I wrote Ms Mauer and sometimes Ms. Mauer and I did TWO BIG THINGS: 1. Mouse controls in the menu because some people didn’t understand it and 2. the new web version I host the game now on itch.io because it is less complicated and there are less issues but somehow the mouse controls aren’t working right. (Here try it: https://laupi-oida.itch.io/kasimirs-kebab ) Yeah pretty cool (like the image) , I know and now comes the fight system. Bye Twin!
UPDATE!!! Yo Twin! Finally I have a fight system I like. Actually it is just a redesign but it looks way better I think. This time I didn’t put the moves menu on the bottom but on the right side. That makes so much more space and I have big plans with it. I also removed the health bar and replaced it with a variable in the moves menu because it looks more like a hacker and Klaus looks like a hacker too. And I made something like paths I think that looks cool. I also added the Spooky man If I haven’t said this already And I made a sick new Animation that looks hacky (cool word) Ok bye Twin!
Yo Twin! I must learn to make decisions because now I completely removed the fight system and you just do a puzzle. The Puzzle It is just some puzzle I made in PuzzleScript in the computer science lessons and I ported it to Godot but it it is a bit challenging. The crazy effects are back! Now after you solved the puzzle Hans comes to you and shows you his cool new gadget. And here I made also some plans for the future: Audio - The puzzle and the new Hans scene would be so much cooler and I already have an idea Translation - For now it should just be German because I speak that and Latin just for prank and I think for other languages I need help but I don’t want to use AI And I decided I will make the game a bit shorter I hope I will get it to like 30-60 minutes. Ok, Bye Twin!
Yo Twin! This time I drew more. Here’s everything I did: 1. I updated the Github readme and itch.io site 2. A smooth transition When the wall is broken there is a new path. When you go there the scene switches and the wall collapses so you can’t go back. 3. A bit of the town If you follow the path, you get into the town. This is the third chapter. The game shouldn’t be that long so after that there will come 2 more chapters: The REAL valley and then the castle where the legendary Kasimir sits and there will also be the kebab skewer(yay). Ok that was everything. Bye Twin!
Yo Twin! The City stands! The corners look a bit weird but ok. In the city there are 4 houses and 4 wise man inside that tell you something about Kasimir and if you speak to all of them the gate to the “real valley” opens. And I also changed the dialog with the doner guy, because the thief is now Kasimir and not a beetle. The next chapter will become a bit more chill, but the last chapter will be CRAZY. Trust me. Ok bye Twin!
YOOOOOOOOOOOOOOOOOOOO TWIN!!! It’s done. I mean the story the game isn’t ready yet I added the castle and the isn’t Kasimir. Then you go into the kitchen and see a doner kebab. And what then happens I won’t spoiler. But after that comes: a paywall because why not? But I think the last chapters are a bit empty but I didn’t really had fun at the end. Löve was way more fun. Now there are the following the tasks: Updating the menu: There aren’t all chapters in the load scene Mobile controls: I want that everyone can play this game and I think mobile controls are necessary (not even all my friends have a PC) Language translation: I want German translation and Latin (just for prank), because that are the only languages I speak except English Audio: I’m really bad at sound but I think some sound will be good! We are so far but I still don’t see the end. Bye Twin!
TWIN! This is the last or the second last devlog. Here’s what i added: 1. Mobile controls In the settings you can now enable mobile mode. I think I made it really cool because I made 3 States and in 1 state you can see the arrows,in the other nothing and the complete screen is action1 and in the last you see the question buttons. That works really well I think 2. Sounds Some sounds are good some sounds are not so good but I think they match the games style and the sounds from the last chapter are really good I think 3. New main menu It looks the same but now I use buttons instead of areas and you can just control it with mouse or touchscreen and not arrow keys anymore I’m gonna send the game to my playtesters and see if they find any bugs (they are really good in bug finding) Bye Twin!
Final Devlog! Twin I made it! I had some issues with the scene loading in chapter5 because of how I load chapter4 and chapter5 loads on top of chapter4 then. And I changed the looping of the sound at the end of chapter5, because it didn’t work on web. At last I also changed the Github readme and the Itch site. This was it. Bye Twin!
Ships:
I developed a rpg game with the framework LÖVE2D using Lua. I made my own textbox queue system, collision system, fight system, menu and you can change the keyboard layout. I learned that it’s important to write clean code and how to automate many processes. And somehow I learned more English than in school (I’m still bad at English).
What did I made? I rewrote my game made in LÖVE2D to Godot and added: 3 new Chapters and rebuild of one chapter sounds mobile controls a paywall (because why not) What was challenging? The complete rewrite wasn’t actually that hard but some special effects and scene switching was hard, because I tried a different way to switch scenes, than normal. And audio design was challenging because I’m not so good at it. What I’m proud of? I’m very proud of the laser beam in chapter2, the last chapter and the mobile controls, because I think they are good....
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1793148458.746902
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1793234858.746902
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9925
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Untitled by @PixelEdge13 | Stardance
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PixelEdge13
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @PixelEdge13 | Stardance
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1792630058.2167218
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1793234858.2167218
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2674
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Movie Recc. Engine by @armadillomike | Stardance
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armadillomike
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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: Movie Recc. Engine by @armadillomike | Star Title: Movie Recc. Engine by @armadillomike | Stardance...
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1792630057.3831732
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1793234857.3831732
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10181
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Pokemon ROM Hack by @juli | Stardance
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juli
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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: Pokemon ROM Hack by @juli | Stardance
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1792630056.5450659
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1793234856.5450659
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5020
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FLOWS by @UntitledMacaw | Stardance
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UntitledMacaw
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1
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34.44
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T18:21:49Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is FLOWS. It is a program that takes in terrain data and water infiltration data and finds bowl-like depressions (or simply “basins”). Why is that useful: for each basin, water-height doesn’t change (for the same rainfall). This means we can pre-calculate various rainfall scenarios and store their results, so we can have a simple and quick way of estimating flood risk. Compilation was also made focusing on lower-end hardware, were we avoid feeding the entire data into the RAM, and instead partition the dataset in smart ways so we can make it all fit within our constrains!", "repo": "https://github.com/UntitledMacaw/FLOWS", "demo": "https://github.com/UntitledMacaw/FLOWS/releases/tag/Beta"}]...
|
[{"post_id": 79403, "ts": "202 [{"post_id": 79403, "ts": "2026-10-13T20:29:07Z", "hours": 0.9344, "text": "Alright, so new changes! Today I tried to make a DEMO for my project! Since the user is originally intended to provided topological files (that for demonstration purposes may not be available), I have also packaged inside the .sh file a DEMO version, that has its own very small dataset, so everyone can see the project in action even without the needed files."}, {"post_id": 77692, "ts": "2026-10-07T22:54:32Z", "hours": 0.6186, "text": "Another day and guess what: another feature! I added a new function to the code that takes in a “starting point” for basin compilation. What this does is, given a starting point integer provided by the user (call it S), it skips all basins with an ID lower than S. This is good ’cuz we can stop the code with control + C and later keep on where we left by choosing our last compiled basin as our starting point! I probably should have done this a long time ago instead of right know when I actually needed it, but hey: Better late than never am i right?"}, {"post_id": 74665, "ts": "2026-09-27T22:24:01Z", "hours": 2.655, "text": "YEEEEAAAAH! I decided to try and create an executable for my script, and boy was hard. The problem was that major libraries like gdal and whitebox required a bunch of other system libraries to work. This means I had to try to get them into the executable, and let me tell ya: This took a lot of time. But finally, it works (i hope)! I will be posting the executable (linux only of course) on github later!"}, {"post_id": 74018, "ts": "2026-09-26T15:19:42Z", "hours": 1.2344, "text": "Update on compilation: Well, a lot of stuff happened. I can’t really keep my computer running non stop all day and night, so I was resorting to suspending the laptop so runtime would keep frozen in RAM. But today, after a week of running the program and almost halfway left, I woke up to find the computer out of battery (probably it kept running in suspend mode and just died). That was quite devastating, but the only thing I could do was to update my code with checkpoints so that if that happens again, I won’t need to run everything again like I’m about to do now. I took that chance to also fix some typos in my README and my github pages, so I guess I got something good out of this!"}, {"post_id": 71782, "ts": "2026-09-21T15:16:55Z", "hours": 5.7964, "text": "Making some minor changes so my github before posting my project!"}, {"post_id": 63759, "ts": "2026-09-07T18:33:58Z", "hours": 8.0975, "text": "Finally able to find bowl-like depressions now"}, {"post_id": 40144, "ts": "2026-08-03T15:27:42Z", "hours": 9.9969, "text": "Writing a pdf devlog for my project!"}, {"post_id": 36462, "ts": "2026-07-28T16:19:12Z", "hours": 4.8508, "text": "Just discovered this nice tool called WhiteBoxTools, and was also able to find its user manual! Now I won’t need to process terrain from scratch, and instead get I can all the data I’m looking for without reinventing the wheel."}, {"post_id": 878, "ts": "2026-06-02T16:27:54Z", "hours": 0.3542, "text": "Figured out how to read a digital elevation model with python"}]...
|
Title: FLOWS by @UntitledMacaw | Stardance
Devlog Title: FLOWS by @UntitledMacaw | Stardance
Devlogs:
Figured out how to read a digital elevation model with python
Just discovered this nice tool called WhiteBoxTools, and was also able to find its user manual! Now I won’t need to process terrain from scratch, and instead get I can all the data I’m looking for without reinventing the wheel.
Writing a pdf devlog for my project!
Finally able to find bowl-like depressions now
Making some minor changes so my github before posting my project!
Update on compilation: Well, a lot of stuff happened. I can’t really keep my computer running non stop all day and night, so I was resorting to suspending the laptop so runtime would keep frozen in RAM. But today, after a week of running the program and almost halfway left, I woke up to find the computer out of battery (probably it kept running in suspend mode and just died). That was quite devastating, but the only thing I could do was to update my code with checkpoints so that if that happens again, I won’t need to run everything again like I’m about to do now. I took that chance to also fix some typos in my README and my github pages, so I guess I got something good out of this!
YEEEEAAAAH! I decided to try and create an executable for my script, and boy was hard. The problem was that major libraries like gdal and whitebox required a bunch of other system libraries to work. This means I had to try to get them into the executable, and let me tell ya: This took a lot of time. But finally, it works (i hope)! I will be posting the executable (linux only of course) on github later!
Another day and guess what: another feature! I added a new function to the code that takes in a “starting point” for basin compilation. What this does is, given a starting point integer provided by the user (call it S), it skips all basins with an ID lower than S. This is good ’cuz we can stop the code with control + C and later keep on where we left by choosing our last compiled basin as our starting point! I probably should have done this a long time ago instead of right know when I actually needed it, but hey: Better late than never am i right?
Alright, so new changes! Today I tried to make a DEMO for my project! Since the user is originally intended to provided topological files (that for demonstration purposes may not be available), I have also packaged inside the .sh file a DEMO version, that has its own very small dataset, so everyone can see the project in action even without the needed files.
Ships:
This is FLOWS. It is a program that takes in terrain data and water infiltration data and finds bowl-like depressions (or simply “basins”). Why is that useful: for each basin, water-height doesn’t change (for the same rainfall). This means we can pre-calculate various rainfall scenarios and store their results, so we can have a simple and quick way of estimating flood risk. Compilation was also made focusing on lower-end hardware, were we avoid feeding the entire data into the RAM, and instead partition the dataset in smart ways so we can make it all fit within our constrains!...
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1793148455.7809806
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1793234855.7809806
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17338
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Frictionless by @Jessica_Jin | Stardance
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Jessica_Jin
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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: Frictionless by @Jessica_Jin | Stardance
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1792630055.1300983
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1793234855.1300983
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23056
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VEX_BOT by @Vexor | Stardance
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Vexor
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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: VEX_BOT by @Vexor | Stardance
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1792630054.2997203
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1793234854.2997203
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48047
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WildOS by @Raphel | Stardance
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Raphel
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2
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37.0
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452
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T12:17:29Z", "hours": 31.0, "multiplier": 14.67, "payout": 452, "blessing": "neutral", "text": "WILDOS at last i completed WildOS for the WebOS 2 JAM . WildOS is a web-based but nature-themed OS and my second WebOS. My first WebOS helped me understand how a WebOS works, so this time i wanted to make something bigger and more functional. What I Built I made 9 apps : Wild Notes - write notes Wild Music Player - play music Wild Files - explore and download files Wild Settings - change the appearance Wild Weather - shows the weather of the Amazon Rainforest Wild Store - download and install apps Wild Gallery - view pictures Wild Sounds - play some crazy sounds Wildo - the personal assistant of WildOS The Music Player and Wild Store took me the most time. While making them, i learned more about JavaScript , app structures and how different parts of the OS connect together. Features Custom backgrounds Appearance settings Background sounds Boot animation Boot percentage Boot music Filters Custom cursor 3 new songs Draggable windows Fullscreen support App downloading and installation I also completely changed Wildo . Now he can give guides about WildOS and generate 2 images using JavaScript . Problems I Faced One big problem i faced was having 1000+ lines of HTML in one file . As the project became bigger, it became harder to find things and fix bugs. I spent time aligning and organising the code. I also faced some lag and dragging bugs while building it. This helped me learn how important it is to keep the code organised when a project gets bigger. How It Works mainly WildOS works like a small OS inside the browser. You can open apps from the dock, move the windows around, change the appearance, play music and download apps from the Store. You can play it directly in the browser. Use fullscreen and headphones for a better experience. Easter Eggs There are some Easter Eggs hidden inside WildOS. Double-click the tree icon on the top Double-click the WildOS text on the top There are also some more things hidden around the WildOS. I really enjoyed building WildOS and learned a lot about JavaScript, app structures, dragging windows, music players and fixing bugs . That’s it for WebOS 2 . check it out, ya tried!", "repo": "https://github.com/RaphelReji/WildOS", "demo": "https://raphelreji.github.io/WildOS/"}, {"ship_num": 2, "ts": "2026-09-09T03:07:49Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WildOS It was so cool to complete the WebOS 1 JAM. I made WildOS, a web-based but nature-themed OS. Thanks to MeowOS for inspiring me to build one too. Also thanks to the WebOS Guide that helped me understand what to build, and thanks to the team that built that guide. So what I built is a nature-themed OS called WildOS. It is fully nature-themed and has some awesome features. This one is web playable, so anyone can test it directly in the browser. I added 5 apps to it. The first one is WildNotes, where you can write your notes. The second one is a music player that lets you play some cool music. The third one is Files, which is just a simple file window. The fourth one is Settings, where you can change the theme. And the fifth one is WILDO, WildOS’s personal assistant, but it is always unreachable. I also added a booting window, text animations, a live clock, customizable themes, and draggable windows. This is my second WebOS. The first one gave me an idea of how a WebOS could work, and while building WildOS I learned more about JavaScript, especially dragging windows and making the booting screen. I also took a little inspiration from macOS for the dock and some of the icons, but I tried to make the rest of the design my own and keep everything around the nature theme. It was really interesting to build and I learned a lot from it. That’s it for WebOS 1. let’s see what I can build for WebOS 2.", "repo": "https://github.com/RaphelReji/WildOS", "demo": "https://raphelreji.github.io/WildOS/"}]...
|
[{"post_id": 68944, "ts": "202 [{"post_id": 68944, "ts": "2026-09-16T02:53:40Z", "hours": 1.4153, "text": "completed the readme for the project and made it properly written with the project details and everything needed. it took some time to arrange everything in the readme so it looks clean and understandable. i also aligned the 1000 line html code properly because it was not properly aligned before and it was hard to read and work with. now the readme is completed and the html code is properly aligned."}, {"post_id": 68735, "ts": "2026-09-15T17:19:06Z", "hours": 7.9703, "text": "WILDOS FINAL-DEVLOG at last i completed the wildos. i completed the store and the rest of the apps . the store took a long time to make but at last i completed it and made it functional. i also changed some app styles from webos1, made my own backgrounds for the boot and main window, added filters and a cursor image. also added boot percentage, boot music, some easter eggs and 3 new songs. i completely changed wildo and now he can give guides and generate 2 images. i also aligned the 1000 line html code and added the wifi logo. at last everything is done. ready to ship..!"}, {"post_id": 67756, "ts": "2026-09-14T00:10:29Z", "hours": 3.3075, "text": "WEBOS 2 today was another interesting day of working on my webos 2. i added two more apps to the webos — Gallery and Sounds . i also somehow managed to fix the lag bug that was happening when using the webos. it was a really annoying bug because sometimes the ui would get stuck or become slow, but after working on it i finally got it working much better. after that i completed the design of the Store app . the store is going to be one of the bigger parts of the webos because it can be used to show and add different apps. the design part is now completed and i also started working on the JS for it. i also added a click sound when interacting with things in the webos. its a small feature but it makes the experience feel much better and gives the webos a little more life. added Gallery app added Sounds app fixed the lag bug completed the Store design started the Store JS added click sounds today also taught me a lot about JavaScript, app structures, bugs and how different parts of the webos connect together . the wildos is slowly becoming bigger and more complete with every update. there is still a lot left to build I am trying to make it fast ,bye!"}, {"post_id": 67245, "ts": "2026-09-13T09:32:47Z", "hours": 5.0822, "text": "Devlog WildOS Today I worked on APP STORE mostly and sometime on settings as well. I added store app struture and details for apps in store . I also have some lag bugs with web but i am trying to resolve that Next, I am going to: resolve the lag bug finish the store app with js build sounds and galllery app yay bugs bugs let me complete this one"}, {"post_id": 66588, "ts": "2026-09-12T13:13:04Z", "hours": 3.57, "text": "wildOS Worked on settings today. I added appearance , customisable backgrounds and background music . I also worked on fixing javascript bugs and learned more about music ,dragging etc . Next, I am going to: completeing settings app store some music Getting closer to completing my WebOS2"}, {"post_id": 66357, "ts": "2026-09-12T04:37:35Z", "hours": 2.8344, "text": "I ADDED MUSIC PLAYER ,THE FILES- ALL BUTTONS IS WORKING ADDED A STORE BUT NOT COMPLTED ALSO FIXED SOME BUGS OF DRAGGING WINDOW"}, {"post_id": 65689, "ts": "2026-09-11T00:38:15Z", "hours": 2.0319, "text": "worked on music player added the javascript now adding the store app and inside that some apps to download also added new fonts , changed all macos style icons in green icons more comming"}, {"post_id": 65408, "ts": "2026-09-10T15:02:23Z", "hours": 4.5831, "text": "I started working on WebOS 2.Today, I added some new things:Added a new structure for the Music Player Added a Weather app Added file downloading in the File app Added full-size windows for all apps Next, I’m going to finish the Music Player and start working on a Store app."}, {"post_id": 64587, "ts": "2026-09-09T02:59:52Z", "hours": 5.2072, "text": "At last i completed it.It was so cool to complete the WebOS 1 JAM. I made WildOS, a web-based but nature-themed OS.Thanks to MeowOS for inspiring me to build one too, and also thanks to the WebOS Guide that helped me understand what to build. Also thanks to the team that built that guide.So what i built is a nature-themed OS called WildOS.It is fully nature-themed and has some awesome features. This one is web-playable, so anyone can test it directly in the browser.I added 5 apps to it. The first one is WildNotes, where you can write your notes. The second one is a music player that lets you play some cool music. The third one is Files, which is just a simple file window. The fourth one is Settings, where you can change the theme. And the fifth one is WILDO, WildOS’s personal assistant, but it is always unreachable.I also added a clock based on the WebOS Guide.I took a little inspiration from macOS, mainly for the dock and the icons, but most of the design is based around my own nature theme.Overall, it was really fun to build WildOS and learn how a WebOS works while making it.Now I’m ready for WebOS 2."}, {"post_id": 58221, "ts": "2026-08-30T16:04:35Z", "hours": 0.7883, "text": "WILDOS Hi i am using my free time to complete the webos i am mainly using html,css,and some javascript.So i making the first webOS so a very simple.btw i created the booting screen and a dragable window now i want to style it and thanks to the guide by stardance and meowos , i take it a inspiration to bulid this . see ya"}, {"post_id": 54947, "ts": "2026-08-26T11:25:46Z", "hours": 0.4189, "text": "WildOS — 2DayDevlog Day 1 The Beginning Today I started working on WildOS, The main goal is to create an OS with a unique identity SO I began by planning the overall design, user interface, and the features I want WildOS to have.I worked on the basic structure of the project and thought about how the desktop, applications, settings, and navigation should work together. I also started experimenting with the visual style and layout.There is still a lot to build, but getting the foundation started feels like a big step. Day 1 progress :Started the WildOS project Planned the basic OS structureDesigned the initial UI conceptStarted working on the desktop experienceListed features for future versions Day 2 — Building the WildOS focused more on turning the initial idea into something that actually feels like an operating system.I worked on the interface and started connecting different parts of the system together. I also thought about how users will interact with WildOS, including the desktop, applications, menus, and settings.The project is still in an early stage, but the direction is becoming much clearer. There are plenty of things left to improve. so at last i created the desktop booting and the first window ,still a lot more"}]...
|
Title: WildOS by @Raphel | Stardance
Devlogs:
Wil Title: WildOS by @Raphel | Stardance
Devlogs:
WildOS — 2DayDevlog Day 1 The Beginning Today I started working on WildOS, The main goal is to create an OS with a unique identity SO I began by planning the overall design, user interface, and the features I want WildOS to have.I worked on the basic structure of the project and thought about how the desktop, applications, settings, and navigation should work together. I also started experimenting with the visual style and layout.There is still a lot to build, but getting the foundation started feels like a big step. Day 1 progress :Started the WildOS project Planned the basic OS structureDesigned the initial UI conceptStarted working on the desktop experienceListed features for future versions Day 2 — Building the WildOS focused more on turning the initial idea into something that actually feels like an operating system.I worked on the interface and started connecting different parts of the system together. I also thought about how users will interact with WildOS, including the desktop, applications, menus, and settings.The project is still in an early stage, but the direction is becoming much clearer. There are plenty of things left to improve. so at last i created the desktop booting and the first window ,still a lot more
WILDOS Hi i am using my free time to complete the webos i am mainly using html,css,and some javascript.So i making the first webOS so a very simple.btw i created the booting screen and a dragable window now i want to style it and thanks to the guide by stardance and meowos , i take it a inspiration to bulid this . see ya
At last i completed it.It was so cool to complete the WebOS 1 JAM. I made WildOS, a web-based but nature-themed OS.Thanks to MeowOS for inspiring me to build one too, and also thanks to the WebOS Guide that helped me understand what to build. Also thanks to the team that built that guide.So what i built is a nature-themed OS called WildOS.It is fully nature-themed and has some awesome features. This one is web-playable, so anyone can test it directly in the browser.I added 5 apps to it. The first one is WildNotes, where you can write your notes. The second one is a music player that lets you play some cool music. The third one is Files, which is just a simple file window. The fourth one is Settings, where you can change the theme. And the fifth one is WILDO, WildOS’s personal assistant, but it is always unreachable.I also added a clock based on the WebOS Guide.I took a little inspiration from macOS, mainly for the dock and the icons, but most of the design is based around my own nature theme.Overall, it was really fun to build WildOS and learn how a WebOS works while making it.Now I’m ready for WebOS 2.
I started working on WebOS 2.Today, I added some new things:Added a new structure for the Music Player Added a Weather app Added file downloading in the File app Added full-size windows for all apps Next, I’m going to finish the Music Player and start working on a Store app.
worked on music player added the javascript now adding the store app and inside that some apps to download also added new fonts , changed all macos style icons in green icons more comming
I ADDED MUSIC PLAYER ,THE FILES- ALL BUTTONS IS WORKING ADDED A STORE BUT NOT COMPLTED ALSO FIXED SOME BUGS OF DRAGGING WINDOW
wildOS Worked on settings today. I added appearance , customisable backgrounds and background music . I also worked on fixing javascript bugs and learned more about music ,dragging etc . Next, I am going to: completeing settings app store some music Getting closer to completing my WebOS2
Devlog WildOS Today I worked on APP STORE mostly and sometime on settings as well. I added store app struture and details for apps in store . I also have some lag bugs with web but i am trying to resolve that Next, I am going to: resolve the lag bug finish the store app with js build sounds and galllery app yay bugs bugs let me complete this one
WEBOS 2 today was another interesting day of working on my webos 2. i added two more apps to the webos — Gallery and Sounds . i also somehow managed to fix the lag bug that was happening when using the webos. it was a really annoying bug because sometimes the ui would get stuck or become slow, but after working on it i finally got it working much better. after that i completed the design of the Store app . the store is going to be one of the bigger parts of the webos because it can be used to show and add different apps. the design part is now completed and i also started working on the JS for it. i also added a click sound when interacting with things in the webos. its a small feature but it makes the experience feel much better and gives the webos a little more life. added Gallery app added Sounds app fixed the lag bug completed the Store design started the Store JS added click sounds today also taught me a lot about JavaScript, app structures, bugs and how different parts of the webos connect together . the wildos is slowly becoming bigger and more complete with every update. there is still a lot left to build I am trying to make it fast ,bye!
WILDOS FINAL-DEVLOG at last i completed the wildos. i completed the store and the rest of the apps . the store took a long time to make but at last i completed it and made it functional. i also changed some app styles from webos1, made my own backgrounds for the boot and main window, added filters and a cursor image. also added boot percentage, boot music, some easter eggs and 3 new songs. i completely changed wildo and now he can give guides and generate 2 images. i also aligned the 1000 line html code and added the wifi logo. at last everything is done. ready to ship..!
completed the readme for the project and made it properly written with the project details and everything needed. it took some time to arrange everything in the readme so it looks clean and understandable. i also aligned the 1000 line html code properly because it was not properly aligned before and it was hard to read and work with. now the readme is completed and the html code is properly aligned.
Ships:
WildOS It was so cool to complete the WebOS 1 JAM. I made WildOS, a web-based but nature-themed OS. Thanks to MeowOS for inspiring me to build one too. Also thanks to the WebOS Guide that helped me understand what to build, and thanks to the team that built that guide. So what I built is a nature-themed OS called WildOS. It is fully nature-themed and has some awesome features. This one is web playable, so anyone can test it directly in the browser. I added 5 apps to it. The first one is WildNotes, where you can write your notes. The second one is a music player that lets you play some cool music. The third one is Files, which is just a simple file window. The fourth one is Settings, where you can change the theme. And the fifth one is WILDO, WildOS’s personal assistant, but it is always unreachable. I also added a booting window, text animations, a live clock, customizable themes, and draggable windows. This is my second WebOS. The first one gave me an idea of how a WebOS could work, and while building WildOS I learned more about JavaScript, especially dragging windows and making the booting screen. I also took a little inspiration from macOS for the dock and some of the icons, but I tried to make the rest of the design my own and keep everything around the nature theme. It was really interesting to build and I learned a lot from it. That’s it for WebOS 1. let’s see what I can build for WebOS 2.
WILDOS at last i completed WildOS for the WebOS 2 JAM . WildOS is a web-based but nature-themed OS and my second WebOS. My first WebOS helped me understand how a WebOS works, so this time i wanted to make something bigger and more functional. What I Built I made 9 apps : Wild Notes - write notes Wild Music Player - play music Wild Files - explore and download files Wild Settings - change the appearance Wild Weather - shows the weather of the Amazon Rainforest Wild Store - download and install apps Wild Gallery - view pictures Wild Sounds - play some crazy sounds Wildo - the personal assistant of WildOS The Music Player and Wild Store took me the most time. While making them, i learned more about JavaScript , app structures and how different parts of the OS connect together. Features Custom backgrounds Appearance settings Background sounds Boot animation Boot percentage Boot music Filters Custom cursor 3 new songs Draggable windows Fullscreen support App downloading and installation I also completely changed Wildo . Now he can give guides about WildOS and generate 2 images using JavaScript . Problems I Faced One big problem i faced was having 1000+ lines of HTML in one file . As the project became bigger, it became harder to find things and fix bugs. I spent time aligning and organising the code. I also faced some lag and dragging bugs while building it. This helped me learn how important it is to keep the code organised when a project gets bigger. How It Works mainly WildOS works like a small OS inside the browser. You can open apps from the dock, move the windows around, change the appearance, play music and download apps from the Store. You can play it directly in the browser. Use fullscreen and headphones for a better experience. Easter Eggs There are some Easter Eggs hidden inside WildOS. Double-click the tree icon on the top Double-click the WildOS text on the top There are also some more things hidden around the WildOS. I really enjoyed building WildOS and learned a lot about JavaScript, app structures, dragging windows, music players and fixing bugs . That’s it for WebOS 2 . check it out, ya tried!...
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Title: 3D N64 Platfomer by @HeyItsLam | Stardance
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Title: My awesome macropad! by @mus | Stardance
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Title: My awesome macropad! by @stefche | Stardanc Title: My awesome macropad! by @stefche | Stardance...
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GamEngine by @bartoszkasyna | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:49:21Z", "hours": 195.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made GPU driven game engine. It use vulkan 1.4. GTAO and VSM are still little bugged. Project will be still in development. This experimental version. More deatils are in devlogs. If engine or demo crashes on your device please send me generated logs and device specification", "repo": "https://github.com/B4rtekk1/GamEngine", "demo": "https://github.com/B4rtekk1/GamEngine/releases/tag/v0.1.0"}]...
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[{"post_id": 79106, "ts": "202 [{"post_id": 79106, "ts": "2026-10-12T18:07:52Z", "hours": 10.8381, "text": "I was working on bug fixes and glass system. Glass is not working was I want but it havs some progress. Currently glass is highly unoptimized."}, {"post_id": 78281, "ts": "2026-10-10T08:29:57Z", "hours": 4.4117, "text": "I made custom installer for my engine. Now i willl work on optimatization"}, {"post_id": 74967, "ts": "2026-09-28T18:36:35Z", "hours": 9.7639, "text": "I mainly working on bug fixing. Now VSM and GTAO are fully stable, TAA still needs some love. I was also working on fbx model importer. On the image you can see Amazon Lumberyard Bistro which has 2.7M triangles with 140FPS. I have to work on fps stability while moving camera and make glass shader/object."}, {"post_id": 74396, "ts": "2026-09-27T09:59:55Z", "hours": 9.5208, "text": "I was trying to made my version of DDGI but it was unstable, so I made this disabled. Full DDGI would be impossible for my gpu so I used Brixelizer GI from FidelityFX SDK from AMD. It looks good and stable. Image is capyured on intel sponza which has 2.7M traingles - 13x more than original sponza so my engine scale well."}, {"post_id": 73521, "ts": "2026-09-25T09:34:28Z", "hours": 9.7292, "text": "I was working on Ray Traced Contact Shadows and DDGI. Ray traced shadows works well without droping fps that much. Currently my DDGI is bugged - its very dark. The image is taken with RTCS, DGGI disabled"}, {"post_id": 72555, "ts": "2026-09-23T06:37:29Z", "hours": 5.0792, "text": "Successfully optimized GTAO and VSM, 40FPS gain and more stable 1% low"}, {"post_id": 71260, "ts": "2026-09-20T15:17:19Z", "hours": 7.5197, "text": "I was working on game optimization, editor functionalities and standalone game building. I successfully optimized GTAO and VSM a little. GTAO still have some halo around some objects and VSM are not full stable. I added option build game in editor. I have to optimize editor a little and add some more functionalities. On the first image you can see nvidia nsight graphics profiler and on the second one standalone game build running in 160 after few seconds. This is decent score for rtx 3050."}, {"post_id": 70490, "ts": "2026-09-19T08:46:32Z", "hours": 7.4986, "text": "I was trying to fix shadows but it didint go well, so I gave up and started refactoring code for better readibiliy. On the image you can see broken verin of shadows, dont worry I went back to working ones. I fixed few smaller nearly invisible shadows bugs, so I didint waste myy time. Now I will focus on optimatization and graphics effet"}, {"post_id": 69704, "ts": "2026-09-17T16:43:10Z", "hours": 8.0603, "text": "I started migration to dynamic rendering, so rendering pipeline would be much easier for user. I also made custom title bar. Im in process of improving UI. I found two bugs - in certains camera angle shadows/AO or something doesnt work correctly. Second - some random patterns may occur while looking into sky inside sponza"}, {"post_id": 69075, "ts": "2026-09-16T10:23:21Z", "hours": 5.7283, "text": "I made water system but it look horrible and performance isnt great, so i focused next on large models importing. Big models are now devided into meshlets. On the image you can see very popular benchmark scene, its called crytek sponza. I think that 170FPS in this stage is good"}, {"post_id": 68570, "ts": "2026-09-15T10:28:57Z", "hours": 8.1017, "text": "I am working on water system. I decided to make something diffrent that normal water commonly used in every modern engine. I want to make virtual water system which is inspired by VSM. More technical details I will provide in devlog when I finish my water system. I dont have any working water image so I just upload some engine footage. PS. It might be much more optimize than normal water."}, {"post_id": 67943, "ts": "2026-09-14T08:27:35Z", "hours": 6.5411, "text": "I was working on water system and improving GTAO. While testing I found weird little horizontal strips on shadows. I thought it was my WSM bug so I was trying to fix it. After I checked all possible bugs i realized that I could downgrade GTAO by linear interpolation. I fixed it and now works fine. Water currently has implemented SSR and simple Gernster waves. On the images you can see clip levels and virutal pages shown in shadow debug mode"}, {"post_id": 67159, "ts": "2026-09-13T07:20:53Z", "hours": 7.1444, "text": "I was working on editor optimatization and bug fixes. Editor launch time jumped from ~7seconds to 1.5 seconds if editor has cache, otherwise 4.3 seconds. Launching editor no more cause vulkan errors. I also added IBL and reflects. I also bugged shadows a little."}, {"post_id": 66406, "ts": "2026-09-12T06:58:22Z", "hours": 6.8744, "text": "I was working on finishing render graph. I also optimized editor - in huge scenes it will have more stable 60FPS. I optimized game mode - 1% low are higher now"}, {"post_id": 65853, "ts": "2026-09-11T08:49:16Z", "hours": 8.0272, "text": "I was mainly working on models and textures compression. Textures are now compressed into BC7 format. I also added remdergraph so user dont have to make it manually."}, {"post_id": 65239, "ts": "2026-09-10T07:13:42Z", "hours": 7.9544, "text": "Today I was working on game optimatization and little shadows improvements. I was mainly working on game profiler as you can see in the image"}, {"post_id": 64328, "ts": "2026-09-08T16:49:40Z", "hours": 9.6778, "text": "Last 2 days I was working on editor functionalities. I added built-in powersheell terminal. I also added shadergraph which currently is doesnt want to compile properly"}, {"post_id": 63480, "ts": "2026-09-07T11:14:38Z", "hours": 6.3356, "text": "I was working on UX in editor. Then I found bug which I couldnt fix for 3 hours. Bug was caused my matrix decompose floating point"}, {"post_id": 62420, "ts": "2026-09-05T19:23:52Z", "hours": 5.1811, "text": "Today I was working on optimatization, code quality and better model imports. fps jumped from ~400 to ~430."}, {"post_id": 61744, "ts": "2026-09-04T20:02:01Z", "hours": 8.3261, "text": "I was working on game optimzatization. I made jump from around 200FPS to 400. There is still a lot more things to optimize."}, {"post_id": 59136, "ts": "2026-08-31T19:21:14Z", "hours": 5.6275, "text": "I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout"}, {"post_id": 58356, "ts": "2026-08-30T19:03:02Z", "hours": 6.1303, "text": "Today i was adding missing tests. I also updated terrain sculping system - you can now sculp all terrain at once if multiple instances. I added some utils and deleted fps limit in play mode."}, {"post_id": 57564, "ts": "2026-08-29T19:02:32Z", "hours": 4.8972, "text": "Today I was working on better shadow implemenatation. I implemented VSM shadows - smiliar are used in UE5. I think its looks good"}, {"post_id": 56852, "ts": "2026-08-28T20:10:13Z", "hours": 5.6839, "text": "Today I was working on code quality and better terrain sculping tools. I added grass painting. I also added some nice shader to grass - A rolling ball leaves a trail in the grass. Check it out!"}, {"post_id": 56432, "ts": "2026-08-28T06:18:19Z", "hours": 5.745, "text": "I was working on terrain sculping. I was inspired by unity system generator so I wanted to make something smiliar. Now there is only one brush but i will extend possibilities of my system."}, {"post_id": 55427, "ts": "2026-08-27T07:58:03Z", "hours": 4.6125, "text": "Added gltf models importing with editor asset manager. Imported gameobject has his unique mesh collider."}, {"post_id": 54988, "ts": "2026-08-26T12:44:55Z", "hours": 2.9125, "text": "I was fixing my physics system. I fixed some bugs and created new ones. First new bug is sphere bouning up on first contact. 2 bug is cube lifting up another cube. I’m happy that I removed object shaking"}, {"post_id": 54700, "ts": "2026-08-25T19:29:26Z", "hours": 6.6933, "text": "Today I was mainly working on code quality and project refactorization. When I was testing scenes with various of configuration I found some type of physics bug - Objects are shaking for some reason, you can see this in attached video"}, {"post_id": 53759, "ts": "2026-08-24T13:13:25Z", "hours": 1.2175, "text": "last 1.25h I was adding cube physics, imo it look very satisfying."}, {"post_id": 53644, "ts": "2026-08-24T09:33:54Z", "hours": 4.9856, "text": "I was working on realistic sphere physics. I think it looks good enough. I was also working on tests. Fixed bug when ramp after start/stop was changing her location."}, {"post_id": 52942, "ts": "2026-08-23T09:58:18Z", "hours": 3.4753, "text": "I added simple gravity and colliders. I also reorganized code a little - I make high level API so user dont have to use Vulkan and SDL directly."}, {"post_id": 52275, "ts": "2026-08-22T11:51:51Z", "hours": 3.0019, "text": "Added Color picker, and updated window reloading while adding MSAA or new color. Now you can easily change color in editor"}, {"post_id": 51666, "ts": "2026-08-21T13:55:21Z", "hours": 2.4742, "text": "I made object scriptable!"}, {"post_id": 50944, "ts": "2026-08-20T12:37:57Z", "hours": 4.6658, "text": "I messed something up and m editor wasnt responding I couldt click anything. I was trying to fix it almost 5 hours. What I fixed? - vulkan and SDL were recreating while turning MSAA on and GPU was loosing context"}, {"post_id": 49752, "ts": "2026-08-18T17:53:31Z", "hours": 3.2764, "text": "Editor Update The editor has been significantly improved and now looks much better. Cross-Platform Support The editor no longer depends on the Windows API, which means it should work on both Windows and Linux . Technology Stack The original goal was to use only: C++ Vulkan SDK SDL3 GLM These are all standard components that come with a typical Vulkan development setup. After further research, Dear ImGui was also added. It is currently the only third-party dependency . Performance Both the Scene View and Game View are capped at 60 FPS . The Scene View captures the 90th frame of the particle effect so that it remains static. Next Steps Focus will now shift to expanding the editor’s functionality."}, {"post_id": 49441, "ts": "2026-08-18T09:01:45Z", "hours": 1.725, "text": "I made basic editor. Now looks like terrible but I will make it better"}, {"post_id": 49021, "ts": "2026-08-17T16:44:03Z", "hours": 1.5692, "text": "Added movement, you can move by using wasd, scroll and RMB"}, {"post_id": 48153, "ts": "2026-08-16T13:31:10Z", "hours": 4.0589, "text": "Particle System I was trying to add .glb models importer but this is very hard to do without third parties dependencies and i messed up something - Tree looks flat(second attachment). After many failed attempts I decided to start making particle system, as you can see it looks good. It is also optimized. FPS drop which you can see on video is caused by cmake compilation in background. I hope you like my particles :) All of this is made in C++ and the Vulkan SDK."}, {"post_id": 47579, "ts": "2026-08-15T15:41:56Z", "hours": 2.8206, "text": "Progress Update – Last 3 Hours Focused on two main things: Engine Optimization Font Rasterizer – added support for rendering fonts in the HUD Optimizations: Integrated VMA (Vulkan Memory Allocator) Added object instancing Fixed a buffer bug that was causing a memory leak Image: Cube made of 30×30×30 (27 000) smaller cubes + HUD with rendered font. All of this is made in C++ and the Vulkan SDK."}, {"post_id": 47338, "ts": "2026-08-15T06:56:33Z", "hours": 5.75, "text": "Engine Updates Added GPU-driven Hi-Z culling Added canvas — you can now make HUDs Optimized scenes a little Added Scene Serializer Added Asset Manager Added Color class — you no longer have to work with plain vectors Showcase On the image you can see a cube made from 30×30×30 smaller cubes, each one casting a shadow. In the bottom-left corner you can see the canvas. All of this is made in C++ and the Vulkan SDK ."}, {"post_id": 46339, "ts": "2026-08-13T14:18:08Z", "hours": 4.5861, "text": "Added Engine Math based on glm. Optimized multi object drawing. Made better project structure"}, {"post_id": 45817, "ts": "2026-08-12T15:21:12Z", "hours": 2.5969, "text": "Added shadows, game objects, engine vectors and matrixs, standaole camera, position and transforms"}, {"post_id": 40303, "ts": "2026-08-03T18:52:30Z", "hours": 3.1914, "text": "I have reorganized code. I added MSAA and rotaing cube!"}, {"post_id": 39619, "ts": "2026-08-02T18:45:09Z", "hours": 0.8017, "text": "I finished my previus project so now i can have two concurrent - this and c++/cuda custom llm. Successfully rendered triangle :) Its only about ~1000 lines of code. I used offical tutorial for start."}]...
|
Title: GamEngine by @bartoszkasyna | Stardance
De Title: GamEngine by @bartoszkasyna | Stardance
Devlogs:
I finished my previus project so now i can have two concurrent - this and c++/cuda custom llm. Successfully rendered triangle :) Its only about ~1000 lines of code. I used offical tutorial for start.
I have reorganized code. I added MSAA and rotaing cube!
Added shadows, game objects, engine vectors and matrixs, standaole camera, position and transforms
Added Engine Math based on glm. Optimized multi object drawing. Made better project structure
Engine Updates Added GPU-driven Hi-Z culling Added canvas — you can now make HUDs Optimized scenes a little Added Scene Serializer Added Asset Manager Added Color class — you no longer have to work with plain vectors Showcase On the image you can see a cube made from 30×30×30 smaller cubes, each one casting a shadow. In the bottom-left corner you can see the canvas. All of this is made in C++ and the Vulkan SDK .
Progress Update – Last 3 Hours Focused on two main things: Engine Optimization Font Rasterizer – added support for rendering fonts in the HUD Optimizations: Integrated VMA (Vulkan Memory Allocator) Added object instancing Fixed a buffer bug that was causing a memory leak Image: Cube made of 30×30×30 (27 000) smaller cubes + HUD with rendered font. All of this is made in C++ and the Vulkan SDK.
Particle System I was trying to add .glb models importer but this is very hard to do without third parties dependencies and i messed up something - Tree looks flat(second attachment). After many failed attempts I decided to start making particle system, as you can see it looks good. It is also optimized. FPS drop which you can see on video is caused by cmake compilation in background. I hope you like my particles :) All of this is made in C++ and the Vulkan SDK.
Added movement, you can move by using wasd, scroll and RMB
I made basic editor. Now looks like terrible but I will make it better
Editor Update The editor has been significantly improved and now looks much better. Cross-Platform Support The editor no longer depends on the Windows API, which means it should work on both Windows and Linux . Technology Stack The original goal was to use only: C++ Vulkan SDK SDL3 GLM These are all standard components that come with a typical Vulkan development setup. After further research, Dear ImGui was also added. It is currently the only third-party dependency . Performance Both the Scene View and Game View are capped at 60 FPS . The Scene View captures the 90th frame of the particle effect so that it remains static. Next Steps Focus will now shift to expanding the editor’s functionality.
I messed something up and m editor wasnt responding I couldt click anything. I was trying to fix it almost 5 hours. What I fixed? - vulkan and SDL were recreating while turning MSAA on and GPU was loosing context
I made object scriptable!
Added Color picker, and updated window reloading while adding MSAA or new color. Now you can easily change color in editor
I added simple gravity and colliders. I also reorganized code a little - I make high level API so user dont have to use Vulkan and SDL directly.
I was working on realistic sphere physics. I think it looks good enough. I was also working on tests. Fixed bug when ramp after start/stop was changing her location.
last 1.25h I was adding cube physics, imo it look very satisfying.
Today I was mainly working on code quality and project refactorization. When I was testing scenes with various of configuration I found some type of physics bug - Objects are shaking for some reason, you can see this in attached video
I was fixing my physics system. I fixed some bugs and created new ones. First new bug is sphere bouning up on first contact. 2 bug is cube lifting up another cube. I’m happy that I removed object shaking
Added gltf models importing with editor asset manager. Imported gameobject has his unique mesh collider.
I was working on terrain sculping. I was inspired by unity system generator so I wanted to make something smiliar. Now there is only one brush but i will extend possibilities of my system.
Today I was working on code quality and better terrain sculping tools. I added grass painting. I also added some nice shader to grass - A rolling ball leaves a trail in the grass. Check it out!
Today I was working on better shadow implemenatation. I implemented VSM shadows - smiliar are used in UE5. I think its looks good
Today i was adding missing tests. I also updated terrain sculping system - you can now sculp all terrain at once if multiple instances. I added some utils and deleted fps limit in play mode.
I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout
I was working on game optimzatization. I made jump from around 200FPS to 400. There is still a lot more things to optimize.
Today I was working on optimatization, code quality and better model imports. fps jumped from ~400 to ~430.
I was working on UX in editor. Then I found bug which I couldnt fix for 3 hours. Bug was caused my matrix decompose floating point
Last 2 days I was working on editor functionalities. I added built-in powersheell terminal. I also added shadergraph which currently is doesnt want to compile properly
Today I was working on game optimatization and little shadows improvements. I was mainly working on game profiler as you can see in the image
I was mainly working on models and textures compression. Textures are now compressed into BC7 format. I also added remdergraph so user dont have to make it manually.
I was working on finishing render graph. I also optimized editor - in huge scenes it will have more stable 60FPS. I optimized game mode - 1% low are higher now
I was working on editor optimatization and bug fixes. Editor launch time jumped from ~7seconds to 1.5 seconds if editor has cache, otherwise 4.3 seconds. Launching editor no more cause vulkan errors. I also added IBL and reflects. I also bugged shadows a little.
I was working on water system and improving GTAO. While testing I found weird little horizontal strips on shadows. I thought it was my WSM bug so I was trying to fix it. After I checked all possible bugs i realized that I could downgrade GTAO by linear interpolation. I fixed it and now works fine. Water currently has implemented SSR and simple Gernster waves. On the images you can see clip levels and virutal pages shown in shadow debug mode
I am working on water system. I decided to make something diffrent that normal water commonly used in every modern engine. I want to make virtual water system which is inspired by VSM. More technical details I will provide in devlog when I finish my water system. I dont have any working water image so I just upload some engine footage. PS. It might be much more optimize than normal water.
I made water system but it look horrible and performance isnt great, so i focused next on large models importing. Big models are now devided into meshlets. On the image you can see very popular benchmark scene, its called crytek sponza. I think that 170FPS in this stage is good
I started migration to dynamic rendering, so rendering pipeline would be much easier for user. I also made custom title bar. Im in process of improving UI. I found two bugs - in certains camera angle shadows/AO or something doesnt work correctly. Second - some random patterns may occur while looking into sky inside sponza
I was trying to fix shadows but it didint go well, so I gave up and started refactoring code for better readibiliy. On the image you can see broken verin of shadows, dont worry I went back to working ones. I fixed few smaller nearly invisible shadows bugs, so I didint waste myy time. Now I will focus on optimatization and graphics effet
I was working on game optimization, editor functionalities and standalone game building. I successfully optimized GTAO and VSM a little. GTAO still have some halo around some objects and VSM are not full stable. I added option build game in editor. I have to optimize editor a little and add some more functionalities. On the first image you can see nvidia nsight graphics profiler and on the second one standalone game build running in 160 after few seconds. This is decent score for rtx 3050.
Successfully optimized GTAO and VSM, 40FPS gain and more stable 1% low
I was working on Ray Traced Contact Shadows and DDGI. Ray traced shadows works well without droping fps that much. Currently my DDGI is bugged - its very dark. The image is taken with RTCS, DGGI disabled
I was trying to made my version of DDGI but it was unstable, so I made this disabled. Full DDGI would be impossible for my gpu so I used Brixelizer GI from FidelityFX SDK from AMD. It looks good and stable. Image is capyured on intel sponza which has 2.7M traingles - 13x more than original sponza so my engine scale well.
I mainly working on bug fixing. Now VSM and GTAO are fully stable, TAA still needs some love. I was also working on fbx model importer. On the image you can see Amazon Lumberyard Bistro which has 2.7M triangles with 140FPS. I have to work on fps stability while moving camera and make glass shader/object.
I made custom installer for my engine. Now i willl work on optimatization
I was working on bug fixes and glass system. Glass is not working was I want but it havs some progress. Currently glass is highly unoptimized.
Ships:
I made GPU driven game engine. It use vulkan 1.4. GTAO and VSM are still little bugged. Project will be still in development. This experimental version. More deatils are in devlogs. If engine or demo crashes on your device please send me generated logs and device specification...
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1793148447.0568364
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1793234847.0568364
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12235
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Untitled project by @RichiEee3 | Stardance
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RichiEee3
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0
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0
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Title: Untitled project by @RichiEee3 | Stardance
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1792630046.2101824
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1793234846.2101824
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23428
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My awesome macropad! by @atahalam | Stardance
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atahalam
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0
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Title: My awesome macropad! by @atahalam | Stardan Title: My awesome macropad! by @atahalam | Stardance...
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1792630045.2505481
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1793234845.2505481
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15796
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blowupthenoobs' website by @blowupthenoobs | S blowupthenoobs' website by @blowupthenoobs | Stardance...
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blowupthenoobs
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T18:48:48Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Got the main stuff laid out on the home page. Still need to integrate some stuff like the art portfolio widgets and whatnot, but that’s going to come in when my google drive clone thingy is further along in completion. Other stuff like the discord widget and nuggets of wisdom are intended to be further worked on, but it is in a good state for right now I think.", "repo": "https://github.com/blowupthenoobs/PortfolioSite", "demo": "https://blowupthenoobs.dev/"}]...
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[{"post_id": 63382, "ts": "202 [{"post_id": 63382, "ts": "2026-09-07T05:28:55Z", "hours": 0.995, "text": "Finished the basic mockup and such with a couple working features, so I should hopefully be able to qualify for the pulse mission."}, {"post_id": 63360, "ts": "2026-09-07T04:23:56Z", "hours": 0.9889, "text": "Almost finished the mockup. Added random scrolling thing cuz I saw it in someone else’s personal site, lol (It was a thing I was thinking of putting in anyways though. Scrolling’s a nice touch for it tho.)"}, {"post_id": 63337, "ts": "2026-09-07T03:19:28Z", "hours": 1.8997, "text": "Added a music detection widget (powered by a discord-based api)"}, {"post_id": 63215, "ts": "2026-09-06T21:57:32Z", "hours": 2.135, "text": "Finally got to actually working on the main page, lol."}]...
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Title: blowupthenoobs' website by @blowuptheno Title: blowupthenoobs' website by @blowupthenoobs | Stardance
Devlogs:
Finally got to actually working on the main page, lol.
Added a music detection widget (powered by a discord-based api)
Almost finished the mockup. Added random scrolling thing cuz I saw it in someone else’s personal site, lol (It was a thing I was thinking of putting in anyways though. Scrolling’s a nice touch for it tho.)
Finished the basic mockup and such with a couple working features, so I should hopefully be able to qualify for the pulse mission.
Ships:
Got the main stuff laid out on the home page. Still need to integrate some stuff like the art portfolio widgets and whatnot, but that’s going to come in when my google drive clone thingy is further along in completion. Other stuff like the discord widget and nuggets of wisdom are intended to be further worked on, but it is in a good state for right now I think....
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1793148444.4276977
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1793234844.4276977
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32602
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Magpie, my first slack bot! by @charr2028 | Starda Magpie, my first slack bot! by @charr2028 | Stardance...
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charr2028
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0
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0.36
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0
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[{"post_id": 24953, "ts": "202 [{"post_id": 24953, "ts": "2026-07-08T20:42:58Z", "hours": 0.3608, "text": "I added my first slash command! /magpie-ping checks the latency of the bot and gives a different message for different speeds. It’s very simple, and honestly this is mostly just the code that the mission had me copy and paste. But I’m learning! Now I know how easy it is to add commands to Magpie, and I will hopefully have a much more exciting second devlog. I’m planning to add: a help command a command for giving presents to magpie a command for giving snacks to magpie a coin flip or dice rolling command a command for magpie trivia maybe more! This is very fun to me, so I can’t wait to make this bot a full repertoire!"}]...
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Title: Magpie, my first slack bot! by @charr2028 | Title: Magpie, my first slack bot! by @charr2028 | Stardance
Devlogs:
I added my first slash command! /magpie-ping checks the latency of the bot and gives a different message for different speeds. It’s very simple, and honestly this is mostly just the code that the mission had me copy and paste. But I’m learning! Now I know how easy it is to add commands to Magpie, and I will hopefully have a much more exciting second devlog. I’m planning to add: a help command a command for giving presents to magpie a command for giving snacks to magpie a coin flip or dice rolling command a command for magpie trivia maybe more! This is very fun to me, so I can’t wait to make this bot a full repertoire!...
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1792630044.2348452
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1793234844.2348452
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36669
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My own site! by @sanjana_sanagavarapu | Stardance
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sanjana_sanagavarapu
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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 @sanjana_sanagavarapu | Sta Title: My own site! by @sanjana_sanagavarapu | Stardance...
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1792630043.389603
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20088
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My awesome macropad! by @helzinki | Stardance
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helzinki
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0
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0
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Title: My awesome macropad! by @helzinki | Stardan Title: My awesome macropad! by @helzinki | Stardance...
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1792630042.5557964
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My awesome macropad! by @ | Stardance
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Title: My awesome macropad! by @ | Stardance
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1792630041.7099106
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1793234841.7099106
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43116
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X-Revenant by @nejenabinupa | Stardance
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nejenabinupa
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1
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49.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T17:17:01Z", "hours": 49.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this model is finished now all of the details are in the readme how you like it", "repo": "https://github.com/binupax6699/X-REVENANT-3D-MODLE", "demo": "https://sketchfab.com/3d-models/x-revenant-d105edc6008d4e148df14087eecc2355"}]...
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[{"post_id": 77351, "ts": "202 [{"post_id": 77351, "ts": "2026-10-06T17:11:44Z", "hours": 1.4131, "text": "finished up all and its ready now"}, {"post_id": 43397, "ts": "2026-08-08T16:48:16Z", "hours": 6.4225, "text": "Finally finished baking the textures to the body"}, {"post_id": 42499, "ts": "2026-08-07T08:42:02Z", "hours": 9.8578, "text": "I did the texturing for the all and I make the interior and put weapons that come out from openings, next will be backing the texture and sum small details to make it perfect."}, {"post_id": 41340, "ts": "2026-08-05T14:27:20Z", "hours": 10.5606, "text": "I added small details and sum small changes to the topology and cut out opening to add this that come out and I add the landing gear and it was the most complex part today and i even animated it and it look so perfect."}, {"post_id": 40203, "ts": "2026-08-03T16:38:36Z", "hours": 10.9303, "text": "Did so much changes and I think this is the final model I can get, maybe little more changes and textures I can add in next devlog, it’s looking good i think I did a great job to get to here and make it much more my style and better over time"}, {"post_id": 39555, "ts": "2026-08-02T16:15:05Z", "hours": 10.265, "text": "Took so long to make the based mash and it was good enough to work ok and need to make it perfect and make some small small changes along the way."}]...
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Title: X-Revenant by @nejenabinupa | Stardance
De Title: X-Revenant by @nejenabinupa | Stardance
Devlogs:
Took so long to make the based mash and it was good enough to work ok and need to make it perfect and make some small small changes along the way.
Did so much changes and I think this is the final model I can get, maybe little more changes and textures I can add in next devlog, it’s looking good i think I did a great job to get to here and make it much more my style and better over time
I added small details and sum small changes to the topology and cut out opening to add this that come out and I add the landing gear and it was the most complex part today and i even animated it and it look so perfect.
I did the texturing for the all and I make the interior and put weapons that come out from openings, next will be backing the texture and sum small details to make it perfect.
Finally finished baking the textures to the body
finished up all and its ready now
Ships:
this model is finished now all of the details are in the readme how you like it...
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1793148441.4466455
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1793234841.4466455
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19178
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Aera Studia by @timotheyknezi | Stardance
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timotheyknezi
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0
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0.0
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0
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Title: Aera Studia by @timotheyknezi | Stardance
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1792630040.8634844
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1793234840.8634844
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16402
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My awesome macropad! by @maddyson | Stardance
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maddyson
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0
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Title: My awesome macropad! by @maddyson | Stardan Title: My awesome macropad! by @maddyson | Stardance...
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1792630039.9932246
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My awesome macropad! by @arnavnemade1 | Stardance
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arnavnemade1
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Title: My awesome macropad! by @arnavnemade1 | Sta Title: My awesome macropad! by @arnavnemade1 | Stardance...
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1792630039.125958
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Untitled project by @GoodJobCoder | Stardance
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GoodJobCoder
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Title: Untitled project by @GoodJobCoder | Stardan Title: Untitled project by @GoodJobCoder | Stardance...
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1792630038.268089
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Untitled by @Javiisthere | Stardance
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Javiisthere
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Title: Untitled by @Javiisthere | Stardance
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1792630037.436508
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1793234837.436508
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